Eon Altar

Eon Altar
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                              EON ALTAR GAME GUIDE
                               INCLUDES EPISODE 1                               
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                                ABOUT THIS GUIDE
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Organization of this Guide
**************************

This text includes selected topics about Eon Altar for Windows/Mac computers.
Those topics are organized into eight chapters. The first chapter gives some
general information about the game. The second chapter gives you advices on how
to control your hero. Third chapter explains buffs and tactics. Fourth chapter
introduces you to the heroes and their abilities, powers and equipment. Fifth
chapter lists resources you need for upgrading and also items, which you can
craft or loot. Sixth chapter tells about the combat arena game mode. Seventh
chapter includes the maps for the game. Eighth chapter describes the missions.


Intended Audience
*****************

This text is not for the hardcore players, but more like a memory help and a
reference in case you need to search for some information during the gameplay.
You can find helpful tips and other information by using a word search with your
web browser. Try for example the searches explosive projectile, gear slot, hold
back, interesting attacks, multi-hit, and radiant attack. If you prefer PDF, you
can copy-paste this text to a word processing application, use a monospace font,
export the document as PDF, and read it on your PC or transfer it to your mobile
device or upload it to your favorite cloud service.


Disclaimer
**********

This is NOT an official text. I do not work for Eon Altar or the Flying Helmet
Games. Any typos, errors, and misinformation are mine. I take no responsibility
for any loss of time or money if you happen to use the information herein.


Author
******

MaxLimitz (Steam, Twitter, Google+)


Version
*******

Version 1.00 (2016-06-28)                                                       


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                                     INDEX
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I ABOUT THE GAME
================

GENERAL INFORMATION
TECHNICAL PROBLEMS


II PLAYING THE GAME
===================

CONTROLLING


III TACTICS
===========

ABBREVIATIONS
BUFFS
TACTICAL ADVICE


IV CHARACTERS
=============

STATS
FORTITUDE AND ENERGY
PROPERTIES
SKILLS AND ATTRIBUTES
ABILITIES
ABILITY LEVELS
ABILITY TREES
EQUIPMENT LEVELS
HEROES
BARYSON
MARCUS
MURAN
SHASEK
SILENT THORN


V ITEMS
=======

RESOURCES
BUFF ITEMS
CRAFTED ITEMS
LOOTED ITEMS
LOOTING EXAMPLES


VI COMBAT ARENA
===============


VII MAPS
========

ABOUT THE MAPS
MAP OF THE CONTINENT
1-1 THE SIEGE OF TARNUM
1-2 THE PORTAL OBSTINATE
1-3 THE WOLF OF YRIEL


VIII MISSIONS
=============

1 THE BATTLE FOR TARNUM
1-1 THE SIEGE OF TARNUM
1-2 THE PORTAL OBSTINATE
1-3 THE WOLF OF YRIEL



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                                I ABOUT THE GAME
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                               GENERAL INFORMATION
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Description
***********

Eon Altar is a couch co-op turn-based role playing game located in a fantasy
world. You run the Eon Altar main game on your PC and use your Android or iOS
device as the controller. There are five heroes to choose from each with
different powers and motives. The game has a campaign (story) and a combat arena
(enemy waves) game mode. It has been planned there will be three episodes with a
total of nine missions. There is a plan for a console version also.


Fact Sheet
**********

- Title:               Eon Altar
- Developer:           Flying Helmet Games
- Publisher:           Flying Helmet Games
- Release date:        June 22nd, 2016 (Episode 1 on PC)
- Genre:               RPG, turn-based strategy, adventure
- Theme:               Fantasy
- PC platform:         Windows and Mac
- Controller platform: Android and iOS

- Local single player (PC)
- Local co-op 2-4 players (PC)

- Twitter:  FHG_Games
- Facebook: FlyingHelmetGames


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                               TECHNICAL PROBLEMS
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Introduction
************

This text does not give you technical guidance on how to make Eon Altar work
with your computer, phone/tablet and router if you are having problems. Having
said that, I'm giving some general advice that may be helpful regarding mainly
the controller application.


Updates
*******

Check that you have the latest version of the Eon Altar game and the Eon Altar
controller application.


Reinstall Eon Altar Controller App
**********************************

There can be something broken in the Eon Altar controller application, so try
removing it from your device and installing it again.


Close Other Programs
********************

Let's assume your computer, phone and tablet have enough computing power,
working memory and storage space. Other programs may consume those resources or
even cause problems with your device, so try closing all unnecessary programs
you have open.

With your Android or iOS device, launch the recent applications menu and swipe
up or right to close programs. How to launch the recent applications menu
depends on your device. If you have an Android phone try tapping on the left or
right corner below the display when the display is turned on. If you are using
an Android tablet try to find a Square icon at the bottom of the display and tap
it. If you have an iPhone or an iPad, try double-clicking the Home button twice
to see the recently used apps screen.


Close Eon Altar Controller App
******************************

With my iPhone I have noticed I sometimes need to restart the Eon Altar
controller app before it can connect to the game again. Launch the recent
applications menu as described above and use swipe to close the program. Then
start the program again.


Restart Your Devices
********************

Even if you close a program there can be background processes left running in
your device causing problems to other programs. Restart your device to get rid
of those processes. If the program that is causing problems is set to start
automatically when your device starts then you can try to disable automatic
start if there is an option for that and if the program is not any essential
software that needs to be running.

If you didn't close other programs as mentioned above, those programs may auto
start again and cause the same problems, so try closing those unnecessary
programs for trouble-shooting purposes.


Empty Cache
***********

Sometimes the cache files (application's temporary files) get corrupted, so try
emptying the cache for your Eon Altar controller application. Usually other
programs use their own cache also, so at least try emptying cache for your
device's web browser, because that cache can be huge.


Contact Support
***************

If none of the above helps and you have tried to search for solutions from the
Eon Altar forums and FAQ, then post a message to the forums or contact the Eon
Altar support. There should be a contact form page on the Eon Altar website and
you might find the support email address from the forums.



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                              II PLAYING THE GAME
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                                 CONTROLLING
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TOP MENU
- Top Menu button is at the top left hand corner of the controller application
  and it looks looks like a circle that has three black horizontal lines on a
  white background
- this kind of button is also known as the "Hamburger Menu", "Expand Menu" or
  simply the "Menu Button"
- when you open the Menu Button you will see the icons for the screens Stats,
  Gear, Abilities, Upgrades, Lore, and Quests
- when you close the Menu Button you will see the Move Marker, Power Wheel or
  Defend Wheel

MOVE MARKER
- Move Marker is the colorful rotating circle at the middle of the controller
  screen when the Top Menu is closed

TARGET MARKER
- Target Marker is the colorful rotating circle you can move around and target
  enemies, teammates, allies and items like chests

CHOOSE A TARGET
- to choose a target tap the inside of the Move Marker on your controller, keep
  your finger pressed on the screen and drag your finger towards the location
  corresponding the target on the main game screen

RUN
- to run tap the outside of the Move Marker on your controller, keep your
  finger pressed on the screen and drag your finger towards the location where
  you want to go

POWER WHEEL
- Power Wheel is shown during a battle and it shows what kind of powers or
  attacks you can use
- select a power or an attack from the Power Wheel by tapping one of the small
  circles near the border of the Power Wheel
- triangle-like icon at the bottom of a small circle tells you the range of the
  power or attack: a larger triangle-like icon means a longer range

SELF BUTTON
- Self Button is the round character icon at the bottom left hand corner
- inside my mind I call this the Character Button

DEFEND WHEEL
- you can show the Defend Wheel by pressing the Self Button and you can switch
  back to the Power Wheel by pressing the cross in the Defend Wheel
- when the Defend Wheel is open you can heal yourself with a drink, food, buff
  item or a healing power if you have any
- you can use your hold back ability, which is the top icon with a hand and a
  shield behind the hand
- Defend Wheel may also contain attacks or ally-protect powers, such as:
     - Baryson: Armor of Light
     - Marcus: Aura of Command
     - Muran: - Flame Aura
              - Stone Warden

POCKET
- the game does not have a Pocket section at least not at the time of writing
  this text, but I use this definition inside my head
- if you have no potion or food shown on the Defend Wheel you need to put them
  in your Pocket
- to put an item in your Pocket (and you are not in a battle) go to the Top
  Menu, then the Gear screen and activate the items you want to put into your
  Pocket



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                                  III TACTICS
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                                 ABBREVIATIONS
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Rounds
******

- I use the slash-word (/word) abbreviations like /two and /sixty instead of
  numbers like 2 rounds and 60 rounds for easier reading as there will be less
  numbers mixed up with all that other numerical data in the Ability and
  Upgrades descriptions
- /word abbrevations used in this text are:
     - /two    =  2 rounds
     - /three  =  3 rounds
     - /five   =  5 rounds
     - /twelve = 12 rounds
     - /sixty  = 60 rounds


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                                    BUFFS
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Introduction
************

To understand the tactics and the abilities of the heroes, first we need to take
a look at the buffs in the game. A buff is a part of an Ability or a Power and
it enhances your hero, teammate or an allie. For example, a buff may increase
Damage, Defense, Fortitude or Resistance, but a buff can also mean something not
measured in numbers like Silent Thorn's Concealed (you cannot be targeted by
enemies until your next turn). A debuff is the opposite of a buff and is used
against enemies. A debuff can for example decrease Resistance to a damage type.
A Status Effect mentioned in the game means a buff or a debuff.


Buffs and Debuffs
*****************

Affliction
- 10 Chaos Damage /three

Aggression
- increase the probability to get attacked by an enemy instead of your ally
  (used with the juggernaut-type character Marcus)

Amplified
- +10 Energy /three

Angered
- +25% Force, +25% Enemy Aggression (increase Aggro)

Bleeding
- 10 Piercing Damage /three

Blighted
- 20 Chaos Damage /three

Blinded
- -50% Range, -25% Accuracy

Bloodied
- this is more like a Shasek's feature than a buff
- normally Shasek becomes Bloodied when his Fortitude drops to less than 25% and
  he gains +25% Physical Resistance
- with the Short Fuse ability (Berserker level 1), Shasek becomes Bloodied when
  Fortitude drops to less than 50%

Burning
- 10 Radiant damage /three

Cleansing Pyre
- 10 Radiant Damage /three (stronger than Purifying Flame)

Concealed
- you cannot be targeted by enemies until the beginning of your next turn

Cure
- +5 Fortitude /three

Demoralized
- -25% Radiant Resistance and -25% Chaos Resistance

Disengage
- enemy's Engagement lock will be removed

Emboldened
- +25% Force, +25% Accuracy

Engaged
- your target becomes locked to you, and cannot use ranged powers

Flesh Wound
- +3 Piercing Damage /three

Focused
- +25% Range, +25% Accuracy

Hastened
- +5 Movement, +25% Ranged Resistance

Hindered
- -5 Movement, -25% Ranged Resistance

Knockback
- target is hurled backwards

Mend
- +10 Fortitude /three

Misdirection
- -25% Enemy Aggro (Aggression, decrease the probability to get attacked by
  enemies)

Misery
- 3 Chaos Damage /three

Protected
- +5 Defense, +25% Positional Resistances

Purifying Flame
- 3 Radiant Damage /three

Regenerate
- +20 Fortitude /three

Sundered
- -25% Defense

Taunted
- enemy must attack a taunting character

Weakened
- -5 Force, -25% Positional Resistances


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                                TACTICAL ADVICE
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Attacks
*******

Attack Types
- you can use basic attacks to target single enemies
- you can use multi-hit attacks against multiple enemies when your allies are
  not too close to you, because they will also take damage
- you can use combo attacks, which usually means you first attack against one
  enemy and then another
- if you can't shoot a projectile, but you would like to attack an enemy far
  away, you might be able to use a charge attack
- damage types (Chaos, Impact, Piercing, Radiant) may have different effects on
  different kind of enemies

Charge Attacks
- a charge or assault attack can be used instead of a projectile attack, when
  you don't have Energy or other resources for a projectile attack
- a charge attack means your hero runs a long distance towards the enemy before
  striking
- examples of charge attacks are:
     - Baryson: (none)
     - Marcus: Battle Charge
     - Muran: (none)
     - Shasek: Bullrush
     - Silent Thorn: Eviscerate

Combo Attacks
- you can use a combination of actions with combo attacks
- examples of combo attacks are:
     - Baryson: (none)
     - Marcus: Shield Smash (attack an enemy causing Disengage and Knockback,
       then make another action)
     - Muran: (none)
     - Shasek: - Bladestorm (attack one enemy and then up to two random targets,
                 while Bloodied, this is actually a secuence of actions you
                 can't control after the initial target has been chosen)
               - Slay (if enemy is not killed by the first attack you can make
                 another action)
     - Silent Thorn: (none)

Disengage Attack Without the Need to Disengage
- you can use a disengage attack without being engaged when you want that little
  bit of more to your attack, for example Shasek's Kick gives +2 Accuracy
  and Silent Thorn's Broadhead Arrow gives +2 Force
- not all disengage attacks give you more Accuracy, Damage or Defense

Melee Attack
- a melee attack's strike shape can be an arc or a circle in addition to a blow
  to a single target, so keep that in mind when you decide which melee attack to
  use, because you may hit your allies also

Multi-hit Melee Attacks
- a multi-hit melee attack strikes at two or more targets at the same time or
  very fast sequentially
- examples of multi-hit melee attacks:
     - Baryson: - Blade of Glory (hit targets in front of you)
                - Great Swing (strike targets around you in Medium Radius)
     - Marcus: Sweep Attack (strike all targets in an arc)
     - Shasek: Blood Rage (damage all targets in Small Radius)

Melee or Projectile
- when comparing the basic attacks that don't require attack Energy, melee can
  cause more damage than a projectile depending on the damage type, which
  matters when the enemy Fortitude is near the maximum damage of your basic
  attacks and you want to finish the enemy, but don't have enough Energy so you
  could use an attack that requires Energy

Projectiles and Energy Beams
- projectiles and energy beams that you can use are arrows, bolts, lightning,
  retrievable blade (Chakram) and explosives (Burst Chakram and Bolas)
- you can use different kind of projectiles for different kind of situations and
  tactics:
     - cause damage over time
     - hit multiple targets weakening the enemies
     - slow down one or more dangerous enemies that should not get close to any
       of your team members
- to increase your odds at hitting your enemies you can increase your Accuracy
  in the same Ability tree where you have unlocked your power
- examples of projectiles and energy beams are:
     - Baryson: Sacred Light (beam, Purifying Flame, damage over time)
     - Marcus: Incendiary Bolt (damage over time)
     - Muran: - Aetherbolt (beam)
              - Fireball (explosive projectile, multi-hit in Medium Range)
              - Call Lightning (multi-hit autotarget, hits the chosen enemy and
                a random enemy or the same enemy again if there are no near
                enemies)
              - Soul Syphon (beam)
     - Shasek: - Chakram (throw blade at your enemy, if target is not killed
                 retrieve the blade for a follow-up attack)
               - Bolas (explosive projectile, one target, Hindered, Sundered)
               - Burst Chakram (explosive projectile, Small Radius)
     - Silent Thorn: - Double Shot (shoot two arrows sequentially, Slowed)
                     - Explosive Arrow (Radiant Damage in Small Radius)
                     - Quick Shot (Slowed)
                     - Volley (multiple arrows, Slowed)

Projectile Comparison
- initially Marcus' Incendiary Bolt (Burning: 10 radiant damage /three) causes
  more damage than Baryson's Sacred Light (Purifying Flame: 3 radiant damage
  /three), but on the other hand Baryson's Sacred Light doesn't cost anything


Defends
*******

Introduction
With defends I mean protecting, disengaging, weakening and distracting powers.
You can see Revive as defend also. With a defend you can help yourself or your
ally. Defends are for example Baryson's Rebuke, Marcus' Bodyguard and Aura of
Command and Shasek's Savage Roar.

