Divinity 2 - Ego Draconis Divinity 2: Ego Draconis FAQ and Walkthrough Version: 1.20 Updated: 02/23/2010 By: seorin E-mail: seorin@gmail.com E-mail disclaimer: I do not answer e-mail in a timely fashion, so it may be quite some time before you hear from me (on the order of months). E-mails with proper spelling and grammar are more likely to receive a favorable response, though I do understand if your first language is not English. If you would like to contribute information to this FAQ, please do e-mail me, though I won't be able to include your submission until I verify it myself (and that can take a while). ******************************************************************** * * * TABLE OF CONTENTS * * * ******************************************************************** I. About this guide II. Tips and tricks III. Skills IV. Farglow V. Broken Valley Village VI. Broken Valley VII. Sentinel Island VIII. Orobas Fjords IX. Flying Fortresses X. Formulas XI. Mind Reading XII. Index XIII. Version Information ******************************************************************** * * * I. ABOUT THIS GUIDE * * * ******************************************************************** This is intended to be a no-frills guide to everything you need to know about Divinity 2: Ego Draconis. While information is ordered in a sensible fashion, due to the open ended nature of Divinity 2, there is no single order that will represent how everybody goes through the game. For that reason, each section has its own mini table of contents which will allow you to use the search function of your browser to quickly find anything you need. If you become truly lost, there is an alphabetical list of locations and quests in the index. All quests are called by their proper name, and as many locations as possible are as well. The only location that isn't, to my knowledge, is one cave in Orobas Fjords, which does not have a proper name that shows on the map after you discover it. The language used in this guide should be easily understandable for most gamers. Perhaps the only questionable thing is my use of * to represent variables in skills and formulas. In the many cases where I use multiple *'s, the chart below will have the resulting numbers in order. There are a very few exceptions to this, where there are multiple variables in a skill that always equal the same number. In such cases, there will be more *'s than numbers in the chart below, and it should be obvious which refers to which. I may make this cleaner in future updates. As you go through the game, and this guide, remember that Divinity 2 is all about exploration. Wander off the beaten path, make mistakes, and have fun. If you like a skill that I don't, put points in it anyway. This game isn't very difficult after a certain point and there are many, many ways to succeed. Have fun! ******************************************************************** * * * II. TIPS AND TRICKS * * * ******************************************************************** -------------- | General Tips | -------------- -Don't fuss over your appearance and voice choice too much. You can change it again before the tutorial is over. If you still don't like it, you can change it whenever you want after the game's halfway point (but you're stuck with it until then). -Mind reading is an experience debt - it does not take away from your current earned experience. Experience you gain in the future will go to paying off the debt first, then you can resume gaining exp towards your next level. Your current experience and experience debt are listed on your inventory screen. -The game is difficult for the first 12 levels almost regardless of what skills you choose. After reaching level 12, for a variety of reasons, the game becomes much easier. -The game becomes even easier still after acquiring your battle tower (roughly halfway through the game), due to the plentiful availability of potions and powerful creature parts. If potions and creature use aren't enough, consider retraining your skills at the skill trainer. If all else fails, you can bump the game's difficulty down a notch in the options menu. -Keep an eye out for unusual looking rocks and plants. You can harvest gems and ores used for enchanting or plants used for alchemy. -Don't feel pressured to save all the gems, ore, and herbs that you find. Save any Malachite Gems, but everything else becomes extremely easy to acquire in large quantities later on. -Divinity 2 has no fall damage, and virtual skydiving is a fun sport. -Food is plentiful in the early game, and can be used to regenerate hit points. Drinks will regenerate mana. These are excellent alternatives to potions until level 10 or so, when you have too many hit points and mana to rely on such weak sources of replenishment. -Disenchant any enchanted items before selling them. This is one of the best ways to learn a wide variety of enchanting formulas. Plus, it doesn't have an effect on the sale value of the item. -The small, green button just below and to the left of your inventory tabs will auto sort the current tab when pressed. -Healing may cost lots of mana, but don't life tap after using it. The life tap will end the regeneration effect of the healing spell. Wait for the regeneration to end, then life tap. -Use and abuse the quicksave feature. Bind a quicksave key to something nearby and press it every few minutes and before difficult fights. It's good insurance in case the game crashes, or in case a particular fight is tougher than you thought it would be. -Make regular backup saves, too. Once you get in the habit of quicksaving, it's very easy to quicksave in a bad situation. Try making regular saves before entering new dungeons, before turning in difficult quests, and every time you gain a level. Saving before major boss encounters or game-changing events is a wise idea, too. -If you explore thoroughly, by the end of the game you should have around 65 skill points. If you're extremely thorough, you can have over 75. ----------- | Item Tips | ----------- -Keep an eye out for equipment that gives a bonus to a skill, especially a skill you plan on taking. These bonuses are the only way to max many of the best skills in the game. -Most containers have randomly generated loot, which scales to your level. Not only does this mean the same container will have better items if you open it at level 15 instead of 5, but it also means you can save before opening a chest and reload if you don't like what's inside. The exact moment that the contents are determined occurs as you approach the container, not when you open it, so be careful if you try this trick. If you save too close to the container, reloading won't change its contents. -Locked chests work slightly differently. For those, loot is only generated if you can open the chest. If you don't have the key or your lockpick skill isn't high enough, the chest contents remain undetermined no matter how close you get. -Quest items are randomly generated, too, but have a much more consistent quality than container loot. Furthermore, the loot is generated when you turn in the quest, and not before. So, if a quest offers a particularly good quality set of reward choices, you can simply save before turning it in, then keep reloading until you find a reward you like. -Many boss enemies will also drop items of a consistent quality when killed, and this same reload trick works for them, too. Save right before dealing the killing blow, then if they don't drop an item you like, reload and kill them again. -For the most part, abusing the above tricks is a huge waste of time. There are less than a dozen places in the game where it might be worthwhile: malachite ore veins, and legendary or better quality quest rewards or item drops. For everything else, it's simply not worth the time. The Gremory chest is a notable exception, since it always contains a legendary quality item, unlike most chests which only have a small chance at containing a random heroic quality item at best. -Shops are actually quite a bit better than they first appear. They restock their inventories to match you every time you gain a level. Merchants that sell magical and heroic goods are quite precious indeed and you should visit them every level to peruse their offerings for potential upgrades. Late in the game, you can gain access to merchants that regularly stock legendary quality items. Such shops are your best bet for finding equipment that surpasses the pre-defined sets in the game. -Don't let the quality of an item fool you. If the item level is high enough, an uncommon item may be far superior to even a legendary. The quality of an item only affects the number of properties, charm slots, and enchantments it can have. -Hit point regeneration is the best jewelry enchant by far. Stack as many regenerating items as you can, but don't waste your malachite gems enchanting it on new jewelry until you can enchant level 10 healing aura on an item that's really good even without it. -Life line is a surprisingly good armor enchant. The more hit points you have, the more you regenerate. Of course, protection enchants are good, too. -Increased damage and increased magical damage are the best weapon enchants. They add more damage to each swing than any other enchant without exception. If you have a weapon with a third enchanting slot, the last enchant is up to personal preference. -Gold is almost never a worthwhile quest reward. The items usually sell for more, even if you won't use them. -In the early game, it's not very important to maximize your exp. Once you get to Orobas Fjords, consider taking as many exp rewards as you can, unless an item being offered is very good for you (such as one that raises a skill). -After the halfway point of the game, it's nearly impossible to run out of gold. Just send your gem runner out for diamonds and your ore runner out for malachite ore a few times, and you'll have 10k worth of gems and ore to sell to a vendor before you know it. Repeat as needed. -In a similar manner, potions are infinite. Since herbs sell so poorly anyway, you can stock up on herbs for your favorite potions while your other runners line your pockets with gold. It's pretty hard to die when carrying 75 potions of greater rejuvenation. ------------------- | Battle Tower Tips | ------------------- -Between the two necromancers, Jonelath is the superior choice. The armor bonuses they grant your creature are negligible, and you get more exp for completing Jonelath's quests. -For a skill trainer, choose Hermosa. Upgrading your Skill Training Area to the max level with Kenneth requires you to give up a book that gives you five skill points - the single biggest skill boost in the game. Hermosa only asks you to give up a sword - a good sword, for sure, but it's hardly five skill points. -The choice of enchanters is a tougher one. If you intend to upgrade your Workshop to the maximum, choose Wesson to gain more exp and two skill points instead of one. If you choose Radcliff, however, you can sacrifice the final upgrade (which isn't very useful) for two malachite gems (which are extremely useful). -If you choose Allan as your alchemist, you can have him make you the unique Allan Brew - an armor potion 1.5 times as effective as the next best one. Barbatos, on the other hand, will reward you with one more skill point and he reduces the ingredient cost of potions at the max Alchemy Garden level by 3 instead of Allan's 2. Furthermore, he can make stat buffing potions for free, though they aren't the highest quality (and cheap ingredients make for plentiful better potions anyway). Lastly, choosing Allan forces you to give up the Potion of Wisdom, which grants you 5 int for free. Unless you really like Allan's personality, Barbatos is the better choice. -Once fully equipped, your runners will complete their errands as soon as you leave your Battle Tower and return. Take advantage of their speed to quickly stock up on valuable materials. If you leave your tower before they've even finished running out, however, you'll have to leave one more time before they return. -When you upgrade your workshop, you must choose whether to upgrade weapons, armour, or jewelry. Whichever you pick, all formulas for that type will cost one less of each ingredient. This cannot reduce the cost below 1, so unfortunately, all enchants requiring Malachite Gems still do so. -Upgrading your Alchemist will make all formulas cost one less of each ingredient. Unlike the workshop upgrade, this can reduce certain ingredient costs to zero. A potion will never be completely free, however, so even very low level potions will still require at least one ingredient. ------------- | Dragon Tips | ------------- -Contrary to the loading tips, there seems to be no cooldown whatsoever on your dragon morph stone. You can transform in and out of dragon form as often and as rapidly as you like. -Press the activate key (default 'E') while flying as a dragon to gain a quick speed boost. You can do this once every two seconds. -You only need one point of Dragon Spirit. The more points you have in Fire Sphere and Firebreath, on the other hand, the better off you'll be. -Dragon armor seems to have no effect on stats other than granting you a skill bonus. -You can find many unique pieces of dragon armor in the Flying Fortresses. These pieces tend to increase your best skills, such as Fire Sphere and Firebreath. -When you unlearn all of your skills at a trainer, your Dragon skills are unlearned, too. -Your wyvern friend is useless as anything except a distractionary meat bag. --------------- | Leveling Tips | --------------- -You gain most of your experience from killing monsters, and the experience you gain for each kill reduces with every level you gain. -For that reason, do all of your mind reading before you go out exploring. You'll gain more exp overall than you would if you did your exploring beforehand. -Unless you're in desperate need of a level, you should hold onto quests, too. Kill exp goes down as you level, but quest rewards don't. On the contrary, item rewards improve the higher the level you are. -Because of the way you gain experience, the value of Wisdom is questionable. In most cases, additional experience just means you'll get less exp from enemies even sooner (and it's a far greater difference than the piddly 2% per point granted by Wisdom). Wisdom is at its best after you've killed plentiful enemies and are ready to turn in a large number of quests. Avoid it in the early game, but consider investing in Wisdom once you get to Orobas Fjords for that reason. -If you save most of your Orobas Fjords quests until after you've reached the highest level you can by other means, you can expect to reach level 35. -If you truly go out of your way to level build as much as possible (abusing the respawning enemies in the chapel of Aleroth, for example) it's possible to reach level 37. It might even be possible to reach higher, but it becomes exponentially more difficult (and wastes that much more of your time). -Defensive buildings are the single exception to level scaling exp gain. No matter how high your level, blowing up buildings as a dragon always gives full exp. For that reason, try to save as many buildings as you can until you've truly gotten as much exp as possible from killing enemies in human form. -Do all these tips sound like a huge pain? Do you think they aren't worth the effort? Then finish the game at level 32 or 33 and be happy. Frankly, the game gets boring when you're level 37 anyway, because you can't take any damage outside of the final battle (which is still easy at that level). ---------------------- | Flying Fortress Tips | ---------------------- -The easiest fortress to take down is Stone's, by a pretty big margin. -Raze's fortress is the second easiest. -Save Keara's fortress for last; it's quite difficult. -Of the two that remain, Kali's fortress is probably the harder one. -Attack Wizard and Lightning Towers first, then move on to Nest Towers second. From there, just mop up the flying enemies and ballistas in whatever order you see fit. -If you're taking a lot of damage and you can't heal it all, find somewhere to land. Heal up as a human, then take off as a dragon again. Flying enemies and buildings won't attack you while you're a human. A single point in the heal skill is very useful for this, since your mana regenerates quite quickly as a dragon. -Dragon Commanders are extremely difficult to kill due to a full-life heal with a very short cooldown. Save them for last, then focus your attacks on them until they finally go down. There does seem to be a limit to their mana pool, but it lasts for several heals. If you can't outlast them, try thinning out nearby ballistas. ---------------- | Malachite Gems | ---------------- Needed for the best enchants in the game, these rare and elusive gems are quite precious. While it's near impossible to get all of them in a single play through of the game, using this list, you should be able to get enough to comfortably enhance your favorite weapons, armor, and jewelry. Broken Valley: -You can buy two gems from Merchant Lamotte in the Broken Valley village. -The only other gem you can acquire before adventuring in Orobas Fjords comes from waking up the sleeping trio east of Lovis' tower. Orobas Fjords: -On the path leading to High Hall from the Depleted Ore Mine, you encounter a traveling merchant by the name of Carleton. He sells a malachite gem, but be careful! At the time of this writing, there is a bug that causes you to be unable to buy from him if you open trade via dialogue. Click the Trade button instead and you will be able to buy the gem. -You receive two malachite gems as a reward for completing the quest 'The Horror of High Hall'. If you read Beatrice's mind, the reward becomes four gems, making this the single largest (reliable) source of malachite gems. -If you read the goblin Charlie's mind while on the quest 'Reaping the Seeds', a small treasure chest appears in the nest on top of Yggdrasil, and a malachite gem is inside. -If you chose Radcliff as your enchanter, you can trade the gem he asks for to a pair of goblins in exchange for two malachite gems. Doing so will bar you from ever getting a second upgrade for your workshop, but it's probably worth the trade off unless you enchant a whole lot and hate utilizing your runners. Malachite Veins: The rest of the malachite gems can be found randomly in malachite veins. There aren't many, and each one isn't guaranteed to have even one gem (though forum rumors suggest up to four in a single vein). If you save your game before approaching any given malachite vein, you can always reload until you get more gems. However, it's probably not worth reloading as long as you get at least one. -The first malachite vein you're likely to encounter is in the Depleted Ore Mine, just past the three pedestals with the red, blue, and dark books on top. -There is a second vein just behind the first. After you finish plundering the first, turn around and look up. You'll have to jump onto a rock to reach it. -There are two malachite veins near the Patriarch. The first is along the eastern wall and is relatively easy to find. The second is hidden behind some rocks on the western wall, very near an empty wagon sitting just in front of the wooden platform you stand on when talking with the Patriarch. -Two more malachite veins are in the Lost Tomb (the cave opened by the four treasure hunter's seals). The first is along the right wall as you approach the stone platform. The second is beneath the wooden platform on the left. ...and those poor adventurers thought there was nothing of value in there. -There are two malachite veins in the Well Cave, in the room where you fight Zagan. It's relatively hard to get these without triggering the combat, after which it's technically possible to still get the gems but rather difficult. Simply hug the left wall as tightly as you can, jumping up onto tall rocks instead of going around when possible. When you're directly south of the large orb in the middle of the room, you should see a large, flat rock with two malachite veins on it. If you activate the combat by mistake, it's easiest to just reload. -If you don't want to or can't reload, you'll have to exploit a bug to get the above two veins. First, finish the combat and fly to the exit. Then, after transforming out of your dragon form, turn around and walk onto the large rock to the left. You'll want to jump out into the cavern, but angled sharply to the right. If done correctly, when the game tries to auto-transform you into a dragon, you'll get a "not enough room" error and fall into the lava, strangely taking no damage. From there, you should jump out of the lava, work your way around the orb with skillful acrobatics, and finally claim your gems. It's a lot easier to just reload. ******************************************************************** * * * III. SKILLS * * * ******************************************************************** --------------- | Priest Skills | --------------- Summon Undead ------------- You can summon a level * creature for * seconds. The undead attack your foes with fireballs. Mana Cost: * Cooldown Time: 30 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 1 | 4 | 8 | 11 | 14 | 17 | 19 | 22 | 24 | 27 | 30 | 32 | 35 | 37 | - | |180 |200 |220 |240 |260 |280 |300 |320 |340 |360 |380 |400 |420 |440 | - | | 22 | 34 | 50 | 62 | 74 | 86 | 94 |106 |114 |126 |138 |146 |158 |166 | - | -------------------------------------------------------------------------- The dead. What are they good for besides pushing up daisies? Those with a taste for the darker side of magic will answer that question with this particular spell. For the dead, when brought back to life, will do anything for their master, including battle. Especially battle, in fact. Comments: Summons are fairly universally weak in this game, and this is arguably the weakest of them. Best to avoid it. Its one saving grace is the "low" cooldown, but since the cooldown on a summon skill starts when the creature dies or its time runs out, 30 seconds is still a long time to wait if you're depending on it. Summon Ghost ------------ You can summon a level * ghost for * seconds. Ghosts will heal you, i.e. regenerate your hitpoints. Mana Cost: * Cooldown Time: 90 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 1 | 4 | 9 | 11 | 14 | 17 | 19 | 22 | 24 | 27 | 30 | 32 | 35 | 37 | - | | 60 | 70 | 80 | 90 |100 |110 |120 |130 |140 |150 |160 |170 |180 |190 | - | | 22 | 34 | 54 | 62 | 74 | 86 | 94 |106 |114 |126 |138 |146 |158 |166 | - | -------------------------------------------------------------------------- Ghosts are restless beings. Terrible in appearance they haunt us, instil us with numbing fear. So why, some Mage must once have thought, should we not call them to our aid in combat? And a wise thought it was, because ever since then many a wizard has treated his foes to one final nightmare from which they never woke. Comments: Potentially useful for its heal, but the points are better spent on your own method of healing that doesn't rely on a creature that may or may not decide to heal you when you need it. Fear ---- You inspire fear in all unfriendly creatures that are level * or lower and closer than * meters to you. They run off for * seconds. Mana Cost: * Cooldown Time: 60 seconds ------------------------ | 1 | 2 | 3 | 4 | 5 | | 9 | 16 | 23 | 30 | 37 | | 4 | 5 | 6 | 7 | 8 | | 10 | 12 | 14 | 16 | 18 | | 23 | 44 | 65 | 86 |107 | ------------------------ Fear may paralyse you: block all functions, body and mind. But this is something different. This is fear that strikes at the very core of one's being, catapults one into a sickening frenzy and leaves the victim with no other impulse but to flee. In other words: you cast the spell and your enemies do a runner. Comments: It can be good to get some distance from powerful melee, but it's possible for enemies to be immune to it, and it's rare to be set upon by clusters of multiple melee. Better to spend points on an area damage skill than to waste time and mana playing mystical yo-yo with your opponents. Hide In Shadows --------------- You can make yourself invisible for * seconds at a cost of * mana points per second. Mana Cost: * Cooldown Time: 30 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | - | | 9 | 9 | 9 | 8 | 8 | 8 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | - | | 6 | 8 | 11 | 14 | 15 | 18 | 19 | 22 | 23 | 26 | 27 | 30 | 31 | 34 | - | -------------------------------------------------------------------------- Swinging broad axes donning heavy armour, casting sorceries as the arrows whiz around your head, trying to make that precision shot as a howling troll with murder in its eyes stampedes towards you ... doing battle can be a gruelling business. Which is why some prefer to give it a miss once in a while, as they become unified with the shadows, invisible to the naked eye. Because why would you go through the trouble of fighting, when you can simply bypass your oblivious opponents? Comments: A single point is useful for escaping tight situations or setting yourself up in an advantageous position before battle. More than that is not needed or even very helpful. Avoiding entire fights as the description suggests is generally not recommended. Charm ----- You can charm a total of * creatures up to level * for * seconds to fight at your side. Each creature must be charmed separately, though. Mana Cost: * Cooldown Time: * seconds ------------------------ | 1 | 2 | 3 | 4 | 5 | | 1 | 1 | 2 | 2 | 3 | | 13 | 19 | 25 | 31 | 37 | | 20 | 25 | 35 | 50 | 60 | | 42 | 66 | 90 |114 |138 | | 30 | 25 | 20 | 20 | 20 | ------------------------ Much like the polymorph spell, charming your opponents is aimed at lessening the number of hostiles that seek to plant their pointy ends into your skull. But the Charm spell does not merely immobilize them by turning them into ladybirds: it turns them against each other, so wounding or even killing your opposition before the effect wears off. Comments: Useful to take on opponents well above your level, but it reduces the xp you get from the kill. It can help with tough fights when your opponents aren't immune, but they are immune for the toughest fights, so you may not wish to depend on it. Summon Mastery -------------- Your summoned creatures receive a *% increase in power. ------------------------ | 1 | 2 | 3 | 4 | 5 | | 10 | 15 | 20 | 25 | 30 | ------------------------ As if summoning a variety of strange and dangerous creatures to your aid isn't a powerful enough ability already, Summoning Mastery ensures that those you summon are even more potent than regularly summoned battle helpers. You can probably just stand by and watch the fight. Comments: Summoning a variety of strange and dangerous creatures isn't a powerful enough ability, even with this skill. It's a waste, but at least it's only a waste of 5 points. Curse ----- You can curse all enemies of up to level * and up to * meters away from you. As a result their damage suffers a % penalty and their conditioned body, heightened reflexes, and indomitable will stats suffer a * penalty for * seconds. Mana Cost: * Cooldown Time: 1 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 13 | 16 | 19 | 21 | 23 | 25 | 27 | 29 | 31 | 33 | 35 | 37 | 39 | 41 | - | | 10 | 10 | 10 | 10 | 10 | 15 | 15 | 15 | 15 | 15 | 20 | 20 | 20 | 20 | - | |-20 |-23 |-26 |-29 |-32 |-35 |-38 |-41 |-44 |-47 |-50 |-53 |-56 |-59 | - | | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | - | | 11 | 14 | 16 | 18 | 19 | 21 | 22 | 24 | 26 | 27 | 29 | 30 | 32 | 34 | - | -------------------------------------------------------------------------- When you speak this spell, the creatures close to you become cursed, meaning that they become severely weakened and ready to be plucked ... or decapitated. Whatever suits your fancy. Comments: Like with many neat-sounding priest skills, the toughest enemies are immune to it. The weaker ones go down easily enough without cursing them, and the curse doesn't seem to make you take all that much less damage when you're surrounded either. Points are better spent elsewhere. Blind ----- You can blind a creature up to level * for * seconds. Mana Cost: * Cooldown Time: 90 seconds ------------------------ | 1 | 2 | 3 | 4 | 5 | | 20 | 23 | 26 | 30 | 38 | | 60 | 80 |100 |120 |140 | | 17 | 23 | 29 | 35 | 41 | ------------------------ To blind your enemy is to temporarily take away his vision, leaving him stumbling in the dark: in combat, about as effective as a pacifistic sparrow. Just don't stand around too long, laughing at his bewilderment, becaues he's bound to be a tad enraged when he gets you in his sights again. Comments: Most enemies you'd really want to use this on are immune, so it's a bad idea to get used to using this skill. The best way to do that is to not spend points on it. Life Tap -------- You can sacrifice up to 10% of your health at a rate of * mana per hitpoint. Mana Cost: 0 Cooldown Time: 60 seconds ------------------------ | 1 | 2 | 3 | 4 | 5 | | 2 |2.5 | 3 |3.5 | 4 | ------------------------ As