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Divinity II - Walkthrough
Divinity II - Walkthrough
Divinity II - Walkthrough
com/pc/952260-divinity-ii-ego-draconis/faqs/58701
E-mail disclaimer:
I do not answer e-mail in a timely fashion, so it may be quite some time
before you hear from me (on the order of months). E-mails with proper spelling
and grammar are more likely to receive a favorable response, though I do
understand if your first language is not English. If you would like to
contribute information to this FAQ, please do e-mail me, though I won't be
able to include your submission until I verify it myself (and that can take a
while).
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* I. ABOUT THIS GUIDE *
* *
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The language used in this guide should be easily understandable for most
gamers. Perhaps the only questionable thing is my use of * to represent
variables in skills and formulas. In the many cases where I use multiple *'s,
the chart below will have the resulting numbers in order. There are a very
few exceptions to this, where there are multiple variables in a skill that
always equal the same number. In such cases, there will be more *'s than
numbers in the chart below, and it should be obvious which refers to which. I
may make this cleaner in future updates.
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As you go through the game, and this guide, remember that Divinity 2 is all
about exploration. Wander off the beaten path, make mistakes, and have fun. If
you like a skill that I don't, put points in it anyway. This game isn't very
difficult after a certain point and there are many, many ways to succeed.
Have fun!
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* *
* II. TIPS AND TRICKS *
* *
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--------------
| General Tips |
--------------
-Don't fuss over your appearance and voice choice too much. You can change it
again before the tutorial is over. If you still don't like it, you can change
it whenever you want after the game's halfway point (but you're stuck with it
until then).
-Mind reading is an experience debt - it does not take away from your current
earned experience. Experience you gain in the future will go to paying off the
debt first, then you can resume gaining exp towards your next level. Your
current experience and experience debt are listed on your inventory screen.
-The game is difficult for the first 12 levels almost regardless of what
skills you choose. After reaching level 12, for a variety of reasons, the game
becomes much easier.
-The game becomes even easier still after acquiring your battle tower (roughly
halfway through the game), due to the plentiful availability of potions and
powerful creature parts. If potions and creature use aren't enough, consider
retraining your skills at the skill trainer. If all else fails, you can bump
the game's difficulty down a notch in the options menu.
-Keep an eye out for unusual looking rocks and plants. You can harvest gems
and ores used for enchanting or plants used for alchemy.
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-Don't feel pressured to save all the gems, ore, and herbs that you find. Save
any Malachite Gems, but everything else becomes extremely easy to acquire in
large quantities later on.
-Food is plentiful in the early game, and can be used to regenerate hit
points. Drinks will regenerate mana. These are excellent alternatives to
potions until level 10 or so, when you have too many hit points and mana to
rely on such weak sources of replenishment.
-Disenchant any enchanted items before selling them. This is one of the best
ways to learn a wide variety of enchanting formulas. Plus, it doesn't have an
effect on the sale value of the item.
-The small, green button just below and to the left of your inventory tabs
will auto sort the current tab when pressed.
-Healing may cost lots of mana, but don't life tap after using it. The life
tap will end the regeneration effect of the healing spell. Wait for the
regeneration to end, then life tap.
-Use and abuse the quicksave feature. Bind a quicksave key to something nearby
and press it every few minutes and before difficult fights. It's good
insurance in case the game crashes, or in case a particular fight is tougher
than you thought it would be.
-Make regular backup saves, too. Once you get in the habit of quicksaving,
it's very easy to quicksave in a bad situation. Try making regular saves
before entering new dungeons, before turning in difficult quests, and every
time you gain a level. Saving before major boss encounters or game-changing
events is a wise idea, too.
-If you explore thoroughly, by the end of the game you should have around 65
skill points. If you're extremely thorough, you can have over 75.
-----------
| Item Tips |
-----------
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-Keep an eye out for equipment that gives a bonus to a skill, especially a
skill you plan on taking. These bonuses are the only way to max many of the
best skills in the game.
-Most containers have randomly generated loot, which scales to your level. Not
only does this mean the same container will have better items if you open it
at level 15 instead of 5, but it also means you can save before opening a
chest and reload if you don't like what's inside. The exact moment that the
contents are determined occurs as you approach the container, not when you
open it, so be careful if you try this trick. If you save too close to the
container, reloading won't change its contents.
-Locked chests work slightly differently. For those, loot is only generated if
you can open the chest. If you don't have the key or your lockpick skill isn't
high enough, the chest contents remain undetermined no matter how close you
get.
-Quest items are randomly generated, too, but have a much more consistent
quality than container loot. Furthermore, the loot is generated when you turn
in the quest, and not before. So, if a quest offers a particularly good
quality set of reward choices, you can simply save before turning it in, then
keep reloading until you find a reward you like.
-Many boss enemies will also drop items of a consistent quality when killed,
and this same reload trick works for them, too. Save right before dealing the
killing blow, then if they don't drop an item you like, reload and kill them
again.