Disengage Powers
- when you want yourself or your teammate(s) disengaged from an attack you can
  use disengage actions, powers and buff items for that purpose
- examples of disengage powers, attacks and buff items are:
     - Baryson: Rebuke (Radiant attack, Disengaged, Knockback, +2 Force)
     - Marcus: - Aura of Command (aggro buff, Disengage in Medium Range,
                 affected enemies are Taunted)
               - Lance Assault (Disengage and Knockback to all enemies in Small
                 Range and then attack the nearest enemy with +6 Force)
               - Shield Smash (attack an enemy causing Disengage and Knockback,
                 then make another action)
     - Muran: Blink (teleporting, Disengage)
     - Shasek: - Blood Rage III (Knockback, Disengage, +16 Force)
               - Kick (Knockback, Disengage, +2 Accuracy)
               - Kick III (all targets in front of you gain Knockback, Disengage
                 and Hindered, +2 Accuracy)
     - Silent Thorn: - Broadhead Arrow (Slowed /three, Disengaged, +2 Force)
                     - Shadowstep (Disengaged, Concealed, Emboldened)

Hold Back Powers
- you don't always need to attack the enemy in every turn, instead you can use
  your hold back ability for healing, increasing your Energy or otherwise
  preparing for the fight
- hold back can be a good option when the enemies are far enough so that they
  probably can't attack you yet even with projectiles (arrows)
- hold back abilities for the heroes are:
     - Baryson: - Restoration (Cure)
                - Restoration II (Mend)
                - Restoration III (Regenerate)
     - Marcus: - Hold the Line (Angered)
               - Hold the Line II (+2 Defense)
               - Hold the Line III (+15% Fortitude, +4 Defense)
     - Muran: - Meditate (+15% Energy)
              - Meditate II (+25% Energy)
              - Meditate III (Amplified)
     - Shasek: - Seethe (+4 Force)
               - Seethe II (Hastened, +6 Force)
               - Seethe III (+8 Force)
     - Silent Thorn: - Focus (Focused /round)
                     - Focus II (Focused /three)
                     - Focus III (Misdirection)

Distraction Powers
- you can use Muran's Stone Warden (stone warden fights for you /five) for
  distraction as the first level Stone Warden doesn't seem to cause much of
  damage to the enemies (about 3-4 damage per enemy)

Revive
- reviving your allies can be useful, but if you are the only one left and your
  Fortitude is very low you could try to run back and heal yourself first if
  that is possible without being targeted by projectile enemies (archers) or
  enemies who can catch you
- the Revive powers are different for the heroes, which may affect the decision
  which hero to use for the revival:
     - Baryson:      ally gets 100% Fortitude
     - Marcus:       ally gets +200% Defense /three
     - Muran:        ally gets Amplified
     - Shasek:       ally gets +100% Force to all attacks /three
     - Silent Thorn: ally can act instantly after reviving


Weakening Powers
****************

Slow Down Enemies
- when you are dealing with dangerous enemies, you can slow them down if you
  have any powers or buff items to do so (Muran and Silent Thorn)
- for example Silent Thorn can slow down one enemy for one round (Double Shot)
  or three rounds (Broadhead Arrow) or she can slow down multiple opponents
  (Volley)
- examples of slowing down powers and buff items:
     - Muran: - Blink II (Slowed in Short Range)
              - Starseed Talisman (damage and Slowed to all targets in Large
                Radius /round)
     - Silent Thorn: - Broadhead Arrow (Slowed /three, Disengaged)
                     - Double Shot (Slowed, shoot two arrows sequentially)
                     - Quick Shot (Slowed)
                     - Volley (multiple arrows in Medium Range, Slowed)

Weaken One Enemy
- you can weaken an enemy before other teammates attack that enemy
- weakening debuffs are for example:
     - Affliction (10 Chaos Damage /three)
     - Bleeding (10 Piercing Damage /three)
     - Blinded (-50% Range, -25% Accuracy)
     - Hindered (-5 Movement, -25% Ranged Resistance)
     - Sundered (-25% Defense)
     - Weakened (-5 Force, -25% Positional Resistances)
- weakening attacks are for example
     - Baryson: - Duel II (Sundered, +25% Front Resistance)
                - Duel III (Weakened)
     - Marcus: - Battle Charge II (Sundered, +4 Defense)
               - Sunder (Sundered /round)
               - Sunder II (+2 Force)
               - Sunder III (Sundered /three)
     - Muran: Stone Strike II (Sundered, +2 Force)
     - Shasek: - Blood Rage II (Bleeding, +10 Force)
               - Bolas (explosive projectile, one target, Hindered, Sundered, +6
                 Accuracy)
               - Kick II (Hindered, +2 Accuracy)
               - Kick III (all targets in front of you gain Knockback, Disengage
                 and Hindered, +2 Accuracy)
               - Slay II (the first attack causes Weakened, +8 Force, +10
                 Accuracy)
     - Silent Thorn: - Broadhead Arrow (Slowed /three, Disengaged, +2 Force)
                     - Eviscerate (Hindered, +4 Force, +8 Accuracy, requires
                       Concealed)
                     - Eviscerate II (Weakened, +6 Force, +10 Accuracy)
                     - Eviscerate III (Sundered, +8 Force, +14 Accuracy)
                     - Viper Arrow (poison arrow, Affliction)
                     - Viper Arrow III (Blighted)
                     - Void Arrow (Chaos damage, Blinded, +2 Force, +4 Accuracy)
                     - Void Arrow II (Hindered, +2 Force, +6 Accuracy)
                     - Void Arrow III (Blinded and Hindered /three)

Weaken More Than One Enemy
- you can weaken two or more enemies before other teammates attack them, this
  means for example the Slowed or Weakened buffs or simply damaging them
- examples of weakening multi-hit attacks are:
     - Baryson: Great Swing (strike targets around you in Medium Radius)
     - Marcus: Sweep Attack (Weakened)
     - Muran: Fireball (multi-hit in Medium Radius, +4 Force)
     - Shasek: Rend (target enemies with -2 Accuracy, usually hits about two or
       three enemies depending on how they are located to each other)
     - Silent Thorn: Volley (multiple arrows, multi-hit in Medium Range, Slowed)


Healing
*******

Cheap Healing
- Crafting Vial of Copperweed (+25% Fortitude) is relatively cheap costing 5
  Remnants compared to for example Bottle of Madaras (+10 Fortitude and +5
  Energy) costing 10 Remnants

Healer is Missing
- if you have no healer in your team, try unlocking healing potions and
  Crafting them
- you can find healing potions from the Abilities or Upgrades screens depending
  on the hero you are using
- Vial of Copperweed (+25% Fortitude) might not be enough in some battles
  between turns, so try unlocking Flask of Copperweed (+75% Fortitude) later
- some Abilities may increase for example Defense and Front Resistance
- another tactic is to increase the Damage you cause, so that the enemies will
  be destroyed earlier, so they can't damage you anymore

Healing Drinks
- healing drinks may seem useless if you have a healer in your team, but the
  amount of Energy the healer has is not infinite, so you probably need to use
  healing drinks
- there are situations after a battle where you can Craft healing drinks and
  give them to teammates when no Energy is left for healing
- if your hero has one Flask of Copperweed (+75% Fortitude) and ten Vial of
  Copperweeds (+25% Fortitude) to choose from to use in a coming fight, then the
  latter one can be a good option, because it means +250% Fortitude in total of
  healing during the fight if your hero doesn't die during the fight or doesn't
  need reviving all the time, but if you are against some serious enemies then
  neither one Flask of Copperweed or ten Vial of Copperweeds might not be enough

Healing Items for Everyone
- if you notice that one of your teammates has no healing drinks or food there
  can be situations where your teammates are in a bad shape and you can't heal
  them, because you have no healing items left, so you should craft some more
- check regularly that everyone has healing items and if they don't then let
  the one with no healing items loot everything until he also has something to
  use in tight situations


Teammates and Allies
********************

Ally vs. Teammate
- in this game, a hero's power or a buff item can be targeted not only towards
  your teammates (heroes), but also towards your allies (other non-hostile
  characters) close enough to your character, your power's targeting point or a
  buff item
- examples of powers and buff items affecting your teammates and allies:
     - Amulet of Fury (+8 Force to Shasek and all allies /five)
     - Battle Standard (Protected for allies in Large Radius /three)
     - Bodyguard II (+4 Defense to allies /two)
     - Flame Aura (+25% Radiant Weakness to enemies, +25% Radiant Resistance to
       allies)
     - Healing Strike (strike and you heal your allies 25% Fortitude in Medium
       Radius)
     - Sanctuary (+25% Fortitude and Protected for allies in Medium Radius
       /three)
     - Transference (+5 Energy to an ally)

Friendly Fire
- this game has friendly fire and you will notice that with multi-hit attacks
  that include strikes and explosive projectiles
- be warned, if Silent Thorn is Concealed she is not safe from multi-hit attacks
- examples of multi-hit attacks are:
   - Baryson: - Blade of Glory (hit targets in front of you)
              - Great Swing (strike targets around you in Medium Radius)
   - Marcus: Sweep Attack (strike all targets in an arc)
   - Muran: - Fireball (multi-hit in Medium Radius)
            - Shatter (multi-hit with a column of sharp stones)
   - Shasek: - Bladestorm (attack one enemy and then up to two random targets,
               while Bloodied)
             - Blood Rage (damage all targets in Small Radius)
             - Rend (melee attack all targets in front of you)
   - Silent Thorn: Volley (multiple arrows hit targets in Medium Range)

Enemies Near Your Teammates
- because this game usually has friendly fire with some of the multi-hit attacks
  you may want to know how to deal damage to enemies that are near your
  teammates and allies
- the first thing that comes to mind is using a strike or shoot the enemy with a
  basic attack, but there are other ways also
- examples of attacks that don't hurt your teammates if they are near an enemy
  are:
     - Baryson: Healing Strike (strike and you heal your allies 25% Fortitude in
       Medium Radius, +4 Force)
     - Marcus: - Lance Assault (Disengage and Knockback to all enemies in Small
                 Range and then attack the nearest enemy with +6 Force)
     - Muran: - Call Lightning (multi-hit autotarget, chosen enemy and a random
                enemy or the same enemy again if there are no near enemies)
              - Flame Aura (Radiant attack at short range)
     - Shasek: Chakram (projectile, throw blade at your enemy, if target is not
       killed retrieve the blade for a follow-up attack)
     - Silent Thorn: - Assassinate (stealth attack, Critical Chaos strike, +8
                       Force, +10 Accuracy, requires Concealed)
                     - Viper Arrow (Affliction)
                     - Void Arrow (Chaos damage, Blinded, +2 Force, +4 Accuracy)


Energy
******

Full Attack Energy
- if your hero has a full attack Energy and there is only one weak enemy left,
  another hero with less attack Energy could use a basic attack to increase his
  attack Energy, so he is more prepared for the next fight

Gain Attack Energy
- you can gain attack Energy by using the basic attacks that don't require any
  attack Energy
- there are also drinks that give you attack Energy


Skills
******

Already High Skill
- you can increase an already high Skill to increase your odds in situations
  where that Skill is crucial like in the Skill Checks
- already high skills at the beginning of the game for the heroes are:
     - Baryson: Acrobatics
     - Marcus: Stamina
     - Muran: Scholar
     - Shasek: Athletics
     - Silent Thorn: Thievery


Damage
******

Damage Types
- Chaos
- Impact
- Piercing
- Radiant

Minimum Damage
- look at the minimum Damage of an attack and compare it to the enemy's
  current Fortitude when you want that if the attack succeeds the enemy will be
  finished


Unlocking Abilities and Upgrades
********************************

Diversity of Powers
- you should unlock pretty much every Ability from level 1 and 2 (that don't
  just increase one of your Abilities), so you have more attack and defend
  options to choose from for different kind of situations (healing, multi-hit,
  knockback, projectile, radiant attack, etc.)
- example on how to diversify with Marcus:
     - run far to attack your enemy (Battle Charge)
     - shoot at your enemy (Barbed Bolt)
     - first push your enemy and then attack the same or another one (Shield
       Smash)
     - combo attack the same or an additional random enemy (Lance Assault)
     - help your allies to disengage from their enemies (Aura of Command)

Early Upgrades in Campaign
- upgrading your weapon level from Battleworn (damage 3-6) to Polished (damage
  4-8) will give you more damage with the price of only one Godstone and no
  other resources
- after receiving your first Renown points (5 points), there should be one
  Ability that costs 5 Renown, so look at your Abilities screen
- after upgrading your weapon level from Battleworn to Polished you could
  upgrade your armor level from Battleworn to Polished, but remember to keep an
  eye on your healing items also
- getting another Pocket early in the game allows you to have two items instead
  of one in battles, so you can have two different healing potions or other
  items
- with Silent Thorn upgrading Eviscerate first rather than Assassinate might be
  wiser, because Assassinate costs more Energy per use, so you won't be using it
  all the time (without buffs)


Miscellaneous
*************

Buff Items
- if you activate a buff item it will occupy one of your Pockets, which means
  you can only use one other item type in your Pocket (if you have two Gear
  Slots) until the buff item stops being active
- in other words, if you have activated a buff item and you have another Gear
  Slot, you can only have one type of healing drinks or one type of ammo (or
  something else you have with you) in your Pocket

Engaged
- if one your allies is Engaged with an enemy, you may have the possibility to
  hit to the back of that enemy and that way cause more damage

Pockets
- with a Pocket I mean an additional Gear Slot, but if you have been playing
  other video games it can take some time to figure out how to get that
  additional space for your items during the battles
- the game calls an additional Pocket with the names like Pouch, Quiver and
  Scabbard
- getting an additional Pocket early in the game can be beneficial when you need
  more than one pocket for healing and/or other items

Probability to Hit
- damage is not the only measurement in battles, you also need to weigh the
  probability for an attack to succeed by looking at the attack information by
  pressing the ability long enough

Radius
- there are powers and buff items that have a radius (or range), which can
  affect your tactical decision whether to use a certain power on a target or
  not
- examples of powers and buff items having a radius (or range):
     - Baryson: Great Swing (strike targets around you in Medium Radius)
     - Marcus: - Aura of Command (Disengage in Medium Range)
               - Battle Standard (Protected for allies in Large Radius /three)
     - Muran: - Fireball (multi-hit in Medium Radius)
              - Flame Aura (Radiant attack at short range)
              - Starseed Talisman (damage and Slowed to all in Large Radius)
     - Shasek: - Blood Rage (damage all targets in Small Radius)
               - Burst Chakram (explosive projectile, Small Radius)
     - Silent Thorn: - Explosive Arrow (Radiant Damage in Small Radius)
                     - Volley (multiple arrows, multi-hit in Medium Range,
                       Slowed)

Tough Enemies
- you can use for example Shasek's Chakram against tough enemies (Arbolek
  Stonekin, Bloodguard Soldier knight, Collector spider and very big enemies I
  will not mention here to avoid spoilers at this point) that can take several
  hits before they are killed, because Shasek can attack several times with the
  same Chakram without losing it easily, so you don't need to craft them as
  often as single use weapons



================================================================================
================================================================================
                                 IV CHARACTERS
================================================================================
================================================================================



================================================================================
                                     STATS
================================================================================


Introduction
************

The Stats screen gives you an overview of your hero's abilities. See also your
Abilities and Upgrades screen to see what powers, buffs and crafting skills you
have unlocked.


Fortitude and Energy
********************

- Fortitude: health points
- Energy:    attack/defense points


Properties
**********

- Force
- Accuracy
- Defense


Skills
******

- Athletics
- Scouting
- Acrobatics
- Stamina
- Shrouding
- Scholar
- Thievery


Attributes
**********

- Vitality
- Strength
- Agility
- Insight
- Perception
- Willpower


================================================================================
                               FORTITUDE AND ENERGY
================================================================================


Fortitude
*********

Fortitude means how much your hero has health points left. If your hero's
Fortitude decreases to zero, your hero needs to be revived or he/she will die.

You can increase your hero's Fortitude by drinking potions or eating food that
heal you. Baryson has healing powers (Lay on Hands and Armor of Light) and a
healing attack (Healing Strike) to increase Fortitude.

You usually can increase the maximum possible Fortitude your hero can have from
Abilities or Upgrades. Muran has no unlocks to increase the maximum Fortitude.


Energy
******

Energy is the number of points you can use for attacks, defense and other
actions that require Energy.

There are actions that do not require Energy. Basic attacks, holding back,
reviving your teammate and giving your ally a healing potion or some other buff
item do not require Energy. Muran's Blink and Silent Thorn's Shadowstep do not
require Energy either.