you become a powerful wizard, you may find yourself in a situation in which you're casting all sorts of spells while you stay at a distance - unharmed and unthreatened. The problem is that your magical energies may start to run low. The solution: simply transfer some of your life energy to your magical energy and you can keep enjoying the grisly spectacle you create. Comments: A surprisingly effective way to replenish your mana if you're a pure caster, making it probably the single best priest skill. If you don't plan on ever meleeing under any circumstances, take this skill. If you have a ton of hit points and sometimes run out of mana, it's still worth a single point. Master Herbalist ---------------- You need *% less of ingredients to create potions. ------------------------ | 1 | 2 | 3 | 4 | 5 | | 15 | 30 | 45 | 60 | 80 | ------------------------ Versed as you are in the powers and potentials of all plants and herbs that grow in Rivellon, it takes you fewer specimens to cook a successful brew. This has not only made you famous for your mushroom soup, but also for the efficiency with which you make useful potions. Comments: Potion ingredients are ridiculously plentiful, so stay away from this skill unless you go through a *lot* of potions. Even if you use 5 potions every combat, it's still probably not worth it. Summon Demon ------------ You can summon a level * demon for * seconds. Demons will taunt your enemies and engage in melee combat. Mana Cost: * Cooldown Time: 30 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 20 | 23 | 24 | 25 | 27 | 28 | 29 | 31 | 32 | 33 | 35 | 36 | 37 | - | - | |180 |200 |220 |240 |260 |280 |300 |320 |340 |360 |380 |400 |420 | - | - | | 98 |110 |114 |118 |126 |130 |134 |142 |146 |150 |158 |162 |166 | - | - | -------------------------------------------------------------------------- If ever you find yourself outnumbered in a fight, this is the skill to use. Not only will the appearance of a Demon most likely leave your adversaries stranded with malodorous breeches, its claws will send them, torn to shreds, straight to the hellish dimensions whence your unholy ally came. Comments: Probably the best summon, since it gets in the enemies' faces and takes hits for you. You might consider spending points here if you want your creature to be a mage or a ranger. This might even be a viable tactic if you want to focus numerous points on skills with long cooldowns and don't mind spending large portions of battle standing around and watching your allies do the work for you. Hide In Shadows would be an excellent companion to this strategy. Way of the Wise Wizard ---------------------- You get a bonus of * for magic armour rating, and * for indomitable will, but a *% penalty for magic damage. The effect lasts for a maximum of 90 seconds. Mana Cost: * Cooldown Time: 30 seconds ------------------------ | 1 | 2 | 3 | 4 | 5 | | 15 | 18 | 21 | 24 | 27 | | 15 | 18 | 21 | 24 | 27 | |-40 |-30 |-20 |-10 | 0 | | 19 | 21 | 22 | 23 | 25 | ------------------------ Those who enjoy putting up an impenetrable shield of defensive magic will get the most out of their specialty by choosing this skill, which will enhance all the stats that pertain to it. Comments: Even at only 5 points, it's just not worthwhile. In the rare fight where you take plentiful magic damage, this skill won't do much to lessen the impact. Potions are far more effective, and don't cost skill points. ------------- | Mage Skills | ------------- Magic Missile ------------- You can shoot * magic missiles that will find and damage enemies around you for * hit points. Mana Cost: * Cooldown Time: 1 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | - | | 6 | 6 | 14 | 23 | 43 | 62 | 76 | 76 | 90 |146 |178 |161 |191 |212 | - | | 6 | 8 | 12 | 16 | 19 | 22 | 24 | 27 | 29 | 32 | 35 | 37 | 40 | 42 | - | -------------------------------------------------------------------------- A magic missile is in essence a blast of raw magical energy that strikes the enemy in a few consecutive waves. Unless there are multiple enemies, for then the missile automatically targets several opponents. Like the fireball, the spell is as simple as it is lethal. Comments: The only truly spammable skill in the pure mage's arsenal. If you want to avoid melee and don't fancy a bow, this skill is your only alternative. Luckily, it's a perfectly viable one. Fireball -------- Hurl a fireball at a target, which hurts it and everyone within a * meter range for * magic damage. There's a *% chance they will catch fire, so inflicting additional damage. Mana Cost: * Cooldown Time: 15 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 5 | 5 | 5 | 5 | 5 | 8 | 8 | 8 | 8 | 8 | 12 | 12 | 12 | 12 | - | | 8 | 23 | 47 | 68 |195 |278 |342 |455 |540 |878 |1070|1208|1431|1592| - | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 12 | 14 | 16 | 18 | - | | 14 | 21 | 30 | 38 | 45 | 52 | 57 | 64 | 69 | 76 | 83 | 88 | 95 |100 | - | -------------------------------------------------------------------------- Like a miniature Sun that burns the flesh from your enemies' bodies, you can hurl a single ball of fire towards an unfortunate foe from the tips of your fingers. Whereas many a wizard will acknowledge this as a basic spell, none will make the mistake of underestimating its deadly force. Comments: This skill would be excellent if the cooldown lowered as you put more points into it. It doesn't, making this a very poor choice. Highly consider explosive arrow instead (which does more damage for less mana if you don't mind equipping a bow). It can be good to supplement another damage skill, however, providing a very nice boost in damage every 15 seconds. It works quite well in combination with melee in the early game. Mana Efficiency --------------- Your skills cost you only *% of the required mana. ------------------------ | 1 | 2 | 3 | 4 | 5 | | 90 | 80 | 70 | 60 | 50 | ------------------------ Performing a whirlwind attack or casting a fire wall costs mana, but you have trained your spirit and therefore don't need to catch your mental breath as quickly as others might. A very practical ability indeed, for, as the saying goes, two whirlwinds are always better than one. Comments: If you plan on using spells as your primary source of damage, it's hard to go wrong with this. It might be overkill, however, if you use Mana Leech, which will single-handedly take care of your mana concerns with one point. Polymorph --------- You can turn up to * of your enemies into a ladybird for * seconds. The targets must be struck by the spell individually. You can strike them * times before they change back. Mana Cost: * Cooldown Time: * seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | - | | 10 | 15 | 15 | 15 | 20 | 20 | 25 | 30 | 35 | 35 | 40 | 45 | 45 | 50 | - | | 0 | 0 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | - | | 30 | 42 | 58 | 70 | 78 | 90 | 98 |110 |118 |130 |138 |150 |158 |170 | - | | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | - | -------------------------------------------------------------------------- Imagine, if you will, two fierce undead warriors sporting claws and jagged swords with your name on them. Facing two such savage adversaries at the same time might just be more than you can handle. Luckily, you have the polymorph spell at your disposal, which will briefly transform those on its receiving end into harmless ladybirds. This is sure to make your life easier and theirs briefer. Comments: Like its cousins charm, blind, and fear, the toughest enemies are immune to this spell. It does seem to be the most effective of the crowd control skills, however points are likely better spent elsewhere lest you grow to rely on a skill that will fail you when you need it most. Confusion --------- Enemies struck by a magical attack have a *% chance of being stunned for * seconds. ------------------------ | 1 | 2 | 3 | 4 | 5 | | 5 | 7 | 9 | 12 | 15 | | 1 | 2 | 3 | 4 | 5 | ------------------------ This subtle but powerful skill adds a special ability to other sorceries you cast: each time one of your spells like Magic Blast or Fire Wall hits an opponent, it has a chance of stunning that opponent for a while, stripping him of effectiveness in battle. Comments: Although quite spammy, it's good in combination with magic missile. Outside of that, you won't use spells often enough to make it worth the points. The stun won't work on any really tough enemies, but it can help lessen the damage from groups of normal enemies while you magic missile spam them. Magic Blast ----------- You can shoot * magic projectiles in rapid succession at a single target, each doing * hitpoints of damage. Mana Cost: * Cooldown Time: 15 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | - | | 20 | 28 | 45 |130 |166 |228 |277 |332 |391 |626 |713 |805 |902 |1062| - | | 32 | 38 | 50 | 59 | 65 | 74 | 80 | 86 | 92 |101 |107 |113 |119 |128 | - | -------------------------------------------------------------------------- Damning your opponent with a Magic Blast will surround him with many stab-like thrusts of destructive magic. That might seem somewhat sadistic, but it gets the job done. Comments: At high levels, this will kill anything in the game in a single use and you can use it as often as fireball. Combined with an area damage skill, this skill will make you unstoppable. Mana Leech ---------- A successful melee hit on an enemy has a *% chance of draining *% of the damage done and adding it to your mana pool. ---------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | ---------------------------------------------------------------- With Mana Leech, you don't just wound your enemy as you hit him, but also gradually drain his magical energies from his body and perchance add them to your own with each hit you score. Comments: Take one point in this if you melee at all, even a little bit. That single point will reliably keep your mana topped off whenever you need it, thus making more than one point somewhat unnecessary. Destruction ----------- Your magical attacks do *% extra damage. ------------------------ | 1 | 2 | 3 | 4 | 5 | | 18 | 20 | 30 | 40 | 50 | ------------------------ As if the ravaging powers of magic aren't terrible enough already this skill, as its name implies, will add to the destruction caused by your fireballs, magic missiles, and other wizard spells. Comments: Take this if you use magic missile, fireball, fire wall, or magic blast. It's a cheap way to make them ridiculously more effective. Fire Wall --------- You can create a circle of fire on the ground around you for 5 seconds. Any enemy caught within the flames starts to burn for * points of damage per second. Mana Cost: * Cooldown Time: 30 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 58 | 82 |100 |122 |132 |156 |234 |250 |286 |322 |340 |382 |424 | - | - | | 29 | 34 | 37 | 40 | 41 | 44 | 47 | 49 | 52 | 55 | 56 | 59 | 62 | - | - | -------------------------------------------------------------------------- Once released, this great circle of red-hot flame will blacken anything caught in its blast and burn all who are foolish enough to enter its fulgent perimiter, thus providing you with the best of both worlds by combining offence with defence in one single incantation. Comments: A better alternative to fire ball, with the solid drawback of needing to be close to your enemies to hit them with it. The damage might not seem like much and the cooldown is long, but at high levels it will kill most normal enemies in a single hit. Try trapping enemies on the wall itself to deal even more damage. Healing ------- You can heal yourself at a rate of * hitpoints per second, for * seconds. Mana Cost: * Cooldown Time: 10 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 15 | 18 | 22 | 24 | 29 | 32 | 41 | 42 | 56 | 60 | 83 | 88 |140 | - | - | | 8 | 8 | 7 | 7 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | |101 |116 |126 |136 |141 |151 |161 |166 |176 |186 |191 |201 |211 | - | - | -------------------------------------------------------------------------- When in combat, you will get hurt. But not to worry, for this simple healing spell will douse any wound like water would fire - leaving your dazed opponents wondering why their blades don't seem to have had much effect! Comments: A single point is quite good in the early game, especially if you're a melee fighter. More than that isn't really necessary, and it becomes less useful the further you get (potions become more plentiful and powerful, and other regen skills become useful in its stead). You might put points into this if you're never going to melee, but 5 points in Potion Efficiency might work better. Way of the Battle Mage ---------------------- You get a bonus of *% for magic damage, but a * point penalty for magic armor rating and a * point penalty for indomitable will. The effect lasts for a maximum of 90 seconds. Mana Cost: * Cooldown Time: 30 seconds ------------------------ | 1 | 2 | 3 | 4 | 5 | | 20 | 30 | 40 | 50 | 60 | |-20 |-15 |-10 | -5 | 0 | |-20 |-15 |-10 | -5 | 0 | | 49 | 53 | 57 | 59 | 63 | ------------------------ Those who revel in the joy of aggressive magic will get the most out of their specialty by choosing this skill, which will enhance all the stats that pertain to it. Comments: It affects magic damage on weapons, too, making this extremely good for characters of all types. Strongly consider maxing it and keeping it up as much as you can, if you don't mind the maintenance (which is admittedly a severe annoyance). You can choose to skip it in favor of Battle Rage or Way of the Ranger if you're a pure warrior or ranger and have a good weapon without much magic damage. ---------------- | Warrior Skills | ---------------- Whirlwind --------- You can perform a whirlwind attack that deals * bonus melee damage with a *% chance of knocking back your enemies. Mana Cost: * Cooldown Time: * seconds ---------------------------------------------------------------------------- | 1| 2| 3| 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |1.5| 6| 14| 20 |56.5| 83 |103.5|138.5|166 |211 |333.5|378.5|451 |503.5| - | | 10| 13| 16| 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 | - | | 11| 15| 20| 24 | 28 | 32 | 35 | 39 | 42 | 46 | 50 | 52 | 56 | 59 | - | | 5| 5| 5| 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | - | ---------------------------------------------------------------------------- With the weapon you are wielding firmly clasped in your hands, you unleash a hurricane of steel by making a full circle jump that tears through any number of enemies around you. When your feet hit the ground again, only their bloody remains bear witness to the destruction, while you, the very eye of the storm, remain untouched. Comments: The damage increase is decent, though not as nice as the cooldown reduction. One point is nearly mandatory simply for breaking apart crates and barrels with ease, and if you find yourself using it a lot in combat, consider investing at least 11 points for the low cooldown. The knockback is amazing when combined with fire wall. Rush Attack ----------- You can rush to your enemy and strike with * times your normal damage and a *% chance of stunning. Mana Cost: * Cooldown Time: 5 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 1 |1.2 |1.4 |1.6 |1.8 | 2 |2.2 |2.4 |2.6 |2.8 | 3 |3.2 |3.4 |3.6 | 15 | | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 15 | | 4 | 6 | 8 | 9 | 11 | 13 | 14 | 15 | 16 | 18 | 20 | 21 | 22 | 23 | 15 | -------------------------------------------------------------------------- During a rush attack you lash out at a single opponent, which causes severe wounds and most likely stuns him. The attack works well as an initial assault on ranged enemies especially. Comments: 1 point is essential for melee fighters. The damage increase after that is nice, but not very helpful. Points would be better spent on abilities that increase your damage more consistently, instead of for one-time attacks on ranged attackers. The stun, while helpful, does not last long enough to be worth considering. Jump Attack ----------- Your jump attacks do * extra damage, and have a *% chance of knockdown. -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 9 | 20 | 32 | 45 |130 |185 |252 |332 |422 |667 |805 |954 |1120| - | - | | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | - | - | -------------------------------------------------------------------------- Those who have this skill in their repertoire - all Dragon Slayers do - can jump and fall to the ground with a great cleave of their weapon. Not only does it increase the pounding your enemy takes, it has quite a chance of knocking him off his feet. After that it's just a matter of having the good grace to make the kill quick and painless. Right? Comments: Surprisingly powerful, especially if your weapon isn't that great. Unfortunately, it comes with the huge drawback of having to jump before every attack to get the most out of the swing. Take this skill only if you really like jumping. There's a hidden mana cost, too, so make sure to take a point of mana leech along with it. This also combines particularly well with bleed. Fatality -------- You can instantly kill enemies whose hitpoints are below a total of *%. Mana Cost: * Cooldown Time: 5 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 | - | | 14 | 15 | 22 | 27 | 30 | 34 | 36 | 40 | 43 | 47 | 50 | 54 | 56 | 60 | - | -------------------------------------------------------------------------- An instant kill is one of the greatest blows a warrior can learn to deliver, but the road to success is long. An enemy must be seriously wounded before such a blow can be struck when you are still inexperienced in the one-hit-one- kill method. But as you learn, it will take less duelling time for you to find a weak spot that will end the fight in the blink of an eye. Comments: It can be helpful in the early game when your damage output is low, and helpful in the late game when you encounter more enemy healers and want to clear a space in front of you to rush attack the healer. That being said, it's not really worth the points unless you have real problems dealing damage. Even then, you might consider placing points into increasing that damage instead. By the time this is usable, it most often deals less damage than several other available skills (or even a normal attack, if you spend your points right). With it maxed, you can expect it to deal around 1500-2000 damage to enemies in the final area, which just isn't any better than other things that work regardless of enemy health. Defensive Posture ----------------- You get a bonus of * for melee armour rating, and * for ranged armour rating, but a *% penalty for melee damage, and a *% penalty for ranged damage. The effect lasts for a maximum of * seconds. Mana Cost: * Cooldown Time: 30 seconds ------------------------ | 1 | 2 | 3 | 4 | 5 | | 4 | 12 | 20 | 28 | 36 | |-20 |-15 |-10 | -5 | 0 | | 30 | 60 | 90 |120 |240 | | 27 | 39 | 51 | 63 | 75 | ------------------------ A warrior needs to know when to attack with the ferociousness of the tiger and when to take a hedgehog-like defensive stance. When in a jam, this skill will provisionally take away some of your offensive powers, but transfer them to your defensive energies. Comments: Even at 5 points, the boost to your defenses is pretty negligible (especially when compared to good armor enchants). Points are better spent on healing skills since you're probably going to take a beating anyway. Battle Rage ----------- You get a bonus of *% for melee damage, but a penalty of * for melee armour rating. The effect lasts 120 seconds. Mana Cost: * Cooldown Time: 30 seconds ------------------------ | 1 | 2 | 3 | 4 | 5 | | 20 | 30 | 40 | 50 | 60 | | -4 |-12 |-20 |-28 |-36 | | 27 | 39 | 51 | 63 | 75 | ------------------------ The Battle Rage skill does exactly what it describes: like a mad barbarian would seize upon a poorly protected convent, you launch yourself into the fray, heeding not the danger it leaves you in. Most likely any clear and present danger will soon be eliminated, but do remember that this rage detracts from your defensive prowess for its duration. Comments: Since it only requires 5 points to max, this skill is one of the most efficient ways of improving your melee damage. Since it's particularly rare to take lots of melee damage (usually ranged and magic are more worrisome) the armour penalty isn't very concerning, and you can always turn the buff off by pressing the hotkey a second time if you're really taking a beating. If you don't mind the maintenance (which is incredibly irritating), invest points here before considering skills like Bleed and Death Blow. Life Leech ---------- A successful melee hit on an enemy has a *% chance of draining *% of the damage done and adding it to your hitpoints. ---------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | | 7 | 9 | 11 | 13 | 15 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | ---------------------------------------------------------------- With Life Leech, you don't just wound your enemy as you hit him, but also gradually drain his life energy from his body and perchance add it to your own with each hit you score. Comments: Simply amazing. One of the best healing skills in the game due to the way it scales with damage. If you're having trouble staying alive, take this skill. Thanks to rush attack, you should always have something nearby to beat on to regain hitpoints. It only works on melee attacks, however, so if you're not planning to melee, consider Potion Efficiency instead. Bleed ----- A successful melee hit has a *% chance of bleeding your enemy. It lasts for * seconds and deals *% of the damage you did extra. -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 10 | 13 | 15 | 18 | 20 | 23 | 25 | 27 | 30 | 32 | 35 | 37 | 40 | 42 | - | | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | - | | 10 | 11 | 13 | 14 | 17 | 20 | 25 | 33 | 50 |100 |100 |100 |100 |100 | - | -------------------------------------------------------------------------- Particularly vicious, bleed attacks have a chance of causing wounds that keep bleeding: so damaging the victim over time until the bleeding stops or he has leaked to death. Comments: Surprisingly effective at passively increasing your damage output at higher levels. The damage increase is noticeable and scales well with weapons and skill points. At 10 points, it's one of the best melee damage bonuses you can get. Points after 10, however, are better spent elsewhere. Regenerate ---------- Your health regenerates at a rate of *% per second. -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |.21 |.25 |.28 |.32 |.35 |.39 |.42 |.46 |.49 |.53 |.56 | .6 |.63 | - | - | -------------------------------------------------------------------------- Forgoing the need of healing spells to patch up your wounds over time, the regenerate skill ensures the slow but steady revitalisation of your life energy. This process gains in speed as its practitioner learns to use it more effectively. Comments: Less effective overall than Life Leech. It's not effective enough to be relied upon as a sole source of healing, but it can increase survivability in combination with other healing skills. Only put points here if you have maxed another healing skill and are still having troubles surviving. Thousand Strikes ---------------- You can attack your enemy in a series of fast blows for * times normal damage accompanied by a *% chance of knockdown. Mana Cost: * Cooldown Time: 15 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 1 |1.1 |1.2 |1.3 |1.4 |1.5 |1.6 |1.7 |1.8 |1.9 | 2 |2.1 |2.2 | - | - | | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | - | - | |236 |272 |296 |320 |332 |356 |380 |392 |416 |440 |452 |476 |500 | - | - | -------------------------------------------------------------------------- With a combination of cat-like speed and accuracy, you strike at your adversary with a series of vicious cuts: leaving him to incredulously stare at the bodily extensions on the ground before he has had the itme to realise where his bane came from. Fast and brutal, it is one of the best melee attacks a warrior can master. Comments: Does a good bit of damage, useful for overcoming enemy healing or taking out the leader in a group of enemies. The mana cost is prohibitively high, however, and the damage does not increase appreciably with more points spent. A point can be very helpful early on (if you've got the mana to even use it), but it's not really worth pumping many points into. Don't take it without also taking at least one point in Mana Leech. Death Blow ---------- You have an extra *% chance of doing critical damage. -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 3 | 4 | 6 | 7 | 9 | 10 | 12 | 13 | 15 | 16 | 18 | 19 | 21 | - | - | -------------------------------------------------------------------------- Warriors adept in the Death Blow have spent part of their training concentrating on delivering devastating hits, which may critically hurt an opponent. The more skilful these hits become, the greater their chances are of scoring blows that will knock their enemies six foot under in no time. Comments: Unless you have an abnormally high heightened reflexes, bleed is a better use of skill points. If you're already maxing bleed and you want more passive damage, this isn't a bad way to go (with an average heightened reflexes at high levels, maxing this skill will increase your damage by around 10%). For rangers, on the other hand, crits are everything, and this is one of the best skills you can buy. Reflect ------- You reflect *% of the damage done to you back to the enemy that inflicted it. -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 20 | 28 | 36 | 44 | 52 | 60 | 68 | 76 | 84 | 92 |100 |108 |116 | - | - | -------------------------------------------------------------------------- Those who benefit from this advantageous spell can gleefully watch as part of the damage an enemy causes is reflected back to him. This way the foes that oppose the hero may be slain by the force of the arms they themselves apply, in a wonderful example of poetic justice. Comments: A waste of points. Enemies universally have significantly more hit points than you, and this skill only reflects damage taken (after armor and level-based reductions), meaning to kill an enemy with this you'd have to let them kill you several times over. Stay away. --------------- | Ranger Skills | --------------- Poison Arrows ------------- You can fire arrows that poison your enemy, doing * damage per second for * seconds. Mana Cost: * Cooldown Time: 5 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 1 | 2 | 4 | 5 | 16 | 23 | 33 | 43 | 60 | 98 |143 |161 |239 |265 | - | | 10 | 10 | 9 | 9 | 8 | 8 | 7 | 7 | 6 | 6 | 5 | 5 | 4 | 4 | - | | 4 | 6 | 8 | 9 | 11 | 13 | 14 | 15 | 16 | 18 | 20 | 21 | 22 | 23 | - | -------------------------------------------------------------------------- One of the more crafty, and at the same time nasty, abilities of the ranger is the coating of arrow tips in deadly poisons. Not only will the arrows wound their targets, they will keep inflicting pain as the venomous substance that entered their bodies courses ruinously through their veins. Comments: It's not a bad skill, especially early on, but you'll probably want to drop it towards the end of the game. It just doesn't seem to pump out the damage that other available skills do. Ranger Surprise --------------- Shoot an arrow that does no damage but gives your target a * point penalty to melee armour rating, a * point penalty to ranged armour rating, and a * point penalty to magic armour rating. Mana Cost: * Cooldown Time: 3 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |-30 |-35 |-40 |-45 |-50 |-55 |-60 |-65 |-70 |-75 |-80 |-85 |-90 |-95 | - | | -5 |-10 |-15 |-20 |-25 |-30 |-35 |-40 |-45 |-50 |-55 |-60 |-65 |-70 | - | | 4 | 6 | 8 | 9 | 11 | 13 | 14 | 15 | 16 | 18 | 20 | 21 | 22 | 23 | - | -------------------------------------------------------------------------- With this skill activated, an unfortunate creature you are hunting that has been struck by one of your arrows becomes weakened if you keep giving it your undivided attention until it stops moving. It's a nasty surprise to be sure, but it will still come as a surprise. Comments: Waste of points. Its primary purpose is to increase the damage you deal to an enemy, but enemies don't really seem to have much armor. Points are better spent on an ability that more directly increases your damage. Ranger Strength --------------- Your ranged attacks do *% more damage. -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | - | -------------------------------------------------------------------------- Some rangers spend as much time training their strength as they do their agility. The result is that every arrow they fire flies with greater speed and power, naturally inflicting even greater wounds. Comments: Not great, but must-have if your primary weapon is a bow. Don't expect to do decent damage without running dry on mana otherwise. Then again, don't expect that anyway if you're a bow user. Stun Arrows ----------- You can stun your enemy for * seconds. Mana Cost: * Cooldown Time: * seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | - | | 14 | 18 | 22 | 27 | 30 | 34 | 36 | 40 | 43 | 47 | 50 | 54 | 56 | 60 | - | | 20 | 20 | 19 | 19 | 18 | 18 | 17 | 17 | 16 | 16 | 15 | 14 | 15 | 15 | - | -------------------------------------------------------------------------- Profiting from a temporary heightened concentration, you are able to shoot arrows with such precision and force that they stun any victim: leaving them immobile for a while. Scoring kills has never been easier. Comments: The stun is very nice against weaker enemies, but also less necessary. Stronger enemies have a high tendency to resist this, reducing its usefulness significantly. Points are better spent on something to actually kill the target. Ranger Stealth -------------- When you approach an enemy with your bow, you cna get *% closer to it than you normally would before it notices you. ------------------------ | 1 | 2 | 3 | 4 | 5 | | 14 | 22 | 28 | 34 | 40 | ------------------------ Like a true hunter of the dark, the ranger who is under this subtle spell's influence blends into his surroundings with chameleon-like ease. Even when he scores a hit, the ranger still has a chance that the victim of his arrow has no idea where the danger comes from - thus leaving him unexposed. Comments: Two points is enough to make the early game much easier for all character types. It loses its usefulness in the late game, however, even for rangers. Potion Efficiency ----------------- The efficiency of potions is increased by *%. ------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | | 10 | 20 | 30 | 40 | 50 | 55 | 60 | 65 | 70 | 75 | ------------------------------------------------- Every adventurer has his trusted health, mana, and other magical potions stuffed safely in his backpack. But not all benefit from them to the maximum. Trained to get the most out of every drop, you are able to squeeze every bit of energy from these treasured bottles. Comments: If you never plan on setting foot in melee, ever, spend 5 points in this skill. Your mana bar will thank you, and you'll be able to survive difficult encounters on the virtue of healing potions alone. There's a reason this is a ranger skill. Splitting Arrows ---------------- You can fire arrows that split and cause damage to * enemies at the same time. Mana Cost: * Cooldown Time: 5 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | - | | 29 | 35 | 41 | 45 | 49 | 53 | 57 | 61 | 65 | 69 | 73 | 77 | 81 | 85 | - | -------------------------------------------------------------------------- The splitting arrow has the magical property that it severs into different arrows after having been fired, so allowing the bowman to hit multiple targets at the same time. The more adept he becomes at the craft, the more separate projectiles the original arrow will split into. Comments: Its use is situational, and probably not worth the points unless you have plenty to spend. If you're even considering it, though, that means you're a ranger and you probably do have points to spend. Invest in it early, before you have access to explosive arrow. Once you get explosive arrow, spend points on that instead. Evade ----- You have a *% chance of evading melee attacks. -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | - | -------------------------------------------------------------------------- You are highly trained in dodging the melee attacks with which your adversaries try to treat your inner organs to an outdoor holiday. It goes without saying that this is a highly useful ability for all who spend much time in the thick of battle. Comments: One point is essential for a melee character, and highly recommended for all characters. Further points should be spent on healing skills, but extra points may be placed in here to improve survival. Explosive Arrows ---------------- You can fire arrows that explode and deal * damage to enemies within a *-meter radius of impact and have a *% chance of knockdown. Mana Cost: * Cooldown Time: 5 seconds -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |260 |370 |456 |554 |606 |720 |844 |1170|1334|1514|1610|1804|2014| - | - | | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | - | - | | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | - | - | | 29 | 34 | 37 | 40 | 41 | 44 | 47 | 49 | 52 | 55 | 56 | 59 | 62 | - | - | -------------------------------------------------------------------------- The rarest of arrows are perhaps the most powerful ones. Extremely dangerous in the hands of some bowstring-happy pyromaniac - and absolutely frightning in the hands of a skilled archer - these arrows explode upon impact: not only turning the original recipient into a bloody jigsaw puzzle, but also tearing apart anyone caught near the blast. Comments: The single best skill in the game, your bane in the hands of enemy rangers, and the only reason to play a ranger yourself. The high damage, wide area of effect, knockdown, low mana cost, and low cooldown make for a skill you will want to press every 5 seconds as long as your mana holds out - even against single targets. Way of the Ranger ----------------- For up to 90 seconds, your bow attacks do *% more damage, you get a * point ranged armour rating and a * point heightened reflexes increase, but a *% penalty for melee attacks and a * point penalty for melee armour rating. Mana Cost: * Cooldown Time: 30 seconds -------------------------- | 1 | 2 | 3 | 4 | 5 | |228 | 277 |332 |360 |422 | | 50 | 53 | 56 | 59 | 62 | |-114|-138.5|-166|-180|-211| |-50 | -47 |-44 |-41 |-38 | | 49 | 53 | 57 | 59 | 63 | -------------------------- Thoes born for the bow will get the most out of their specialty by choosing this skill, which will enhance all the stats that pertain to it. Comments: Far more effective at increasing ranged damage than Ranger Strength, and it's only 5 points. So effective, in fact, that you practically can't win many fights with a bow alone unless you have high ranks in this. Take this if you use bows. ---------------------- | Dragon Slayer Skills | ---------------------- Mindread -------- You get a debt discount of *% when reading someone's mind. -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 0 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 |100 | -------------------------------------------------------------------------- The ability to read the minds of others is given to very few in Rivellon. Powerful though this gift may be, you shouldn't shy away from developing the skill - because obviously it takes a little more experience to read the thoughts of, say, the Arcane University's dean than those of Doris, the lavatory lady. Comments: 100% discount is very nice, but comes available very late. If you're really that concerned about your character level, there are better ways to handle it than investing in mind read. It's not exactly a waste of points, but there's no good reason to take it, either. If you must take it, do so after reaching Orobas Fjords. The early game is hard enough without dumping all your points here, and due to the way exp works, your max level won't be affected at all. In fact, it probably won't be affected much anyway. Wisdom ------ You gain *% more experience. -------------------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | - | -------------------------------------------------------------------------- Having studied warfare not only as a series of forceful skills, moves and abilities, but also as an art, the insight you gain after every battle is greater than that of others. You therefore advance more quickly upon the ladder of veterancy and success. Comments: Almost certainly a waste in the early game, with the potential to become useful after reaching Orobas Fjords. If your intention is to set it and forget it, stay away from this skill. If you want to min-max your experience and reach the absolute highest level you can, see the Tips and Tricks section on leveling for more information. Lockpick -------- You can lockpick locks of level * (and lower). ------------------------ | 1 | 2 | 3 | 4 | 5 | | 1 | 2 | 3 | 4 | 5 | ------------------------ When you encounter a bolted door, a chest secured tightly by a big padlock, you itch to find out what is behind that door and in that chest. You konw you do. By adding this skill to your repertoire, your curiosity will soon be satisfied and perhaps your coin purse as well. Comments: It's of questionable value in the early game, and an utmost necessity later on. It's best to write down the locations of any locked chests you come across and wait to put points in this skill until level 10 or 11. Then, max this skill and go back to clean up everything you missed. As a bonus, since random loot scales to your level, the items you find in all those locked chests will be better than if you'd maxed this skill from the start. In the late game, this skill is required to obtain pieces of 3 out of 4 armor sets in the game, which are good enough in total to outclass all but the best set of equipment. It's worth taking for those alone. Encumbrance ----------- Your backpack is limited to * items. ------------------------ | 1 | 2 | 3 | 4 | 5 | |100 |120 |140 |160 |180 | ------------------------ Adventurers often have the tendency to accumulate loot with greater diligence than a squirrel that is storing nuts for the winter. It is therefore not a bad idea to train your back-pack-stuffing capabilities, because a good packer can carry around a lot more booty! Comments: There's no need to save any ingredients aside from malachite gems in the early game, and pack space is only a problem if you're hoarding ingredients. A moderately bad waste of points in the early game, and criminally useless later on. Unarmed Expertise ----------------- Your damage when fighting unarmed is increased by *%. ---------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | | 5 | 15 | 29 | 54 | 67 | 81 | 94 |107 |121 |134 |138 |142 |146 | ---------------------------------------------------------------- Swords, axes, maces: you regard them all as silly extensions for the truest of melee weapons: your fists. Rather than presenting them with the taste of steel, you like to treat your opponents to your favourite home-made delicacy: a knuckle sandwich. Comments: Unarmed is the single worst weapon choice in the game, and even maxing this skill won't make up for its downfalls. Take this if you enjoy a serious challenge. Combine it with damage adding skills like whirlwind to offset its low damage. Bleed and Death Blow may be wise choices as well. Single-Handed Weapon Expertise ------------------------------ Your damage when fighting with a single-handed weapon only is increased by *%. ---------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | | 2 | 5 | 9 | 12 | 15 | 19 | 22 | 25 | 29 | 34 | 34 | 35 | 36 | ---------------------------------------------------------------- Following in the footsteps of an old battle tradition that believes in the unification of a warrior and his weapon, you opt to specialize in the wielding of a single one-handed weapon. Brandishing a light and highly manoeuverable piece of deadly craftsmanship, you learn to ply it to a state of perfection that goes beyond other combinations of armament. Comments: The fast attack speed more than makes up for the lack of damage. One of the more viable weapon choices you can make, and certainly good enough to beat the game with if you like the aesthetics. The skill itself, however, is rather lackluster. Your damage will improve more per point by investing in the bleed skill, and then you can always switch to another weapon type if you get bored. Put points here after bleed is maxed, but before investing in death blow. Dual-Wielding Expertise ----------------------- When fighting with two weapons, your primary weapon does *% more damage; the off-hand weapon suffers a penalty of *% damage. ---------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 | 21 | 23 | 25 | |-70 |-60 |-50 |-40 |-30 |-20 |-10 | 0 | 10 | 20 | 30 | 40 | 50 | ---------------------------------------------------------------- Not many make such a fierce impression on the battlefield as those who swing a blade in each hand, so engulfing their immediate vicinity in a red wave of extinction. But even though these fighters may look like frenzied, blood- crazed savages, be not mistaken, for they are quite the opposite: cool-headed and disciplined. With good reason: wielding two weapons in combat demands intense training, and forgoing it has often led to unintended, self-inflicted facial reconstruction. Comments: The best damage improving skill in the game. Dual-wield has slow animations, but more than makes up for it with sheer power. As a dual-wield fighter, don't waste your time with damage adding skills like whirlwind and jump attack; focus instead on making each hit stronger with skills like bleed, death blow, and battle rage. Prefer weapons that increase melee or magic damage, and enchant them with the same, as the bonus seems to apply to swings with either hand. Until you reach rank 10 in this, place your stronger weapon in your main hand. From rank 10 onward, your stronger weapon should be placed in your off hand. Sword and Shield Expertise -------------------------- When fighting with a weapon and shield, your weapon does *% more damage and you get *% higher armour rating from your shield. ---------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | | 0 | 7 | 14 | 21 | 28 | 35 | 42 | 49 | 56 | 63 | 70 | 77 | 84 | | 5 | 8 | 11 | 14 | 17 | 20 | 23 | 26 | 29 | 32 | 34 | 36 | 38 | ---------------------------------------------------------------- Those who engage in battle with sword and shield are sometimes scoffed by others on the premise that they are archaic and unimaginative. But they never take such criticisms to heart because they know very well that their strategy, classical and rather standard though it may be, is still one of the best set- ups a warrior may use: it perfectly combines offence and defence and, like no other, offers excellent chances to emerge from each battle alive and well. Comments: The next best choice next to dual-wield. The armor of a shield is so negligible as to be worthless, and since this skill only increases the shield's base armor (not counting charm bonuses or enchants) the latter half of this skill is near completely useless. The damage increasing component, however, is more than twice as good as its shieldless counterpart, and your attacks are almost as fast. Two-Handed Weapon Expertise --------------------------- When fighting with a two-handed weapon, you do *% more damage. ---------------------------------------------------------------- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | | 1 | 4 | 7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | ---------------------------------------------------------------- No matter what some may say, combat isn't pretty or subtle. You intend to prove that by swinging about swords long as a troll's arm and hammers so ferocious they can reduce said creature's head to a bloody pulp with one well- placed stroke. The advantages in battle are obvious, and more than that: you can never get lost in the woods, for you'll always leave a track of limbs that works even better than the traditional breadcrumbs. Comments: Arguably one of the worst weapon choices you can make, although the 1.3 patch may make it comparable to or better than dual-wielding. Its huge swing radius is a big plus, but its wide damage range means some fights will end quickly, while others drag on. It combines well with jump attack and bleed, but may be redundant with high levels of whirlwind (untested on the 1.3 patch). ******************************************************************** * * * IV. FARGLOW * * * ******************************************************************** Farglow is the game's tutorial. The whole thing takes place in a small town with only a handful of NPCs and one quest. The only enemies you'll fight will be goblins spawned for practice combat. Don't sweat what you do here too much; it really won't matter in the end. ----------- | Locations | ----------- Farglow ------- -There's a skill book hidden on top of the large rocks north of the goblin camp. Approach from the north side for the easiest access, but you'll still have to work at it a bit to get on top of the rocks. -If you use the skill book in the area to learn lockpick, you can open the treasure chest next to Alberic. Alternately, you can kill a LOT of goblins. -There's another treasure hidden on the left (north) side of the building you see when first crossing the bridge in town. The key for it can be found by reading Edmund's mind, entering the training area, then looking on the stones surrounding the campfire. ------------- | Main Quests | ------------- The Farglow Connection ---------------------- Received From: Rhode Location: As soon as you start the game 1: Talk to Morgana (her location is on your map) 2: Talk to Isobel (on the bridge in town) 3: Talk to either Gawain, Aravir, or Alberic (their locations are on the map) Reward: 50 xp, 200g + 1 (50xp, 200g) ******************************************************************** * * * V. BROKEN VALLEY VILLAGE * * * ******************************************************************** At last, the tutorial is over ... or is it? While you have a lot more freedom in this area, you're still blocked from wandering too far. The enemies are weak enough that you can kill them without using any skills (which is good, since skill points are few and far between still). This is also where the game teaches you to take the time for exploration. If you rush headlong into the main quest, you'll soon find yourself locked in a room with an enemy quite capable of killing you in two hits. Exploration is good. Locations: The Black Boar ................... [BLTBB] Jackson Farm ..................... [BLTJF] Derk's House ..................... [BLBDH] Miller's House ................... [BLMUH] Louis' Storage ................... [BLCLS] Chapel Dungeon ................... [BLLAT] Secret Dungeon ................... [BLCSD] Dark Cave ........................ [BLNDC] Forgotten Outpost ................ [BLCFO] Secret Passage ................... [BLBSP] Main Quests: Chasing the Dragon ............... [BMCTD] To Lay a Ghost to Rest ........... [BMLGR] Side Quests: Band of Brutes ................... [BSBOB] For a Pound of Flesh ............. [BSPOF] The Fugitive ..................... [BSDTF] Hearttaker ....................... [BSRHT] Feast or Famine .................. [BSFOF] New Order or Champion Chaos? ..... [BSNOC] Saving the Bacon ................. [BSSTB] Buad Blood ....................... [BSBBB] Into the Bandit's Den ............ [BSIBD] Hjalmar .......................... [BSHMR] Louis' Stash ..................... [BSCLS] High and Dry ..................... [BSHAD] A Private Delivery ............... [BSAPD] Skeletons in the Closet .......... [BSSIC] ----------- | Locations | ----------- The Black Boar [BLTBB] -------------- Location: on the north side of town -If you have the lockpick skill, you can play in a scavenger hunt with a skill book as the prize. Start by reading the book behind the locked door on the third floor of the bar. The next book is downstairs, on the bar itself. Find the third on the second floor on top of a stack of books near the large table. Finally, pluck the skill book from out of the fireplace. -After finishing 'Band of Brutes', talk to Stan and pick option 1. He'll tell you about the miller's hidden cellar and how he hides the key in his pot. Jackson Farm [BLTJF] ------------ Location: southeast of town, across the stream -There are two keys hidden in Carl Jackson's house. The key to the small box on the shelf is hidden behind some crates and barrels, and the key to the cellar is up on the rafter. -Press a hidden button in the southeast corner of Jackson's cellar to lower an iron cleaver with +1 evade in the center of the room. It's a very good weapon for the beginning of the game. Derk's House [BLBDH] ------------ Location: on the south side of town -The key to Derk's cellar can be found by mindreading him and then searching for the key in the barn next to the bar. Miller's House [BLMUH] -------------- Location: in the middle of town, next to the barracks -The key to Miller Upton's cellar can be found in the kettle, beneath plenty of lettuce. Louis' Storage [BLCLS] -------------- Location: beneath the church, accessed by a cellar door from the outside -The first door can be opened by pressing a button on the wall next to the fire. -There is a button on the wall almost directly across from the third door. Pressing it opens a hidden passage with two treasure chests. -The key to the last door can be found on a skeleton's corpse. Chapel Dungeon [BLLAT] -------------- Location: in the back of the chapel -The key for the locked chest lies on the altar in the center of the room. Secret Dungeon [BLCSD] -------------- Location: inside a trap door near the Chapel Shrine -The key for the locked door is on a chair next to a goblin hut. Dark Cave [BLNDC] --------- Location: west of the Secret Dungeon (and Chapel Shrine) -The key for the jewelry box is in the tub just across the hall (on the eastern side of the plus shaped room) Forgotten Outpost [BLCFO] ----------------- Location: trap door hidden behind a bush near the Jackson Farm -The key to the locked chest is on a table in the northeast corner. -There is a hidden pressure plate on the west side of the large room, facing south. Stand a few steps from the wall and look for the 'use' message in the lower right. Secret Passage [BLBSP] -------------- Location: broken chapel, during the quest 'Into the Bandit's Den' -The key to the locked cell door on the east wall near the barracks exit is on the ground in front of the other cell on the same wall. -After the locked door that Martis unlocks, the apparent dead end straight ahead is actually a false wall that can be opened by pressing a hidden pressure plate to its left. A skill book is hidden inside. -The goblin chief near the farm exit drops a key, but it doesn't seem to unlock anything. ------------- | Main Quests | ------------- Chasing the Dragon [BMCTD] ------------------ Received From: Rhode Location: As soon as you land in Broken Valley 1: Complete three of the following four things: -Complete the quest 'Band of Brutes' in the bar, and then talk to Jake -Talk to Ollie (outside of the bar, or inside after Band of Brutes) -Talk to Romon (outside, next to the chapel) -Talk to Winthrop 2: Find Rhode in the barracks and talk to her Reward: 500xp, 480g + 1 (125xp, 480g, 4 items) To Lay a Ghost to Rest [BMLGR] ---------------------- Received From: Rhode Location: Barracks Requirement: Complete 'Chasing the Dragon' 1: Enter the door at the back of the chapel 2: Speak with and then defeat the Arben Ghost 3: Leave the chapel dungeon and speak with Rhode Reward: 1500xp, 480g + 1 (375xp, 480g, 4 items) ------------- | Side Quests | ------------- Band of Brutes [BSBOB] -------------- Received From: Tim or Barmaid Elsa Location: The Black Boar 1: Talk to either Anthony or Merrill and pick option 2 for the second and third dialogue options 2: Talk to Tim Rewards: 113xp, 80g + 1 (80g, item) Bonus: Tim lowers his prices -several people re-enter the bar after this quest is complete For a Pound of Flesh [BSPOF] -------------------- Received From: Locke Location: The Black Boar Requirement: Complete 'Band of Brutes' 1: Talk to Keane -He patrols on top of the wall between the barracks and the entrance gate. 2: Ignore Keane's pleas and extort him anyway -You can refuse to extort Keane. He'll tell you the password to Locke's cart, but you'll fail the quest. 3: Return to Locke Reward: 1 (188xp, 80g) Bonus: Locke lowers his prices The Fugitive [BSDTF] ------------ Received From: David Location: The Black Boar 2F Requirements: Complete 'Band of Brutes' -He doesn't seem to appear right away, so check back later 1: You must read David's mind to get this quest 2: Mention David is a deserter in dialogue, then threaten to turn him in -If you don't threaten to turn him in, you miss out on some great gauntlets 3: Agree to not turn him in -If you insist on turning him in, David flees. Reward: Gauntlets (+1 Ranger Strength) + 1 (450xp, 160g, 1 uncommon item) (note: You can turn David in to Richard now, even if he paid you not to.) Hearttaker [BSRHT] ---------- Received From: Richard Location: Wandering between Folo's house and the blacksmith 1: Kill goblins until they drop hearts -They drop randomly. Don't worry, it's not a big deal if you don't get many. 2: Turn the hearts in to Richard Reward: 150xp and 50gp per heart -The gold reward increases to 150gp if you read Richard's mind. -This quest never goes away. You can keep turning in any hearts you find. Feast or Famine [BSFOF] --------------- Received From: Richard Requirement: Turn in at least one goblin heart 1: Talk to Lomax and make him disappear -He can be bribed for 100g, you can read his mind, or you can kill him 2: Talk to Mouse and let him know the guards are gone 3: Return to Richard Reward: 450xp, 160g + 1 (uncommon item, 320g) New Order or Champion Chaos? [BSNOC] ---------------------------- Received From: Richard Requirement: Refuse to accept the 'Feast or Famine' quest 1: Seek out the New Order guards at Jackson's farm -Solution 1- 2: Side with Richard and help him defeat the guards Reward: 1350xp, 240g + 1 (2 uncommon items) -Solution 2- 2: Side with the guards and help them kill Richard Reward: 1350xp + 1 (338xp, 240g) Bonus: You can get a stat point by mindreading Lomax after killing Richard. Saving the Bacon [BSSTB] ---------------- Received From: Folo Location: on the pig farm at the back of town -Solution 1- 1: Agree to save the pigs 2: Attempt to talk to Kevin on Jackson's Farm 3: Talk to Lomax and choose option 2 4: Return to Folo and inform him of the news Reward: 450xp, 160g + 1 (item, 160g) -Solution 2- 1: Refuse to help Folo 2: Tell Louis in the barracks about your decision Reward: 450xp, 160g + 1 (item, 160g) Buad Blood [BSBBB] ---------- Received From: Miller Upton Location: Miller's house Requirement: Complete the following steps -Steal a key from the upstairs kettle, beneath some lettuce -Enter Miller Upton's basement -Talk with Abanayabar about Miller Upton's past -Talk to Upton and mention the name Buad 1: Talk with Linda 2: Talk with Rose (Folo's wife) 3: Travel to the ruined Chapel to the west of town and defeat Jesse 4: Return to the miller's house -Solution 1- 5: Help Antumbra kill Linda and Upton Reward: 450xp + 1 (rare item, 160g) (note: Despite what she says, Antumbra does not appear in Aleroth) -Solution 2- 5: Help Linda and Upton defeat Antumbra Reward: 450xp, 160g + 1 (rare item, 160g) Into the Bandit's Den [BSIBD] --------------------- Received From: Louis Location: Barracks -You can solve this by reading Martis' mind, but it's not worth the cost. 1: Travel to the ruined chapel west of the village 2: Fight your way into Martis' cell and convince him to escape with you 3: Lead him to the farm exit -You can now access the bandit camp (assuming you can get there), where several more quests await you. You lose access to them as soon as you turn this quest in, so you may wish to hold onto this quest for awhile longer. 4: Return to Louis Reward: 450xp, 160g + 1 (113xp, 320g, 3 uncommon items, 1 other) Bonus: You can participate in the attack on the bandit camp by talking with Fenton just outside of it. Hjalmar [BSHMR] ------- Part Of: 'A Hunting We Shall Go' 1: Kill Hjalmar in the nearby goblin village 2: Give Hjalmar's Mask to Captain Rodney Reward: 450xp, 160g + 1 (2 uncommon items) Louis' Stash [BSCLS] ------------ Received From: Merrill Location: Barracks 2F Requirement: Finish 'Band of Brutes' without badmouthing the drunks to Louis -You can inform Louis of Merrill's tipoff, but this will fail the quest. 1: Enter Louis' storage -The cellar door is on the side of the chapel, next to the graveyard. 2: Fight your way to the final room and loot an object labeled 'Power Belt' Reward: 1 (450xp, 80g) High and Dry [BSHAD] ------------ Received From: Quincy Location: by the guard tower just outside town -It's a good idea to read Quincy's mind when he calls out to you. You gain a stat point by doing so, which you can't get by mind reading him later. 1: Kill the goblins 2: Pick up the grappling hook 3: Talk to Peavey on the roof of the barracks Reward: 450xp, 160g + 1 (160g, 3 uncommon items) A Private Delivery [BSAPD] ------------------ Received From: Dana Location: on Jackson's farm) -You can read the letter from your inventory and then talk to either Dana or Carl for two different and hilarious ways to fail this quest. 