-For the most part, abusing the above tricks is a huge waste of time. There
are less than a dozen places in the game where it might be worthwhile:
malachite ore veins, and legendary or better quality quest rewards or item
drops. For everything else, it's simply not worth the time. The Gremory chest
is a notable exception, since it always contains a legendary quality item,
unlike most chests which only have a small chance at containing a random
heroic quality item at best.
-Shops are actually quite a bit better than they first appear. They restock
their inventories to match you every time you gain a level. Merchants that
sell magical and heroic goods are quite precious indeed and you should visit
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-Don't let the quality of an item fool you. If the item level is high enough,
an uncommon item may be far superior to even a legendary. The quality of an
item only affects the number of properties, charm slots, and enchantments it
can have.
-Hit point regeneration is the best jewelry enchant by far. Stack as many
regenerating items as you can, but don't waste your malachite gems enchanting
it on new jewelry until you can enchant level 10 healing aura on an item
that's really good even without it.
-Life line is a surprisingly good armor enchant. The more hit points you have,
the more you regenerate. Of course, protection enchants are good, too.
-Increased damage and increased magical damage are the best weapon enchants.
They add more damage to each swing than any other enchant without exception.
If you have a weapon with a third enchanting slot, the last enchant is up to
personal preference.
-Gold is almost never a worthwhile quest reward. The items usually sell for
more, even if you won't use them.
-In the early game, it's not very important to maximize your exp. Once you get
to Orobas Fjords, consider taking as many exp rewards as you can, unless an
item being offered is very good for you (such as one that raises a skill).
-After the halfway point of the game, it's nearly impossible to run out of
gold. Just send your gem runner out for diamonds and your ore runner out for
malachite ore a few times, and you'll have 10k worth of gems and ore to sell
to a vendor before you know it. Repeat as needed.
-In a similar manner, potions are infinite. Since herbs sell so poorly anyway,
you can stock up on herbs for your favorite potions while your other runners
line your pockets with gold. It's pretty hard to die when carrying 75 potions
of greater rejuvenation.
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-Between the two necromancers, Jonelath is the superior choice. The armor
bonuses they grant your creature are negligible, and you get more exp for
completing Jonelath's quests.
-For a skill trainer, choose Hermosa. Upgrading your Skill Training Area to
the max level with Kenneth requires you to give up a book that gives you five
skill points - the single biggest skill boost in the game. Hermosa only asks
you to give up a sword - a good sword, for sure, but it's hardly five skill
points.
-If you choose Allan as your alchemist, you can have him make you the unique
Allan Brew - an armor potion 1.5 times as effective as the next best one.
Barbatos, on the other hand, will reward you with one more skill point and he
reduces the ingredient cost of potions at the max Alchemy Garden level by 3
instead of Allan's 2. Furthermore, he can make stat buffing potions for free,
though they aren't the highest quality (and cheap ingredients make for
plentiful better potions anyway). Lastly, choosing Allan forces you to give up
the Potion of Wisdom, which grants you 5 int for free. Unless you really like
Allan's personality, Barbatos is the better choice.
-Once fully equipped, your runners will complete their errands as soon as you
leave your Battle Tower and return. Take advantage of their speed to quickly
stock up on valuable materials. If you leave your tower before they've even
finished running out, however, you'll have to leave one more time before they
return.
-When you upgrade your workshop, you must choose whether to upgrade weapons,
armour, or jewelry. Whichever you pick, all formulas for that type will cost
one less of each ingredient. This cannot reduce the cost below 1, so
unfortunately, all enchants requiring Malachite Gems still do so.
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-Upgrading your Alchemist will make all formulas cost one less of each
ingredient. Unlike the workshop upgrade, this can reduce certain ingredient
costs to zero. A potion will never be completely free, however, so even very
low level potions will still require at least one ingredient.
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| Dragon Tips |
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-Press the activate key (default 'E') while flying as a dragon to gain a quick
speed boost. You can do this once every two seconds.
-You only need one point of Dragon Spirit. The more points you have in Fire
Sphere and Firebreath, on the other hand, the better off you'll be.
-Dragon armor seems to have no effect on stats other than granting you a skill
bonus.
-You can find many unique pieces of dragon armor in the Flying Fortresses.
These pieces tend to increase your best skills, such as Fire Sphere and
Firebreath.
-When you unlearn all of your skills at a trainer, your Dragon skills are
unlearned, too.
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| Leveling Tips |
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-You gain most of your experience from killing monsters, and the experience
you gain for each kill reduces with every level you gain.
-For that reason, do all of your mind reading before you go out exploring.
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-Unless you're in desperate need of a level, you should hold onto quests, too.
Kill exp goes down as you level, but quest rewards don't. On the contrary,
item rewards improve the higher the level you are.
-Because of the way you gain experience, the value of Wisdom is questionable.
In most cases, additional experience just means you'll get less exp from
enemies even sooner (and it's a far greater difference than the piddly 2% per
point granted by Wisdom). Wisdom is at its best after you've killed plentiful
enemies and are ready to turn in a large number of quests. Avoid it in the
early game, but consider investing in Wisdom once you get to Orobas Fjords for
that reason.