You can get more Energy by making basic attacks. There are drinks that also give
you Energy. Muran's hold back ability Meditate gives her Energy. Muran also has
a power to give Energy to others.

You usually can increase the maximum possible Energy from Abilities or Upgrades.
Baryson and Shasek have no unlocks to increase the maximum Energy.


================================================================================
                                    PROPERTIES
================================================================================


Properties
**********

A hero has three properties, which are Force, Accuracy and Defense.


Force
*****

Force is the base score for calculating how much a successful attack damages the
enemy.


Accuracy
********

Accuracy is used to calculate how probably your hero succeeds in an attack.


Defense
*******

Defense is used to calculate how probably your hero succeeds in evading or
blocking an attack.


================================================================================
                              SKILLS AND ATTRIBUTES
================================================================================


Skills vs. Attributes
*********************

Do not confuse Skills with Attributes! In short, Skills are for Skill Checks and
Attributes are for fights in the Campaign and Combat Arena.

A Skill has the "book" icon in the Abilities and Upgrades screens.

An Attribute has the "six-pointed star" icon in the Abilities and Upgrades
screens.


Skills
******

Skills are used in Skill Checks in the Campaign, so you don't need them in the
Combat Arena.

Skills are Athletics, Scouting, Acrobatics, Stamina, Shrouding and Scholar.

Acrobatics is used to avoid traps. Athletics is used for opening chests and
traps. Scouting is associated with eavesdropping. Shrouding is used for sneaking
behind enemies. Scholar and Stamina are not used in Episode 1.


Attributes
**********

Attributes affect your hero's Force, Accuracy and Defense, which are used in
fights.

Attributes are Vitality, Strength, Agility, Insight, Perception and Willpower.

Which Attributes affect your hero's current Force, Accuracy and Defense depends
on which Discipline Tree is used in an attack/defense.

Keep in mind that if you increase your maximum Fortitude or Energy in one of the
Ability trees it will affect your maxiumum Fortitude or Energy in all
circumstances. See for example Marcus' abilities Stalwart Defender and
Unyielding as examples.


================================================================================
                                   ABILITIES
================================================================================


Abilities and Upgrades
**********************

Some of the Ability Icons are in the Abilities screen and the rest are in the
Upgrades screen. I'm telling this to avoid confusion later in this guide when
I'm mentioning an Ability Icon that is in the Upgrades.


Ability Icons
*************

The Ability Icons can be categorized into Attacks, Defends, Skills, Attributes,
Hold Backs, Revives, Potions, Weapons, Companions, Buffs, Buff Items, Discipline
Tree Buffs, Power Moves, Healing and Looting.


Attack
******

An Attack Ability Icon unlocks enhancements to an Attack you already have or it
unlocks a new Attack you don't have yet.


Defend
******

Defends are used from the Defend Wheel. For example, you can use a protecting,
disengaging and weakening powers like Baryson's Rebuke, Marcus' Bodyguard and
Aura of Command and Shasek's Savage Roar.


Skill
*****

A Skill Ability Icon has the "book" icon. It increases the Skill it mentions.
You can use Skills in Skill Checks in the Campaign.


Attribute
*********

An Attribute Ability Icon has the "six-pointed star with a triangle". It
increases the Attribute it mentions. Attributes are used to calculate combat
results.


Hold Back
*********

A Hold Back Ability Icon unlocks an enhancement to your hold back power. The
power can for example heal Baryson or give Muran more Energy. Hold back powers
are Baryson's Restoration, Marcus' Hold the Line, Muran's Meditate, Shasek's
Seethe and Silent Thorn's Focus.


Revive
******

A Revive Ability Icon is already unlocked for all of the heroes. You can lift up
a defeated hero who is not dead yet.


Potion
******

A Potion Ability Icon unlocks a recipe for that potion.


Weapon
******

A Weapon Ability Icon unlocks an enhancement for a weapon you already have or it
unlocks a new weapon you don't have yet.


Companion
*********

A Companion Ability Icon unlocks a companion or enhancements to that companion.
Muran has the temporary companion Stone Warden. It will attack your enemies.


Buff
****

A Buff Ability Icon has the "ten-pointed star with a drop". A Buff enhances the
way you attack or defend or it may increase for example your maximum Fortitude
or Energy. As an example, Shasek has Buff unlocks for his Bloodied state.


Buff Item
*********

A Buff Item Ability Icon unlocks an item that gives you an advantage when that
item is used. For example, a buff item might increase one of your skills.


Discipline Tree Buff
********************

Discipline Tree Buff Ability Icons are the leftmost icons on each Ability tree
screen. They enhance your hero for that particular Discipline Tree. It may for
example increase your Force, Accuracy, Defense, Range, Movement or resistance
for some damage type.


Power Move
**********

A Power Move Ability Icon unlocks enhancements for your Power Move. Muran has
Blink and Silent Thorn has Shadowstep.


Healing
*******

A Healing Ability Icon unlocks a healing power or enhancements for a healing
power. Baryson has Lay on Hands and Armor of Light. Baryson's hold back power
Restoration also heals, but only Baryson.


Looting
*******

A Looting Ability Icon unlocks a better chance of gaining more resources or
Gear when looting.


================================================================================
                                 ABILITY LEVELS
================================================================================


Ability Levels
**************

Here are some of the the Ability levels and how much Renown you need for them.


LEVEL   RENOWN NEEDED
 1        -
 2       20
 3       50
 4       95
 5      162
 6      263
 7      415


Ability Costs
*************

Every level of an Ability tree has a different cost for an individual power.
Each Ability on the same level does not have the same cost, so below are some
approximate costs to give you an idea of the costs.


LEVEL   APPROXIMATE RENOWN COST FOR AN ABILITY
  1          5 -  15
  2         10 -  20
  3         20 -  25
  4         30 -  35
  5         45 -  75
  6         60 -  80
  7         80 - 150
  8        120 - 200
  9           150
 10           250


================================================================================
                                 ABILITY TREES
================================================================================


Introduction
************

Here are some things I noticed when I compared the Ability trees regarding what
they have to offer. You may skip this section as it doesn't teach you much on
tactics or upgrading.


Attacks
*******

- the first Ability tree usually contains multi-hit attacks, but the second
  Ability tree may also have them
- the second Ability tree usually contains projectile attacks, but the first
  Ability tree may also have them
- the first and second Ability tree may also contain combo attacks
- the third Ability tree is usually for defending, disengaging and healing


Force, Accuracy and Defense
***************************

- the first Ability tree most often gives points to Force and Accuracy
- the second Ability tree most often gives points to Accuracy
- the third Ability tree gives points to Force, Accuracy and Defense quite
  evenly


Skills
******

- the first Ability tree most often gives points to Athletics and Acrobatics
- the second Ability tree most often gives points to Athletics, Scouting and
  Stamina
- the third Ability tree most often gives points to Shrouding and Scholar


Attributes
**********

- the first Ability tree usually gives only one point to one of the Attributes
- the second Ability tree usually gives one or two points to the Attributes
- the third Ability tree gives almost no points to the Attributes for any hero


================================================================================
                                EQUIPMENT LEVELS
================================================================================


Equipment Levels: Costs and Perks
*********************************

"Equipment" or officially known as Upgrades (weapons and armor) have the same
names for the levels, but those levels give different kind of perks. Weapon
levels give your hero attack points. Armor levels give you Fortitude or Energy
points.


LEVEL         COST                                        WEAPON   ARMOR
              Godstone   Precious   Common   Remnants     Attack   Points
Battleworn    -            -          -        -          3 -  6   -
Polished      1            0          0        0          4 -  8   +3 Fortitude
Fine          2           60         60       60          5 - 10   +3 Energy
Superior      3           80         80       60          6 - 12   +5 Energy
Exceptional   4           90         90       90          7 - 14   +5 Fortitude
Masterwork    5          100        100      120          8 - 16   +5 Energy


================================================================================
                                    HEROES
================================================================================


BARYSON
- "fighter/healer"
- Crusader
- Champion Swordsman
- Cleric of Light
- Healing Arts

MARCUS
- "juggernaut/protector"
- Guardsman
- Protective Shielding
- Sweeping Spearman
- Strength and Vitality

MURAN
- "witch/wizard"
- Battlemage
- Ranged Elemental Destruction
- Arcane Defense
- Scholarly Arts

SHASEK
- "berserk/frontline"
- Sellsword
- Swift-Striking Blademaster
- Primal Fury
- Loot Hoarder

SILENT THORN
- "stealth/ninja"
- Assassin
- Strike from the shadows
- Precision Archer
- Thiefcraft


================================================================================
                                    BARYSON
================================================================================


- Lord Baryson from Edgemont in Wymark, Crusader of Meldon
- background: Order of Light and Truth sent Baryson to destroy Zaquent's Wish
  (orb of power)
- interesting attacks: Great Swing (multi-hit), Blade of Glory (multi-hit),
  Healing Strike, Rebuke (radiant)
- interesting defends: Lay on Hands (healing)
- interesting drinks: Water of Life (+10 Fortitude, remove all negative status
  effects), Water of Life II (+25 Fortitude)
- tactics: heal teammates while attacking the enemy (Healing Strike), heal
  teammates in a radius (Sanctuary)


Stats at the Beginning (for Comparison)
***************************************

- Fortitude: 30
- Energy

- Force:    6
- Accuracy: 6
- Defense:  6

- Athletics:   4
- Scouting:    3
- Acrobatics: 11   -- highest
- Stamina:     8   -- high
- Shrouding:   6
- Scholar:     3

- Vitality:    6
- Strength:    8   -- high
- Agility:     7
- Insight:     6
- Perception:  6
- Willpower:   6


Abilities
*********

Crusader
   1   - Crusader (Accuracy+, Force+, Defense+)
       - Private Tutor (+2 Athletics)
       - Great Swing (multi-hit, strike targets around you in Medium Radius, +4
         Force, cost 12 Energy)
       - Heightened Reflexes (+2 Acrobatics)
   2   - Blade of Glory (multi-hit, hit targets in front of you, Purifying
         Flame, +2 Force, cost 5 Energy)
   3   - Master Duelist (+2 Accuracy)
       - Peak Performance (+4 Athletics)
       - Fencer (+4 Acrobatics)
   4   - Blade of Glory II (+4 Accuracy)
   5   - Great Swing II (Flesh Wound, +4 Force)
   6   - Knight Errant (+25% Front Resistance)
       - Blade of Glory III (Cleansing Pyre)
       - Cavalier (+7 Acrobatics)
   7   - Great Swing III (Knockback, +8 Force)
   8   - Foolhardy (+3 Fortitude)
   9   - Paragon of Strength (+7 Athletics)
       - Legendary Prowess (+2 Agility)
  10   - Divine Fury (+2 Force)

Paladin
   1   - Paladin (Accuracy+, Force+, Defense+)
       - Healing Strike (heal, strike and you heal your allies 25% Fortitude in
         Medium Radius, +4 Force, cost 12 Energy)
       - Sacred Light (projectile, beam, Purifying Flame)
   2   - Apothecary (+2 Stamina)
       - Rebuke (Radiant attack, Disengaged, Knockback, +2 Force, cost 5 Energy)
   3   - Armor of Faith (+2 Defense)
       - Healing Strike II (Mend, +6 Force)
       - Inquisitor's Kit (+2 Scouting)
   4   - Servant of Health (+4 Stamina)
       - Rebuke II (Demoralized, +2 Force)
       - Sacred Light II (+2 Accuracy)
   5   - Healing Strike III (Regenerate, +8 Force)
       - Interrogator (+4 Scouting)
   6   - The Shroud (+10% resistance to all elemental damage)
       - Rebuke III (+4 Force, +6 Accuracy)
       - Sacred Light III (Cleansing Pyre, +2 Accuracy)
   7   - Seal of Justice (+1 Vitality)
       - Wytch Hunter (+7 Scouting)
   8   - Truth Seeker (+1 Insight)
   9   - Aura of Protection (+7 Stamina)
  10   - Justicar (+2 Accuracy)

Cleric
   1   - Cleric (Accuracy+, Force+, Defense+)
       - Purity Seal (+2 Shrouding)
       - Lay on Hands (healing, cost 5 Energy)
       - Revive (revived ally gains 100% Fortitude)
   2   - Armor of Light (protection, Protected and Cure to you or an ally)
       - Monastic Scribe (+2 Scholar)
       - Water of Life (drink, +10 Fortitude, remove all negative status
         effects, cost 5 Remnants)
   3   - Force of Devotion (+2 Force)
   4   - Holy Sacrament (+4 Shrouding)
       - Water of Life II (+25 Fortitude, cost 5 Remnants)
   5   - Servant of Light (+4 Scholar)
       - Relic Hunter (gain +5% more Precious when looting)
   6   - Guiding Light (+2 Accuracy)
   7   - (nothing)
   8   - Word of Meldon (+7 Shrouding)
       - Sanctuary (buff item, +25% Fortitude and Protected for allies in Medium
         Radius /three, cost 100 Precious and 50 Remnants)
   9   - Servant of Truth (+7 Scholar)
  10   - Divine Resolve (+2 Defense)


Upgrades
********

Longsword
   - Battleworn
        - Strike (+2 Force, +2 Defense)
        - Duel (Engaged, +25% Front Resistance, +4 Force, +2 Accuracy, cost 5
          Energy)
   - Polished
        - Gilded Scabbard (+1 Gear Slot)
   - Fine
        - Strike II (+2 Accuracy)
        - Balanced Blade (+1 Agility)
   - Superior
        - Duel II (Sundered, +25% Front Resistance)
   - Exceptional
        - Strike III (+4 Force, +4 Defense)
        - Darksteel Blade (+1 Strength)
   - Masterwork
        - Duel III (Weakened)

Crusader's Vestments
   - Battleworn
        - Restoration (hold back, Cure)
        - Shroud Calx (buff item, +4 Shrouding, +25% resistance to Chaos)
   - Polished
        - Gilded Buckler (+3 Fortitude)
   - Fine
        - Restoration II (Mend)
   - Superior
        - Myrthvein Vial (drink, +5 Energy, cost 5 Precious and 5 Remnants)
        - Holy Relic (+2 Willpower)
   - Exceptional
        - Restoration III (Regenerate)
   - Masterwork
        - Vestments of San Cyril (+5 Fortitude)


================================================================================
                                    MARCUS
================================================================================


- Marcus Devin from Gray near Averim Valley, Sergeant, Gray Legionary
- background: Marcus commanded Gray's Seventh Legion and asked for a transfer to
  Brotherhood of Keepers, Marcus would like his Eliana to be alive again
- interesting attacks: Barbed Bolt (projectile), Incendiary Bolt (Burning),
  Lance Assault (slam with your shield and then attack the nearest enemy),
  Shield Smash (attack twice if possible), Sweep Attack (multi-hit)
- interesting drinks: Vial of Copperweed (+25% Fortitude)
- tactics: the "juggernaut" or "tank" role means you disengage enemies (Lance
  Assault, Shield Smash, Aura of Command) and provoke enemies (Barbed Bolt,
  Bodyguard, Aura of Command) to attack you, so you take as much damage as
  possible from the enemies instead of your teammates, but that means you should
  take care of protecting yourself from damage (Aura of Command II, Battle
  Charge II, Skirmisher) and increasing your Stamina (Field Medic, Body
  Conditioning)
- tactics: protect your allies from aggro and damage: Bodyguard (-100%
  Aggression for your ally), Bodyguard II (+4 Defense to allies /two)


Stats at the Beginning (for Comparison)
***************************************

- Fortitude: 36
- Energy

- Force:    5
- Accuracy: 5
- Defense:  6

- Athletics:   7
- Scouting:    8   -- high
- Acrobatics:  3
- Stamina:    12   -- highest
- Shrouding:   2
- Scholar:     2

- Vitality:    9   -- high
- Strength:    9   -- high
- Agility:     6
- Insight:     5
- Perception:  6
- Willpower:   5