1: Take the letter to Derk -Derk will raise his prices if the seal is broken and lower them if it is not. Reward: 450xp, 160g + 1 (2 uncommon items). Skeletons in the Closet [BSSIC] ----------------------- Received From: Farmer Jackson's diary Location: hidden in his cellar -Solution 1- 1: Take the diary to Carl 2: Threaten to turn him in 3: Kill him Reward: 225xp + 1 (uncommon item, 160g) Bonus: Jackson's Amulet (+1 evade) is on Carl's corpse -Solution 2- 1: Take the diary to Carl 2: Extort him for gold Reward: 450xp, 160g + 1 (uncommon item, 320g) -Solution 3- 1: Take the diary to Carl 2: Give Carl his diary back Reward: 450xp + 1 (uncommon item, 160g) -Solution 4- 1: Bring the diary to Captain Rodney in the barracks Reward: 450xp + 1 (magical item, 320g) ******************************************************************** * * * VI. BROKEN VALLEY * * * ******************************************************************** You're finally allowed to explore to your heart's content, only to find brutal goblins, wicked skeletons, skilled bandits, and unimaginably powerful black ring every way you turn. You'll soon laugh at how weak these enemies are, but for now, expect battles to be on the tough side for a little while. If you get frustrated, try finding an entrance to the Derelict Tunnels (detailed below). There are plentiful goblins and skeletons inside, which are the weakest of the creatures you're now facing. The cramped quarters may make things difficult for rangers, but it's easier than bumping up against bandit rangers or black ring. After you've cleared out the tunnels, make your way up Lovis' tower. By the time that's done, you should be perfectly capable of handling most things in the area. Because this area is so huge, directions will often reference the giant tower in the center as well as the numerous waypoint shrines scattered around the region (such as the Village Shrine and the Chapel Shrine that you should have found in the previous area). Occasionally, there's also the mention of a "mysterious shrine". These look like the place where you met Talana, and can be seen clearly on the map. Locations: Derelict Tunnels ................. [VLDTP] Citadel Chambers ................. [VLCCU] Citadel Dungeon .................. [VLCDL] Dreavan's Storage ................ [VLEDS] Robin's Storage .................. [VLHRS] New Miner's Dig .................. [VLNMD] Naberius' Storage ................ [VLNSD] Bandit Camp ...................... [VLTBC] Maxos' Temple .................... [VLMTD] Main Quests: Looking for Lovis ................ [VQLFL] Paper Trail ...................... [VQLPT] Dragon No More ................... [VQDNM] A Tale of Two Tomes .............. [VQTTT] Hall of Echoes Bound ............. [MQHEB] Side Quests: The Greater Hunter ............... [VSTGH] Lovis' Loot ...................... [VSRLL] A Hunting We Shall Go ............ [VSHWS] Hallorn .......................... [VSHLR] Yup'ik ........................... [VSYPK] Viper ............................ [VSVPR] Jagon ............................ [VSJGN] Vigor Mortis ..................... [VSNVM] The Hunt For Red Ore ............. [VSHRO] Method or Madness ................ [VSMOM] Lost For Words ................... [VSLFW] Stuck in a Hole .................. [VSSIH] Couple Trouble ................... [VSBCT] An Axe to Find ................... [VSATF] Daylight Robbery ................. [VSBDR] The Temple of Doom ............... [VSTOD] Lost Soul ........................ [VSLLS] In Cold Blood .................... [VSICB] ----------- | Locations | ----------- -West of the tower is a mysterious shrine with a white chicken scurrying around in the middle. Almost straight north of there, against the cliffs, a man named Casper is complaining about having been soul forged with a chicken. While you can't return his chicken to him, you can certainly put a quick end to his worries. -There is a fortune teller named Sosostra west and slightly south of the tower. After she tells your fortune, a white rabbit will appear just downstream. Follow it to a treasure chest. -If you have Sosostra tell you a second fortune, you can encounter a knight on a bridge to the far south. If you agree to duel him, you earn a quite nice one-handed sword for your troubles. -Four mysterious levers are hidden throughout the region. One is along the cliffs to the east of the Chapel Shrine, another is right next to the Tribal Shrine, the third is west of Lovis' tower (on the western tip of the island with the mysterious shrine on it), and the last is near the south valley shrine. Flipping all four levers makes a chest appear across the stream from Sosostra (the far western end of the map). -Seek out Dreavan to the west of Lovis' tower (slightly north of the West Valley Shrine) as early as you can. He can enchant your weapons, armour, and jewelry, but more importantly, each time you open the enchant window, all of the formulas in your inventory are removed and added to your list of known formulas. Anything you can do to free up inventory space at this point is a plus. -There is a wishing well near Dreaven. You can toss in 10 gold, 100 gold, or 1000 gold and wish for either experience or a powerful item. Here's the list of rewards: Item: 10g (common bracelet) 100g (bracelet with +1 unarmed expertise) 1000g (bracelet with +1 wisdom) Experience: 10g (500xp) 100g (1500xp) 1000g (5000xp) -Four pieces of parchment are hidden around the region. One is south of the Tribal Shrine, and another is in a chest at the nearby mysterious shrine. The third is hidden by the bandit camp (east of the Quarry Shrine) and the last can be found in the southeastern mysterious shrine (east of the South Valley shrine). Take all four to ZixZax and ask him to translate them. This gives you access to the teleporter near the Chapel Shrine and the one between Lovis' tower and the bridge north of it. -The first time you find each mysterious shrine, you're attacked by a rhyming mage named Bellegar. After he attacks you four times, you can seek him out at the same shrine where you met Talana for the fifth and final challenge. -Across the gap to the south of the mysterious shrine east of Lovis' tower, you encounter a trio sleeping on the ground. Mind reading each of them provides you with a clue as to what they need, and the option to give it to them if you have it in your inventory. Furley needs an alcoholic beverage, Namdar needs a health potion of any size, and Nightwinkle needs an apple. At the time of this writing, giving any of the three what they need will cause the game controls to become unresponsive; however, there is a workaround. If you quicksave after the controls have stopped working (make a backup save just in case!), then exit the game entirely, and finally re-load your quicksave, everything works as it should again. Do this once for each dreamer and you'll be rewarded with a rare and useful malachite gem! Derelict Tunnels [VLDTP] ---------------- Location: There are three entrances to this area. All are trap doors. -The first entrance is on the ground slightly northwest of the base of Lovis' tower. -The second is straight north of Lovis' tower, on the west side of the stream. -The third is right next to the Tribal Shrine. -Not all of the pressure plates are bad! Some will summon treasure chests or heal you. Don't load if you step on a bad plate, however. The same events happen in the same order, regardless of which plate you actually step on. The first will always be a treasure chest, the second will damage you, and so on. -There's a treasure chest hidden behind several crates in the room with Hallorn. -There are three hidden talismans: one in the western dead end, one in the southern dead end, and one on a goblin chair in the large room before the eastern exit. Collect all three and approach the statue on the western wall near the southern exit of the central room (next to where you find the dusty tome that explains their significance). Go into your inventory and use the Talisman of the West to start a dialogue. Choose to raise the Talisman of the East next, and finally choose to raise the Talisman of the South. A treasure chest with gold and a +2 wisdom amulet will appear. Citadel Chambers [VLCCU] ---------------- Location: the top floor of Lovis' tower -Each alcove has a hidden button on the wall, but the only useful one lies in the room that's on fire. Pressing the button in that room will unlock the exit door and make Lovis' Scrying Stone appear. Citadel Dungeon [VLCDL] --------------- Location: the very bottom of Lovis' tower, accessed by using his scrying stone -Activate both pedestals to drop platforms above the door. Jump on top of the platforms and press a button on the wall to lower a set of weapons to the ground. You may take one weapon before they climb out of reach again. Dreavan's Storage [VLEDS] ----------------- Location: trap door in the shack next to Dreavan -You must mind read Dreavan to gain access -The key to the door is hidden behind a crate just to the right of the locked door. Robin's Storage [VLHRS] --------------- Location: hidden beneath a tree southwest of Lovis' tower -You must mind read Robin to gain access -The key to the chest is sitting on a shelf to the left of the door as you enter. New Miner's Dig [VLNMD] --------------- Location: southwest of Lovis' tower, south of Sosostra -The key for the chest can be found on the body of the last creature you kill. Naberius' Storage [VLNSD] ----------------- Location: accessed via the strange teleporter near the Chapel Shrine -You must collect four pieces of parchment and take them to ZixZax as detailed above in order to use the teleporter needed to reach this area. -The key to the door is hanging from the skeleton in the nearby cage. Save before grabbing it, because you will probably die several times. -There is a skill book sitting on the chair. Bandit Camp [VLTBC] ----------- Location: on the eastern edge of the map, a ways south of the Tribal Shrine -If you take a weapon off of the table surrounded by four bandits, they will confront you. If you elect to keep it instead of putting it back, you can kill them all and nobody cares. -The first room inside the temple is filled with poison. To avoid it, follow the line of bodies and blood. You will still take damage when jumping over the water, however. -The key to the door blocking the expensive looking chest can only be gotten by mind reading Ragnar beforehand and then finding it on the dragon statue's left horn (to your right as you climb the ladder). -There are two chests in the fiery area, both on the right (one near the beginning, the other at the end). You can get them by using high level health potions and simply running through, but the items they contain are usually not worth the effort. Simply walk down the river instead to avoid damage. Maxos' Temple [VLMTD] ------------- Location: enclosed area to the northwest of the map -There are three crystals hidden outside Maxos' Temple. One is hidden in some rocks behind the way shrine, another is hidden behind a tree in the NE corner, and the last is hidden behind a rock in the NW corner. Take all three to the dragon statue by ZixZax and insert them into the mouths of the statues there to make a treasure chest appear. -To open the first door, use the urn on the right side. -There are three trials you must pass in the chamber with the way shrine. -In the room filled with gold, ignore everything and pick up the pumpkin on the left. -In the tall room with many platforms, start your ascent with the platform in the southeast corner. While jumping, keep in mind this tip: your character always moves forwards in mid-air, so turn the camera towards walls to avoid jumping too far, or back the way you came if you accidentally overshot. If you need further help getting to the top of the room, see the step by step directions below. 1: Climb the ladder, then leap to the next platform and flip the lever. 2: Wait for the moving platform to draw close, then jump on it. 3: From there, jump onto the platform that the current one is moving towards. 4: Turn right and jump across the room to another platform. 5: Flip the lever to activate a teleporter near the ground. 6: Jump down and enter the teleporter. 7: Find the three levers nearby and face out towards the rest of the room. 8: Flip the left lever twice, the middle lever once, and the right lever once. (each lever affects the height of another platform - the goal is to create a stairway up to the far end of the room). 9: Hop across the platforms to another lever and flip it. Good kitty. -In the mirror room, it helps to break as many crates, urns, and barrels as you can to strip away the amount of detail in the room. When you're tired of searching and just want to proceed, activate the cup on the corner between the north and east alcoves. -After clearing all three trials, step on the teleporter in the central chamber to continue. -First enter the room on the left (southeast of the four rooms on your map, and the nearest one with the intensely obvious "secret" passage shown on the map). Press the pressure plate on the eastern wall in front of where your map shows the "secret" passage to open a "secret" room. Wow! What a well hidden room! Flip the lever inside. -Head to the northwest of the four rooms and repeat the process with the western wall, flipping a second lever to gain access to the exit. -There does not seem to be any key to unlock the half-buried chest on the northern wall. -There is a key hidden on top of the chandelier in the center of the room after the maze (hanging above the pedestal). One reader reported that it unlocks the half-buried chest above, but I have not been able to duplicate this (nor have I been able to find a chest which this key unlocks). -You cannot read the book downstairs in the library until you mind read The Librarian. -The key to the chest in the southernmost room is hidden behind a false wall in Amdusias' room. Use the book 'Dragon Lore' to reveal the hidden passage. -The key to the chest in Benedict's room can be found lying in the open in the same room. ------------- | Main Quests | ------------- Looking for Lovis [VQLFL] ----------------- Received From: Zandalor Location: Mysterious shrine southwest of the village Requirement: Complete 'To Lay a Ghost to Rest' 1: Gain entry to Lovis' tower -Climb the ladders near the wrecked bridge jutting out of the northwest side of the tower -At the locked gate, walk up the stone to the right of the way shrine, and from there jump onto a short series of adjacent platforms to reach a lever. Flip the lever to open the gate. -Past the gate, jump onto another platform near the corpse. Jump across the hall to another platform and follow the series of platforms once again to another lever that opens another gate. -Climb the wooden ramp on the left, then climb the series of ladders there. At the top of the ladder, press the pressure plate (using the activate key, not by stepping on it) beneath the gargoyle closest to the ladder. Then press the next nearest plate. Third, press the plate closest to the locked gate in front of you. Finally, press the fourth plate to open the gate. -Take the right path when the path splits and climb down the ladder. Jump inside the tower from there. The door in front of you is where you want to go, but you may want to flip the lever off to the right first, making it easier to get back. Now is also a good time to complete 'Lovis' Loot'. 2: Walk all the way around the room and search the corpse partially buried in rubble for a Reveal Spell 3: Use the Reveal Spell 4: Flip the lever that appears 5: Activate the book on the pedestal next to Lovis' Throne 6: Answer the questions -3. Anastas, queen of ancient Ferol. -1. Ouroboros, god of Dragons. -1. The Battle of Ten Thousand in which he slew more than six hundred... -3. Ba'al, the Arch Demon who raided this valley -2. The Valley of Shrines Reward: 2250xp, 720g + 1 (563xp, 360g) Bonus: Lovis' Pendant (if you answered all questions correctly) Paper Trail [VQLPT] ----------- Received From: Lord Lovis Location: Lovis' Tower 1: Enter the Maxos Temple -The temple entrance is in the enclosed area northwest of the tower Reward: 3000xp, 1080g + 1 (750xp, 540g) Dragon No More [VQDNM] -------------- Received From: Pedestal Location: Just before the Library in Maxos' Temple 1: Use the book titled "Dragon Lore" in Amdusias' room -From the Crypt Shrine, travel down the south hallway, then climb the stairs to the second floor and look for the book in the northwestern room. 2: Take the Phial of Blood from behind the false wall you just opened. 3: Complete the quest 'A Tale of Two Tomes' 4: Once you have both the Phial and the book, travel down the west hallway and make a mad dash towards the Blood Altar. You will find the scales you need just in front of it. Pick them up, then immediately access your inventory and use the Orbis Arcesso (under the quest items tab). 5: Defeat Amdusias. -His explosive arrow makes him very difficult to defeat at a range. You can try engaging him in melee to force him to draw his sword, but it doesn't always work. If he does draw it, you can safely back away from him without having to deal with his lethal bow shots Reward: 1100xp, 180g + 1 (1100xp, 180g) A Tale of Two Tomes [VQTTT] ------------------- Received From: The Librarian Location: Library in Maxos' Temple 1: Use the book titled 'Dragon Lore' in Amdusias' room -From the Crypt Shrine, travel down the south hallway, then climb the stairs to the second floor and look for the book in the northwestern room. 2: Take the key from the hidden room, then use it to open the chest on the southeast section of the first floor. The book is inside the chest. 3: Return to The Librarian Reward: 1500xp, 320g, Dragon Skill Book + 1 (magical item, other, 375xp) Bonus: Orbis Arcesso, a book vital to continuing through the main plot Hall of Echoes Bound [MQHEB] -------------------- Received From: Book of The Dragon Location: On the blood altar Requirement: Defeat Amdusias 1: Continue the main quest line until finishing the quest 'Laiken in his Lair' 2: Complete the following four quests in any order -Revelation -X marks the Spot -Lock and Key -Come to No Harm 3: Travel to the Hall of Echoes (the door is marked on your map) 4: Use the Note from Maxos in your inventory to reveal the entrance 5: Enter the Hall of Echoes Rewards: 22500xp, 1920g + 1 (5625xp, 960g) Note: This is the main quest for the entire second half of the game. Once completed, you are locked in the end game dungeon and can never return. Make sure you've finished everything else you want to do, enchanted and charmed all of your equipment, and stocked up on plentiful potions before finishing this quest! ------------- | Side Quests | ------------- The Greater Hunter [VSTGH] ------------------ Received From: Brave Sir Robin Location: The Black Boar 2F Requirement: Complete 'Band of Brutes' 1: Visit a second mysterious shrine 2: Kill the summoned demon and loot its claw 3: Return to Brave Sir Robin Reward: 1500xp, 320g, magical gauntlets + 1 (rare item, 320g) Lovis' Loot [VSRLL] ----------- Received From: Romon Location: Near the chapel 1: While climbing Lovis' tower, after the gate opened by pressing pressure plates on gargoyle statues, take the left of the two paths. Follow this all the way to the top of the tower and enter a door there. 2: Jump into the flaming room and press a hard to see button on the back wall (it's blocked somewhat by the treasure chest) 3: Pick up the scrying stone that appears outside of the room -Use the stone before giving it to Romon. This does not fail the quest. 4: Return the stone to Romon Rewards: 1350xp, 240g + 1 (3 rare items) A Hunting We Shall Go [VSHWS] --------------------- Received From: Wanted board Location: Barracks 1: Complete the following five quests in any order -Hjalmar -Hallorn -Yup'ik -Viper -Jagon Reward: 1500xp, 960g, Jurak's Armour + 2 (1920g, 375xp, 2 heroic items, 1 other) Hallorn [VSHLR] ------- Part Of: 'A Hunting We Shall Go' 1: Kill Hallorn in the Derelict Tunnels 2: Give Hallorn's Ring to Captain Rodney Reward: 1350xp, 240g + 1 (2 uncommon items) Yup'ik [VSYPK] ------ Part Of: 'A Hunting We Shall Go' 1: Kill Yup'ik in the goblin camp south of the mine -Alternately, look north of the mysterious shrine found east of the South Valley Shrine. 2: Give Yup'ik's staff to Captain Rodney Reward: 1500xp, 320g + 1 (2 uncommon items) Viper [VSVPR] ----- Part Of: 'A Hunting We Shall Go' 1: Kill Viper east of the South Valley Shrine 2: Give Viper's sword to Captain Rodney Reward: 1500xp, 320g + 1 (2 uncommon items) Jagon [VSJGN] ----- Part Of: 'A Hunting We Shall Go' 1: Complete the quest 'The Temple of Doom' 2: Give Jagon's Necklace to Captain Rodney Reward: 1500xp, 320g + 1 (2 uncommon items) Vigor Mortis [VSNVM] ------------ Received From: Naberius Location: Dark Cave 1: Travel to the New Miner's Dig to the far west of Lovis' tower (nestled against the southern cliff, across the stream from Sosostra) 2: Kill all the creatures inside and loot the crystal skull 3: Return to Naberius Reward: 1500xp, 960g + 1 (4 items) The Hunt For Red Ore [VSHRO] -------------------- Received From: Dreavan Location: West of Lovis' tower, north of the West Valley Shrine 1: Obtain Red Ore (the Derelict Tunnels are a good source) 2: Talk to Dreavan Rewards: 1500xp, 320g + 1 (375xp, 320g) Method or Madness [VSMOM] ----------------- Received From: Eugene Location: the far southeast of the valley, near the bandit camp 1: Talk to Doctor Needleman in the village (The Black Boar 2F) 2: Choose which personality to kill, and which to save 3: Return to Eugene with the potion Rewards: 1500xp, 240g, Ring (+1 confusion) -or- Axe + 1 (heroic item, 375xp) Lost For Words [VSLFW] -------------- Received From: George Gremory Location: far south, near the South Valley Shrine 1: Talk to ZixZax and receive the translation dictionary 2: Return to George Gremory with the book 3: Defeat the Demon and speak to George Gremory again afterwards Reward: 2200xp, 360g + 1 (3 legendary items) Stuck in a Hole [VSSIH] --------------- Received From: Rothman Location: far southeast in the valley, near the mysterious shrine 1: Find a rope and bring it to Rothman -the nearest are in the bandit camp, but ropes are everywhere 2: Kill the troll Reward: Rothman's Bow (+1 wisdom) + 1 (1500xp, 240g) Couple Trouble [VSBCT] -------------- Received From: Sybille and Clement Location: Bandit Camp Requirement: Must be completed before 'Into the Bandit's Den' 1: Read Christopher's mind 2: Steal the bottle of Rimmer's Rum from the cliff above the gate (climb the ladder behind the gate, then walk over) 3: Give the rum to Christopher 4: Return to Sybille and Clement Reward: 1500xp, rare sword, rare bow + 1 (375xp, 320g) An Axe to Find [VSATF] -------------- Received From: Tagos Location: Bandit Camp Requirement: Must be completed before 'Into the Bandit's Den' 1: Travel to the wrecked caravan, near the bridge where you can fight Seth 2: Retrieve Tagos' axe and bring it back to him -Solution 1- 3: Return the axe Reward: 1500xp + 1 (375xp, 320g) -Solution 2- 3: Decide to keep the axe, then defeat Tagos Reward: 1 (1500xp, 320g) Daylight Robbery [VSBDR] ---------------- Received From: Ragnar (or you can stumble upon Jenae randomly) Location: Ragnar is in the Bandit Camp, Jenae is southwest of Lovis' tower -Solution 1- 1: Ally with Filip and defeat Jenae Reward: 1500xp + 1 (rare item, 320g) -Solution 2- 1: Ally with Jenae and defeat Filip Reward: 1500xp, 320g + 1 (rare item, 320g) (note: even if you received the quest from Ragnar, siding with Filip does not fail the quest, nor does Ragnar become hostile.) The Temple of Doom [VSTOD] ------------------ Received From: Leda Location: Bandit Camp 1: Enter the temple 2: Follow the path of corpses and blood to avoid poison, making your way to the next room 3: Climb up the Dragon Statue 4: Wade through the water channel and jump up onto the cliffs at the end 5: Enter the cave behind the waterfall 6: Defeat Jagon 7: Enter the green portal and talk with Laiken Reward: 1 (1500xp, 240g) Lost Soul [VSLLS] --------- Received From: Lord Lovis Location: Lovis' Tower 1: Continue through the main plot until completing 'Dragon No More' 2: Loot Lovis' Soul Stone off of Amdusias 3: Return to Lovis (this will cause you to fail 'In Cold Blood') Reward: 1650xp, 360g + 1 (360g, 3 magical items, 1 other) Bonus: Unlocks the chest to the left, which contains legendary quality armour In Cold Blood [VSICB] ------------- Received From: Abalam Location: Wandering the dormitory in Maxos' Temple 1: Continue through the main plot until completing 'Dragon No More' 2: Loot Lovis' Soul Stone off of Amdusias 3: Use the soul stone from the quests tab in your inventory -this will cause you to fail 'Lost Soul' 4: Return to Abalam -He does not have a question mark over his head, so search carefully Reward: 1 (1650xp, 360g) ******************************************************************** * * * VII. SENTINEL ISLAND * * * ******************************************************************** Along with a new area comes the customary bump in difficulty. Thankfully, the dragon elves aren't that hard and they're plentiful enough to give you a quick couple of levels, where they become downright easy. Sentinel Island isn't very long, but the experience rewards are fantastic. If you haven't been leveling lockpicking yet, now might be a good time to start. You can have it maxed out before you finish the island, allowing you to claim all the lost loot you left behind in Broken Valley. If you've been pumping your wisdom and mind read skills, you might want to focus on combat skills now instead. The battle at the end of this area can be quite difficult if you're unprepared. Use the difficulty of the bandits leading up to the tower to gauge whether you're going to be capable of lasting through a difficult fight. Locations: Vacca's Cave ..................... [SLDVC] Laiken's Study ................... [SLLLS] Bandit Barracks .................. [SLTBB] Battle Tower ..................... [SLLBT] Main Quests: The Prophecy ..................... [SQITP] Sparring Partner ................. [SQTSP] Enchanted I'm sure ............... [SQEIS] The Gardener ..................... [SQATG] Caught Undead .................... [SQNCU] Man Overboard .................... [SQHMO] Candles in the Wind .............. [SQCIW] The Second Coming ................ [SQTSC] Breaking an Entry ................ [SQBAE] What's in a Name? ................ [SQWIN] Laiken in his Lair ............... [SQLIL] Side Quests: From Soup To Nuts ................ [SSSTN] The Old Ghost and the Sea ........ [SSOGS] Ghostbuster ...................... [WYGC?] Legend of the Ancient Mariner .... [SSLAM] The Writing on the Whale ......... [SSWOW] Sibling Rivalry .................. [SSHSR] ----------- | Locations | ----------- -There's a secret cave hidden beneath the windy peninsula with the unmarked tombstone. Dive off the side into the water and swim into a hole under the island to find it. When you're ready to leave, you can get back onto the island by swimming towards Vacca's cave. -If you jump off the wyvern's nest at the right angle, you can land on a raised ridge that's difficult to get onto via other means. Follow the ridge around to find a couple abandoned camps and three treasure chests. There's also a lootable corpse next to a ladder on top of the door you came out of when first arriving on the island. -There's another wyvern nest on an island to the southwest. The nest on the very top contains a treasure chest. Vacca's Cave [SLDVC] ------------ Location: near the island's northwestern coast -There is a key on a rock behind the chest near Vacca's Gem. It opens the chest on the northern wall, however the chest is also pickable. -Vacca's Gem is quite valuable, but if you decide to pilfer it, make sure you sell it before talking with Vacca again or he gets very angry. If you wait until after the quest to try stealing it, it will be gone (presumably, Vacca picked it up). Laiken's Study [SLLLS] -------------- Location: slightly north of the Sea Side Shrine -The key to the locked chest is found on the corpse of the Abomination Master you fight after finding Sassan's Ring. -The dangling corpses are lootable (here and elsewhere) Bandit Barracks [SLTBB] --------------- Location: turn left at the fork in the path after passing the barrier -To open the door, press the button on the left wall -The cell doors open by pressing a button to the left of the locked door -You can see an obvious secret passage in the cells on the southern wall. Start from the southeastern cell and toggle a button on the wooden beam on the left next to the back wall. -The next button is on the right as you face the other obvious false wall. This leads you to a key which opens the chest in back, near the explosives. -Take both explosives. There's more than one passage that needs clearing. -Past the first cave in, the map shows a secondary cavern branching off of the main cavern to the west. Use the second barrel of gunpowder to open this area. You'll find a key at the end. Battle Tower [SLLBT] ------------ Location: past the Bandit Barracks, starting with the elevator -The key to the second floor door is on the Abomination Master in the basement -You must read Erlking's mind to access a hidden book on his bookshelf -The locked chest on the third floor can be opened with the key found at the end of the cavern opened with the second barrel of gunpowder. -Light the candles on the northeast and southeast sections of the third floor to access a hidden treasure chest. ------------- | Main Quests | ------------- The Prophecy [SQITP] ------------ Received From: Island Location: Sentinel Island entrance 1: Finish the four following sub-quests -The locations of each candidate are marked on your map -Reading their minds may help you make up yours -See the section on Battle Tower tips for more information Reward: 3750xp + 1 (938xp, 3 heroic items, 1 other) Sparring Partner [SQTSP] ---------------- Part Of: The Prophecy 1: Choose a trainer at the Trainer Totem. -Reading Kenneth's and Hermosa's mind may help -If you tell Kenneth where to find his rival, he will challenge her Reward: 750xp, 400g + 1 (rare item, 188xp) (note: Choosing Kenneth will fail the 'Man Overboard' quest if you have not already finished it. Although untested, it may be possible to make your game unbeatable if you haven't even acquired the quest yet, so make sure you save Elfrith before proceeding!) Enchanted I'm sure [SQEIS] ------------------ Part Of: The Prophecy 1: Choose an enchanter at the Enchanter Totem. -If you speak to Radcliff, he will tell he wants to have a contest -If you tell Wesson about this, the two will compete at enchanting Reward: 750xp, 400g + 1 (rare item, 188xp) The Gardener [SQATG] ------------ Part Of: The Prophecy 1: Choose an alchemist at the Alchemist Totem. -Each candidate has an opinion of the other, but they never interact Reward: 750xp, 400g + 4 (7 other, 188xp) Caught Undead [SQNCU] ------------- Part Of: The Prophecy 1: Choose a necromancer at the Necromancer Totem -You can tell Igor to poison Jonelath, if you want -You can then tell Jonelath that Igor is planning to poison him Reward: 750xp, 400g + 1 (body part, 188xp) Man Overboard [SQHMO] ------------- Received From: Hermosa Location: Shipwreck camp 1: Travel south (directly west of Kenneth's camp) to find Elfrith 2: Defeat the Dragon Elves 3: Return to the shipwreck colony Reward: 1875xp, 400g + 1 (rare item, 400g) Candles in the Wind [SQCIW] ------------------- Received From: Tombstone Location: far west, north of Jonah, south of Vacca 1: Finish the quest 'Man Overboard' and receive the Arcane Notebook 2: Stand near the Tombstone and use the Arcane Notebook from your inventory 3: Use all 3 candles Reward: 1 (1875xp, 400g) The Second Coming [SQTSC] ----------------- Received From: Sassan Ghost Location: next to the tombstone Requirement: Complete 'Candles in the Wind' 1: Enter Laiken's study on the northern beach, next to the Sea Side Shrine 2: Find Sassan's Jewellery Box and loot Sassan's Ring from it 3: Deafeat Sassan's abominations 4: Return to Sassan Ghost Reward: 1 (2250xp, 1320g) Breaking an Entry [SQBAE] ----------------- Received From: Sassan Location: next to the tombstone Requirement: Complete 'The Second Coming' 1: Follow Sassan to the barrier -You must follow her. Warping causes her to wait by the tombstone. 2: Fight your way to the Bandit Barracks (it's marked on your map) 3: Pick up the explosives in the secret passage to the far south 4: Go to the caved in section and use the explosives from your inventory -Run around the corner after placing them, otherwise you die Reward: 1 (1500xp, 440g) What's in a Name? [SQWIN] ----------------- Received From: Sassan Location: Entrance to Battle Tower 1: Travel to the basement and kill the Abomination Master for a key 2: Travel to the second floor and use that key to open the door 3: Read Erlking's mind 4: Read Gothe's ballads on the bookshelf to open a secret room 5: Travel to the third floor and kill the Abomination Master there for a key 6: Use the key on a chest in Erlking's secret room for the Soul Forge Contract 7: Travel to the fourth floor and speak with Sassan Reward: 1 (1875xp, 440g) Note: Heed Talana's warning! Once you enter the summoning chamber, you will be forever unable to complete any unfinished quests or grab any missed loot on Sentinel Island or in Broken Valley. There are two exceptions to this: you can complete 'Legend Of The Ancient Mariner' later on, and you will eventually be able to access the mine currently guarded by level 27 black ring soldiers. Now is also a good time to explore Orobas Fjords through Broken Valley's southern exit. That's where you'll be going next, and if you don't uncover the Grand Knight Shrine now, you'll be ambushed by goblins when you teleport to it later. Exploring much beyond that isn't really necessary. Laiken in his Lair [SQLIL] ------------------ Received From: Razakel Location: Summoning chamber in Battle Tower 1: Reach the throne room 2: Kill either Laiken or Razakel Reward: 3750xp + 1 (938xp, 1320g) ------------- | Side Quests | ------------- From Soup To Nuts [SSSTN] ----------------- Received From: Hermit Location: Cave near the island entrance 1: Travel up the wyvern nest to the north and steal the egg from the top -If you don't have Wyvern Fat, try finishing the 'Ghostbuster' quest first. -If you do have it, the game will prompt you to use it when needed. -There's no need to rush. The Wyvern Fat lasts for 5+ minutes. 2: Return to the Hermit Reward: 1875xp, 400g + 1 (other, 469xp) Bonus: Mister Shiny, which opens the chest near Jonah The Old Ghost and the Sea [SSOGS] ------------------------- Received From: Jonah Location: on the western shore 1: Talk to Catherine (on the northeastern shore) 2: Return to Jonah Reward: 1875xp + 1 (magical item, 469xp). Bonus: Jonah's journal Ghostbuster [WYGC?] ----------- Received From: Vacca Location: Cave in the northwest of the island 1: Enter the cellar door (it's right there in Vacca's cave) 2: Kill all of the ghosts in the cave. You'll get a message when done. 3: Return to Vacca -If you have Vacca's Gem in your posession, you will be forced to return it or kill Vacca, which fails the quest. Go sell the gem first to avoid this. Reward: 1875xp, 400g + 1 (469xp, 400g, 3 rare items, 1 other) Bonus: Wyvern Fat Legend of the Ancient Mariner [SSLAM] ----------------------------- Received From: Turgoyn Location: Shipwreck camp 1: Continue through the plot until finishing the quest 'Laiken in his Lair' 2: Once you can, teleport to the Battle Tower Shrine 3: Fly southeast of your battle tower to the ship tangled in a tree, then transform back into a human while over the ship 4: Jump down into the ship and loot the treasure chest for the Ancient Journal -You can use the journal from your inventory, gaining 2 skill points, but dooming yourself to fail the quest as soon as you return to Turgoyn. 5: Return to Turgoyn Reward: 1 (3750xp, rare item, 440g) The Writing on the Whale [SSWOW] ------------------------ Received From: Catherine Location: the island's northeastern shore 1: Finish the quest 'The Old Ghost and the Sea' 2: Return to Catherine with Jonah's journal Reward: 1875xp, 400g + 1 (rare item, 400g) Sibling Rivalry [SSHSR] --------------- Received From: Adah and Mahalath Location: Hidden cavern beneath the western peninsula -Solution 1- 1: Tell them you are the most powerful 2: Kill both of them -Make use of Hide in Shadows to try and separate them before fighting. They are very difficult to defeat if you fight both at once! Rewards: 1 (1875xp, 400g) -The exp and rewards gained from slaughtering both sisters and their armies far exceed doing this quest the normal way, though you have less control over the items you receive. -Solution 2- 1: Choose a sister to side with 2: Talk to whoever you sided with 3: Retrieve whatever she asks you to -The Wolfsbane Poison is on a shipwreck to the northeast (near Allan) -The Fake Red Ore is on a shipwreck on the eastern shore (near the camp) 4: Return to whoever you sided with 5: Talk to the other sister -if you reveal the scheme, you fail the quest 6: Return to whoever you sided with Reward: 1875xp, 400g + 1 (3 magical items, 1 other) ******************************************************************** * * * VIII. OROBAS FJORDS * * * ******************************************************************** Believe it or not, this is the final section of the game, though the sheer level of the more powerful enemies you can now find will prevent you from finishing too quickly, even if you decide to rush. Breaking into the Fjords can be difficult, since there are precious few level 18 enemies for you to level up off of. You can gain a very small amount of extra exp by swimming to the beach in the south and killing a handful of black ring there, but at some point you're going to have to start laying waste to the level 21+ groups of imps, which usually include a healer and several shamans. If they're too troublesome for you, abuse your runners to make infinite potions and simply lay waste to them while chain chugging the biggest healing potions you can make. Before exploring the Primordial Cave that Talana won't shut up about, or the nearby Old Cave, try clearing out the Depleted Ore Mine on the northern side of the channel to the east. Once that's done, take down the barrier at Camp Eagle's Nest and follow the path past the mine all the way to High Hall and the Champion Harbour, fighting groups of imps the entire way. By the time you finish, level 24 skeletons won't seem so scary anymore. Unlike Broken Valley, Orobas Fjords doesn't have an abundance of waypoint shrines. Instead, it has a series of linked teleporters placed on high cliffs, each labeled 'Camp' something. Mark them on your map wherever you find them, since they make the most reliable reference point for giving directions to many locations. A complete list of teleporters can be found below, along with where each can eventually teleport to. Locations: Teleporters ...................... [OLTLG] Battle Tower ..................... [OLDBT] Orobas Fjords .................... [OLOFO] Primordial Cave .................. [OLPWC] Old Cave ......................... [OLBOC] Camp Eagle's Nest ................ [OLCEN] Depleted Ore Mine ................ [OLDOM] Dark Cave ........................ [OLBDC] Dragon Cliff ..................... [OLDCC] Mysterious Cave .................. [OLBMC] Champion Harbour ................. [OLACH] High Hall ........................ [OLHHV] High Hall Mines .................. [OLHHM] Well Cave ........................ [OLHWC] Imp's Lair ....................... [OLGIL] Lost Tomb ........................ [OLBLT] Camp Valour ...................... [OLMCV] Orobas' Lair ..................... [OLOLO] Red Hammer Tribe ................. [OLRHT] Aleroth Chapel ................... [OLZAC] Main Quests: Revelation ....................... [OQRMN] Reaping the Seeds ................ [OQRTS] The First Hungry Statue .......... [OQFHS] The Second Hungry Statue ......... [OQSHS] The Third Hungry Statue .......... [OQTHS] X marks the Spot ................. [OQXMS] Come to no Harm .................. [OQCNH] Side Quests: Out on a Limb .................... [OSOOL] The Book of the Dead ............. [OSBOD] Allan Brew Confidential .......... [OSABC] Borrowed Book .................... [OSBBB] Apprentice and Adversary ......... [OSAAA] Dear John ........................ [OSHDJ] Delicate Affairs ................. [OSRDA] Short Supply ..................... [OSWSS] Red Ore Alert .................... [OSROA] Stood Up ......................... [OSCSU] Grave Robbers .................... [OSBGR] Sight for Sore Eyes .............. [OSSSE] Down the Hatch ................... [OSDTH] A Puff of Drudanae ............... [OSPOD] Chalice of the Dragon ............ [OSCOD] On The Road Again ................ [OSORA] A Shaman's Ransom ................ [OSASR] Between a Troll and a Hard Place . [OSTHP] A Hunting We Shall Go Again ...... [OSHGA] Alutiiq .......................... [OSATQ] Barnabus ......................... [OSBNB] Ragon ............................ [OSRGN] Moor ............................. [OSMOR] Alrik ............................ [OSARK] Thorn in the Side ................ [OSTIS] The Runes of Wrath ............... [OSROW] Divine Descendant ................ [OSMDD] The Horror of High Hall .......... [OSHHH] Death of a Champion .............. [OSDOC] Much Ado About Goblins ........... [OSMAG] ----------- | Locations | ----------- Teleporters [OLTLG] ----------- Tiberius Location: east of the Grand Knight Shrine Connections: Sentinel View, Eagle's Nest Sentinel View Location: west side of the island in the eastern channel Connections: Eagle's Nest Eagle's Nest Location: far south of the Grand Knight Shrine Connections: Sentinel View, Harbour, David, Tiberius David Location: east of Camp Eagle's Nest Connections: Eagle's Nest Dragon Cliff Location: north side of the channel to the east Connections: High Hall, Sentinel View, Harbour, David Courage Location: east of Dragon Cliff Castle Connections: Eagle's Nest Freedom Location: north of Camp Courage Connections: Harbour High Hall Location: in High Hall Connections: Harbour Overlook Location: overlooking Champion Harbour from the northwest Connections: Courage, High Hall, Freedom Harbour Location: on top of the building in Champion Harbour Connections: Tiberius Pompous Location: in the Slayer Camp Connections: Penitence Penitence Location: through the Camp Pompous teleporter Connections: Pompous, Overlook, High Hall Valour Location: on the eastern cliff, south of Champion Harbour Connections: Harbour Victory Location: south of Camp Valour Connections: Harbour Red Hammer Tribe Location: southwest of the Red Hammer Shrine Connections: Victory Battle Tower [OLDBT] ------------ Location: you start there, and can warp back with your dragon stone -There are four dragon skill books near each of your four servants, and four skill points to be gained by reading your servants' minds. -You can find a fifth dragon skill book in the master's quarters, and a fifth skill point by reading the mind of Sassan nearby. -A sequence of treasure chests can be opened starting by finding the first key in the alchemy garden, next to the dragon skill book. Use that key to open the chest on the necromancy ring, which contains another key. From there, open the chest in the skill training area, then the workshop, and finally in the master's quarters (down the elevator from the throne room). -Directly south of your battle tower, just off the map, lies a tiny island with a (locked, but pickable) treasure chest. Orobas Fjords [OLOFO] ------------- Location: everywhere; these are general tips about the outdoor areas -There are two women arguing about a ring on the beach across from where you enter. The dialogue don't have an effect on anything (except perhaps to add a particularly lackluster ring to your inventory). -Just south of the two women, a treasure chest hides near a waterfall. -There is a key on the beach far south of where you entered, guarded by level 19 black ring. It's directly below Camp Eagle's Nest (a guard inside will tell you about it after you read his mind, but you don't need to in order to find the key). -To get past the barrier shield, you must travel to Camp Eagle's Nest by taking the Camp Sentinel View teleporter (located on the cliffs on the west side of the elongated island situated in the middle of the channel). -Down the path from the mine, you will encounter two soldiers: Webster and Julian. You can choose to solve their dispute for 2500 exp, or antagonize and kill them for a likely similar level of exp and a small bit of loot. -Slightly further down the path, you will encounter Carleton, a traveling merchant. He sells a malachite gem, but he can bug out if you enter his shop through dialogue instead of hitting the trade button. Hit 'Trade' to ensure you can buy, and peruse his heroic quality equipment for upgrades while you're at it. -You encounter a barrier after flying south from the Champion Harbour. To disable it, find and destroy the four goblin ballistas surrounded by a bright blue electricity effect. A few moments of fire breath should be enough to take each one out. -The next barrier is powered by another four electrified ballistas and an electrified nest tower. You can either drop the shield surrounding the nest tower by killing Dolgan or you can use fire spheres to take the nest tower out. Dolgan has to die either way, so you might as well just kill him. -If you search the cliffs at the bend in the river before the entrance to Rivertown Gorge, you will find the Gremory family chest hidden in the uppermost of the two holes. If you haven't read the minds of all three Gremory family members yet, though, don't bother. Primordial Cave [OLPWC] --------------- Location: behind the waterfall to the north -There's a chicken rune in the chamber to the far south. It's for a side quest in High Hall. More importantly, a dragon skill book hides in the same room. -You must finish the quest 'Reaping the Seeds' to get past the three statues on the second floor. -After the statues, you're confronted by a maze filled with a multitude of rather deadly fireballs. You can find a lever handle (needed at the maze's exit to the northeast) in the far northwest of the maze. There's also a dragon skill book along the eastern wall, next to a treasure chest. -The map obviously shows a hidden passage to the west, but how exactly you can access it is unknown. -There's a key hidden on a shelf straight south of the locked chest it opens. -There are two malachite veins just south of the Grand Chamber (where you talk with the Patriarch). The first is on the eastern wall in plain sight. The second is hidden behind a large rock next to an empty wagon near the western wall. Make sure to save far enough away from the veins so that you can reload if you don't get any malachite gems. Old Cave [OLBOC] -------- Location: up the waterfall to the east, by the end of the stream -When there's room, you can transform into a dragon inside the cave. -The nest tower is invulnerable at first. To damage it, you must first flip the lever at the end of the dungeon accessed through the middle-height teleporter on the southeast side of the main room. -There is a locked treasure chest in the same room as the generator, but the key is located through the portal further down, referenced below. -Accessing Barnabus requires taking the teleporter on the northeast side of the bottom of the room. Inside, you must navigate a platform maze to disable a generator. See below for step-by-step directions. 1: leap across a series of falling platforms 2: climb the ladder 3: use the moving platform to access a lever that activates a teleporter 4: Drop down and take the teleporter 5: navigate several more moving platforms, then climb another ladder 6: time your next jump carefully - the next platform also sinks 7: jump from the sinking platform to another moving platform 8: jump up to another teleporter and step inside 9: hop down a series of platforms in the corners of the room 10: flip the lever 11: wait for a moving platform to emerge from by the door, then jump against the wall and fall onto it. Good kitty. -There is also a key hidden in this area. At the T intersection, carefully inspect the fiery grate to find it. It unlocks the treasure chest in the other generator room. -The third and final teleporter in the main room (very high up, on the south side of the room, next to a dragon skeleton) leads to a dungeon where you'll find the Book of the Dead for Igor's quest. -The key to the chest near the Book of the Dead is in a broken coffin one room prior. The chest contains a skill book. -There's a dragon skill book sitting in the open on Barnabus' platform. Camp Eagle's Nest [OLCEN] ----------------- Location: on a cliff far south of the Grand Knight Shrine -The lever that disables the barrier is upstairs (along with two others that disable various anti-dragon zones). -When you go upstairs, you find two black ring that surrender to you - one of them sells quite a large amount of heroic quality items, which update every time you gain a level. Killing him would deprive you one of the few shops left at this point in the game, and one with quite a good selection of items. -You can free the champion in the jail on the first floor if you found the key from the beach below. She will reward you with a key that opens the chest upstairs. Depleted Ore Mine [OLDOM] ----------------- Location: along the beach on the north side of the eastern channel -There's a platform puzzle in the southwest corner. If you need help navigating it, see the step-by-step instructions below. 1: start from the platform nearest the button 2: jump on the platforms in order, jumping back across to the first platform after reaching the third 3: The platforms rise with each successive jump, enabling you to slowly climb. -Sometimes a platform bugs out and fails to raise up appropriately. If this happens, just jump to the previous platform and back again and it should correct itself. 4: The last jump will take you back to the first platform, but you must jump from the far left side or else you'll hit the above platform and fall all the way down. -If you fall, just press the glowing button to start again. 5: flip the lever to create two more platforms -These platforms will disappear if you take too long. 6: jump towards the first platform from the very edge -If you jump from too far back, you hit the platform above and fall. 7: jump to the top platform and press the button 8: Quickly drop down and open the treasure chest for your prize. Good kitty. -Beware the level 27 beholder mage on the second floor. It's much higher level than anything else in the dungeon. -On the third floor there are three pedestals holding a red book, a blue book, and a dark book. Each pedestal is marked by a certain number of candles: the red book sits next to five lit candles, the blue book next to three candles, and the dark book by one candle. Place each books on the pedestal on the second floor with the same numbers of candles to make a treasure chest appear. -Save before approaching the malachite vein near the books mentioned above, and reload if it doesn't have any malachite gems for you. Dark Cave [OLBDC] --------- Location: between Camp Eagle's Nest and Camp David -The key on the ground next to the priest's corpse doesn't seem to open anything. -Sura, in the first group of bandits you kill, drops a key that can be used to open the door to the east. -You must solve a pressure plate puzzle in the east to open the passage to the west. The correct order, with the plate furthest from the chest being 1 and nearest being 4, is 3-1-4-2. -There's a dragon skill book on the table near Ragon. -Use each dragon statue until it stops moving when you use it to reveal the Master's Spell Book to the north. This is needed for Barbatos' quest, 'Borrowed Book'. Dragon Cliff [OLDCC] ------------ Location: on the north side of the eastern channel -There is a chest on top of the western tower that contains a key required to open the chest on top of the eastern tower. -If you can't reach the chest on top of the eastern tower, abuse your dragon transformation to simply drop right on top of it. Mysterious Cave [OLBMC] --------------- Location: south of the path leading to High Hall, just as it turns northeast -In this cave, you make a series of good or evil choices. If you choose either all good or all evil choices, you're rewarded with your choice of a bow, two handed sword, or hammer. The weapons are good, but it's easy to find better. If you don't choose all good or all evil, you wind up with a random legendary item. Regardless of what you pick, you end up at Camp Overlook afterwards. -Choice 1: Oppose the bandit for good, or side with him for evil (and earn a bag of loot) -Choice 2a: Give Peppin a stat point for good, or don't for evil -Choice 2b: Use the key to free the lady for good, or use it to help yourself to some treasure for evil -Choice 3a: Transfer one vitality and spirit for good, or don't for evil -Choice 3b: Kill the man for good, or suggest a way to torture him for evil -Choice 3c: Flip the 'life' lever for good or the 'death' lever for evil -The monsters in this cave have a high chance to drop a random legendary item. It's not as reliable as a quest reward, but it's a nice bonus. Champion Harbour [OLACH] ---------------- Location: it's the massive harbour to the northeast -The giant platform with the zeppelin ramp on it is actually the roof of a huge building. To go inside, look for the door next to the elevator on the bottom floor. -There is a stat book sitting on a table inside the shack where Aurelius sits. -A key is hidden inside of a grain sack in the northeast corner, inside the fenced-in area near Irwin. This key opens the chest near Aurelius' shack, which contains the Chainmail Dragon Tail Piece. High Hall [OLHHV] --------- Location: at the end of the long path winding its way northeast -The key to the chest in Beatrice's house is on the shelf to the left of it. You can pick it up by walking very close to the wall and aiming the camera upward. -The key on the ground near the north wall in Gobie's house opens the chest near the southern exit. Also note that you can't enter this house until Gobie gives you the key as part of the 'Divine Descendant' quest. High Hall Mines [OLHHM] --------------- Location: on the northeastern side of High Hall -There's a dragon skill book on the wooden platform next to the lava pit. -The key to the chest next to the lava pit is hanging from a cage over the lava. You can reach it by jumping onto the pillar. It's easiest to jump there straight from the wooden platform, but it'll still probably take a couple tries, and each miss will likely result in your death. -You must kill the Troll Runekeeper to acquire the Magical Runes you need to disable the barriers. You can't disable the nearby barrier from the side the Runekeeper is on, so start by disabling the barrier to the southwest. -There's a skill book on a table in the southeast corner of Mundus' room. Well Cave [OLHWC] --------- Location: next to the High Hall teleporter -The key to the locked door on the elevator's second floor can be found in the room far to the south on the first floor. -There's a dragon skill book on the table in the back of Kezzz's room, next to the key mentioned above. -Unlike other elevators, the elevator in this cave is operated by levers just off the actual elevator platform, instead of buttons on the platform itself. -The lever handle needed to repair the down lever on the second floor is in the chest behind the locked door. -To exit after the cave in, head to the exit in the northwest, near the top of the room. -Forum rumor has it that there's a malachite vein hidden in here, but extensive searching has failed to uncover its location. Imp's Lair [OLGIL] ---------- Location: along the cliffs east of Camp David -The key to the door in back is on the corpse of one of the imps. -Save before going through the door. Once through, kill the Imp Boss quickly to avoid dying from fire damage. Lost Tomb [OLBLT] --------- Location: along the cliffs to the east of the Imp's Lair -Flipping the lever on the south side of the platform makes a treasure chest appear up above. -There's a dragon skill book east of the broken coffin. -There are two more levers that you can flip to make platforms appear to help you get to the treasure chest. One is hidden behind some crates to the north, the other is on the wooden platform just up the stairs next to the crates. -Save before approaching the malachite ore vein, so you can reload if it doesn't contain any malachite gems. Camp Valour [OLMCV] ----------- Location: on the eastern cliff, south of Champion Harbour -You must read Moor's mind and search for the key in the wyvern nest on the cliff overlooking the shack in order to unlock the chest next to the shack. Orobas' Lair [OLOLO] ------------ Location: Dragon Cliff Castle, next to Jedediah -There is a dragon skill book on the ground near the north wall. -You must answer several questions before you can open Orobas' chest. There are three stone skulls (option 6), one health potion, two apples, one droxlerite (option 3), and four lit candles (option 2). There's a dragon skill book and a crystal dragon helmet in the chest. Red Hammer Tribe [OLRHT] ---------------- Location: southwest of the Red Hammer Shrine -You can only open the door in the east by finishing the quest Groth gives you when you first try to open it. -There's a skill book on a bench behind the door. -There's a dragon skill book sitting on the ground near Groth. -There are two keys on a bench near Groth that open the two chests near Svadilfari. -There's a chest hidden on a shelf about halfway down the western side of the cave. You can reach it through creative jumping. Aleroth Chapel [OLZAC] -------------- -There's a Dragon Skill Book on the desk upstairs, on the north side of the room. ------------- | Main Quests | ------------- Revelation [OQRMN] ---------- Part of: Hall of Echoes Bound 1: Pick up the note from Maxos (on a table opposite the bed from Sassan) Reward: 3750xp, 1320g + 1 (938xp, 660g) Reaping the Seeds [OQRTS] ----------------- Received From: Statue Location: Primordial Cave 1: Acquire three Magic Seeds from the below three quests in any order -The First Hungry Statue -The Second Hungry Statue -The Third Hungry Statue 2: Talk to each of the magic statues and give them the seeds Rewards: 1 (6000xp, 560g) The First Hungry Statue [OQFHS] ----------------------- Received From: Jievaras Location: near Camp Courage, east of Dragon Cliff Castle Requirement: Accept 'Reaping the Seeds' 1: Turn into a dragon and kill the three wyverns 2: Talk to Jievaras Reward: 1 (4500xp, 480g), Magic Seed The Second Hungry Statue [OQSHS] ------------------------ Received From: Yggdragsil Location: On the small island near the entrance to Orobas Fjords Requirement: Accept 'Reaping the Seeds' 1: Kill Charlie (he's on the northern end of the island) 2: Talk to Yggdrasil Reward: 1 (4500xp, 480g), Magic Seed The Third Hungry Statue [OQTHS] ----------------------- Received From: Irminsul Location: across the water to the east of the Red Hammer Shrine Requirement: Accept 'Reaping the Seeds' 1: Answer his riddle -"Strange creatures, we cannot speak, though we have mouths and broad bellies. We sail on ships crowded with kin. What are we?" 4. Amphora -"It swings by his thigh, hangs below the belt, a hole in its front end, stiff- set and stout it swivels about. Levelling the head its wielder hoists its high because it is his will to fill a well-known hole he's oft filled before. What is it?" 2: A key -"It eats tales, wolfs down words. A weird diet that may seem - the songs of man, his chants of glory - and yet, after the feast, the devourer is none the wiser. What is it?" 1. A bookworm Reward: 1 (4500xp, 520g), Magic Seed X marks the Spot [OQXMS] ---------------- Part of: Hall of Echoes Bound 1: You finish this quest when you talk to the Patriarch and ask him where the Hall of Echoes is Rewards: 7500xp, 1560g + 1 (1875xp, 780g) Come to no Harm [OQCNH] --------------- Part Of: Hall of Echoes Bound 1: Find Zandalor in Aleroth 2: Agree to help him close the portals 3: Help him close the first portal, then talk to him again 4: Help him close the second portal, then talk to him again downstairs 5: Help him close the last three portals in the main room Reward: 11250xp, 1920g + 1 (2812xp, 960g) ------------- | Side Quests | ------------- Out on a Limb [OSOOL] ------------- Received From: Jonelath Location: Necromancy Ring 1: Find the New Miner's Dig just southeast of the Red Hammer Shrine, across the water. It's very near the wrecked zeppelin in the water. 