Abilities
*********

Lancer
   1   - Lancer (Accuracy+, Force+, Defense+)
       - Sweep Attack (multi-hit, strike all targets in an arc, Weakened, cost
         12 Energy)
       - Lance Assault (Disengage and Knockback to all enemies in Small Range
         and then attack the nearest enemy with +6 Force, cost 12 Energy)
       - Bottle of Madaras (drink, +10 Fortitude, +5 Energy, cost 10 Remnants)
   2   - Battle Reflexes (+2 Scouting)
       - Barbed Bolt (projectile, aggro attack, Taunted, Disengage, cost 10
         Common)
   3   - Spear Precision (+2 Accuracy)
       - Incendiary Bolt (projectile, Burning, cost 10 Common and 5 Remnants)
       - Vial of Copperweed (drink, +25% Fortitude, cost 5 Remnants)
   4   - Sweep Attack II (+2 Force)
   5   - Field Commander (+4 Scouting)
       - Heightened Reflexes (+2 Acrobatics)
   6   - Spear Levy (+25% Front Resistance)
       - Sweep Attack III (+6 Force, +4 Accuracy)
       - Perfect Balance (+4 Acrobatics)
   7   - Defensive Strategy (+1 Perception)
       - Lance Assault II (attack the nearest enemy with +10 Force)
       - Flask of Copperweed (drink, +75% Fortitude)
   8   - Immovable Force (+7 Acrobatics)
   9   - Master Tactician (+7 Scouting)
       - Lance Assault III (attack the nearest enemy with +16 Force)
  10   - Might of Gray (+2 Force)

Phalanx
   1   - Phalanx (Accuracy+, Force+, Defense+)
       - Shield Smash (combo, attack an enemy causing Disengage and Knockback,
         then make another action, cost 5 Energy)
       - Battle Charge (charge attack, Engaged, cost 5 Energy)
       - Bodyguard (-100% Aggression for your ally)
   2   - Shield Smash II (Angered)
       - Athletic (+2 Athletics)
   3   - Skirmisher (+10% Positional Resistances)
       - Field Medic (+2 Stamina)
       - Bodyguard II (+4 Defense to allies /two)
   4   - Body Conditioning (+4 Stamina)
       - Battle Charge II (Sundered, +4 Defense)
       - Thick Skinned (+1 Vitality)
   5   - Peak Performance (+4 Athletics)
   6   - Testudo (+25% Ranged Resistance)
       - Stalwart Defender (+3 Fortitude)
       - Battle Charge III (+2 Force, +6 Defense)
   7   - (nothing)
   8   - Paragon of Strength (+7 Athletics)
   9   - Mind Over Matter (+7 Stamina)
  10   - Juggernaut (+2 Defense)

Soldier
   1   - Soldier (Accuracy+, Force+, Defense+)
       - Revive (revived ally gains +200% Defense /three)
       - Noble Beginnings (+2 Scholar)
   2   - Aura of Command (aggro buff, Disengage in Medium Range, affected
         enemies are Taunted, cost 12 Energy)
       - Servant of Myrth (+2 Shrouding)
   3   - Duty and Honor (+2 Accuracy, +2 Movement)
       - Soldier's Doctrine (+4 Scholar)
   4   - Aura of Command II (juggernaut, gain Protected)
       - Whispers of Fate (+4 Shrouding)
   5   - (nothing)
   6   - Close Quarters (+25% Front Resistance)
       - Aura of Command III (gain +100% Aggression)
       - Unyielding (+3 Energy)
   7   - Quartermaster (gain +5% more Common when looting)
   8   - Ward of Destiny (+7 Shrouding)
   9   - Word of the Creator (+7 Scholar)
  10   - Balanced Stance (+1 Accuracy, +1 Force)


Upgrades
********

Legion Spear
   - Battleworn
        - Lunge (juggernaut, strike and gain Protected)
        - Sunder (Sundered /round)
   - Polished
        - Keen Edge (+2 Force)
   - Fine
        - Lunge II (+2 Defense)
   - Superior
        - Sunder II (+2 Force)
        - Lightened Haft (+1 Strength)
        - Battle Standard (buff item, Protected for allies in Large Radius
          /three, cost 100 Precious and 50 Remnants)
   - Exceptional
        - Lunge III (+4 Defense, +4 Accuracy)
   - Masterwork
        - Sunder III (Sundered /three)

Centurion Armor
   - Battleworn
        - Hold the Line (hold back, Angered)
        - Tower Shield (+3 Fortitude)
   - Polished
        - Field Provisions (+1 Gear Slot)
   - Fine
        - Hold the Line II (+2 Defense)
        - Shield Training (+1 Strength)
   - Superior
        - (nothing)
   - Exceptional
        - Hold the Line III (+15% Fortitude, +4 Defense)
        - Reinforced Plate (+2 Vitality)
   - Masterwork
        - Hold the Line IV (+10 Defense)
        - Heavy Pauldrons (+5 Fortitude)


================================================================================
                                    MURAN
================================================================================


- Muran from Easthaven near city of Illiar, battlemage, scholar
- background: Muran wants to find Wellspring that could give enough magic to
  heal her brother and improve the name of House Sildar
- interesting attacks: Call Lightning II (multi-hit autotarget), Fireball
  (explosive projectile), Shatter (multi-hit), Stone Warden
- interesting defends: Blink (Disengage), Blink II (Slowed in Short Range)
- tactics: buff other heroes (Transference)
- tactics: attack two or more enemies at once (Call Lightning)
- tactics: attack all the enemies around you in a radius (Flame Aura)


Stats at the Beginning (for Comparison)
***************************************

- Fortitude: 28
- Energy

- Force:    9
- Accuracy: 8
- Defense:  8

- Athletics:   2
- Scouting:    6
- Acrobatics:  2
- Stamina:     2
- Shrouding:   9   -- high
- Scholar:    12   -- highest

- Vitality:    5
- Strength:    5
- Agility:     5
- Insight:     8   -- high
- Perception:  7
- Willpower:   9   -- high


Abilities
*********

Fire
   1   - Fire Discipline (Accuracy+, Force+, Defense+)
       - Aetherbolt (projectile, beam)
       - Fireball (explosive projectile, multi-hit in Medium Radius, +4 Force,
         cost 12 Energy)
   2   - Fire Kata (+2 Acrobatics)
       - Call Lightning (multi-hit autotarget, chosen enemy and a random enemy
         or the same enemy again if there are no near enemies, cost 5 Energy)
   3   - Inner Fire (+2 Force)
       - Aetherbolt II (+2 Accuracy)
       - Fireball II (Burning, +6 Force)
   4   - Call Lightning II (two additional bolts, +2 Force)
   5   - Soul Syphon (replaces Aetherbolt, projectile, beam, attack with +2
         Force and +2 Accuracy, Muran gets +3 Energy)
       - Flame Dancer (+4 Acrobatics)
   6   - Enduring Spark (+2 Defense)
       - Fireball III (+2 Accuracy, +8 Force)
   7   - Soul Syphon II (+4 Force and +6 Accuracy, Muran gets +5 Energy)
       - Reflexive Strength (+1 Agility)
   8   - Call Lightning III (three additional bolts, +4 Force)
   9   - Ring of The Magi (+7 Acrobatics)
  10   - Emberkin (+15% Chaos Resistance)

Stone
   1   - Stone Discipline (Accuracy+, Force+, Defense+)
       - Athletic (+2 Athletics)
       - Transference (+5 Energy to an ally)
   2   - Shatter (multi-hit, column of sharp stones, +2 Force, cost 5 Energy)
       - Battle Hardened (+2 Stamina)
   3   - Stone Skin (+2 Defense)
       - Stone Sculptor (+4 Stamina)
       - Transference II (+10 Energy to an ally)
   4   - Shatter II (+6 Force)
       - Stone Warden (distraction, stone warden /five, warden makes multi-hit
         attacks, damage per enemy is about 3-4, cost 12 Energy, location of
         this power is in the Defense Wheel)
   5   - Vial of Copperweed (+25% Fortitude)
   6   - Steel Skin (+15% Impact Resistance)
       - Rune of Protection (+1 Vitality)
   7   - Peak Performance (+4 Athletics)
   8   - Stone Warden II (stone warden /twelve)
       - Flask of Copperweed (+75% Fortitude)
   9   - Paragon of Strength (+7 Athletics)
       - Earth Shaper (+7 Stamina)
  10   - Stonewind (+2 Accuracy)

Scholar
   1   - Scholar Discipline (Accuracy+, Force+, Defense+)
       - Blink (teleportation, Disengage)
       - Revive (revived ally gains Amplified)
       - Scrying (+2 Scouting)
   2   - Obscure Arcana (+2 Shrouding)
       - Rune Scribe (+2 Scholar)
   3   - Arcane Wisdom (+1 Accuracy, +1 Force)
       - Blink II (Slowed in Short Radius)
   4   - Aura of Resolve (+4 Shrouding)
       - Seeing Stone (+4 Scouting)
   5   - Loremaster (+4 Scholar)
   6   - Aetherwise (+15% Chaos Resistance)
       - Word of Magus (+7 Shrouding)
   7   - Alchemist (gain +5% more Remnant when looting)
       - Magesense (+7 Scouting)
   8   - Starseed Talisman (buff item, damage and Slowed to all targets in Large
         Radius /round)
   9   - Arcanologist (+7 Scholar)
  10   - Celerity (+2 Range, +2 Movement)
       - Blood of the Archmagi (+2 Willpower)


Upgrades
********

Quarterstaff
   - Battleworn
        - Stone Strike (+2 Force)
   - Polished
        - Flame Aura (Radiant attack at short range, +25% Radiant Weakness to
          enemies, +25% Radiant Resistance to allies, cost 5 Energy)
   - Fine
        - Stone Strike II (Sundered, +2 Force)
        - Focusing Crystal (+2 Range)
   - Superior
        - Flame Aura II (+50% Radiant Weakness to enemies, -50% Radiant
          Resistance to allies)
   - Exceptional
        - Stone Strike III (+4 Force)
        - Arcacite Inlay (+3 Energy)
   - Masterwork
        - (nothing)

Battlemage Robes
   - Battleworn
        - Meditate (hold back, +15% Energy)
        - Scroll Pouch (+1 Gear Slot)
        - Myrthvein Vial (drink, +5 Energy, cost 5 Precious and 5 Remnants)
   - Polished
        - Amulet of Wisdom (+1 Willpower)
   - Fine
        - Meditate II (+25% Energy)
   - Superior
        - Circlet of Clarity (+2 Insight)
   - Exceptional
        - Meditate III (Amplified)
   - Masterwork
        - (nothing)


================================================================================
                                    SHASEK
================================================================================


- Shasek Va'rashall from Neskarl Peninsula, Tytheri race
- background: Shasek wants to find Allevia's Prize to pay his debt
- interesting attacks: Bladestorm (attack one enemy and then up to two random
  targets), Bolas (explosive projectile), Bullrush (charge attack), Burst
  Chakram (explosive projectile), Chakram (projectile + possible attack), Double
  Slice (if you kill your enemy you can make another attack), Rend (multi-hit),
  Slay (combo attack, if enemy is not killed by the first attack you can make
  another action)
- interesting drinks: Vial of Copperweed (+25% Fortitude), Flask of Copperweed
  (+75% Fortitude), Elixir of Haste (+1 to move distance /sixty)
- tactics: getting Bloodied helps you defeat enemies, so you can play
  aggressively ("berserk" type)
- tactics: attack multiple enemies (Bladestorm, Rend, Slay)
- tactics: kill weak enemies in a row (Double Slice), you can kill even three
  enemies if you are lucky, for example try against dogs and novice Archers/
  Skirmishers
- tactics: kill a weak enemy first and then attack a stronger enemy (Double
  Slice)


Stats at the Beginning (for Comparison)
***************************************

- Fortitude: 30
- Energy

- Force:    5
- Accuracy: 5
- Defense:  6

- Athletics:  12   -- highest
- Scouting:    3
- Acrobatics:  9   -- high
- Stamina:     3
- Shrouding:   2
- Scholar:     5

- Vitality:    6
- Strength:    9   -- high
- Agility:     8   -- high
- Insight:     5
- Perception:  6
- Willpower:   5


Abilities
*********

Berserker
   1   - Berserker (Accuracy+, Force+, Defense+)
       - Bladestorm (combo, attack one enemy and then up to two random targets,
         while Bloodied)
       - Bullrush (charge attack, cost 5 Energy)
       - Short Fuse (become Bloodied when Fortitude drops to less than 50% and
         gain +25% Physical Resistance)
   2   - Pit Fighter (+2 Stamina)
       - Athletic (+2 Athletics)
       - Blood Rage (damage all targets in Small Radius, +8 Force, while
         Bloodied)
   3   - Bottled Fury (+2 Accuracy)
       - Bladestorm II (Hastened)
       - Bullrush II (+4 Force)
       - Battle-Hardened (+1 Strength)
   4   - Body Conditioning (+4 Stamina)
   5   - Bladestorm III (+6 Force)
       - Bullrush III (+2 Accuracy, +8 Force)
       - Blood Rage II (Bleeding, +10 Force)
   6   - Blood Thirst (+2 Force)
       - Peak Performance (+4 Athletics)
   7   - Bloodlust (+25% Force while Bloodied)
   8   - Mind Over Matter (+7 Stamina)
       - Blood Rage III (Knockback, Disengage, +16 Force)
   9   - Peak Performance (+7 Athletics)
  10   - Frenzied Blur (+2 Force)
       - Animal Instinct (+25% Force while Bloodied)

Hunter
   1   - Hunter (Accuracy+, Force+, Defense+)
       - Kick (Knockback, Disengage, +2 Accuracy)
       - Slay (combo, if enemy is not killed by the first attack you can make
         another action, +4 Force, +6 Accuracy, cost 12 Energy)
       - Chakram (projectile, throw blade at your enemy, if target is not killed
         retrieve the blade for a follow-up attack, cost 5 Common and 10
         Precious)
   2   - Heightened Reflexes (+2 Acrobatics)
       - Tracking (+2 Scouting)
   3   - Killer Instinct (+1 Force, +1 Accuracy)
       - Kick II (Hindered, +2 Accuracy)
       - Keen Senses (+4 Scouting)
       - Bolas (explosive projectile, one target, Hindered, Sundered, +6
         Accuracy)
   4   - Perfect Balance (+4 Acrobatics)
       - Slay II (the first attack causes Weakened, +8 Force, +10 Accuracy)
   5   - Kick III (all targets in front of you gain Knockback, Disengage and
         Hindered, +2 Accuracy)
   6   - Thick Skinned (+15% Impact Resistance)
       - Reflexive Strength (+1 Agility)
       - Nightvision (+1 Perception)
       - Burst Chakram (multi-hit, explosive projectile, Small Radius, +8 Force,
         cost 5 Common and 10 Precious)
   7   - Kick IV (+6 Accuracy)
   8   - Slay III (+12 Force, +12 Accuracy)
   9   - Sure-Footed (+7 Acrobatics)
       - Bounty Hunter (+7 Scouting)
  10   - Twinblade Fighter (+2 Accuracy, +2 Defense)

Nomad
   1   - Nomad (Accuracy+, Force+, Defense+)
       - Savage Roar (Misdirection)
       - Revive (revived ally gains +100% Force to all attacks /three)
       - Intuition (+2 Scholar)
   2   - Cynic (+2 Shrouding)
   3   - Survivalist (+2 Defense)
       - Street Contacts (+4 Scholar)
   4   - Wind of Fury (+4 Shrouding)
   5   - Treasure Seeker (gain +5% more Precious when looting)
   6   - On the Run (+15% Ranged Resistance)
       - Ancestral Blood (+7 Shrouding)
   7   - (nothing)
   8   - Sharp Mind (+7 Scholar)
   9   - (nothing)
  10   - Explorer (+2 Defense)


Upgrades
********

Tytheri Quickblades
   - Battleworn
        - Slice (melee attack one enemy, +4 Accuracy)
        - Rend (multi-hit, melee attack all targets in front of you, Accuracy is
          -2)
        - Whetstone (buff item, +2 Force /sixty, cost 25 Common)
   - Polished
        - Crossed Scabbards (+1 Gear Slot)
   - Fine
        - Slice II (+6 Accuracy)
        - Rend II (Accuracy is +/-0)
   - Superior
        - Double Slice (replaces Slice, conditional combo, if you kill your
          enemy you can make another attack with -4 Accuracy; +6 Accuracy,
          +4 Force)
        - Whirlwind Mantra (+1 Agility)
   - Exceptional
        - Rend III (Flesh Wound, +2 Force)
   - Masterwork
        - Double Slice II (+8 Accuracy, +8 Force)

Sellsword Halfplate
   - Battleworn
        - Seethe (hold back, +4 Force)
   - Polished
        - Tytheri Silk Weave (+3 Fortitude)
        - Vial of Copperweed (drink, +25% Fortitude)
   - Fine
        - Seethe II (Hastened, +6 Force)
        - World of Eihwaz (+2 Strength)
   - Superior
        - Elixir of Haste (drink, +1 to move distance /sixty, cost 55 Common and
          55 Remnants)
   - Exceptional
        - Seethe III (+8 Force)
        - Reinforced Halfplate (+5 Fortitude)
        - Flask of Copperweed (drink, +75% Fortitude)
   - Masterwork
        - Amulet of Fury (buff item, +8 Force to Shasek and all allies /five)


================================================================================
                                  SILENT THORN
================================================================================


- Silent Thorn from Old Yriel, member of Silent Sisters
- background: Silent Thorn's target is Guild Lord Davian, Silent Thorn's home
  land is ruled by Soulless and she wants to clear her land from the undead
- interesting attacks: Assassinate (stealth attack), Broadhead Arrow (slow down
  enemies), Eviscerate (stealth attack), Volley (multi-hit, multiple arrows),
  Viper Arrow (poison arrow), Void Arrow (Chaos damage)
- tactics: attack from the shadows, first gain the Concealed buff using the
  Shadowstep action and then the stealth attack (Assassinate or Eviscerate)
- tactics: stealth attacks are relatively efficient attacks (considerably
  increased Force and Accuracy), but don't forget you can't attack for one
  round, because first you need to use the Shadowstep action
- tactics: avoid getting seen by enemies (Concealed)
- tactics: avoid getting attacked by enemies: Focus III (Misdirection)
- tactics: slow down your enemies so you can retreat farther, Broadhead Arrow,
  Double Shot, Volley, Quick Shot
- tactics: weaken the enemy before other teammates attack: Void Arrow (Blinded)


Stats at the Beginning (for Comparison)
***************************************

- Fortitude: 30
- Energy

- Force:    6
- Accuracy: 5
- Defense:  7

- Athletics:   3
- Scouting:    6
- Acrobatics:  9   -- high
- Stamina:     3
- Shrouding:   3
- Scholar:     2
- Thievery:   12   -- highest

- Vitality:    6
- Strength:    6
- Agility:     9   -- high
- Insight:     5
- Perception:  7
- Willpower:   6


Abilities
*********

Assassin
   1   - Assassin (Accuracy+, Force+, Defense+)
       - Eviscerate (stealth attack then step away, Hindered, +4 Force, +8
         Accuracy, requires Concealed from Shadowstep action, cost 5 Energy)
       - Heightened Reflexes (+2 Acrobatics)
       - Monastic Training (+2 Stamina)
   2   - Assassinate (stealth attack, Critical Chaos strike, +8 Force, +10
         Accuracy, requires Concealed from Shadowstep action, cost 12 Energy)
   3   - Void Adept (+1 Force, +1 Accuracy)
       - Eviscerate II (Weakened, +6 Force, +10 Accuracy)
       - Yrian Constitution (+1 Vitality)
   4   - Assassinate II (+12 Force, +14 Accuracy)
   5   - Eviscerate III (Sundered, +8 Force, +14 Accuracy)
       - Perfect Balance (+4 Acrobatics)
   6   - Shadow Form (+25% Ranged Resistance)
       - Assassinate III (+20 Force, +18 Accuracy)
       - Body Conditioning (+4 Stamina)
   7   - Reflexive Strength (+1 Agility)
   8   - (nothing)
   9   - Night Stalker (+7 Acrobatics)
       - Mind Over Matter (+7 Stamina)
  10   - Void Mastery (+1 Force, +1 Accuracy)

Archer
   1   - Archer (Accuracy+, Force+, Defense+)
       - Void Arrow (projectile, Chaos damage, Blinded, +2 Force, +4 Accuracy,
         cost 5 Energy)
       - Tracking (+2 Scouting)
       - Broadhead Arrow (projectile, Slowed /three, Disengaged, +2 Force, cost
         5 Common, this power does not give you Energy)
   2   - Athletic (+2 Athletics)
       - Keen Senses (+4 Scouting)
       - Viper Arrow (projectile, poison arrow, Affliction, cost 10 Common)
   3   - Precision (+2 Accuracy)
       - Void Arrow II (Hindered, +2 Force, +6 Accuracy, cost 5 Energy)
       - Volley (multi-hit projectile in Medium Range, multiple arrows, Slowed)
   4   - Peak Performance (+4 Athletics)
       - Viper Arrow II (+4 Accuracy)
   5   - Volley II (+4 Accuracy)
   6   - Sight of Weakness (+2 Force)
       - Void Arrow III (Blinded and Hindered /three)
       - Broadhead Arrow II (Disengaged, +2 Force)
   7   - Relentless (+3 Energy)
       - Marksmanship (+2 Range)
   8   - Volley III (Demoralized, +6 Accuracy)
       - Viper Arrow III (Blighted)
   9   - Paragon of Strength (+7 Athletics)
       - Bounty Hunter (+7 Scouting)
  10   - Child of Darkness (+25% Chaos Resistance)

Rogue
   1   - Rogue (Accuracy+, Force+, Defense+)
       - Shadowstep (become stealthy, Disengaged, Concealed, Emboldened)
       - Intuition (+2 Scholar)
       - Revive (ally can act instantly after reviving)
   2   - Sleight of Hand (+2 Thievery)
       - Shadow Priestess (+2 Shrouding)
   3   - Thief's Grace (+1 Accuracy, +1 Defense)
       - Shadowstep II (Demoralized in Small Radius)
       - Street Contacts (+4 Scholar)
       - Myrthvein Vial (drink, +5 Energy, cost 5 Precious and 5 Remnants)
   4   - Trapsmith (+4 Thievery)
       - Shadow Veil (+4 Thievery and +4 Athletics /sixty)
   5   - Shadowstep III (Demoralized in Small Radius /three)
       - Word of Dagaz (+4 Shrouding)
   6   - Tomb Robber (+25% Chaos Resistance)
       - Scavenger (additional +5% chance of recovering Gear when looting)
   7   - Dark Aura (+7 Shrouding)
   8   - Sharp Mind (+7 Scholar)
   9   - Poisoner's Handbook (+7 Thievery)
  10   - On the Run (+25% Ranged Resistance)


Upgrades
********

Bow and Blade
   - Battleworn
        - Quick Shot (projectile, arrow, Slowed)
        - Slash (Disengage, +4 Accuracy)
        - Moonbow Quiver (+1 Gear Slot)
   - Polished
        - Quick Shot II (projectile, +2 Accuracy)
   - Fine
        - Slash II (Misery, +4 Accuracy)
        - Explosive Arrow (explosive projectile, Radiant Damage in Small Radius,
          cost 5 Precious, 10 Common)
   - Superior
        - Double Shot (replaces Quick Shot, projectile, shoot two arrows
          sequentially, Slowed, +2 Accuracy, both arrows are with -2 Force)
        - Rune of Truesight (+1 Perception)
   - Exceptional
        - Void Blade (replaces Slash, Weakened, Affliction, Disengage, +6
          Accuracy)
        - Explosive Arrow II (+4 Force)
   - Masterwork
        - Double Shot II (+2 Force, +6 Accuracy)
        - Void Blade II (+4 Force, +6 Accuracy)

Leather Armor
   - Battleworn
        - Focus (Focused /round)
        - Poisoner's Sheath (add poison to your weapons, +10 Force /three, cost
          75 Remnants)
   - Polished
        - Vial of Copperweed (drink, +25% Fortitude)
   - Fine
        - Focus II (Focused /three)
   - Superior
        - Enchanted Bracers (+1 Strength)
        - Flask of Copperweed (drink, +75% Fortitude)
        - Spiderweave Boots (+2 Agility)
   - Exceptional
        - Focus III (Misdirection)
        - Hardened Leather (+3 Fortitude)
   - Masterwork
        - Cloak of Shadows (buff item, invisibility, +25% Radiant Resistance and
          Concealed /three)



================================================================================
================================================================================
                                    V ITEMS
================================================================================
================================================================================



================================================================================
                                   RESOURCES
================================================================================


Introduction
************

Resources are the items that will help you increase your Abilities and
"Equipment" (Upgrades). You can also use them to craft potions and ammo.


Renown
******

Renown is what you can think of as experience found in other games. Renown is
only used for unlocking Abilities. You get Renown by finishing Quests. See your
Quests Screen to see your Objectives.


Godstone
********

Godstone is only used for increasing your Equipment (weapons and armor) levels,
but you also need other resources for leveling (except with the first weapon
level). You get Godstone by visiting a Save Point (Destiny Stone) for the first
time, so remember to get close enough of all the Save Points you find.


Precious, Common and Remnants
*****************************

Precious, Common and Remnants are used for increasing your "Equipment"
(officially known as Upgrade) levels and unlocking new upgrades for your
Equipment (weapons and armor). They are also used for Crafting things like
drinks, food, buff items and ammo/explosives (for example arrows, bolts and
Shasek's Chakram and Bolas).


Resource Types
**************

Renown
- crown icon (gray)
- unlock Abilities

Godstone
- crystal icon (light green)
- unlock weapon and armor Upgrade levels

Precious
- "gold" icon (yellow)
- improve weapon and armor Upgrades
- unlock Upgrade levels
- Craft things

Common
- "stone" icon (white)
- improve weapon and armor Upgrades
- unlock Upgrade levels
- Craft things

Remnants
- "chemlab" icon (light green)
- improve weapon and armor Upgrades
- unlock Upgrade levels
- Craft things


================================================================================
                                   BUFF ITEMS
================================================================================


Description
***********

Buff items mentioned in the below sections Crafted Items and Looted Items are
magical items like amulets, cloaks, runes, stones and talismans. Some of them
can be crafted and some of them can only be looted in the missions.


================================================================================
                                 CRAFTED ITEMS
================================================================================


Crafting
********

- to Craft an item you need to unlock the ability to Craft that item and then
  you will be able to Craft it if you have the necessary resources to do so
- at the time of writing this only Shasek seems to be able to Craft buff items
  and no-one can craft food


Drinks (Potions)
****************

Bottle of Madaras
- +10 Fortitude and +5 Energy
- crafting cost: 10 Remnants
- crafted by: Marcus

Elixir of Haste
- +1 to move distance /sixty
- crafting cost: 55 Common and 55 Remnants
- crafter by: Shasek

Shadow Veil
- +4 Thievery and +4 Athletics /sixty
- crafting cost: 20 Remnants
- crafted by: Silent Thorn

Water of Life
- +10 Fortitude, remove all negative status effects
- crafting cost: 5 Remnants
- crafted by: Baryson

Water of Life II
- +25 Fortitude, remove all negative status effects
- crafting cost: 5 Remnants
- crafted by: Baryson


Drinks Only for Healing
***********************

Flask of Copperweed
- +75% Fortitude
- crafting cost: 10 Common and 15 Remnants
- crafted by: Marcus, Muran, Shasek, Silent Thorn

Vial of Copperweed
- +25% Fortitude
- crafting cost: 5 Remnants
- crafted by: Marcus, Muran, Shasek, Silent Thorn


Drinks Only for Energy
**********************

Myrthvein Vial
- +5 Energy
- crafting cost: 5 Precious and 5 Remnants
- crafted by: Baryson, Muran, Shasek, Silent Thorn


Buff Items
**********

Amulet of Fury
- +8 Force to Shasek and all allies /five
- crafted by: Shasek

Battle Standard
- Protected for allies in Large Radius /three
- crafting cost: 100 Precious, 50 Remnants
- crafted by: Marcus

Cloak of Shadows
- +25% Radiant Resistance and Concealed /three
- crafted by: Silent Thorn

Sanctuary
- +25% Fortitude and Protected for allies in Medium Radius /three
- crafting cost: 100 Precious and 50 Remnants
- crafted by: Baryson

Shroud Calx
- +4 Shrouding and +25% resistance to Chaos /sixty
- crafting cost: 20 Common
- crafted by: Baryson

Starseed Talisman
- damage and Slowed to all targets in Large Radius /round
- crafted by: Muran

Whetstone
- +2 Force /sixty
- crafting cost: 25 Common
- crafted by: Shasek


================================================================================
                                 LOOTED ITEMS
================================================================================


Note
****

- the following items can only be looted, not Crafted


Drinks (Potions)
****************

Flagon of Moorish Stout
- +5 Fortitude and +5 Energy
- Marcus and Shasek can find this item when looting (see e.g. mission 1-1)

Mugwort Tea
- remove all negative status effects
- Silent Thorn can find this item when looting (mission 1-1)


Drinks Only for Energy
**********************

Myrthvein Flask
- +12 Energy


Food
****

Wedge of Averine Cheese
- +5 Fortitude
- Marcus and Silent Thorn can find this item when looting (mission 1-1)


Buff Items
**********

Heart of Stone
- +25% resistance to impact /sixty

Rune of Clarity
- +1 range distance and +1 Accuracy /sixty

Soulstone
- all allies are revived and heal 50% base Fortitude


================================================================================
                                LOOTING EXAMPLES
================================================================================


Introduction
************

This section shows what to expect to get from different kind of containers.


Barrels
*******

Large Barrel
- drinks and foods: Bottle of Madaras, Elixir of Haste, Flask of Copperweed,
  Myrthvein Flask

Small Barrel
- resources: Remnants
- drinks and foods: Bottle of Madaras, Vial of Copperweed, Wedge of Averine
  Cheese


Chests and Crates
*****************

Large Chest
- resources: Precious
- drinks and foods: Flask of Copperweed, Vial of Copperweed
- buff items: Heart of Stone, Rune of Clarity, Soulstone

Large Crate
- resources: Common, Precious
- drinks and foods: Flask of Copperweed, Shadow Veil, Shroud Calx, Vial of
  Copperweed

Small Chest
- resources: Common, Precious
- drinks and foods: Flagon of Moorish Stout, Vial of Copperweed


Corpses
*******

Carcass
- resources: Remnants

Defeated Enemy
- resources: Precious

Enemy Corpse
- resources: Common, Remnant
- drinks and foods: Flagon of Moorish Stout, Vial of Copperweed


Household Items
***************

Clay Pot
- resources: Common

Clay Urn
- resources: Common

Cloth Sacks
- resources: Remnants

Toolbox
- drinks and foods: Flagon of Moorish Stout, Shadow Veil


Miscellaneous Items
*******************

Coffin
- Remnants

Pedestal of Alms
- resources: Precious



================================================================================
================================================================================
                                 VI COMBAT ARENA
================================================================================
================================================================================


Introduction
************

The following advice are NOT for the hardcore gamers. Combat Arena is about
fighting waves of enemy hordes. In the beginning of a new Combat Arena session
you are given some resources, which you can use to unlock Abilities and upgrade
your Equipment (armor and weapons). If you unlock Crafting abilities remember to
craft those items also, so you can use them in combat.


Enemies
*******

Selection of enemies for each Wave is random, so that the Waves differ in each
gaming session to make it more interesting. For example, there can be only one
strong enemy in Wave 2 or a few weaker ones. Below are examples of some of the
enemies and enemy types (including Fortitude) you may encounter:

- Arbolek Spine Tyrant (63, 72)
- Arbolek Stonekin (42)
- Bloodguard Commander (48, 55)
- Bloodguard Soldier (38)
- Champion Bloodguard Heavy Soldier (72)
- Collector (37, 42)
- Corrupted Harvester (81)
- Guard Dog (9, 10)
- Hound War Dog (16)
- Jormund (319)
- Jr Mister Muzzles (33)
- Man at Arms Bloodguard Soldier (33, 38)
- Mongrel Attack Dog (9)
- Sellsword Archer (9, 14)
- Sellsword Hound Master (48)
- Sellsword Marksman (16)
- Sellsword Sergeant (29, 33)
- Sellsword Skirmisher (9, 11, 14, 16)
- Sellsword Sniper (23)
- Slave Hundari Forgeborn (233)


Resources at the Beginning of an Arena Session
**********************************************

350   Renown
  3   Godstone
100   Precious
100   Common
100   Remnants


Ability Levels
**************

You have the Ability Level 6 at the beginning of a Combat Arena session. If you
look at the Abilities screen, you will notice you need 65 Renown points for
Level 7. You should reach the Ability Level 7 at about enemy Wave 8 and Ability
Level 8 at about enemy Wave 17.