2: Make your way to the bottom of the cave and defeat the 'Ultimate Creature Boss' Rewards: 6000xp, 600g, skill book + 1 (4 body parts) -The rewards here are probably a bug, since you get more when you return to Jonelath. 3: Return to Jonelath Rewards: 6000xp, 560g, skill book + 1 (1500xp, 560g) Bonus: Your Necromancy Ring can be upgraded The Book of the Dead [OSBOD] -------------------- Received From: Igor Location: Necromancy Ring 1: Travel to the Old Cave (hidden in the cliffs to the east of the entrance to Orobas Fjords. Fly up the waterfall and follow the stream) 2: Enter the uppermost teleporter (next to the dragon skeleton) and proceed through the dungeon. The Book of the Dead lies in the room at the far end of the dungeon. 3: Return to Igor Reward: 4500xp, 520g, 1 skill book + 1 (1125xp, 520g) Bonus: Your Necromancy Ring can be upgraded Allan Brew Confidential [OSABC] ----------------------- Received From: Allan Location: Alchemy Garden 1: Retrieve one each of Whisperwood, Black Rose, Earth Root, and Holy Basil. 2: Give the herbs to Allan. 3: Retrieve one Dragon Nail. 4: Give the Dragon Nail to Allan. 5: Talk to Allan again after he finishes brewing (it only takes him a moment) Reward: 4500xp + 2 (520g, 6 formulas) Bonus: Allan Brew, and your Alchemy Garden can be upgraded Borrowed Book [OSBBB] ------------- Received From: Barbatos Location: Alchemy Garden 1: Travel to the Dark Cave just east of Camp Eagle's Nest 2: Loot the key from Sura and use it to open the door to the east 3: Solve the pressure plate puzzle by stepping on them in the order 3-1-4-2 (with 4 being closest to the chest) 4: Defeat Ragon on the west side of the dungeon. 5: Turn all of the dragon statues until they won't turn any more 6: Take the Master's Spell Book from the ground at the north end of the cavern 7: Return to Barbatos Reward: 4500xp, 520g, 1 skill book + 1 (1125xp, 520g) Bonus: Your Alchemy Garden can be upgraded Apprentice and Adversary [OSAAA] ------------------------ Received From: Kenneth Location: Skill Training Area 1: Reach the Slayer camp (a short walk from the harbour) 2: Convince Montagu to let you see Saul -you can bribe, duel, threaten, or mindread him -you can also persuade him, if you've accepted 'Thorn in the Side' 3: Take the key for Saul's cell, sitting on a bench nearby -You may kill Saul and finish the 'Thorn in the Side' quest. Telling Kenneth that Saul has died finishes this quest, rewarding you with your choice of 4500xp or 520g. Your Skill Training Area can still be upgraded. 4: Open Saul's cell and choose the second dialogue option. 5: Activate the teleporter control panel and set the destination to High Hall -You cannot do this unless you have already been to High Hall and investigated the teleporter there. 6: Talk to Saul -Once he goes through the teleporter, you fail the quest 'Thorn in the Side' if you've accepted it. 7: Return to Kenneth Reward: 4500xp, 520g + 2 (1125xp, 520g, 3 heroic items, 1 other) Bonus: Your Skill Training Area can be upgraded Dear John [OSHDJ] --------- Received From: Hermosa Location: Skill Training Area 1: Travel to the Champion Harbour and go inside 2: Talk to Morgan and give him the necklace 3: Return to Hermosa with the book Reward: 4500xp, 520g, 1 skill book + 1 (1125xp, 520g) Bonus: Your Skill Training Area can be upgraded Delicate Affairs [OSRDA] ---------------- Received From: Radcliff Location: Workshop 1: Find the shipwreck -First, fly to the entrance to Rivertown Gorge, but don't enter -Look for a wrecked ship next to a giant rock at the top of a waterfall -Find the chest on top of the giant rock 2: Loot the goblin stone from the chest -You receive an additional reward now if you decide to sell the goblins the stone. Reward: 6000xp, 600g, 2 malachite gems + 1 (1500xp, 600g, 3 heroic items, 1 other) 3: Return to Radcliff Reward: 1 (6000xp, skill book, 600g) Bonus: Your workshop can be upgraded twice -If you sold the stone for gems, you can't choose a skill book, and your workshop can only be upgraded once. Short Supply [OSWSS] ------------ Recieved From: Wesson Location: Workshop 1: Travel to the mine in Orobas Fjords and kill Alutiiq, as described in the quest 'Red Ore Alert' (right below this one) 2: Using the key from Alutiiq, open the chest downstairs, behind the nearby door 3: Return Wesson's goods to him Rewards: 4500xp, 480g, 1 skill book + 1 (1125xp, 480g) Red Ore Alert [OSROA] ------------- Received From: Crabbe Location: Path near the exit to Broken Valley 1: Travel to the mine he describes (it's on the northern side of the cliffs when you first enter the channel to the east) 2: Once inside the mine, travel down the cavern to the south until you can hook around to the east and travel north again 3: Kill Alutiiq 4: Return to Crabbe Reward: 1 (4500xp, 2000g) Stood Up [OSCSU] -------- Received From: Crabbe Location: Path near the exit to Broken Valley Requirement: Complete 'Red Ore Alert' 1: Find at least three different zeppelin parts and give them to Zeppelin Master Page (see 'On The Road Again') 2: Reload the area (enter and exit the harbor, or warp to your battle tower and back) 3: Talk to Crabbe (standing on the ramp leading to the zeppelin) Reward: 2000g + 1 (6000xp, 2000g) Grave Robbers [OSBGR] ------------- Received From: Laura or Arthur Gremory Location: See the notes for step 1 1: Find the other three note recipients in any order -Laura is on a high up cliff east of the Grand Knight Shrine, between the Primordial Cave and the Old Cave. -Arthur Gremory is inside the Imp's Lair, located along the right cliff after you power down the barrier. It's just across the water to the east of the much more prominent entrance portal to Stone's Flying Fortress. -Jack Bolton's corpse is slightly east of the Camp Freedom teleporter. Just jump off the cliff to the right and follow the channel to its end. Jump off the end of the channel to land on a wyvern nest where you'll find the corpse. -Jimmy Dean's corpse is east of Camp Overlook, which overlooks Champion Harbour from the northwest. 2: Talk to Laura in front of the cave 3: Lead Arthur and Laura deeper into the cave Reward: 1 (6000xp, 560g) Bonus: extra loot, as detailed in the 'Lost Tomb' section Sight for Sore Eyes [OSSSE] ------------------- Received From: Simeon Location: Camp Tiberius 1: Find two malachite gems -See the malachite gem section under Tips and Tricks for locations 2: Return to Simeon and give him the gems. Reward: 7500xp + 1 (1560g, 2 legendary items) Bonus: 2 skill points Down the Hatch [OSDTH] -------------- Received From: Jedediah Location: Dragon Cliff Castle 1: Complete 'A Puff of Drudanae' and 'Chalice of the Dragon' in any order 2: Talk with Jedediah 3: Enter the door and find Orobas 4: Return to Jedediah Reward: 1 (6000xp, 520g) A Puff of Drudanae [OSPOD] ------------------ Part of: Down the Hatch 1: Travel to High Hall 2: Read Nicolas' mind 3: Enter the house behind him and take the key from beneath his pillow 4: Enter the trap door at the foot of his bed 5: Take the Drudanae sitting nearby Reward: 4500xp, 480g + 1 (1125xp, 480g, 3 magical items, 1 other) Chalice of the Dragon [OSCOD] --------------------- Part of: Down the Hatch 1: Travel to the Slayer camp near the Champion Harbour 2: Acquire a key from Tilian. This can be done in several ways -You can tell Tilian you're going to free Orobas, then kill him (and the other Slayers) and loot the key. -You can simply trade Lord Arben's sword for it. -Lastly, you can read Tilian's mind and use the information to convince him to give you the key. 3: Loot the chalice from the chest up the ramp in the back Reward: 4500xp, 480g + 1 (1125xp, 480g, 3 magical items, 1 other) On The Road Again [OSORA] ----------------- Received From: Zeppelin Master Page Location: On top of Champion Harbour 1: Retrieve the nine zeppelin parts (three of each) scattered about the fjord -Crystal 1: on the tiny island just south of the entrance to the fjords; climb up the ladder and retrieve it from on top of Yggdrasil -Crystal 2: on a low cliff east of Camp Sentinel View, across the water from Camp David -Crystal 3: on a cliff in the middle of the bend just before the entrance to Rivertown Gorge -Rudder 1: a short ways east of the Camp Freedom teleporter -Rudder 2: halfway between the Imps' Lair and Camp David -Rudder 3: on a low southwest cliff near the exit to Rivertown Gorge -Compass 1: on the cliff directly opposite Rudder 1 -Compass 2: high up above Moor's shack, just northeast of the entrance to Keara's Flying Fortress -Compass 3: on a cliff just before the bend on the way to Rivertown Gorge 2: Return to Zeppelin Master Page Reward: 6000xp, 560g + 1 (1120g, 1500xp) A Shaman's Ransom [OSASR] ----------------- Received From: Aurelius Location: Inside of Champion Harbour 1: Travel to the Red Hammer Tribe, southwest of the Red Hammer Shrine 2: Find and kill Svadilfari in the cave 3: Exit the cave and finish killing Svadilfari 4: Return to Aurelius with Svadilfari's head Reward: 6000xp, 2000g + 1 (1500xp, 2000g) Between a Troll and a Hard Place [OSTHP] -------------------------------- Received From: Brutus Location: Inside of Champion Harbour 1: Complete the quest 'The Runes of Wrath' 2: Return to Brutus Reward: 4500xp, 480g + 2 (1125xp, 480g, 3 heroic items, 1 other) -If any of the champions died, you only receive your choice of 4500xp or 480g. A Hunting We Shall Go Again [OSHGA] --------------------------- Received From: Wanted sign next to Sejanus inside Champion Harbour 1: Complete the following five quests in any order -Alutiiq -Barnabus -Ragon -Moor -Alrik Reward: 4500xp, 520g, Tiberius' bow + 2 (1125xp, 520g, 3 legendary items, 1 other) Alutiiq [OSATQ] ------- Part Of: A Hunting We Shall Go Again 1: Travel to the Depleted Ore Mine, just north of Camp Sentinel View 2: Find and kill Alutiiq, then take his mask 3: Return to Sejanus Reward: 1 (4500xp, 520g) Barnabus [OSBNB] -------- Part Of: A Hunting We Shall Go Again 1: Travel to the Old Cave east of the Primordial Cave 2: Disable the generator found through the bottom teleporter -If you need help, see the 'Old Cave' section 3: Kill Barnabus, then take his hammer 4: Return to Sejanus Reward: 1 (4500xp, 520g) Ragon [OSRGN] ----- Part Of: A Hunting We Shall Go Again 1: Travel to the Dark Cave, along the cliffs just east of Camp Eagle's Nest 2: Loot the key from Sura to gain access to the eastern section 3: Solve the pressure plate puzzle (3-1-4-2, 4 being closest to the chest) 4: Kill Ragon and take his ring 5: Return to Sejanus Reward: 1 (4500xp, 520g) Moor [OSMOR] ---- Part Of: A Hunting We Shall Go Again 1: Travel to Camp Valour, southeast of Champion Harbour 2: Kill Moor and loot his ledger 3: Return to Sejanus Reward: 1 (4500xp, 520g) Alrik [OSARK] ----- Part Of: A Hunting We Shall Go Again 1: Travel to the imp camp on the western cliff just south of the harbour 2: Kill Alrik and loot his necklace 3: Return to Sejanus Reward: 1 (4500xp, 520g) Thorn in the Side [OSTIS] ----------------- Received From: Tilian Location: Slayer camp east of Champion Harbour 1: Convince Montagu to let you see Saul -You can bribe, duel, threaten, persuade, or mindread him. 2: Take the key for Saul's cell, sitting on a bench nearby 3: Release Saul and choose the first dialogue option, then kill him 4: Return to Tilian Reward: 6000xp, 560g + 1 (1500xp, 560g) The Runes of Wrath [OSROW] ------------------ Received From: Quintus Location: High Hall -You can ask Quintus to send his soldiers in to help you, but if even one dies, your reward for 'Between a Troll and a Hard Place' will suffer. Unless you're trying to get them killed, though, it's very difficult for them to die. 1: Enter the mine 2: Kill the Troll Runekeeper to the southeast and loot two Magical Runes 3: Travel around to the southwest and deactivate the barrier by placing a rune on the stone to the left 4: Take the elevator up -Solution 1- 5: Kill Mundus, then return to Quintus -You can read his mind and destroy his friendship rune -Just killing him the old-fashioned way works, too Reward: 4500xp, 480g + 1 (1125xp + 3 magical items + 1 other) -Solution 2- 5: Give Mundus the chicken rune, then return to Quintus -If you don't have it, the rune is located in the Primordial Cave Reward: 6750xp, 720g + 2 (3 legendary items, 1 other) Divine Descendant [OSMDD] ----------------- Received From: Gobie Location: East side of High Hall Requirement: Complete 'The Runes of Wrath' -Solution 1- 1: Tell Gobie you will kill the ghost for him 2: Enter Gobie's house 3: Talk with the Ghost 4: Return to Gobie Reward: 4500xp, 960g + 1 (1125xp, 960g) -Solution 2- 1: Read Mona or Eamon's mind 2: Accuse Eamon of scamming 3: Tell him you want half the profits Reward: 4500xp, 960g + 1 (1125xp, 960g) Bonus: 500g -Solution 3- 1: Read Mona or Eamon's mind and convince them to leave Reward: 1 (4500xp, 960g.) -Solution 4- 1: Pay Eamon for Gobie Reward: 1 (4500xp, 960g.) The Horror of High Hall [OSHHH] ----------------------- Received From: Beatrice Location: northwest area of High Hall Requirement: Complete 'The Runes of Wrath' -It is important to read Beatrice's mind and confront her with what you learn. Doing this rewards you with two additional malachite gems upon completing the quest. 1: Enter the Well Cave, next to the teleporter 2: Encounter Kezzz to the far south of the cave and take the key from the room he was in 3: Travel to the second floor and recover the lever from the chest behind the locked door 4: Use the lever to fix the elevator and take it down another floor 5: Find and kill Zagan 6: Return to Beatrice Reward: 4500xp, 480g, 2 or 4 malachite gems + 1 (1 other, 1 heroic item) Death of a Champion [OSDOC] ------------------- Received From: Svadilfari Location: Red Hammer Tribe 1: Travel to the Champion Harbour and give Aurelius the Fake Svadilfari Head -this will fail the quest 'A Shaman's Ransom' 2: Return to Svadilfari Reward 1 (6000xp, 2000g) Much Ado About Goblins [OSMAG] ---------------------- Received From: Groth Location: Behind the locked door inside the Red Hammer Tribe 1: Travel to High Hall and talk with Gwyn near the entrance 2: Return to Groth Reward: 4500xp, 500g + 1 (2 magical items) ******************************************************************** * * * IX. FLYING FORTRESSES * * * ******************************************************************** You've leveled up a bit from exploring the Fjords and now you're ready to take on the toughest challenges in the game. Make sure you read the Tips and Tricks section on Flying Fortresses to make this task a little easier on you. Don't forget to grab your servants' second quests, either - it's possible to render some quests impossible if you kill the quest target before having the quest (if you employ Jonelath, for example). Locations: Stone's Flying Fortress .......... [FLSTF] Raze's Flying Fortress ........... [FLRAF] Kali's Flying Fortress ........... [FLKAF] Keara's Flying Fortress .......... [FLKEF] Broken Valley .................... [FLBVF] Broken Valley Mine ............... [FLBVM] Hall of Echoes ................... [FLHOE] Main Quests: A Guild without a Master.......... [FQGWM] Lock and Key...................... [FQLAK] Side Quests: Risk Life for Limb ............... [FSRLL] Black Ring's Ring ................ [FSBRR] Wisdom in a Bottle ............... [FSWIB] An Alchemist's Apparel ........... [FSAAA] By the Book ...................... [FSBTB] Murder for Myrthos ............... [FSMFM] Raging Raze ...................... [FSWRR] Close to the Bone ................ [FSCTB] ----------- | Locations | ----------- Stone's Flying Fortress [FLSTF] ----------------------- Location: on the northeastern end of the island in the eastern channel -You must destroy generators to remove the anti-dragon barriers around the fortress. -The first generator is towards the south, straight forward (northeast) from the entrance. -The second generator can only be reached by traveling through a small dungeon accessed by the teleporter on the northwest end of the fortress. A necromancer and his creature stand in the way of the generator on the other side. -The final generator is just north of the second, but reaching it is somewhat less straightforward. The safest way is to land near the northwestern teleporter, then jump off the eastern end of the island and fall onto the island with the generator. -The teleporter to the east of the fortress leads to Stone's Greenery. -Inside Stone's Greenery, you find several herb buds in a treasure chest and, downstairs from there, a small fountain next to some research notes. You can place any two buds in the fountain and earn a different reward depending on which two buds were chosen. The order of the buds does not matter (the same reward results regardless), although you will receive one herb of whichever bud you placed in first, in addition to other rewards. The rewards include weaponry (which is quite good quality, but there are better), exp, stat points, or a skill point. Unfortunately, even though you have buds left over, the fountain stops working after you place your first two. The exact list of rewards is as follows (OT = Oak Tears, BR = Black Rose, MS = Moon Shine, FB = Fanny Blossom, HB = Holy Basil): OT+BW: Bow OT+MS: Nothing OT+FB: 1k Exp OT+HB: 5 stat points BR+MS: 1 skill point BR+FB: a broom (cannot be looted) BR+HB: Axe MS+FB: Sword MS+HB: Hammer -The ten piece Archmage set is hidden in treasure chests around the fortress. 1: The ring is straight northeast of the entrance, right next to the first generator. 2: The cuirass is slightly northeast of the last (northernmost) generator. 3: The gauntlets are just a couple tents south of the cuirass. 4: The earrings are on the same platform as the gauntlets and cuirass, at its southeastern end. 5: The belt is on the same platform as the gauntlets, cuirass, and earrings, but one level up. It's just south of the ramp leading up to the top level. 6: The leggings are on the same platform as the last several pieces, but at the very top, on the northwest side. 7: The helmet is hidden on a tiny platform south of Stone's Greenery. 8: The necklace is on the east side of a small platform overlooking Stone's Greenery from the north. 9: The bracelet is on the northeastern side of the lower tier of the large platform beneath Stone's Greenery. 10: The warhammer is northwest of the entrance, two levels up. Raze's Flying Fortress [FLRAF] ---------------------- Location: southwest of Champion Harbour, almost inside the anti-dragon zone -You must destroy three generators to take down the anti-dragon zone. -The first two can be reached as a dragon (one to the southeast and one to the west). -The last generator is inside the anti-dragon zone, on an island to the northeast that's partially inside and partially outside of the zone. You must land on this island and destroy the generator as a human. -The ten piece Hunter's set is hidden in treasure chests around the fortress. 1: The belt is to the far south, on the lowest platform; straight out from the entrance. 2: The ring is on the southeastern island, north and a bit east of the belt. 3: The cuirass is on the southwestern island, north and a bit west of the belt. 4: The gauntlets are on the southeasternmost of the trio of mid-level islands to the west, near the crashed zeppelin. 5: The leggings are on the island just south of the crashed zeppelin (just west of the gauntlets). 6: The bracelet is on the northernmost of the trio of mid-level islands to the east. 7: The bow is hidden on a small island to the northeast, slightly below and to the east of a larger island. 8: The helmet is on the lower level of the large island to the northwest, right next to the earrings. 9: The earrings are on the lower level of the large island to the northwest, right next to the helmet. 10: The necklace is on the southwest side of the second highest level of the huge island to the north. -The locked door inside the fortress headquarters can be opened with the key in the room to the northeast. -In order to kill Raze, you must flip the levers in the northeast and southeast corners of his room. He sometimes likes to flip them back, though, forcing you to flip them again. -Raze drops a dragon skill book, a cuirass needed for Wesson's second quest, and Ulthring's Leggings (if you read his mind). Kali's Flying Fortress [FLKAF] ---------------------- Location: inside Rivertown Gorge -The anti-dragon zone on the southern islands can be disabled by destroying the 17 generators on the northern islands. -There are five generators on the very highest ring of outer islands (one on each island except the northern one). -Six generators sit on the large outer islands (one on each). -The middle island has three generators near its center. -The last three generators are hidden on small islands that lurk beneath the larger outer islands (one to the north, one to the southwest, and one to the southeast). -The ten piece Scorpion set is hidden in treasure chests around the fortress. The first six pieces are on the northern islands, and the last four are on the large southern island. 1: The necklace is on the northernmost isle in the top ring. 2: The leggings are on the large northern island. 3: The sword is on the large southeastern island. 4: The ring is on the large southern island. 5: The bracelet is on the large southwestern island. 6: The gauntlets are on the large western island. 7: The belt is on the mid-level southern platform. 8: The earrings are on the mid-level eastern platform. 9: The helmet is on the mid-level northern platform. 10: The cuirass is on the western side of the top level platform. -Inside the fortress headquarters, there are levers down the east and west hallways that must be flipped to proceed. -A mysterious key is in the eastern alcove just before the first door, but it doesn't seem to unlock anything. -The key to Kali's room in the west is in a treasure chest down a hallway to the east. Keara's Flying Fortress [FLKEF] ----------------------- Location: south of Champion Harbour -You must destroy six things to disable the anti-dragon zone. -Three of them are three lightning towers (west, southwest, and southeast). -Two are wizard towers (northwest and east). -The last is a nest tower to the northeas). Be careful when attacking it: it's actually inside the anti-dragon zone. -There is a locked chest to the west, on one of the lower levels, but the key is nowhere to be found. -The inside of the fortress is a maze. Reading Keara's mind provides the vital hint you need to solve it yourself. -The teleporters all lead to the same teleporter near the exit. The teleporter near the exit leads back to wherever you came from (or to itself, if you've not used any teleporters yet). -You can melt the ice wall by pressing a button on the wall in the nearby hallway. Pressing it again will turn off the flame, allowing you to pass unharmed. -There's one statue near the entrance (1), two statues in the room to the northwest - one in the northwest corner (2), and one in the northeast corner (3) - and two statues in the room to the southwest - one on the south wall (4) and one on the west wall (5). -Statue 1's hints: Mayhem is not in the same room as Havoc. Devastation is in the same room as Chaos. -Statue 2's hints: I am either Devastation or Chaos. Waste is in the same room as Mayhem. -Statue 3's hints: Mayhem is alone in his room. Havoc is in this room. -Statue 4's hints: I am neither Chaos, nor Havoc. Chaos is neither in my room, nor in Waste's. -Statue 5's hints: I am in the same room as Waste. I am neither Mayhem, nor Waste. -1 is Devastation, 2 is Waste, 3 is Chaos, 4 is Havoc, and 5 is Mayhem. -After identifying the statues, speak with the door at the exit to proceed to Keara. -Keara drops a dragon skill book. Broken Valley [FLBVF] ------------- Location: Broken Valley -To disable the anti-dragon zone around the mine, you'll need to find a generator just west of the mine and flip a nearby lever in human form. -Another lever can be found just southeast of Lord Lovis' tower. -The next zone to disable requires you to land in the area only accessible after flipping the prior lever (west of Lord Lovis' tower, just north of the still active zone). Find and use a teleporter after you land, then locate and flip the lever at the top of the new area to disable all but one remaining anti-dragon zone. -Next, disable the barrier by landing on a platform on the west side of Maxos' temple and flipping the lever there. Geshniz's Headquarters can be accessed via the teleporter on this platform. -The last anti-dragon zone can be disabled by flipping a lever not too far west of the zone itself (like the others, it's found inside of a thick-walled fort easily visible on the map). -Doctor Needleman is sitting on top of Lovis' Tower. You can mind read him to gain his storage password. Find his storage south of the tower, right next to the portal to Stone's Flying Fortress. The key to the door inside is hidden beneath a few barrels to the right of the door. Unfortunately, the loot you find isn't really worth the mind reading cost. -You find a potion of wisdom on Geshniz's corpse. You can drink it to gain 5 int, but if you've chosen Allan as your alchemist, doing so will prevent you from upgrading your alchemy garden a second time. -The key to the chest on the middle floor of the mine office is sitting on the left side of a desk on the top floor. Broken Valley Mine [FLBVM] ------------------ Location: southeast side of Broken Valley -The key to the northern section can be acquired by killing Amon in the eastern side of the mine. -The key to the locked door to the easternmost room is on the ground nearby. -The lever handle used to activate the broken lever in the easternmost room is found in a chest up against the cave-in to the far south. -A hidden button conceals a secret room at the end of the western branch off the southern path. Facing south from the far end of the room, the button is hidden behind the curtains to the left. -Inside the secret room, another button is hidden behind some crates on the left. If you press it, however, you trap yourself in the room. Instead, try trapping yourself in the room intentionally by pressing again the same switch you used to open the room in the first place (if you're having problems finding a good place to stand, try standing on the table). Once you're trapped, press the button inside the room to both untrap yourself and open another secret room with more treasure. -Ba'al drops two Unique quality items when you kill him. These are the best items you can get, so you may wish to make sure they're useful to you by saving before Ba'al dies and reloading if you don't get anything useful. Hall of Echoes [FLHOE] -------------- Location: by the time you can enter, it's marked on your map -Kill all the Nest Dais to drop the barrier -Fly into the giant orb to proceed to the next area -You must defeat seven sets of opponents in the arena to proceed. They drop legendary, unique, and epic quality items, but the level of the items is extremely random (level 2 items can and do sometimes drop), and you cannot go back to get them enchanted. It's extremely unlikely for any of them to be better than what you have at this point, so don't waste your time trying for a good drop. -After defeating the last opponent, step through the teleporter to the east to proceed. -Fly through another giant orb to reach the final area. -Regardless of how you proceed through the dialogue, the final battle begins. Good luck! ------------- | Main Quests | ------------- A Guild without a Master [FQGWM] ------------------------ Received From: Williams Location: Broken Valley Mine Office 1: Defeat all the black ring in the building -You fail the quest if the guild master dies Rewards: 1500xp, 320g + 1 (rare item, 320g, 375xp) Lock and Key [FQLAK] ------------ Part of: Hall of Echoes Bound 1: Gain access to the mine in Broken Valley by completing the quest 'A Guild without a Master' 2: Enter the mine and gain access to the northern area 3: Defeat Ba'al and take the Hall of Echoes Sigil Rewards: 11250xp, 1800g + 1 (2812xp, 900g) ------------- | Side Quests | ------------- Risk Life for Limb [FSRLL] ------------------ Received From: Jonelath Location: Necromancy Ring Requirement: Complete 'Out on a Limb' 1: Travel to Stone's Flying Fortress 2: Take the teleporter in the northwest, then travel through to dungeon's other exit 3: Defeat Xanlosch and Isabelle Reward: 1 (4 body parts) -If you don't have this quest when you complete this step, you won't get the body part, and thus can't finish upgrading your necromancy ring. 4: Return to Jonelath Rewards: 6000xp, 560g, skill book + 1 (1500xp, 560g) Bonus: You can upgrade your Necromancy Ring Black Ring's Ring [FSBRR] ----------------- Received From: Igor Location: Necromancy Ring Requirement: Complete 'The Book of the Dead' 1: Travel to Stone's Flying Fortress and make your way inside 2: Defeat Stone 3: Travel through the southern exit and kill Stone 4: Loot Stone's ring and return it to Igor Reward: 6000xp, 600g, 1 skill book Bonus: You can upgrade your Necromancy Ring Wisdom in a Bottle [FSWIB] ------------------ Received From: Allan Location: Alchemy Garden Requirement: Complete 'Allan Brew Confidential' 1: Travel to Broken Valley and take the teleporter west of Maxos' temple 2: Kill Geshniz and take the Potion of Wisdom -You can drink the potion to gain 5 int, but you'll fail the quest. 