Energy
******

It can be wise to keep your Energy as high as possible all the time for
difficult situations. You may need a multi-hit attack at the beginning of a wave
or a bit later when the enemies gather around one or more heroes. You get more
Energy by making basic attacks or by drinking potions that give you Energy. Your
Energy increasing potion should already be unlocked for you. Depending on your
character you can craft a Bottle of Madaras (+10 Fortitude and +5 Energy) or a
Myrthvein Vial (+5 Energy).


Fortitude
*********

You can get more Fortitude by drinking healing potions (or by using Baryson's
healing powers). For some of the heroes you need to unlock the appropriate
crafting ability for the potion first.

Marcus, Muran, Shasek and Silent Thorn can craft a Vial of Copperweed (+25%
Fortitude) and later a Flask of Copperweed (+75% Fortitude). Marcus can also
craft a Bottle of Madaras (+10 Fortitude and +5 Energy).

Baryson can craft a Water of Life (+10 Fortitude and remove all negative status
effects) and later a Water of Life II (+25 Fortitude and remove all negative
status effects).


Some of the Unlocks
*******************

You probably can't unlock everything mentioned here immediately or even later,
so choose wisely. For some of the items you need to wait until you reach Ability
Level 7 after about eight enemy waves. It will take even longer to reach Ability
Level 8 or more. The phrase "unlock this first" used in this text on an Ability
reminds you to unlock something fairly important before you run out of
resources. It is possible that not everyone needs to have a healing or an energy
potion unlocked.

Baryson
- Blade of Glory III (Cleansing Pyre)
- Gilded Scabbard (+1 Gear Slot, unlock this first)
- Great Swing III (+8 Force, Knockback, Level 7)
- Healing Strike III (Regenerate, +8 Force)
- Myrthvein Vial (+5 Energy, unlock this first)
- Sacred Light III (Cleansing Pyre, +2 Accuracy)
- Strike III (+4 Force, +4 Defense, Exceptional level)
- Water of Life (+10 Fortitude, remove all negative status effects, unlock this
  first)
- Water of Life II (+25 Fortitude)

Marcus
- Aura of Command III (gain +100% Aggression)
- Battle Charge III (+2 Force, +6 Defense)
- Field Provisions (+1 Gear Slot)
- Flask of Copperweed (+75% Fortitude, Level 7, unlock this before Level 6
  ability Testudo)
- Stalwart Defender (+3 Fortitude)
- Sweep Attack II (+2 Force)
- Sweep Attack III (+6 Force, +4 Accuracy)
- Thick Skinned (+1 Vitality)
- Testudo (+25% Ranged Resistance)
- Vial of Copperweed (+25% Fortitude, unlock this first)
- Unyielding (+3 Energy)

Muran
- Blink II (Disengage, Slowed in Short Radius)
- Call Lightning III (three additional bolts, +4 Force)
- Fireball III (+2 Accuracy, +8 Force)
- Focusing Crystal (+2 Range)
- Meditate III (Amplified, Exceptional level)
- Scroll Pouch (+1 Gear Slot, unlock this first)
- Soul Syphon II (+4 Force and +6 Accuracy, Muran gets +5 Energy, Level 7)
- Transference II (+10 Energy to an ally)
- Vial of Copperweed (+25% Fortitude)

Shasek
- Battle-Hardened (+1 Strength)
- Bladestorm II (Hastened)
- Bladestorm III (+6 Force)
- Blood Rage II (damage all targets in Small Radius, Bleeding, +10 Force)
- Bullrush III (+2 Accuracy, +8 Force)
- Burst Chakram (multi-hit, explosive projectile, Small Radius, +8 Force)
- Crossed Scabbards (+1 Gear Slot, unlock this first)
- Double Slice (if you kill your enemy you can make another attack with -4
  Accuracy, unlock this first)
- Flask of Copperweed (+75% Fortitude)
- Seethe II (Hastened, +6 Force)
- Slay II (if enemy is not killed by the first attack you can make another
  action, the first attack causes Weakened, +8 Force, +10 Accuracy)
- Slay III (+12 Force, +12 Accuracy, Level 8)

Silent Thorn
- Broadhead Arrow II (Disengaged, +2 Force)
- Double Shot (Slowed, +2 Accuracy, both arrows are with -2 Force)
- Explosive Arrow (Radiant Damage in Small Radius)
- Flask of Copperweed (+75% Fortitude)
- Focus II (Focused /three)
- Moonbow Quiver (+1 Gear Slot, unlock this first)
- Myrthvein Vial (+5 Energy, unlock this first)
- Shadowstep III (Demoralized in Small Radius /three)
- Vial of Copperweed (+25% Fortitude)
- Viper Arrow (poison arrow, Affliction)
- Viper Arrow II (+4 Accuracy)
- Void Blade (Weakened, Affliction, Disengage, +6 Accuracy)
- Void Arrow III (Blinded and Hindered /three)


Saving Resources
****************

If you REALLY want to save resources for later, then maybe you only need to
unlock the healing and energy potions first. Then you could upgrade your basic
powers next, because you will be using them a lot to increase your Energy. They
don't cost you Energy when you use them, but they will damage the enemies more
when they have been upgraded.

Baryson's basic Sacred Light III gives more damage. Strike III is an Exceptional
ability, so it will take time to get there. Healing Strike III heals more. Blade
of Glory III and Sacred Light III make more damage.

Marcus' basic attack Sunder II gives a bit more Force. Battle Charge III gives
more Force and Defense. Those two together makes +4 Force. Sweep Attack II gives
a bit more Force. Sweep Attack III gives more Force and Accuracy. Aura of
Command III gives more aggro. Thick Skinned gives more Vitality, which means
more Defense. Lunge III gives more Accuracy, but can be difficult to unlock
(Exceptional level). Don't forget Vial of Copperweed.

Muran's basic attack Soul Syphon II (Level 7) gives Muran more Energy and
increases Accuracy. Meditate III (more Energy) is an Exceptional ability, so it
will take time to get there. Blink II helps you move away from enemies, because
they are slowed down. Call Lightning III (Level 8) strikes at more enemies.
Fireball III gives more Accuracy and Force. Don't forget Vial of Copperweed.

Shasek's basic attack Double Slice is useful against weak enemies. Chakram is
already unlocked, so I suggest you craft one but only one at the beginning, so
you can attack a stronger enemy twice (maybe after killing weaker opponents
first with Double Slice). Blood Rage II gives more damage and Force. Bullrush
III gives more Accuracy and Force. Battle-Hardened gives more Strength, which
means more Force. If you are playing with Shasek you probably want to take
risks, so you want to enhance Bladestorm. Bladestorm II gives you more Movement.
Bladestorm III gives you more Force. Seethe II gives more Movement when holding
back, but I don't hold back much with Shasek. Vial of Copperweed is already
unlocked.

Silent Thorn's basic attack Void Blade increases damage and weakens enemies.
Double Shot increases damage. Shadowstep III weakens enemies' resistance to
Radiant and Chaos damage for two more rounds.


Comments About Some of the Unlocks
**********************************

Baryson: Sanctuary (+25% Fortitude and Protected for allies in Medium Radius
/three): probably costs too much to craft (100 Precious and 50 Remnants).

Marcus: Battle Charge III (+2 Force, +6 Defense): I noticed I don't use this
much, so I usually unlock this later.

Marcus: Battle Standard (Protected for allies in Large Radius /three): probably
costs too much to craft (100 Precious and 50 Remnants).

Marcus: Lance Assault II (Disengage and Knockback to all enemies in Small Range
and then attack the nearest enemy with _+10 Force_): there are a lot of useless
Abilities to unlock first, so consider is it worth it at least in the beginning
of a Combat Arena session.

Marcus: Sunder II (Sundered /round, _+2 Force_): doesn't improve the Property
much, but costs a lot of resources.

Muran: Stone Warden (stone warden /five, warden makes multi-hit attacks, damage
per enemy is about 3-4, cost 12 Energy, location of this power is in the Defense
Wheel): might work as a distraction, but can be quite useless as it doesn't
damage the enemy much.

Shasek: Bladestorm II (attack one enemy and then up to two random targets,
Hastened, while Bloodied): this is a risky ability to use, but sometimes it can
come in handy for example when Shasek is the last one alive or his teammates are
far away.


Avoid Unlocking Skills
**********************

Skills are used in Skill Checks in the Campaign, so you don't need them in
Combat Arena. Skills are Athletics, Scouting, Acrobatics, Stamina, Shrouding and
Scholar.

Do not confuse Skills with Attributes!

Attributes affect your hero's Force, Accuracy and Defense. Attributes are
Vitality, Strength, Agility, Insight, Perception and Willpower. Which
Attributes affect your hero's current Force, Accuracy and Defense depends on
which Discipline Tree is used in an attack/defense.



================================================================================
================================================================================
                                    VII MAPS
================================================================================
================================================================================



================================================================================
                                ABOUT THE MAPS
================================================================================


Introduction
************

Here are the maps all in one chapter, so if you have already played this game,
but need a reminder where things are, you can just go from one map to another
while playing the Campaign missions.


Area Names
**********

Area names are given for example by activity (FIGHT1), dead end (END1), item
(ALTAR, BLACKMESS, CHEST1), large doorway (DOOR1), room (KITCHEN), save point
(SAVE1), skill test (SKILLTEST, EAVESDROP), or a person (VYRANDUS). An area name
can also be on two horizontal lines instead of one.


Symbols
*******

- horizontal (-), vertical (|) and diagonal (/ and ) bars are usually routes,
  but they may also mean a wall for a big area
- asterisk (*) denotes a room that is not very interesting, but of course it may
  contain treasures, so check those rooms also
- cross (+) means a turn in a route or a corner in a wall
- tilde (~) denotes a central place in a map
- words in parentheses (MAP2) mean the route continues to the next map
- words in braces {MAINHALL} mean the room is marked in the same map again,
  because you can go around the whole map clockwise or counterclockwise
  infinitely like in the mission 1-2 The Portal Obstinate


Map of the Continent
********************

The Map of the Continent (below) has UPPER CASE letters for bigger areas and
Start Case letters for smaller areas like cities, mountains and such. The
Shimmering Sea and the Embersley Island are inside parentheses as they are
outside the continent.


================================================================================
                              MAP OF THE CONTINENT
================================================================================


The map of the continent, or world, is shown on the intro videos for the heroes
of this game. The world is called Arilia. Baryson is from the northwest area of
the map where you can see Wymark and Edgemont. Marcus is from Gray near Averim
Valley, Muran is from Easthaven near city of Illiar, Shasek is from Neskarl
Peninsula, and Silent Thorn is from Old Yriel.


                                                                  Illiar

                                                        -EASTHAVEN-

       Edgemont

-WYMARK-

 Fallenhill
                              Tekala

                    Spinereach  
                                         
              -GRAY-         -TARNUM-

        Citadel     Averim

                                      Black Sands


 -MYRODIA-    Western                                              Eastern
              Spine                                                Spine
                                                   Gunnensalde

                                                        -OLD YRIEL-

                                                   Ingarrin



Galbador
Swamps                          (Shimmering Sea)


   -NESKARL
    PENINSULA-

                                (Embersley Island)


================================================================================
                           1-1 THE SIEGE OF TARNUM
================================================================================


MAP 1 (TOWN AREA)
=================


                       (MAP2)
                         /
   LOCKEDCHEST---INTERROGATEE
                   /
                FIGHT4
                /
              SAVE2
             /
          KEEPER
            |
         SKILLTEST
            
             SAVE1
               
               FIGHT3
                 
             DEADKEEPER
                   
                  FIGHT2
                    /
                 ALTAR
                   |
                VYRANDUS
                   |
                 FIGHT1
                   |
                  ~~~~
                  TOWN
                  ~~~~


The "Town Area" in Map 1 consists of the route from the town square to the
Interrogatee. It's a pretty straightforward route as you are still given lessons
on how to play the game.


MAP 2 (FORTRESS AREA)
=====================


                     BIGHALL
                        |
                      COURT
                        
                       KNIGHT
                          
                        EAVESDROP
                           
                          BLACKMESS
                             
                            SAVE4
                               
                             STATUE
                               /
                            BIGFIGHT
                              /
                           ROUNDAREA
                            /
                          SAVE3
                          /
                        FIGHT5
                         /
   LOCKEDCHEST---INTERROGATEE
                   /
                (MAP1)


The "Fortress Area" in Map 2 begins from Fight 5 where there is a wall and
guards with bows. You will end up in the Hall of Penitence (BIGHALL).


================================================================================
                            1-2 THE PORTAL OBSTINATE
================================================================================


MAP 1 (HUMAN AREA)
==================


                                           *
          STORAGE---LEVER-+                |                (MAP2)
             |            |        CHAPEL-----PRIEST        |
          KITCHEN-------DINING       |     |    |         LIBRARY
             |            |          |     *    |           |        {MAINHALL}
             |            |          |          |           |         /
             |      END1---------------------------------DOOR1     DOOR2
             |                                                     /
          ARMORY                                             ~~~~~~~~
             |                                               VYRANDUS
TOWER----BARRACKS----END2                                    ~~~~~~~~
           /
        SAVE
         /
    {MAINHALL}
       /
 (DOOR2)


Doorway 2 (DOOR2) takes you to the same places as Doorway 1 (DOOR1), so Main
Hall (MAINHALL) is inside braces on the map as a visual cue. In other words,
there is only one Main Hall on this campaign level. There are two corridor dead
ends, marked as END1 and END2. If you want to save your game progress, go
"North" from Main Hall or go to the Priests Quarters (PRIEST).


MAP 2 (CREATURE AREA)
=====================


                       ROOF
           SPIDER1     TRAP----SAVE---------+
             |          |                   |
             |          |                   |
       +----TRAP-----SPIDER2----CHEST2     CELL
       |    ROOM                            |
       |                                    |
       |                                    |
    WELL                                   DOOR
       |                                 MECHANISM
       |   /---CHEST1
         /
         |
       GEAR1---+
               |
            ~~~~~~~
            LIBRARY
            ~~~~~~~
               |
            (MAP1)


I suggest you visit CHEST1, SPIDER1 and CHEST2 first as they are dead ends,
which you don't need to visit later if you remember to collect everything the
first time.


================================================================================
                             1-3 THE WOLF OF YRIEL
================================================================================


MAP 1 (CELLS AND SWITCHES)
==========================

Your journey begins from the Hall of Penitence (HALL). The Switch Area's
(SWITCHAREA) switches control the doors in Dungeon 1 (DUNGEON1). There are two
routes to the Save Area 2 (SAVE2). There are also two routes to the Chamber Area
(CHAMBERAREA) and Fight 2 (FIGHT2).


                                              (MAP2)
                                                |
                                  +-CHEST2---FIGHT2------CHEST5
                                  |                   |
                                  |                   |
                                CHEST1      CHEST4    |
                                  |           |       |
                                  |           |       |
                   +-----------CHAMBER----------------+
                   |   |        AREA          |
                   |  SAVE2       |         CHEST3
                   |   |          |
                   --------LOCK---+
                   |   |   ROOM
                   |   *    |
                   |        |
     DUNGEON2----SWITCH     |        *
                  AREA      |        |
                   |       SAVE1---FIGHT1---+
                   |                 |      |
                DUNGEON1             *    ~~~~
                                          HALL
                                          ~~~~



MAP 2 (TWO TOUGH ENEMIES)
=========================


     TREASURE--+    +-------+
               |    |       |
               --------PIT----SAVE4-+                  SAVE3
               |    |       |       |                    |
               |    +-------+       ---VOTE----BRIDGE--------
               |                                         *  |
               |                                            |
           MUTINEERS                                      ~~~~~~
               |                                          FIGHT2
               |                                          ~~~~~~
               |                                            |
               |                                          (MAP1)
             FIGHT3------+
               |         +----CASKROOM
               |
               |
               |
               |--------*
               |        |
               |----------SAVE5---BIGFIGHT
               |
             CHEST6


You continue from Fight 2 (FIGHT2), which was in Map 1. You encounter the first
tough enemy in the Pit (PIT) and the second one in the Big Fight Room
(BIGFIGHT).