3: Return to Allan Reward: 6000xp, 600g, 1 skill book + 1 (1500xp, 600g) Bonus: You can upgrade your Alchemy Garden An Alchemist's Apparel [FSAAA] ---------------------- Received From: Barbatos Location: Alchemy Garden Requirement: Complete 'Borrowed Book' 1: Find the teleporter where the village used to be in Broken Valley 2: Kill Rayhun and loot his amulet 3: Return to Barbatos Reward: 6000xp, 600g, 1 skill book + 1 (1500xp, 600g) Bonus: You can upgrade your Alchemy Garden By the Book [FSBTB] ----------- Received From: Kenneth Location: Skill Training Area Requirement: Complete 'Apprentice and Adversary' 1: Enter Rivertown Gorge 2: Use the teleporter on top of the southern island 3: Defeat Kali 4: Return 'The Demon Wars' to Kenneth -You can read the book instead of giving it to Kenneth, gaining 5 skill points, but failing the quest. Reward: 1 (6000xp, Skill Book, 600g) Bonus: You can upgrade your Skill Training Area Murder for Myrthos [FSMFM] ------------------ Received From: Hermosa Location: Skill Training Area Requirement: Complete 'Dear John' 1: Enter Rivertown Gorge) 2: Use the teleporter on top of the southern island 3: Kill Kali and loot Myrthos 4: Return the sword to Hermosa Reward: 6000xp, 600g, 1 skill book + 1 (1500xp, 600g) Bonus: You can upgrade your Skill Training Area Raging Raze [FSWRR] ----------- Recieved From: Wesson Location: Workshop Requirement: Complete 'Short Supply' 1: Travel to Raze's Flying Fortress (southwest of Champion Harbour) 2: Make your way inside the fortress headquarters 3: Kill Raze 4: Return to Wesson with the cuirass Reward: 6000xp, 600g, 1 skill book + 1 (1500xp, 600g) Bonus: You can upgrade your Workshop Close to the Bone [FSCTB] ----------------- Received From: Velanir Location: Keara's Flying Fortress headquarters 1: Solve Keara's maze 2: Speak with Keara about Velanir 3: Pass Velanir's message on to her 4: Tell her Velanir will wait for her in the Hall of Echoes (option 2) Rewards: 7500xp, 600g + 1 (1875xp, 600g, 3 legendary items, 1 other) -There are many other ways to end the quest, depending on which dialogue options you choose, but the rest only result in your choice between 7500xp and 600g. ******************************************************************** * * * X. FORMULAS * * * ******************************************************************** ---------------- | Names by Level | ---------------- 1 - Limited 2 - Minor 3 - Lesser 4 - Moderate 5 - Substantial 6 - Greater 7 - Advanced 8 - Major 9 - Extreme 10 - Ultimate --------------- | Abbreviations | --------------- RO = Red Ore GO = Gold Ore VS = Venom Stone MO = Malachite Ore BR = Black Rock MG = Malachite Gem --------------------- | Weapon Enchantments | --------------------- Life Leech ---------- *% chance of converting *% of damage done into hitpoints. 1: 5/5 - 1x Amber, 1x Iron 2: 6/7 - 1x Amber, 2x Iron 3: 7/9 - 1x Amber, 1x Droxlerite, 1x Fossil 4: 8/11 - 2x Amber, 2x Droxlerite, 2x Fossil, 1x RO 5: 9/13 - 2x Amber, 1x GO, 1x RO 6: 10/15 - 2x Amber, 2x GO, 2x RO 7: 11/17 - 3x Amber, 1x Droxlerite, 2x RO 8: 12/19 - 3x Amber, 2x Droxlerite, 3x RO 9: 13/21 - 3x Amber, 1x BR, 3x RO 10: 15/25 - 4x Amber, 2x BR, 1x MO, 4x RO Poison ------ *% chance of poisoning your enemy on a successful hit doing * damage over 1 second. 1: 5/2 - 1x Aquamarine, 1x Iron, 1x VS 2: 6/6 - 1x Aquamarine, 2x Iron, 1x VS 3: 7/12 - 1x Aquamarine, 1x Droxlerite, 1x Fossil, 2x VS 4: 8/18 - 2x Aquamarine, 2x Droxlerite, 2x Fossil, 1x RO, 2x VS 5: 9/24 - 2x Aquamarine, 1x GO, 1x RO, 3x VS 6: 10/30 - 2x Aquamarine, 2x GO, 2x RO, 3x VS 7: 11/36 - 3x Aquamarine, 1x Droxlerite, 2x RO, 4x VS 8: 12/42 - 3x Aquamarine, 2x Droxlerite, 3x RO, 4x VS 9: 13/48 - 3x Aquamarine, 1x BR, 3x RO, 5x VS 10: 15/54 - 4x Aquamarine, 2x BR, 1x MO, 4x RO, 5x VS Fire Curse ---------- *% chance of igniting your enemy on a successful hit doing * damage over 1 second. 1: 5/2 - 1x Crystal, 1x Iron 2: 6/6 - 1x Crystal, 2x Iron 3: 7/12 - 1x Crystal, 1x Droxlerite, 1x Fossil 4: 8/18 - 2x Crystal, 2x Droxlerite, 2x Fossil, 1x RO 5: 9/24 - 2x Crystal, 1x GO, 1x RO 6: 10/30 - 2x Crystal, 2x GO, 2x RO 7: 11/36 - 3x Crystal, 1x Droxlerite, 2x RO 8: 12/42 - 3x Crystal, 2x Droxlerite, 3x RO 9: 13/48 - 3x Crystal, 1x BR, 3x RO 10: 15/54 - 4x Crystal, 2x BR, 1x MO, 4x RO Mana Leech ---------- *% chance of converting *% of damage done into spirit points 1: 5/2 - 1x Emerald, 1x Iron 2: 6/3 - 1x Emerald, 2x Iron 3: 7/4 - 1x Emerald, 1x Droxlerite, 1x Fossil 4: 8/5 - 2x Emerald, 2x Droxlerite, 2x Fossil, 1x RO 5: 9/6 - 2x Emerald, 1x GO, 1x RO 6: 10/7 - 2x Emerald, 2x GO, 2x RO 7: 11/8 - 3x Emerald, 1x Droxlerite, 2x RO 8: 12/9 - 3x Emerald, 2x Droxlerite, 3x RO 9: 13/10 - 3x Emerald, 1x BR, 3x RO 10: 15/12 - 4x Emerald, 2x BR, 1x MO, 4x RO Increased Damage ---------------- Increases your normal damage by *. 1: 1 - 1x Moonstone, 1x Iron 2: 3 - 1x Moonstone, 2x Iron 3: 6 - 1x Moonstone, 1x Droxlerite, 1x Fossil 4: 9 - 2x Moonstone, 2x Droxlerite, 2x Fossil, 1x RO 5: 12 - 2x Moonstone, 1x GO, 1x RO 6: 15 - 2x Moonstone, 2x GO, 2x RO 7: 18 - 3x Moonstone, 1x Droxlerite, 2x RO 8: 21 - 3x Moonstone, 2x Droxlerite, 3x RO 9: 24 - 3x Moonstone, 1x BR, 3x RO 10: 27 - 4x Moonstone, 1x MG, 2x BR, 1x MO, 4x RO Increased Magical Damage ------------------------ Increases your magical damage by * 1: 1 - 1x Diamond, 1x Iron 2: 3 - 1x Diamond, 2x Iron 3: 6 - 1x Diamond, 1x Droxlerite, 1x Fossil 4: 9 - 2x Diamond, 2x Droxlerite, 2x Fossil, 1x RO 5: 12 - 2x Diamond, 1x GO, 1x RO 6: 15 - 2x Diamond, 2x GO, 2x RO 7: 18 - 3x Diamond, 1x Droxlerite, 2x RO 8: 21 - 3x Diamond, 2x Droxlerite, 3x RO 9: 24 - 3x Diamond, 1x BR, 3x RO 10: 27 - 4x Diamond, 1x MG, 2x BR, 1x MO, 4x RO Butcher ------- Butcher increases your critical hit damage by * 1: 1 - 1x Obsidian, 1x Iron 2: 2 - 1x Obsidian, 2x Iron 3: 3 - 1x Obsidian, 1x Droxlerite, 1x Fossil 4: 4 - 2x Obsidian, 2x Droxlerite, 2x Fossil, 1x RO 5: 5 - 2x Obsidian, 1x GO, 1x RO 6: 6 - 2x Obsidian, 2x GO, 2x RO 7: 7 - 3x Obsidian, 1x Droxlerite, 2x RO 8: 8 - 3x Obsidian, 2x Droxlerite, 3x RO 9: 9 - 3x Obsidian, 1x BR, 3x RO 10: 11 - 1x MG, 4x Obsidian, 2x BR, 1x MO, 4x RO ---------------- | Armor Enchants | ---------------- Increased Mana -------------- Increases your mana by * 1: 1 - 1x Opal, 1x Iron 2: 3 - 1x Opal, 2x Iron 3: 6 - 1x Opal, 1x Droxlerite, 1x Fossil 4: 9 - 2x Opal, 2x Droxlerite, 2x Fossil, 1x VS 5: 12 - 2x Opal, 1x GO, 1x VS 6: 15 - 2x Opal, 2x GO, 2x VS 7: 18 - 3x Opal, 1x Droxlerite, 2x VS 8: 21 - 3x Opal, 2x Droxlerite, 3x VS 9: 24 - 3x Opal, 1x BR, 3x VS 10: 27 - 1x MG, 4x Opal, 2x BR, 1x MO, 4x VS Life Line --------- Increases your hitpoints by * 1: 1 - 1x Pearl, 1x Iron 2: 3 - 1x Pearl, 2x Iron 3: 6 - 1x Pearl, 1x Droxlerite, 1x Fossil 4: 9 - 2x Pearl, 2x Droxlerite, 2x Fossil, 1x VS 5: 12 - 2x Pearl, 1x GO, 1x VS 6: 15 - 2x Pearl, 2x GO, 2x VS 7: 18 - 3x Pearl, 1x Droxlerite, 2x VS 8: 21 - 3x Pearl, 2x Droxlerite, 3x VS 9: 24 - 3x Pearl, 1x BR, 3x VS 10: 27 - 1x MG, 4x Pearl, 2x BR, 1x MO, 4x VS Melee Protection ---------------- Increases your melee armour rating with * 1: 2 - 1x Pyrite, 1x Iron 2: 3 - 1x Pyrite, 2x Iron 3: 4 - 1x Pyrite, 1x Droxlerite, 1x Fossil 4: 5 - 2x Pyrite, 2x Droxlerite, 2x Fossil, 1x VS 5: 6 - 2x Pyrite, 1x GO, 1x VS 6: 7 - 2x Pyrite, 2x GO, 2x VS 7: 8 - 3x Pyrite, 1x Droxlerite, 2x VS 8: 9 - 3x Pyrite, 2x Droxlerite, 3x VS 9: 10 - 3x Pyrite, 1x BR, 3x VS 10: 11 - 1x MG, 4x Pyrite, 2x BR, 1x MO, 4x VS Ranged Protection ----------------- Increases your ranged armour rating with * 1: 2 - 1x Quartz, 1x Iron 2: 3 - 1x Quartz, 2x Iron 3: 4 - 1x Quartz, 1x Droxlerite, 1x Fossil 4: 5 - 2x Quartz, 2x Droxlerite, 2x Fossil, 1x VS 5: 6 - 2x Quartz, 1x GO, 1x VS 6: 7 - 2x Quartz, 2x GO, 2x VS 7: 8 - 3x Quartz, 1x Droxlerite, 2x VS 8: 9 - 3x Quartz, 2x Droxlerite, 3x VS 9: 10 - 3x Quartz, 1x BR, 3x VS 10: 11 - 1x MG, 4x Quartz, 2x BR, 1x MO, 4x VS Magic Protection ---------------- Increases your magic armour rating with * 1: 2 - 1x Ruby, 1x Iron 2: 3 - 1x Ruby, 2x Iron 3: 4 - 1x Ruby, 1x Droxlerite, 1x Fossil 4: 5 - 2x Ruby, 2x Droxlerite, 2x Fossil, 1x VS 5: 6 - 2x Ruby, 1x GO, 1x VS 6: 7 - 2x Ruby, 2x GO, 2x VS 7: 8 - 3x Ruby, 1x Droxlerite, 2x VS 8: 9 - 3x Ruby, 2x Droxlerite, 3x VS 9: 10 - 3x Ruby, 1x BR, 3x VS 10: 1x MG, 4x Ruby, 2x BR, 1x MO, 4x VS Magic Damage Aura ----------------- Enemies that harm you with magic have a *% chance of suffering 1 shock of * magic damge. 1: 5/2 - 1x Topaz, 1x Iron 2: 6/6 - 1x Topaz, 2x Iron 3: 7/12 - 1x Topaz, 1x Droxlerite, 1x Fossil 4: 8/18 - 2x Topaz, 2x Droxlerite, 2x Fossil, 1x VS 5: 9/24 - 2x Topaz, 1x GO, 1x VS 6: 10/30 - 2x Topaz, 2x GO, 2x VS 7: 11/36 - 3x Topaz, 1x Droxlerite, 2x VS 8: 12/42 - 3x Topaz, 2x Droxlerite, 3x VS 9: 13/48 - 3x Topaz, 1x BR, 3x VS 10: 15/54 - 1x MG, 4x Topaz, 2x BR, 1x MO, 4x VS Retribution Aura ---------------- *% chance of automatic retaliations against those that harm you for *% of the damage done to you. 1: 10/20 - 1x Spinel, 1x Iron 2: 12/23 - 1x Spinel, 2x Iron 3: 14/26 - 1x Spinel, 1x Droxlerite, 1x Fossil 4: 16/29 - 2x Spinel, 2x Droxlerite, 2x Fossil, 1x VS 5: 18/32 - 2x Spinel, 1x GO, 1x VS 6: 20/35 - 2x Spinel, 2x GO, 2x VS 7: 22/38 - 3x Spinel, 1x Droxlerite, 2x VS 8: 24/41 - 3x Spinel, 2x Droxlerite, 3x VS 9: 25/44 - 3x Spinel, 1x BR, 3x VS 10: 30/47 - 1x MG, 4x Spinel, 2x BR, 1x MO, 4x VS ------------------ | Jewelry Enchants | ------------------ Spontaneous Combustion ---------------------- *% chance of igniting enemies that are close doing * damage over 1 second 1: 5/2 - 1x Diamond, 1x Iron 2: 6/6 - 1x Diamond, 2x Iron 3: 7/12 - 1x Diamond, 1x Droxlerite, 1x Fossil 4: 8/18 - 2x Diamond, 2x Droxlerite, 2x Fossil, 1x RO 5: 9/24 - 2x Diamond, 1x GO, 1x RO 6: 10/30 - 2x Diamond, 2x GO, 2x RO 7: 11/36 - 3x Diamond, 1x Droxlerite, 2x RO 8: 12/42 - 3x Diamond, 2x Droxlerite, 3x RO 9: 13/48 - 3x Diamond, 1x BR, 3x RO 10: 15/54 - 4x Diamond, 2x BR, 1x MO, 4x RO Healing Aura ------------ Heals you slowly with * per second 1: 0.025 - 1x MG, 1x Sapphire, 2x GO 2: 0.05 - 1x MG, 2x Sapphire, 2x GO 3: 0.075 - 1x MG, 1x Sapphire, 3x GO 4: 0.1 - 1x MG, 2x Sapphire, 3x GO 5: 0.125 - 1x MG, 2x Sapphire, 4x GO 6: 0.15 - 1x MG, 2x Sapphire, 4x GO 7: 0.175 - 1x MG, 3x Sapphire, 5x GO 8: 0.2 - 1x MG, 3x Sapphire, 5x GO 9: 0.225 - 1x MG, 3x Sapphire, 6x GO 10: 0.25 - 1x MG, 4x Sapphire, 7x GO Retribution Aura ---------------- *% chance of automatic retaliations against those that harm you for *% of the damage done to you. 1: 10/20 - 1x Spinel, 2x GO 2: 12/23 - 1x Spinel, 2x GO 3: 14/26 - 1x Spinel, 3x GO 4: 16/29 - 2x Spinel, 3x GO 5: 18/32 - 2x Spinel, 4x GO 6: 20/35 - 2x Spinel, 4x GO 7: 22/38 - 3x Spinel, 5x GO 8: 24/41 - 3x Spinel, 5x GO 9: 25/44 - 3x Spinel, 6x GO 10: 30/47 - 1x MG, 4x Spinel, 7x GO Static Charge Aura ------------------ Enemies that harm you with weapons or magic have a *% chance of suffering 1 shock of * magic damage. 1: 5/2 - 1x Tiger's Eye, 2x GO 2: 6/6 - 1x Tiger's Eye, 2x GO 3: 7/12 - 1x Tiger's Eye, 3x GO 4: 8/18 - 2x Tiger's Eye, 3x GO 5: 9/24 - 2x Tiger's Eye, 4x GO 6: 10/30 - 2x Tiger's Eye, 4x GO 7: 11/36 - 3x Tiger's Eye, 5x GO 8: 12/42 - 3x Tiger's Eye, 5x GO 9: 13/48 - 3x Tiger's Eye, 6x GO 10: 15/54 - 1x MG, 4x Tiger's Eye, 7x GO Damage Aura ----------- Enemies that harm you with weapons have a *% chance of suffering 1 shock of * magic damage. 1: 5/2 - 1x Topaz, 2x GO 2: 6/6 - 1x Topaz, 2x GO 3: 7/12 - 1x Topaz, 3x GO 4: 8/18 - 2x Topaz, 3x GO 5: 9/24 - 2x Topaz, 4x GO 6: 10/30 - 2x Topaz, 4x GO 7: 11/36 - 3x Topaz, 5x GO 8: 12/42 - 3x Topaz, 5x GO 9: 13/48 - 3x Topaz, 6x GO 10: 15/54 - 1x MG, 4x Topaz, 7x GO Magic Damage Aura ----------------- Enemies that harm you with magic have a *% chance of suffering 1 shock of * magic damage. 1: 5/2 - 1x Topaz, 2x GO 2: 6/6 - 1x Topaz, 2x GO 3: 7/12 - 1x Topaz, 3x GO 4: 8/18 - 2x Topaz, 3x GO 5: 9/24 - 2x Topaz, 4x GO 6: 10/30 - 2x Topaz, 4x GO 7: 11/36 - 3x Topaz, 1x Droxlerite, 2x VS 8: 12/42 - 3x Topaz, 5x GO 9: 13/48 - 3x Topaz, 6x GO 10: 15/54 - 1x MG, 4x Topaz, 7x GO Poison Aura ----------- Enemies that approach have a *% chance of suffering * poison damage over 1 second. 1: 5/2 - 1x Aquamarine, 2x GO, 1x VS 2: 6/6 - 1x Aquamarine, 2x GO, 1x VS 3: 7/12 - 1x Aquamarine, 3x GO, 2x VS 4: 8/18 - 2x Aquamarine, 3x GO, 2x VS 5: 9/24 - 2x Aquamarine, 4x GO, 3x VS 6: 10/30 - 2x Aquamarine, 4x GO, 3x VS 7: 11/36 - 3x Aquamarine, 5x GO, 4x VS 8: 12/42 - 3x Aquamarine, 5x GO, 4x VS 9: 13/48 - 3x Aquamarine, 6x GO, 5x VS 10: 15/54 - 4x Aquamarine, 1x MG, 7x GO, 5x VS ----------------- | Potion Formulas | ----------------- Healing ------- Heals * hitpoints over 5 seconds. 1: 74 - 1x Ginseng 2: 98 - 2x Ginseng 3: 134 - 1x Black Rose, 2x Ginseng 4: 170 - 2x Black Rose, 3x Ginseng 5: 206 - 3x Black Rose, 4x Ginseng 6: 242 - 1x Dragon Nail, 3x Ginseng 7: 278 - 2x Dragon Nail, 4x Ginseng 8: 314 - 3x Dragon Nail, 5x Ginseng 9: 350 - 1x Fanny Blossom, 4x Ginseng 10: 386 - 2x Fanny Blossom, 5x Ginseng Revitalising ------------ Regenerates * spirit over 5 seconds. 1: 62 - 1x Earth Root 2: 82 - 2x Earth Root 3: 112 - 1x Black Rose, 2x Earth Root 4: 142 - 2x Black Rose, 3x Earth Root 5: 172 - 3x Black Rose, 4x Earth Root 6: 202 - 1x Dragon Nail, 3x Earth Root 7: 232 - 2x Dragon Nail, 4x Earth Root 8: 262 - 3x Dragon Nail, 5x Earth Root 9: 292 - 4x Earth Root, 1x Fanny Blossom 10: 322 - 5x Earth Root, 2x Fanny Blossom Rejuvenation ------------ Regenerates * spirit and hitpoints over 5 seconds. 1: 62 - 1x Earth Root, 1x Ginseng 2: 82 - 2x Earth Root, 2x Ginseng 3: 112 - 1x Black Rose, 2x Earth Root, 2x Ginseng 4: 142 - 2x Black Rose, 3x Earth Root, 3x Ginseng 5: 172 - 3x Black Rose, 4x Earth Root, 4x Ginseng 6: 202 - 1x Dragon Nail, 3x Earth Root, 3x Ginseng 7: 232 - 2x Dragon Nail, 4x Earth Root, 4x Ginseng 8: 262 - 3x Dragon Nail, 5x Earth Root, 5x Ginseng 9: 292 - 4x Earth Root, 1x Fanny Blossom, 4x Ginseng 10: 322 - 5x Earth Root, 2x Fanny Blossom, 5x Ginseng Strength -------- Increases your strength by * for 180 seconds. 1: 3 - 1x Farhangite 2: 5 - 2x Farhangite 3: 8 - 1x Black Rose, 2x Farhangite 4: 11 - 2x Black Rose, 3x Farhangite 5: 14 - 3x Black Rose, 4x Farhangite 6: 17 - 1x Dragon Nail, 3x Farhangite 7: 20 - 2x Dragon Nail, 4x Farhangite 8: 23 - 3x Dragon Nail, 5x Farhangite 9: 26 - 1x Fanny Blossom, 4x Farhangite 10: 29 - 2x Fanny Blossom, 5x Farhangite Dexterity --------- Increases your dexterity by * for 180 seconds. 1: 3 - 1x Fatfern 2: 5 - 2x Fatfern 3: 8 - 1x Black Rose, 2x Fatfern 4: 11 - 2x Black Rose, 3x Fatfern 5: 14 - 3x Black Rose, 4x Fatfern 6: 17 - 1x Dragon Nail, 3x Fatfern 7: 20 - 2x Dragon Nail, 4x Fatfern 8: 23 - 3x Dragon Nail, 5x Fatfern 9: 26 - 1x Fanny Blossom, 4x Fatfern 10: 29 - 2x Fanny Blossom, 5x Fatfern Intelligence ------------ Increases your intelligence by * for 180 seconds. 1: 3 - 1x Stardust 2: 5 - 2x Stardust 3: 8 - 1x Black Rose, 2x Stardust 4: 11 - 2x Black Rose, 3x Stardust 5: 14 - 3x Black Rose, 4x Stardust 6: 17 - 1x Dragon Nail, 3x Stardust 7: 20 - 2x Dragon Nail, 4x Stardust 8: 23 - 3x Dragon Nail, 5x Stardust 9: 26 - 1x Fanny Blossom, 4x Stardust 10: 29 - 2x Fanny Blossom, 5x Stardust Full Armour Rating ------------------ Increases all your armour ratings with * for 180 seconds. 1: 4 - 1x Whisperwood 2: 6 - 2x Whisperwood 3: 8 - 1x Black Rose, 2x Whisperwood 4: 10 - 2x Black Rose, 3x Whisperwood 5: 12 - 3x Black Rose, 4x Whisperwood 6: 14 - 1x Dragon Nail, 3x Whisperwood 7: 16 - 2x Dragon Nail, 4x Whisperwood 8: 18 - 3x Dragon Nail, 5x Whisperwood 9: 20 - 1x Fanny Blossom, 4x Whisperwood 10: 23 - 2x Fanny Blossom, 5x Whisperwood Allan Brew ---------- The infamous Allan brew. -It grants you 36 to all armour ratings, making it quite better than a Potion of Ultimate Full Resistance. 1: 4x Black Rose, 4x Dragon Nail, 4x Earth Root, 4x Holy Basil, 4x Whisperwood ******************************************************************** * * * XI. MIND READING * * * ******************************************************************** You can read the minds of almost every NPC in the game. The cost will hint to you the usefulness of the mind read - if it's really expensive, it probably does something nice. If it's really cheap, it's probably just text. Some mind reads that look like they're only text actually have an effect. If an NPC mentions an item, for example, chances are you cannot find that item without first reading the NPC's mind. When Tim from The Black Boar thinks about the purse of gold he hid next to the chapel, you can't just load your game and go find the gold. It won't even be there until you read Tim's mind. Sometimes, you can read the same character's mind multiple times. Depending on when and where you encounter them, the mind read option may be different. Lastly, contrary to the game's description of the skill, you can read every character's mind regardless of skill level. The skill only reduces the cost. (Note: I'm aware the costs of the first several mind reads are not listed. This will be fixed in a later version). -------------- | Instructions | -------------- This section requires a little more explanation than the others. I've divided mind reads in each area into four categories: recommended, questionable, not recommended, and text only. Mind reads in the first three categories all have effects of differing usefulness (or uselessness, as the case often is), while the latter category is exactly as it sounds. Recommended: Usually grants stat bonuses, access to multiple treasure chests or skill books, or otherwise justifies its cost. Write these down and cross them off as you find them (note: some are mutually exclusive). Questionable: These tend to grant single items that may or may not be useful to your character. If you're on the fence, save before trying it out, then see if the item is an upgrade for you. Sometimes questionable mind reads grant discounts that you might find useful, but not always. If you have ranks in mind read, these are probably worth the cost. If you don't, or if you've cleared out most of an area and the exp debt is quite steep, then don't bother. Not Recommended: These are almost never worth the cost. They grant gold, for the most part, which is plentiful. Nothing you miss from avoiding these mind reads can't be gotten in some other way. --------- | Farglow | --------- Reading the minds of the Farglow residents is so cheap, you may as well read them all. This list is simply for completion's sake. Recommended ----------- Barbara: Poor Gerald! He's such a voracious reader and has read every book in town! Next time I travel to the city, I must remember to bring him back some new ones! -Adds a dialogue option to Gerald that, when chosen, makes Gerald lower his prices and give you 50 gold. Edmund: Hehe, Sonja is so curious to see what's in that chest of mine. Little does she know I hid the key near her little goblin campsite in the arena. -The key to the chest appears next to the goblin campfire. Not Recommended --------------- Gerald: My prices may be steep, but who cam blame me? It's not like I'm vending on Rivertown Market. -Gerald lowers his prices. Text Only --------- Isobel: Hahaha! Nice try, but you can get out of my head now. Not even Morgana can read my mind! Sarah: Were that my husband was a Slayer, not a layabout! I'd probably be rich then. Tiresias: What was the most fun? Man or woman, I can't decide. Marius: No need to pry into my thoughts! I'll tell you all you want to know when asked. Rhode: We don't have time for mind games, Slayer! Aravir: No go, Slayer, I'm a bit too advanced for your level! Alberic: Look: another new-born tries the new gimmick on me. Ha! Ha! Ha! I should place a 'No Trespassing' sign on my brain or something. Gawain: Only the divine could read my thoughts, Slayer. And he didn't even have the Dragon skill. Sonja: Hihi! It always tickles a bit when you newfangled mind readers try that. --------------- | Broken Valley | --------------- Recommended ----------- Naberius (in the Dark Cave): Drogf... Dragfir... Ddraigfyre, that's it! It's only storage. Why did I have to choose such a difficult password? -Enables access to his storage room (found much later) Derk: I think I lost my cellar key last time I saw Dana in Tim's barn. But oh, it was worth it! -Derk lowers his prices. Also, a key appears in the barn next to the bar. Quincy (on the guard tower): You have gained new insights. -You gain one stat point. Dreavan [800]: I'm going to change my storage password to something a little less easy to guess than 'Dreavan'. -You can access the storage cellar just inside his house. ZixZax [800]: Searching ZixZax's memories for powers, Dragon? I'll give you some, yes, so spend them wisely. -You gain 2 skill points. George Gremory [1200]: The Gremory family jewels are safe in the Orobas Fjords. The wyverns will protect them for us and who ventures into their nests anyway? -One of three mindreads needed to open the Gremory chest in Orobas Fjords. Toshan [400]: You have gained new insights. -You gain one stat point. Linda [40]: Oh, why did I have to lose my coin purse in the chapel? I just hope I can sneak back in before Father Dominic 'collects' it. -The coin purse appears in the chapel, behind the stairs to the left of the altar. You can pick it up and either return it for 100xp or open it for 100g. If you return it, then kill Linda during the quest 'Buad Blood', you can find it on her corpse and then open it for 100g. Brave Sir Robin [400]: Better check my storage for rats. So many of them in there, I use them as a password. -You can access Robin's Storage later on. Abanayabar [200]: Buad's such a weird man sometimes. Who chooses the word "Illuminatus" as a storage password? Humans... Stupid bipeds! -Allows access into Buad's storage later on. David [120]: I desert and flee to this little village only to find a Champion here!And not any Champion, but Richard! He'll kill me if he should find out! -Starts quest 'The Fugitive' Lomax (after killing Richard) [400]: You have gained new insights. -You gain 1 stat point. Furley [400]: Furley is dreaming about a beautiful woman. They are sitting in a tavern and he wants to seduce her. But he is so tense, and the woman is getting bored... He needs something to steady his nerves. A drink would do wonders! -Allows you to give Furley a drink in dialogue. Namdar [400]: Namdar is having a horrible nightmare. He is in a dark cave, trying to run away from a giant troll, but he falls and twists his ankle. The fuming troll is getting closer and closer, but the terrified Namdar just can't run fast enough. If only he could heal his wound... -Allows you to give Namdar a health potion in dialogue. Nightwinkle [400]: Nightwinkle is dreaming about an alchemy contest she desperately wants to win. Panic sets in as she realises she is lacking a critical ingredient for her potion! Of all things, how could she forget a big red apple? -Allows you to give Nightwinkle an apple in dialogue. Christopher (before entering camp) [100]: You have gained new insights. -You gain 1 stat point. Christopher (inside camp) [800]: I'm bored and sober, but I won't drink one sip of the stale ale they serve here. Ah, I'd kill for a bottle of Rimmer's Rum. -Allows you to find Rimmer's Rum on the cliff above the gate (climb the ladder and walk over). Tagos [800]: You have gained new insights. -You gain 1 stat point. Filip [800]: You have gained new insights. -You gain 1 stat point. Jenae [800]: You have gained new insights. -You gain 1 stat point. Questionable ------------ Peavey (in jail) [133]: Jail! In jail! Now I'll never be able to enjoy my little treasure I buried near the old teleporter statue! -A small treasure chest appears to the left of the Village Shrine Arnold: Blast, I forgot my belt under my bed in the barracks again. -The belt can be found in the barracks. Winthrop: The drill sergeant will kill me if he finds out I lost my mace. It must have slipped from my hand near old Jackson's farm. I remember holding on to it before I reached the place. -The mace can be found next to the haystack behind the pig pen on the farm. Arben Ghost: The ghost of Arben thinks of his shield: how it was lost in combat with Orobas and how it must still be there in the crypt the Dragon fled into. -The shield can be found (much, much later) Talana: Slayerbane! My cleaver! Lost in flight. May the creature that finds my weapon use it to strike down Rhode in agony! -You can find the sword on the narrow cliff path northwest of the tower. Willy [400]: Soon I'll be even richer! Though I should remove my stash from among them no-good goblins by the mines. -You can find Willy's stash in the southeast of Broken Valley. Mara [133]: Best make sure the Seekers don't spot me! -Mara lowers her prices. Seth [800]: In Seth's mind is only the image of his sword Brightblade and how he'll vanquish you with it. -Seth drops the sword when you defeat him. Ragnar [400]: I'd get my fair share of the loot if it didn't mean having to run that blasted trial. To think the key to the biggest prize of all lies there for the taking on the Dragon statue's head. -Allows you to find the key inside the temple. It's on the dragon's left horn (on your right as you climb the ladder). Lord Lovis [800]: My thoughts are my own, if you don't mind. But it's nice to see the art of mind reading is still popular among the educated few. You'll find the chest next to my throne unlocked. Consider it a little reward for the amusement you bring. -The chest to the right of his throne unlocks. Not Recommended --------------- Tim: Nobody will look for a sack of gold in a bush by the chapel. -Tim lowers his prices. Also spawns a sack of gold in the bushes next to the chapel. Merchant Lamotte: Boy, business is slower than an octogenarian slug! -Lamotte lowers his prices. Locke: I will buy with them, sell with them, talk with them, walk with them, and so following. As long as at the close of the day I am richer than I was at dawn. -Locke lowers his prices. Locke's Cart [120]: Gold, more gold! Gold is all that man thinks of. -You can open Locke's cart. Richard: These peasants are so gullible. The hearts they fetch me are worth three times as much back home! -You can sell the goblin hearts to Richard for more money. Carlin [133]: Carlin's skull is empty: and so you find nothing to read. -Carlin lowers his prices. Noryfundus [400]: Hehehe. Some fake enchantments are all I need to get rich. Certainly the earrings are real, but who'd want those? -Noryfundus lowers his prices. Viper [400]: The guard is getting hot on my heels! Time to move and take my collection of precious stones with me! -You can find the stones after you kill him. Martis [1050]: Luckily these New Order types must be blind as bats not to spot the entrance at the left of the mines. But Jagon will skin me alive with a dull blade if I tell them the password is 'Beetroot'! -Allows you access to the bandit camp, and enables you to finish the quest 'Into the Bandit's Den'. Martis (after escaping) [33]: I wonder what Jagon will think of this Slayer. -Martis lowers his prices. Text Only --------- Rhode: Do your job quickly and do it well. We need to destroy this Dragon Knight as soon as possible. Marius: You heard the lady: now hop to it! Elisabeth [33]: I wonder if the Lieutenant knows everybody thinks he's as popular as an open sewer in the summer. Keane [33]: Let's hope the goblins will end up cutting out Richard's heart. Now that would be poetic justice! Merrill: I think I've had just one mug too many! Anthony: One more for the road, perhaps! Barmaid Elsa: I serve gallons of beer to mindless guards all day! I should really go to Aleroth and make a new career. Stan: Laurel? Ollie: Hardy? Jack: Those men at the mine... If I didn't know any better I'd swear they were Black Ring. Jake: I wonder if the Dragon is attracted to something in that eerie tower... Doctor Needleman: *You receive a nasty little shock!* Yes! The device works! Nice try, Slayer! Romon: Not a week goes by without that little pest Geoff confessing some petty theft or prank! Sue: Peggy acts like she's a natural blonde! Who does she think she's fooling? Peggy: Sue flirts with every man in town! She's so slutty. Folo: Bessy! My poor pig! She was too young to die, my Bessy! Phoebe [33]: Just five more hours and my shift is over. Sean [33]: There once was a girl named Sally, who ran business from an alley... Always snappy, her clients were happy, until she presented the tally. Wellesly [33]: I bet my great-great-great-grandfather was a guard as well! Rose [33]: I wonder if Folo loves them blasted pigs more than me. He certainly sees more of them. Lomax [40]: Oh, Elisabeth, if only I could win your heart! Lomax (during quest 'Save the Bacon') [33]: Slayers... They think they're so much better than everybody else! Carl Jackson [33]: Right good day fer farmin' this! Right good day anyday! Dana [40]: Why must Carl keep that key up on a beam? I can never reach it! Wait a minute... Maybe that's why! Miller Upton [40]: I shouldn't hide the key in that kettle anymore. Nearly choked on it last time Linda made soup. Jesse [33]: Just our luck to have Slayers snooping around! Louis [33]: If I catch those bandits, I'm sure to make Captain! Palmer [33]: What do I really guard in here but dust? Peavey [33]: Joining the guards was the worst idea I ever had! And now look at what's happened! Quincy (in barracks)[33]: If Peavey thinks I'll visit him in jail, he's quite wrong! Captain Rodney [33]: 'Join the guards,' they said! 'See the world,' they said! Meanwhile I see nothing but these barracks' walls and the administrative papers they keep throwing my way! Jailer Cessnock [33]: In a cell, out of a cell... Pretty much the same down here. Martis (from inside his cell) [33]: Who the hell is this character? Mouse [33]: Next time I'll make sure I'm the one strutting about town and Richard can get the ants out of his armour in the woods! Richard (after killing Lomax) [133]: Ha! The New Order will have to work overtime if it seeks to replace the number that met me and chose to try and prove their mettle! Zandalor: I cannot believe it! Here is hope. Hope to destroy Damian. I shall guide you well, Dragon! Hallorn [400]: Must remember to bring Jagon the treasure! Casper [100]: 'Your heartbeat, young man, will considerably quicken when I tell you you have with a Soul Forge been stricken: a Soul Forge with a chicken!' Curse him! If I catch him I'll use my mother's best recipe on him! Eugene [100]: Shut up! Shut up! No, no you shut up! No you're talking to yourself! Sosostra [100]: Your future lies in your palm, not in my head. Kagar [100]: Though I walk in the Vale of Echoes, I shall not fear. Rory [120]: The mine is overrun and my secret pension is gone! Unless they don't find the hidden wall in the little office, then... No, I must flee or I'll die here! Rothman [100]: Rothman is frantically praying to the Divine and promises always to attend church if he makes it out of the pit alive. Leda [400]: To survive the temple is to know the motto: 'All are equal in death and in its black eternity even the poorest shall walk the same path as kings.' Martis (in camp) [33]: I wonder what Jagon will think of this Slayer. Fenton [100]: Here we are, ready to engage our foe, and Louis is nowhere to be seen. Coward! Jagon [400]: Lord Laiken will reward me well for the head of a Slayer! Laiken [175]: Soon I shall unlock the powers of the Dragon Stone and I will be a Dragon Knight in reality as well as in role. --------------- | Maxos' Temple | --------------- Recommended ----------- The Librarian [800]: Such beauty that ancient alphabet has, such grace! *By reading the librarian's mind you learn to understand a new alphabet, which may come in handy...* -You can read the book downstairs in the same room, which gives you 2 stat points. Questionable ------------ Amdusias (dragon) [400]: Once I figure out how to switch to human form at will, I will rule the valley. Until that time, my armour lies safe at least. No one would suspect my password is "Lovis". -Allows you to open the chest in Amdusias' room. Text only --------- Sassan [400]: They see only stone in the maze, even where there is no stone! Abalam [100]: Are we innocent? No, but is the tyrant's lackey as guilty as the tyrant? Amdusias (human) [400]: When I find a way to break the curse I will find Maxos and rip off his head! ----------------- | Sentinel Island | ----------------- Recommended ----------- Island (as you enter) [1400]: You wish to know my thoughts? Your mind would melt were I to show you all. But I'll bestow you with a fraction, because your betterment suits my purposes. -Gain a level (however much xp you need). Pays for itself immediately. Catherine [2100]: It is good to know the Gremory family jewels are protected. And with a dignified password too: duchess. -The second of three mindreads required to open the Gremory family treasure. Island (after choosing servants) [1400]: Aren't we hungry for my power! Good! You'll need it in this cheerless palace and I give it to you freely. -Gain a skill point. Sassan (in Bandit Barracks) [700]: I wonder if Erlking still keeps his writings around. There was some interesting magic to be found in them. -Allows you to find Erlking's writings in his room, which give you 2 stat points when read. Erlking [700]: I think I'll read some more of Gothe's ballads tonight. -Allows you to read Gothe's ballads on Erlking's bookshelf, required for the quest 'What's in a Name?' Sassan (after killing Sassan) [1400]: You have gained new insights. -You gain 1 stat point. Sassan (after defeating Razakel) [1400]: You have gained new insights. Effect - You gain 1 stat point. Questionable ------------ Hermit [700]: Beneath the doggy with the arrow by the sea! Hehe, he ate it, silly doggy! Hehehe! -Allows you to find a +1 confusion axe in the mouth of the eastern of the two statues northeast of the Sea Side Shrine. The hermit also lowers his prices. Jonah [700]: I wonder what it is Laiken dropped when he last came here. That Vacca fellow took it to his cave. Probably lies there by his books. -Makes a small chest appear in Vacca's cave for the looting. Vacca [700]: It's been a long time since that crazy hermit went wyvern shooting. I guess his bow is still in his chest with the secret compartment. What a waste. -Allows you to take the hermit's bow from his chest. Elfrith [700]: I can see something shiny over on that whale's skull! There's no way I'm venturing far from the camp again, though! -Allows you to find a treasure chest on top of a whale skull just south of the shipwreck colony. Razakel [1400]: Now that I'm in Rivellon I should pay old Barnabus a visit. I'll teach him what happens when you borrow a Demon's warhammer and not return it. -You can find an extra hammer on Barnabus' corpse when you kill him. Laiken [1400]: First I kill them, ah yes, kill them and then, then I get it from the chest, and then, then... it can begin. -Allows you to find Laiken's sword in his treasure chest. Not Recommended --------------- Sam [700]: If only I was still allowed to leave the camp... I could pick up those Desert Roots I saw earlier. Yum, to be able to taste a sweet cup of tea again! -Sam lowers his prices. Also allows you to trade him an Earth Root, which causes him to lower his prices again. Text Only --------- Wesson [700]: I hope my shop is all right. My armours are of unrivalled quality and thieves must have noticed our absence. Jonelath [700]: My experiments are nearly finished! Soon my creatures will no longer be harmed by blade or axe! Igor [700]: Master Jonelath always talks of weapon resistance, but what of magical resistance? It will be my speciality. Barbatos [700]: How dare this nincompoop try and trick the greatest potion- maker in Rivellon? Radcliff [700]: Blast this being stuck on some backward patch of island! I'd have won this year's weapon enchantment competition again, that's for sure. Hermosa [700]: No one can teach combat skills like me, but how can I say that without sounding desperate? Kenneth [700]: The Slayers back at the camp must already miss my magic training programme. Allan [700]: I am such a terrible liar! Divine grant the Dragon Knight doesn't notice! Turgoyn [175]: That cannonball with the bathing twins motif will cost a fortune, but I must have it! Adah/Mahalath [175]: We have been down here so long. Does Laiken even remember us? Adah (when delivering the poisoned Dragon Elf) [700]: What if I just tell Mahalath that Laiken prefers my warriors? He's the only one she listens to. Mahalath (when delivering the Fake Red Ore) [700]: When will those lazy bandits finally deliver my ore? Sassan Ghost [175]: At last! Hope for salvation! Sassan (in Laiken's study) [175]: Mayhaps I'll see her living again myself and make her a piecemeal puppet as well. Elijah [700]: That one cell has a broken door, but I saw someone inside. Another secret switch perhaps? Grimm [175]: To be home again... I don't think it will ever happen. Sassan (in summoning room) [175]: If I can't stop them, Razakel will! And master will piece me together once more! --------------- | Orobas Fjords | --------------- Jonelath/Igor [1400]: You have gained new insights. -Gain 1 skill point Allan/Barbatos [1400]: You have gained new insights. -Gain 1 skill point Kenneth/Hermosa [1400]: You have gained new insights. -Gain 1 skill point. Radcliff/Wesson [1400]: You have gained new insights. -Gain 1 skill point. Sassan [1400]: You have gained new insights. -Gain 1 skill point Laura [2400]: You have gained new insights. -Gain 3200 exp Lister (in front of mine) [2400]: You have gained new insights. -Gain 1 skill point. Charlie [3600]: She is beautiful and mine alone, the goddess in my Star Stone! -You can find a malachite gem in the small chest on top of the tree Nicolas [1200]: Is hiding a key under your pillow a good idea? Yeah, nobody will look there. My cellar is safe. -Nicolas lowers his prices. Also allows you to find the key to his cellar. Beatrice [3600]: I hate to send such a warrior to all-but-certain death, but Zagan needs to be appeased! -Doubles the reward for the quest 'The Horror of High Hall', earning two additional malachite gems! Arthur Gremory [3600]: Arthur gleefully pictures thieves opening the Gremory treasure chest. Even if they find it and even if they know the password, they'll still be burnt to cinders unless they press the secret button on the back of it first. -The third mindread required to open the Gremory family chest. Ba'al [3400]: You have gained new insights. -Gain 2 skill points. Questionable ------------ Beird [1200]: As long as the Dragon doesn't find the girl, we can still have her later! -Beird lowers his prices. This also opens a dialogue option. Abram [1200]: Soon as it turns its back on me, I'll slit its throat! -Opens a new dialogue option that makes Abram lower his prices. Ragon [1200]: With my latest jewelry, I'll be the belle of the ball! -You can find a gold bag containing a random gem and a random piece of jewelry in the back of the cave. Sejanus [1200]: Where did I leave my stash again? In that corner among the big mushrooms, perhaps. -Allows you to loot a hidden coin purse in the far southwest corner of the room. Gwyn [1200]: Gwyn is laughing to himself, assured no one can guess the password to his chest: Rumpelstiltskin. -Allows you to open Gwyn's chest nearby. Moor [1200]: Blasted wyvern stole my key! Must be in a nearby nest. -You can find the key in the somewhat hidden nest on the cliff very high up above Moor's shack. Svadilfari [3600]: When the time comes, I'll have that Dragon armour remodelled so I can wear it in combat. -You can find Svadilfari's Dragon Armour in a chest at the top of the stairs Patriarch [3600]: The Patriarch's mind is a whirl of power too strong and overwhelming to grasp. With sharp pangs of pain you hasten to leave this great ocean of knowledge, but not without a much desired effect: You can feel that, no matter how infinitely small a part of it you have understood, your Dragon form will be the stronger for it. -You gain 3 dragon skill points. Zagan [2400]: Zagan likes what he sees: your outfit will look well in his collection of armours and weapons. But he doubts you carry anything as unique as his prize piece: a Dragon helmet. -You can find a Chainmail Dragon Helmet in a chest near the exit Xanlosch [3600]: Ulthring's gauntlets are powerful, yes, but uncomfortable! Maybe I should give them to Isabelle. -You find Ulthring's gauntlets after defeating Xanlosch. Stone [3600]: The Cuirass of Ulthring will protect me! His spirit will guide me. -You can find Ulthring's Cuirass after killing Stone. Raze [3600]: These Boots of Ulthring are not warm enough. I need new ones! -You find Ulthring's Leggings after defeating Raze. Kali [3600]: May Ulthring's Helmet protect me! -You find Ulthring's Helmet after defeating Kali. Velanir [1200]: If ever I get out of here I mustn't forget to bring my axe. But then I'll have to break through that bloody ice wall first somehow. -Allows you to find Velanir's axe in the chest beyond the ice wall. Not Recommended --------------- Crabbe [1200]: Crabbe's mind is filled with facts and figures about all kinds of stones and ores, but red ore specifically. No doubt from now on, you'll be able to find this precious commodity more quickly and easily. -When you loot Red Ore, you find more than normal. Artemas [1200]: Smile upon me favourably Ouroboros, god of Dragons, and upon Orobas, my kind master, now and in the afterlife. -Artemas lowers his prices. Sepp [2400]: You have gained new insights. -Gain 1500 experience. Obviously, it isn't worth it. Leon [1200]: I just can't get rid of that damned smell of fish! -Leon lowers his prices. Irwin [1200]: Maybe I could make silver swords! Naah, why would that help against spirits? -Irwin lowers his prices. Tilian [1200]: They handled the chalice like a common pitcher during that drunken party last week. Those youngsters treat an almost holy relic with apalling disregard! -One way to solve 'Chalice of the Dragon'. Montagu [1200]: I must find the time to get that Drudanae to Locke soon. -Allows you to threaten him into letting you pass Mundus [2400]: It's a good thing I painted that Friendship Rune on the portal, otherwise these trolls would be out of control! -Opens a dialogue option that Allows you to destroy the friendship rune Mona [1200]: I hope this Gobie is gullible enough to believe us, not like that time our tricks went awry and we had to run for our lives. -Opens an additional dialogue option Eamon [1200]: I hope this stupid peasant pays us before he realises this is all a scam... -Opens an additional dialogue option Doctor Needleman [800]: Needleman's mind is in as acute a state as his body, apparently. He thinks of nothing but getting to safety - to his secret storage. What is strange is that safety seems to be strongly linked to his own name: Needleman, which he repeats over and over again. -Allows you to access Needleman's Storage, located on a cliff south of the tower, next to a portal to Stone's Flying Fortress. Geshniz [2400]: I don't care how Rayhun threatens, that collection of formulas is mine and mine alone. -You can find several formulas in a small chest at the back of the room Rayhun [2400]: Delightful! Now I can add this variety to my unrivalled collection of rare ingredients! -You can find several ingredients in a small chest on a chair at the back of the room. They're hardly rare, however. Text Only --------- Tom [175]: How come Sassan got pretty again all of a sudden? Dick [175]: Sometimes I just want to run off and stay away. Then again, I had better not mess with a Dragon Knight! Harry [175]: That alchemist has it easy! We do the dangerous gathering and he just boils our spoils in a kettle. Grimm [175]: I hope my dear brother and I will be reunited someday. Such stories I could tell! Kirill [175]: I'll write a requiem for Laiken... which will probably be the most cheerful piece I've ever written. Hermaphroditus [175]: Why be satisfied with the pleasures of one when you can have those of the both of them? Cadby (300): Ew. Lucky it's laundry day. Olivia [300]: The nightmares... will the nightmares ever cease? Simeon [300]: And when I can see once more, no longer will I have to behold in awe my inner self alone, but, again, the dome of stars above me. Tibus [300]: Just ye wait, Dragon, we'll show ye who's the strongest. Jedediah [300]: Jedediah's mind is filled with images of Dragons blurred into a phantasmagorical vision of reverence in which the towers of Dragon Cliff Castle stand more prominent than anything else. Mullet [300]: Dad could have called me Sue and I'd have liked it better than Mullet! Zeppelin Master Page [300]: I should just move to a safer place, away from all these wyverns and goblins. Broken Valley, perhaps? Morgan [300]: Where is the time I was still known as Jack Quick-Sable, scourge of the western seas? Aurelius [300]: My worth to the Champions shall be as great as my ambition: the death of Svadilfari. Brutus [300]: Brutus' head is filled with worry only. Aleroth, trolls, goblins, and of course: Black Ring. Saul [300]: I can't believe they'd actually think it was Tilian who was speaking the truth! How dumb are they? Quintus [300]: Quintus can't stop thinking of trolls, which annoys him tremendously. Gobie [300]: So scared, so scared... Ghost [300]: My throat is sore from all this boo-ing! Groth [300]: The name of Groth shall be famous and goblins respected as writers! Keara (at entrance) [2400]: Little does the Dragon know all the statues lie! Hahaha! Keara (at the end) [1200]: Oh, Velanir... How I miss you... I remember our walks in the woods, and the time that insolent youth threw me a kiss. You tore him apart with your bare hands and offered me his head... So romantic... Williams [400]: Am I lucky they never asked for the number combination of the treasure chest in the mine office! I'd have cracked immediately. Maybe I can still save what's left when these monsters are gone! --------- | Aleroth | --------- Recommended ----------- Pilcher [1200]: A disaster, certainly, but I'm making a good profit! -Pilcher lowers his prices Zarniyar [1200]: I'll be able to retire early at this rate! -Zarniyar lowers his prices Augustus [2400]: You have gained new insights. -You gain 1 stat point. Zandalor [2400]: We are close to our goal, but you can never be too strong. So here, take some of my powers. -You gain 2 skill points. Deodatus [2400]: The items those fiends dropped will make for interesting research... or sales. -Allows you to buy from Deodatus. Questionable ------------ Mercator [1200]: Stupid woman! I'd give her a piece of my mind if I weren't a gentleman. -Mercator lowers his prices --------------- | Hall of Echoes | ---------------- You can mind read a total of five NPCs in the Hall of Echoes, but I will not name them due to spoilers. Each one simply has the text "You have gained new insights" and grants you one skill point. ******************************************************************** * * * XII. INDEX * * * ******************************************************************** ----------- | Locations | ----------- Aleroth Chapel ................... [OLZAC] Bandit Barracks .................. [SLTBB] Bandit Camp ...................... [VLTBC] Battle Tower ..................... [OLDBT] Battle Tower ..................... [SLLBT] Broken Valley .................... [FLBVF] Broken Valley Mine ............... [FLBVM] Camp Eagle's Nest ................ [OLCEN] Camp Valour ...................... [OLMCV] Champion Harbour ................. [OLACH] Chapel Dungeon ................... [BLLAT] Citadel Chambers ................. [VLCCU] Citadel Dungeon .................. [VLCDL] Dark Cave ........................ [BLNDC] Dark Cave ........................ [OLBDC] Depleted Ore Mine ................ [OLDOM] Derelict Tunnels ................. [VLDTP] Derk's House ..................... [BLBDH] Dragon Cliff ..................... [OLDCC] Dreavan's Storage ................ [VLEDS] Forgotten Outpost ................ [BLCFO] Hall of Echoes ................... [FLHOE] High Hall ........................ [OLHHV] High Hall Mines .................. [OLHHM] Imp's Lair ....................... [OLGIL] Jackson Farm ..................... [BLTJF] Kali's Flying Fortress ........... [FLKAF] Keara's Flying Fortress .......... [FLKEF] Laiken's Study ................... [SLLLS] Lost Tomb ........................ [OLBLT] Louis' Storage ................... [BLCLS] Maxos' Temple .................... [VLMTD] Miller's House ................... [BLMUH] Mysterious Cave .................. [OLBMC] Naberius' Storage ................ [VLNSD] New Miner's Dig .................. [VLNMD] Old Cave ......................... [OLBOC] Orobas Fjords .................... [OLOFO] Orobas' Lair ..................... [OLOLO] Primordial Cave .................. [OLPWC] Raze's Flying Fortress ........... [FLRAF] Red Hammer Tribe ................. [OLRHT] Robin's Storage .................. [VLHRS] Secret Dungeon ................... [BLCSD] Secret Passage ................... [BLBSP] Stone's Flying Fortress .......... [FLSTF] Teleporters ...................... [OLTLG] The Black Boar ................... [BLTBB] Vacca's Cave ..................... [SLDVC] Well Cave ........................ [OLHWC] -------- | Quests | -------- A Guild without a Master.......... [FQGWM] A Hunting We Shall Go ............ [VSHWS] A Hunting We Shall Go Again ...... [OSHGA] A Private Delivery ............... [BSAPD] A Puff of Drudanae ............... [OSPOD] A Shaman's Ransom ................ [OSASR] A Tale of Two Tomes .............. [VQTTT] Allan Brew Confidential .......... [OSABC] Alrik ............................ [OSARK] Alutiiq .......................... [OSATQ] An Axe to Find ................... [VSATF] Apprentice and Adversary ......... [OSAAA] Band of Brutes ................... [BSBOB] Barnabus ......................... [OSBNB] Between a Troll and a Hard Place . [OSTHP] Borrowed Book .................... [OSBBB] Breaking an Entry ................ [SQBAE] Buad Blood ....................... [BSBBB] Candles in the Wind .............. [SQCIW] Caught Undead .................... [SQNCU] Chalice of the Dragon ............ [OSCOD] Chasing the Dragon ............... [BMCTD] Come to no Harm .................. [OQCNH] Couple Trouble ................... [VSBCT] Daylight Robbery ................. [VSBDR] Dear John ........................ [OSHDJ] Death of a Champion .............. [OSDOC] Delicate Affairs ................. [OSRDA] Divine Descendant ................ [OSMDD] Down the Hatch ................... [OSDTH] Dragon No More ................... [VQDNM] Enchanted I'm sure ............... [SQEIS] Feast or Famine .................. [BSFOF] For a Pound of Flesh ............. [BSPOF] From Soup To Nuts ................ [SSSTN] Ghostbuster ...................... [WYGC?] Grave Robbers .................... [OSBGR] Hall of Echoes Bound ............. [MQHEB] Hallorn .......................... [VSHLR] Hearttaker ....................... [BSRHT] High and Dry ..................... [BSHAD] Hjalmar .......................... [BSHMR] In Cold Blood .................... [VSICB] Into the Bandit's Den ............ [BSIBD] Jagon ............................ [VSJGN] Laiken in his Lair ............... [SQLIL] Legend of the Ancient Mariner .... [SSLAM] Lock and Key...................... [FQLAK] Looking for Lovis ................ [VQLFL] Lost For Words ................... [VSLFW] Lost Soul ........................ [VSLLS] Louis' Stash ..................... [BSCLS] Lovis' Loot ...................... [VSRLL] Man Overboard .................... [SQHMO] Method or Madness ................ [VSMOM] Moor ............................. [OSMOR] Much Ado About Goblins ........... [OSMAG] New Order or Champion Chaos? ..... [BSNOC] On The Road Again ................ [OSORA] Out on a Limb .................... [OSOOL] Paper Trail ...................... [VQLPT] Ragon ............................ [OSRGN] Reaping the Seeds ................ [OQRTS] Red Ore Alert .................... [OSROA] Revelation ....................... [OQRMN] Saving the Bacon ................. [BSSTB] Short Supply ..................... [OSWSS] Sibling Rivalry .................. [SSHSR] Sight for Sore Eyes .............. [OSSSE] Skeletons in the Closet .......... [BSSIC] Sparring Partner ................. [SQTSP] Stood Up ......................... [OSCSU] Stuck in a Hole .................. [VSSIH] The Book of the Dead ............. [OSBOD] The First Hungry Statue .......... [OQFHS] The Fugitive ..................... [BSDTF] The Gardener ..................... [SQATG] The Greater Hunter ............... [VSTGH] The Horror of High Hall .......... [OSHHH] The Hunt For Red Ore ............. [VSHRO] The Old Ghost and the Sea ........ [SSOGS] The Prophecy ..................... [SQITP] The Runes of Wrath ............... [OSROW] The Second Coming ................ [SQTSC] The Second Hungry Statue ......... [OQSHS] The Temple of Doom ............... [VSTOD] The Third Hungry Statue .......... [OQTHS] The Writing on the Whale ......... [SSWOW] Thorn in the Side ................ [OSTIS] To Lay a Ghost to Rest ........... [BMLGR] Vigor Mortis ..................... [VSNVM] Viper ............................ [VSVPR] What's in a Name? ................ [SQWIN] X marks the Spot ................. [OQXMS] Yup'ik ........................... [VSYPK] ******************************************************************** * * * XIII. VERSION INFORMATION * * * ******************************************************************** v1.00 (01/06/2010) - The first completed version of the guide. v1.10 (01/07/2010) - Expanded tips and tricks. Corrected a spelling error. Added the mind reading section that I somehow forgot to include in the first version. Added the location of the Gremory family chest. v1.11 (01/08/2010) - Expanded tips and tricks. Moved Charlie's mind read to the proper section. v1.20 (02/23/2010) - Expanded tips and tricks. Made minor updates to the skills section. Added information about the hermit's mind read. Fixed an error in the Broken Valley Mine section. Added malachite vein information, thanks to numerous submissions from many people. Added information about Doctor Needleman and his storage. Several questions originally posted at the bottom of this FAQ have now been answered thanks to reader submisions. The Lost Tomb is now labeled correctly. Updated the e-mail disclaimer. Thanks to the following for their submissions used in this update: -Brandon Hanks -Mogens Simonsen -Arglaar -Ritske -Jason Burt -Flavius -Patrik -Robert Kiczula -Jason Davis -Bob Armstrong -smokey102977 -moonskii -Graham Tidlow -Vixxen -Jesse Adkins -Don Perkins -Jeremy Pyrc Plans for v2.0 (NOT coming soon): -more consistent formatting -mind read costs for the beginning of the game -missing skill ranks (for the really tough ones) -included level ranges of enemies for every location -most level requirements for skills -correct any minor differences between the UK and US versions -update for the 1.3 patch -more commentary on skills (especially mage skills) -more detailed info on dragon skills -information about the various pieces of dragon armour -loot details for all the black ring generals Missing: These questions may not have answers, but they are some of the few things I haven't been able to answer on my own. -What does the key dropped by the goblin in the secret passage unlock? -Where is the key to unlock half-buried chest in Maxos' temple? -What does the key on the chandelier in the room after the maze unlock? -Where is the key to the chest in Keara's Flying Fortress? -How do you access the hidden passage in the waterfall cave? -What does the key next to the priest's corpse in the Dark Cave unlock? Disclaimer: This guide can only be posted on GameFAQs.com. The author's written permission is required before the guide can be posted elsewhere. If permission is given, editing this guide in any way before posting it is not allowed. Thanks: -The posters on the Larian forums, especially Kein for his Malachite Gem guide -Artur "Arxel" Justynski for his very useful maps on gamepressure.com