================================================================================
================================================================================
                                 VIII MISSIONS
================================================================================
================================================================================



================================================================================
                            1 THE BATTLE FOR TARNUM
================================================================================


Episode 1 The Battle for Tarnum Missions
****************************************

1-1 The Siege of Tarnum
1-2 The Portal Obstinate
1-3 The Wolf of Yriel


================================================================================
                    1-1 THE SIEGE OF TARNUM (AKA "PRELUDE")
================================================================================


Story
*****

Every hero has an interest in the Tarnum Fortress, which is built on top of the
Eon Altar. Eon Altar is the birthplace of mankind. People are on their way to
Path of Pilgrimage.


Tactical Tips for This Mission
******************************

If you have Marcus, try the Shield Smash against dogs. If you have Shasek try
using his Rend (multi-hit melee) first when your other teammates are not near
him. If you have a hero that can shoot, try shooting the enemies far away. If
your teammates are not too close try the multi-hit attacks, which are for
example Baryson's Blade of Glory and Great Swing, Marcus' Sweep Attack and
Muran's Fireball.


Items at the Beginning of the Mission
*************************************

You have no Gear activated (in your Pocket), so you may want to put a healing
drink there.

You have no Renown or Godstone yet, so you can't upgrade your Abilities or
Equipment (Upgrades).


Skill Checks in This Mission
****************************

Most of the skill checks in this mission seem to be for Athletics, so you may
want to lead with an athletic hero, but in the end it shouldn't matter much. If
your hero has a low Athletics score it just takes more attempts to open chests.

Athletics points for the heroes at the beginning of this mission are: Shasek 12,
Marcus 7, Baryson 4, Silent Thorn 3 and Muran 2.

There is also at least one Scouting Check (eavesdropping). With Muran you can
make a Shrouding Check (destroy an obstacle).


Map 1: Town Area
****************

                       (MAP2)
                         /
   LOCKEDCHEST---INTERROGATEE
                   /
                FIGHT4
                /
              SAVE2
             /
          KEEPER
            |
         SKILLTEST
            
             SAVE1
               
               FIGHT3
                 
             DEADKEEPER
                   
                  FIGHT2
                    /
                 ALTAR
                   |
                VYRANDUS
                   |
                 FIGHT1
                   |
                  ~~~~
                  TOWN
                  ~~~~


Lesson: Moving
**************

Tap and drag your Move Marker (colorful rotating circle) to target an item.
Release your finger from the touch screen and your character moves towards the
target.


Lesson: Running
***************

Tap and hold outside your Move Marker to run in that direction. Release from the
touch screen and your character stops running.


Lesson: Fighting (see Fight 1)
******************************

Combat is turn based. Select an enemy with the Move Marker and the Power Wheel
appears. On the Power Wheel select a power or action you want to attack with.


Fight 1
*******

Enemy Types You May Encounter
- Pilgrim (Fortitude 9)
     - examples of the names
          - Angry Pilgrim
          - Riotous Pilgrim
          - Rowdy Pilgrim
          - Unruly Pilgrim


Grand Keeper Vyrandus
*********************


Lesson: Quests
**************

Quest Types
- Personal Quests
- Group Quests

Examples of Personal Objectives
- Pray to Dagaz, the God of Darkness and Night (Silent Thorn)
- Pray to Eiwhaz, the God of War and Vengeance (Shasek)
- Pray to Meldon, the God of Light, Justice and Truth (Baryson)
- Pray to Myrth, the God of Creation (Marcus)

Examples of Group Objectives
- Retake the Fortress: Reach of the Tarnum Fortress
- Help Keepers and Pilgrims: Deliver help along the Path of Pilgrimage


Statues for Gods and a Shrine (Area "The Noose")
************************************************

Meldon
- God of Light, Truth and Justice
- wings and sword
- followers at Wymark
- Baryson's god

Myrth
- Creator
- a beard, a hood and a hammer on hand
- killed by his brother
- Marcus' god

Shrine (Pedestal of Alms)
- you may loot alms from here and you should receive Precious

Dagaz
- God of Darkness
- a hood and a cloak
- killed his brother Myrth, because he was tricked by Zaquent and later Meldon
  gave Dagaz justice
- God Wars began because of Dagaz's betrayal
- Silent Thorn can pray to Dagaz

Eihwaz
- Goddess of War and Vengeance, "Lady of Carnage"
- holding a tether and on the other end of the tether is Dagaz
- Silent Thorn's god
- Marcus and Shasek can pray to Eihwaz

Muran
- would like to see a statue for Magus, God of Magic

Reward for praying
- 5 Renown
     - you can unlock one power in Abilities
- when other players select the statues Muran should start to talk about the
  gods and receives also the reward of 5 Renown


Lesson: Renown
**************

You get Renown by finishing Objectives. When you receive Renown you can unlock
Abilities. When you get enough Renown your Level (for Abilities) increases.


Lesson: Discipline Tree
***********************

You have three Ability (Discipline) trees. The first two ones are mostly for
attacks and the third one for defend actions.


Path (East of Statues)
**********************

Slaughtered Pilgrim


Fight 2
*******

Guild Mercenary speaks to you. He has a red headband, red fabric on the left
shoulder, black jacket and black boots.

Enemy Types
- Sellsword Skirmisher (14)
- Guard Dog (9)
     - example names
          - Guard Dog
          - Hound Guard Dog
          - Mongrel Guard Dog

After the fight remember to check south for loot. You may find Mugwort Tea,
which seems to be rare in this game. It is possible that only Silent Thorn
can find Mugwort Tea.


Lessons (See Fight 2 Above)
***************************

Different powers have different ranges
- Far (circle with two triangle-like icons)
- Close (circle with one triangle-like icon)
- Engaged (no icon)

Tap and hold a button on the Power Wheel to learn more about the power or
action.

High level powers require attack Energy. Charge up Energy for stronger powers by
attacking your enemies with the basic attacks, which don't require Energy.


Walkway (Area "The Pilgrim's Market")
*************************************

Dead Keeper
- starts objective "Discover why pilgrims killed this Keeper"

Slaughtered Pilgrim
- ends objectives
     - "Discover why pilgrims killed this Keeper"
     - "Discover how the Guild infiltrated the fortress"
     - Renown 4


Fight 3
*******

Enemy Types
- Attack Dog (9)
- Pilgrim (9)
- Guard Dog (9)
- Sellsword Skirmisher (9)


Lesson: Destiny Stone
*********************

Destiny Stone is a save point. If the whole team dies, you end up here. If one
of the team members die, you may get him/her from here.


Lesson: Godstone
****************

You get one or more Godstones for reaching a Destiny Stone for the first time.


Save Point 1 (Destiny Stone)
****************************

At this point everyone should be able to unlock one Upgrade. You may need to
trade Common, Precious and Remnants among each other to do so. If you have Muran
or Silent Thorn you can unlock another "Pocket" (Gear Slot).

Reward: one Godstone.


Bridge to Northwest
*******************


Lesson: Skill Check
*******************

Sometimes you need to make a Skill Check to be able to do something like open a
chest.


Lesson: Stats
*************

Stats screen shows information about your hero's Skills, Attributes, etc.

Force, Accuracy, Defense, Base Damage and Resistances are used in fights.


Lesson: Skills and Attributes
*****************************

Skills are Athletics, Scouting, Acrobatics, Stamina, Shrouding and Scholar.
Skills are used in Skill Checks, so you don't need them in fights.

Attributes are Vitality, Strength, Agility, Insight, Perception and Willpower.
Attributes affect your hero's Force, Accuracy and Defense. Which Attributes
affect your hero's current Force, Accuracy and Defense depends on which
Discipline Tree is used in an attack/defense.


Skill Check
***********

Skill Challenge
- destroy an obstacle
- Athletics, difficulty 3
- Shrouding, difficulty 0 (for Muran)


Keeper Segran
*************

Fight the enemies first.

Keeper Segran will appear later in this mission again. Heal him with a Vial of
Copperweed (+25% Fortitude). Remember to target Keeper Segran first or you will
heal yourself.

Reward: key to a Keeper cache


Lesson: Using a Healing Item
****************************

Activate the Top Menu and go to the Gear Screen. Put the potion, drink or food
to your "Pocket" by tapping it. If you have already too many items selected then
deselect them first. You can heal yourself by tapping the Self Button and then
the healing item (potion, drink or food).


Lesson: Crafting Healing Potions and Other Items
************************************************

You need to learn the recipe to craft a healing potion first before you can
craft it. After unlocking the crafting skill you can find your healing potion
power from the Abilities or Upgrades screen depending on which hero you are
using and which item you are going to craft. Raw materials for crafting are
Common ("rock" icon), Precious ("gold" icon) and Remnants ("chemlab" icon).


Statues West of Keeper Segran (Area "Heroes of Virelon")
********************************************************

Sheb Rashal
- historical character
- last of the Sellsword Kings (you have fought against Sellswords)
- betrayed Thaddeus Gray
- Tytheri (same race as Shasek)
- Lady Allevia will mention him later

Thaddeus Gray
- historical character
- founder of the Kingdom of Gray (Marcus is from Gray)
- during the Myrodian Invasion, thousand years ago, he found powers from the Eon
  Altar and used those powers to win his enemies


Upward Slope to Northeast
*************************

There is a bend on the road towards a bridge on east.


Save Point 2 (Area "The Ramparts")
**********************************

You get one Godstone here. It might be possible to unlock the Polished level for
your weapon or armor in the Upgrades screen now.


Steps Up (The Ramparts)
***********************


Lesson: Sneaking (See Fight 4)
******************************

Sneaking means you select a target and melee attack from behind. Shooting an
arrow or an energy beam might also work. In some situations it seems to be
possible to walk past an enemy without fighting, but don't bet on it. You use
Shrouding for sneaking. As Baryson you can try to drink Shroud Calx (+4
Shrouding) and see if that helps.

Shrouding points for the heroes at the beginning of this mission are: Muran 9,
Baryson 6, Silent Thorn 3, Marcus 2 and Shasek 2.


Fight 4 (Near Interrogatee)
***************************

Enemy Types
- Attack Dog (9)
- Pilgrim (9)
- Sellsword Sergeant (14)
- Sellsword Skirmisher (24)

You may need to fight multiple times in this area until the area is clear of
hostiles. There is at least one guard in north moving from west to east and
back. It is possible to shoot that guard, but the enemies probably notice it.
If you kill the enemies west first some enemies may remain east and you should
be able to shoot at one or two of them before their turn begins depending on how
many of heroes of your team can shoot.

One suggestion is to go south first, so you may get a chance to heal your
teammates without being attacked at the same time.


Lessons (See Interrogatee Below)
********************************

Non-Hostile Characters
- marked with Yellow Rings below them

Talking to Non-Hostiles
- you can talk to to a non-hostile character by targeting him with your Move
  Marker and selecting the Talk Power on your Power Wheel

Talking to Teammates
- you can learn more about your other teammates by starting a conversation
- target a teammate and select Talk To

Trading Resources
- you can trade resources with your other teammates by targeting them, selecting
  Talk To and then select Request Resources


Interrogatee
************

Exhausted (or Injured) Sellsword Skirmisher
- after talking to him avoid killing him in case other players want to
  interrogate him also, so they will also get Renown
- the Skirmisher works for Jormund ("Wolf of Yriel") who will appear in a later
  mission
- to Shasek he mentions the Portal Obstinate which you will see later in this
  game
- Renown 2


Cache (West of Interrogatee)
****************************

When you enter the Fight 4 area you may see a dialogue saying something like
"This looks where the Keeper Segrant told you to look. His stash must be around
here, somewhere." Only the character who received the key from Keeper Segrant
can open the chest and the cursor near the chest has the same color as that
character's Move Marker color. Hint: there is a pig being roasted near the
chest.


Map 2: Fortress Area
********************

                     BIGHALL
                        |
                      COURT
                        
                       KNIGHT
                          
                        EAVESDROP
                           
                          BLACKMESS
                             
                            SAVE4
                               
                             STATUE
                               /
                            BIGFIGHT
                              /
                           ROUNDAREA
                            /
                          SAVE3
                          /
                        FIGHT5
                         /
   LOCKEDCHEST---INTERROGATEE
                   /
                (MAP1)


Bridge to East
**************


Fight 5 (Wall)
**************

There are some guards at the wall. They are all archers (Sellsword Archer).
There is an alternative route to this area from the Interrogatee.


Save Point 3
************

Point of Interest: activate a discussion about Tarnum Fortress.


Bridge to East
**************


Round Area (Area "The Oasis of Larethia")
*****************************************

Enemy Types
- Attack Dog (9)
- Sellsword Archer (9, 14)
- Sellsword Skirmisher (24)

Statue of Larethis
- Goddess of Nature
- Myrth and Dagaz created Larethis
- only Muran seems to talk about this statue


Bridge to Northeast
*******************


Big Fight
*********

There are more enemies than usual. Before beginning the fight you may want go
back and save your game at the nearest Save Point. You may also want to use a
buff item before fighting. You can try to go against enemies on the left first
as not all the enemies are striking and shooting at you at the beginning of the
fight. If you have Baryson or Marcus you can try their multi-hit attacks when
your teammates are not near them and they have enough Energy for those attacks.
Instead of only shooting at archers you can try to run towards them and strike
them (I mean using only one turn when you are near enough). Shasek maybe able to
take two archers down with the basic multi-hit attack (Rend).

Enemy Types
- Sellsword Archer (9, 14)
- Sellsword Marksman (16)
- Sellsword Sergeant (24)
- Sellsword Skirmisher (9, 14)


Statue
******

Statue of the Herald
- Watcher of the world
- Servant of Myrth
- looks like a boy with a stick with five branches


Save Point 4 (Area "The Watcher's Peak")
****************************************


Black Mess (West of Save Point 4)
*********************************

It looks like a Keeper has turned into stone and there is black mess on the
ground after some dark arcane power has been used. Reward: 2 Renown.


Eavesdropping
*************

Scouting Check (Skill Check) for Eavesdropping.

Scouting points for the heroes at the beginning of this mission are: Marcus 8,
Muran 6, Silent Thorn 6, Baryson 3 and Shasek 3.

Captain Jormund is one of the people in the conversation. Guild Lord is
mentioned. Mission begins: Find What Killed the Keepers.


Fight with the Knight
*********************

Defeat the Bloodguard Soldier.


Gates to the Fortress (Area "Myrth's Court")
********************************************

You may want to visit the nearest previous Save Point before this fight. Check
your Fortitude and Gear also. You can increase your Energy with drinks if you
think you need them.

Two Statues at Left
- Meldon (wings) defeating Zaquent, God of Chaos (six hands)

Two Statues at Right
- Eihwaz (woman with an axe) capturing Dagaz, ending the God Wars
- Meldon condemned Agaz to an eternity deep undergound in Arillia

There will be a vote about how to get through the gates. There are different
ways of getting the gates open. For example Baryson can talk to the guards,
Muran can destroy the gates and Shasek can climb and attack a guard.

Fight against the enemies and go inside.


Inside the the Fortress (area "Tarnum Fortress")
************************************************

The lighting changes when you go in and you see a big table with candles.


Save Point 5
************


Video
*****

The Guild leader gets away and the big door gets closed behind him.


Fight (Hall of Penitence)
*************************

You will choose a battle shout before the fight.

It is still possible to upgrade your Abilities and Equipment after the battle
shout if no-one moves too close towards the enemies. For example, you might be
able to unlock another "Pocket" for buff items, drink a potion, etc.

With Shasek you probably can craft Chakrams if your teammates give you resources
if you don't have them enough. You can use Chakrams against the strongest
enemies, which are the knights (Bloodguard Soldier) as the hero can make two
strikes with the Chakram if the first one doesn't kill the enemy. About 3-4
Chakrams should be enough if you use other attacks also.

If you have Marcus, you can use Battle Charge against the knights, so they
can't hit the weaker heroes in your team so often.


================================================================================
                            1-2 THE PORTAL OBSTINATE
================================================================================


Ability Levels
**************

The heroes' Abilities should be around Level 2 at the beginning of this mission.


Nearest Save Point
******************

This area has three Save Points. From the starting point (near Vyrandus) maybe
the easiest Save Point is after the Main Hall (which has enemies). To get there,
go from the right (east) door near Vyrandus and then go north from the
intersection of the stairs.


Map 1: Human Area
*****************

                                           *
          STORAGE---LEVER-+                |                (MAP2)
             |            |        CHAPEL-----PRIEST        |
          KITCHEN-------DINING       |     |    |         LIBRARY
             |            |          |     *    |           |        {MAINHALL}
             |            |          |          |           |         /
             |      END1---------------------------------DOOR1     DOOR2
             |                                                     /
          ARMORY                                             ~~~~~~~~
             |                                               VYRANDUS
TOWER----BARRACKS----END2                                    ~~~~~~~~
           /
        SAVE
         /
    {MAINHALL}
       /
 (DOOR2)


Suggested Order of Visiting the Areas
*************************************

Here is one way of visiting the places in this area: from Big Doorway 1 go to
the Library and kill the enemies, then go to Priests Quarters, Chapel, Dining
Hall, Kitchen, Armory, Barracks and Tower. Help the Keepers by going back to
the Kitchen and back to the Tower. Kill the last enemies in the Main Hall. Talk
to Vyrandus and use the key in the Tower. You should find some chests in Dead
End 2. Go back to the Library and you should see Lady Allevia if you have done
everything that should be done. Go through the wall to Map 2.


Hall of Penitence (Vyrandus)
****************************

Big Door and Two Big Doorways
- Big Door (behind Vyrandus)
- Big Doorway 1 (west of Vyrandus)
- Big Doorway 2 (east of Vyrandus)

Portal Obstinate
- this is the Big Door behind Vyrandus
- "built to protect the people of Old Virelon"
- 2 Renown

Grand Keeper Vyrandus
- Vyrandus wants you to kill five Guild Commanders, which are in Barracks,
  Dining Hall, Library, Main Hall and Priests Quarters
- you can ask about the tactical situation, fortress layout, Jormund, Fortress
  and Keepers and talk about what you've encountered
- Vyrandus gives you a key to a chest in the Tower after you have killed all
  the Guild Commanders

Statue in North
- Forebearer
- created by Myrth and Dagaz

Statue in the Middle
- Dagaz murdering his brother Myrth


Priests Quarters (From Doorway 1 to West)
*****************************************

Skill Check
- Scouting Check: Eavesdrop
- two Guild Sellswords
- discussion about a ghost and barricades

Barricade to Northwest
- Skill Check (Athletics 3)


Chapel (West of Priests Quarters)
*********************************

Lady Allevia
- Lady Allevia is a ghost who knows Sheb Rashal and Thaddeus Gray thousand years
  back
- Lady Allevia thinks one of the heroes is Thaddeus Gray
- Prince Branomir (Prince of Virelon) fought against Myrodian forces
- Lady Allevia may know something about Allevia's Prize, which is Shasek's
  interest
- you need to prove Lady Allevia the Myrodians have been defeated

Save Point
- Destiny Stone


Dining Hall (West of Chapel)
****************************


Dead End 1 (South and Then West of Dining Hall)
***********************************************

You see the corridor has collapsed and would otherwise continue to Dead End 2.


Kitchen (West of Dining Hall)
*****************************

Drunk Sellsword
- sneak carefully and talk for intel
- "Continue the ruse"


Food Storage / Pantry (North of Kitchen)
****************************************

Myrthvein Root Poultice (Pantry Shelf)
- you will find this after talking to a Keeper in Tower


Lever and Passageway (Route Between Food Storage and Dining Hall)
*****************************************************************

Lever
- open the servants entrance to the Dining Hall


Armory (South of Kitchen)
*************************

Keeper Herastus
- mentions a secret passageway/entrance to Dining Hall "through the pantry"

Gray Keeper


Barracks (South of Armory)
**************************

Fight
- after the fight you get a hint about Guild Lords


Dead End 2 (East of Barracks)
*****************************

Here are some resources to loot.


Save Point (South and Then West of Barracks)
********************************************

Destiny Stone
- you can also get here from the Main Hall


Tower (West of Barracks' West Wall)
***********************************

Keeper Laetis
- asks for help for Keeper Saeghal's burns
- burns are caused by Guild Lord's black magic
- get the myrthvein root poultice

Keeper Saeghal
- sits on the floor

Captured Sellsword
- unconscious until you get the myrthvein root poultice
- interrogate after you have given the myrthvein root poultice to the Keeper
- Guild Lord is Guild Lord Davian
- Guild's plans: stay in the fortress for three days
- Portal Obstinate: doesn't know about it
- Guild Lord's location: went through the portal/door

Large Chest
- you need to have Shasek with you to open this chest, as far as I can tell
- after killing the five Guild Commanders ask for a key from Vyrandus and come
  back to open the chest (you may think giving the poultice to the Keepers in
  this room and then interrogating the Sellsword will give you a key, but no)

Window
- View of Tarnum


Main Hall (South and then West of Barracks)
*******************************************

Location
- you can also get here from the Hall of Penitence by using the Doorway 2, which
  is east of Vyrandus

Lady Allevia
- Lady Allevia appears here after you have killed five Guild Commanders
  (Lady Allevia thinks they are soldiers of Emperor Dakrannu)
- Shasek asks about Allevia's Prizes, but only gets a hint of a master of coin
- Lady Allevia will hover through the Hall of Penitence to the Library area

Ancient War Banner
- Myrodian Emperor's battle standard
- Gray's soldiers took it with them after defeating Myrodian's host


Map 2: Creature Area
********************

                       ROOF
           SPIDER1     TRAP----SAVE---------+
             |          |                   |
             |          |                   |
       +----TRAP-----SPIDER2----CHEST2     CELL
       |    ROOM                            |
       |                                    |
       |                                    |
    WELL                                   DOOR
       |                                 MECHANISM
       |   /---CHEST1
         /
         |
       GEAR1---+
               |
            ~~~~~~~
            LIBRARY
            ~~~~~~~
               |
            (MAP1)


Library
*******

Location
- you can get here from the Hall of Penitence by using the Doorway 1, which is
  west of Vyrandus and the north in the stairs

Fire
- the place is on fire

Library Shelf
- a book describes the manufacturing of the Portal Obstinate
- there are four parts you need, which are gear pieces

Save Point
- Destiny Stone

Lady Allevia
- come to this Library area after defeating all the other enemies and then Lady
  Allevia should be waiting here
- after defeating all the enemies you may need to talk to Vyrandus and visit the
  Main Hall before coming to Library


First Gear Room (North of Library, area "Old Fortress")
*******************************************************

- first Gear
- bookshelves
- you see two doorways on the north wall


Chest Room 1 (North and Then East of First Gear Room)
*****************************************************

- Ancient Relic
- Lady Allevia


Well Room (North and Then West of First Gear Room)
**************************************************

- a hole that looks like a well


Trap Room (North and Then East of First Gear Room)
**************************************************

- spider webs
- floor stones are scattered on the floor


Spider Room 1 (North of Trap Room)
**********************************

- light falls on the floor
- spiders
- Gear


Spider Room 2 (East of Trap Room)
*********************************

- spiders
- Gear


Chest Room 2 (East of Spider Room 2)
************************************

- trap chests
- Gear


Roof Trap (North and Then East of Spider Room 2)
************************************************

- Save Point (Destiny Stone) is near


Reminder
********

After the last fight in the next Cell Room there is no need to heal or increase
Energy with potions or food, because at the beginning of the next mission your
Fortitude will increase to 100% and your Energy will decrease to 1 point.


Cell Room (East and then South of Roof Trap)
********************************************

Enemies
- Brown Recluse Spider (6)
- Collector (37)
- Sewer Rat (6)

Gear


Door Mechanism Room
*******************

- Portal Mechanism
- video: Lady Allevia thinks you are the enemy


================================================================================
                             1-3 THE WOLF OF YRIEL
================================================================================


Map 1 (Cells and Switches)
**************************

                                              (MAP2)
                                                |
                                  +-CHEST2---FIGHT2------CHEST5
                                  |                   |
                                  |                   |
                                CHEST1      CHEST4    |
                                  |           |       |
                                  |           |       |
                   +-----------CHAMBER----------------+
                   |   |        AREA          |
                   |  SAVE2       |         CHEST3
                   |   |          |
                   --------LOCK---+
                   |   |   ROOM
                   |   *    |
                   |        |
     DUNGEON2----SWITCH     |        *
                  AREA      |        |
                   |       SAVE1---FIGHT1---+
                   |                 |      |
                DUNGEON1             *    ~~~~
                                          HALL
                                          ~~~~


Hall of Penitence
*****************

Grand Keeper
- Ask about Old Tarnum
- Ask what lies beyond
- Ask about the Eon Altar

Keeper Segran
- wants to talk about a large feral creature
- you vote whether to help or not


Fight 1 (North and Then West of Hall of Penitence)
**************************************************

Three Rooms
- you enter a room that is at the center of a three room group
- the central room has two parts with a wall and a doorway between them

Jormund
- appears and leaves

Enemy Types
- Sellsword Crossbowman
- Sellsword Skirmisher
- Sellsword Sergeant


Save Point 1 (Northwest of Fight 1)
***********************************


Lock Room (East of Save Point 1)
********************************

- you can attack or wait when you see a man going to open a door


Save Point 2 (North of Picklock Room)
*************************************

You can save your game progress by visiting this Save Point from south or north.


Rats
****

There are rats near Save Point 2 (one group) and northeast of Save Point 2. You
can kill them all in Dungeon 2 by going northeast of Save Point 2 where you see
more rats (two groups), so that the rats should flee to Dungeon 2 when they see
you.


Switches 1-4 and A-C
********************

Lets call switches in Switch Area and Dungeon 1 as switches 1, 2, 3 and 4 to
avoid confusion with switches A, B and C in Dungeon 2.


Switch Area (Northwest from Save Point 2)
*****************************************

There can be some randomness with the Switch 3, see a) and b). It may do
something random sometimes or I haven't figured it out yet.

Switches 1-3 affecting Dungeon 1 from top to bottom
- Switch 1 (northwest): open/close cell nearest to the left of the Dungeon 1
                        port and the middle cell on the right
- Switch 2 (middle):    open/close Dungeon 1 port and open the cell farthest to
                        the left
- Switch 3 (southeast): a) open cell farthest to the left in Dungeon 1 port
                           and also close the port if it is open
                        b) open cell nearest to the right in Dungeon 1 and
                           also close the port if it is open

Suggested order of using the Switches 1-3: a) Switch 2 to open the Dungeon 1
port and open the cell farthest to the left, b) Switch 1 to open cell nearest to
the left of the Dungeon 1 port and the middle cell on the right, c) Switch 3 to
open the other cells with creatures, and finally d) Switch 2 to open the Dungeon
1 port to kill the creatures you have released.

You may not want to use all the switches immediately, but kill the enemies that
come out each time you have used a switch. Also, some cell doors get opened and
closed by more than one switch, so going back and forth from switches 1-3 to
Dungeon 1 is my recommendation, but you can experiment as much as you like.

If there are more than one playing this game at the same time, you can leave
other players inside Dungeon 1 when one of you presses the switches, so you will
be able to get into all the cells that can be opened.


Dungeon 1 (Southwest of Switch Area)
************************************

In Dungeon 1 there is one cell you can't open.

Switch 4 closes/opens the Dungeon 1 port.


Dungeon 2 (Northwest of Switch Area)
************************************

There should be about 8-9 rats near Switch C if you have scared them first
near the Save Point 2 and northeast of Save Point 2.


                    (Cell E)              Cell C               Cell A
Keeper   Switch C              Switch B            Switch A


                    Cell F                Cell D               Cell B


You may want to have only one hero use a Switch A or Switch B and keep the other
team members far away from that switch, because Arbolek Stonekin probably
strikes at all of the team members near the switch and you probably don't want
to lose any unnecessary Fortitude.

Switch A (first switch)
- open cells A, B and C

Switch B (second switch)
- open cell D

Switch C
- open cell F

Destroyed Cage

Dead Keeper
- ornate key


Audience Chamber (South of Picklock Room)
*****************************************


Chest Room 1 (North of Audience Chamber)
****************************************


Chest Room 2 (East of Chest Room 1)
***********************************


Chest Room 3 (East and Then South of Audience Chamber)
******************************************************


Chest Room 4 (East and Then North of Audience Chamber)
******************************************************


Chest Room 5 (East and Then North of Chest Rooms 3 and 4)
*********************************************************


Fight 2 (West of Chest Room 5, Area "Hound's Lair")
***************************************************


Map 2 (Two Tough Enemies)
*************************

     TREASURE--+    +-------+
               |    |       |
               --------PIT----SAVE4-+                  SAVE3
               |    |       |       |                    |
               |    +-------+       ---VOTE----BRIDGE--------
               |                                         *  |
               |                                            |
           MUTINEERS                                      ~~~~~~
               |                                          FIGHT2
               |                                          ~~~~~~
               |                                            |
               |                                          (MAP1)
             FIGHT3------+
               |         +----CASKROOM
               |
               |
               |
               |--------*
               |        |
               |----------SAVE5---BIGFIGHT
               |
             CHEST6


Save Point 3
************


Bridge (Area "Onargo's Chasm")
******************************

You fight a group of knights (Bloodguard Soldier) on the Bridge and another
group after the Bridge.


Vote
****

You can decide whether to help or not the mutineering Sellswords against the
Bloodguards.


Save Point 4
************

You can see pillars here.


Fighting Pit
************

Tip: if you go north to the chests first, you probably don't need to fight the
Stonekin at the south wall while at the same time fighting with Slave Hundari
Forgeborn and two other Arbolek Stonekins.

Enemies
- Arbolek Stonekin (42)
     - Muran's Call Lightning works fine
- Slave Hundari Forgeborn (203)
     - Muran's Flame Aura works fine
     - Silent Thorn's Broadhead Arrow doesn't seem to slow down this Hundari
- 20 Renown


Treasure Chest Room (Area "Keeper's Treasure Room")
***************************************************

Vote
- you can decide to keep the secret of the Keepers or not, 10 Renown either way


Mutineers
*********

You meet some Sellswords that start running.


Fight 3
*******

If you voted to help the mutineering Sellswords there is a fight between
Sellswords and Bloodguards. Otherwise it's your team against all.

Enemies and Allies
- Baron Bloodguard Heavy Soldier (63)
- Bloodguard Soldier (33)
- Expert Sellsword Marksman (16)
- Senior Sellsword Skirmisher (14)
- 3 Renown

Soulles is mentioned at least if you have Silent Thorn with you.


Cask Room (East of Fight 3)
***************************

Enemies (and possibly Allies depending on your vote)
- Baron Bloodguard Heavy Soldier (63)
- Bloodguard Soldier (33)
- Sellsword Crossbowman (14)
- Sellsword Sergeant (29)
- Sellsword Skirmisher (9)
- 3 Renown

If you voted to help the mutineers you hear that Guild Lord Davian is here to
meet Zaquent cultists. You can ask for help from the mutineers.


Chest Room 6 (South of Cask Room)
*********************************


Save Point 5 (East of Chest Room 6)
***********************************


Big Fight (East of Save Point 5, Area "Jormund's Last Stand")
*************************************************************

Before entering the Yellow Marker to start the "Big Fight" you may want to
activate your buff items for each hero and maybe also craft ammo and drinks.

You will have allies here even if you voted not to help the mutineers.

Enemies and Allies
- Attack Dog (9)
- Jormund (278)
- Mongrel Attack Dog (9)
- Sellsword Crossbowman (9)
- Sellsword Marksman (20)
- Sellsword Sergeant (29)
- Sellsword Skirmisher (14)
- The Third Mister Muzzles (29)
- 30 Renown

Story
- Davian wants to raise a Soulless army

Vote
- show mercy to Jormund or kill him

Video
- to be continued...

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