-If you save most of your Orobas Fjords quests until after you've reached the
highest level you can by other means, you can expect to reach level 35.
-If you truly go out of your way to level build as much as possible (abusing
the respawning enemies in the chapel of Aleroth, for example) it's possible to
reach level 37. It might even be possible to reach higher, but it becomes
exponentially more difficult (and wastes that much more of your time).
-Defensive buildings are the single exception to level scaling exp gain. No
matter how high your level, blowing up buildings as a dragon always gives full
exp. For that reason, try to save as many buildings as you can until you've
truly gotten as much exp as possible from killing enemies in human form.
-Do all these tips sound like a huge pain? Do you think they aren't worth the
effort? Then finish the game at level 32 or 33 and be happy. Frankly, the game
gets boring when you're level 37 anyway, because you can't take any damage
outside of the final battle (which is still easy at that level).
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| Flying Fortress Tips |
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-Of the two that remain, Kali's fortress is probably the harder one.
-Attack Wizard and Lightning Towers first, then move on to Nest Towers second.
From there, just mop up the flying enemies and ballistas in whatever order you
see fit.
-If you're taking a lot of damage and you can't heal it all, find somewhere to
land. Heal up as a human, then take off as a dragon again. Flying enemies and
buildings won't attack you while you're a human. A single point in the heal
skill is very useful for this, since your mana regenerates quite quickly as a
dragon.
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| Malachite Gems |
----------------
Needed for the best enchants in the game, these rare and elusive gems are
quite precious. While it's near impossible to get all of them in a single play
through of the game, using this list, you should be able to get enough to
comfortably enhance your favorite weapons, armor, and jewelry.
Broken Valley:
-You can buy two gems from Merchant Lamotte in the Broken Valley village.
-The only other gem you can acquire before adventuring in Orobas Fjords comes
from waking up the sleeping trio east of Lovis' tower.
Orobas Fjords:
-On the path leading to High Hall from the Depleted Ore Mine, you encounter a
traveling merchant by the name of Carleton. He sells a malachite gem, but be
careful! At the time of this writing, there is a bug that causes you to be
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-You receive two malachite gems as a reward for completing the quest 'The
Horror of High Hall'. If you read Beatrice's mind, the reward becomes four
gems, making this the single largest (reliable) source of malachite gems.
-If you read the goblin Charlie's mind while on the quest 'Reaping the Seeds',
a small treasure chest appears in the nest on top of Yggdrasil, and a
malachite gem is inside.
-If you chose Radcliff as your enchanter, you can trade the gem he asks for to
a pair of goblins in exchange for two malachite gems. Doing so will bar you
from ever getting a second upgrade for your workshop, but it's probably worth
the trade off unless you enchant a whole lot and hate utilizing your runners.
Malachite Veins:
The rest of the malachite gems can be found randomly in malachite veins. There
aren't many, and each one isn't guaranteed to have even one gem (though forum
rumors suggest up to four in a single vein). If you save your game before
approaching any given malachite vein, you can always reload until you get more
gems. However, it's probably not worth reloading as long as you get at least
one.
-The first malachite vein you're likely to encounter is in the Depleted Ore
Mine, just past the three pedestals with the red, blue, and dark books on top.
-There is a second vein just behind the first. After you finish plundering the
first, turn around and look up. You'll have to jump onto a rock to reach it.
-There are two malachite veins near the Patriarch. The first is along the
eastern wall and is relatively easy to find. The second is hidden behind some
rocks on the western wall, very near an empty wagon sitting just in front of
the wooden platform you stand on when talking with the Patriarch.
-Two more malachite veins are in the Lost Tomb (the cave opened by the four
treasure hunter's seals). The first is along the right wall as you approach
the stone platform. The second is beneath the wooden platform on the left.
...and those poor adventurers thought there was nothing of value in there.
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-If you don't want to or can't reload, you'll have to exploit a bug to get
the above two veins. First, finish the combat and fly to the exit. Then, after
transforming out of your dragon form, turn around and walk onto the large rock
to the left. You'll want to jump out into the cavern, but angled sharply to
the right. If done correctly, when the game tries to auto-transform you into a
dragon, you'll get a "not enough room" error and fall into the lava, strangely
taking no damage. From there, you should jump out of the lava, work your way
around the orb with skillful acrobatics, and finally claim your gems. It's a
lot easier to just reload.
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* *
* III. SKILLS *
* *
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| Priest Skills |
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Summon Undead
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You can summon a level * creature for * seconds. The undead attack your foes
with fireballs.
Mana Cost: *
Cooldown Time: 30 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
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The dead. What are they good for besides pushing up daisies? Those with a
taste for the darker side of magic will answer that question with this
particular spell. For the dead, when brought back to life, will do anything
for their master, including battle. Especially battle, in fact.
Comments: Summons are fairly universally weak in this game, and this is
arguably the weakest of them. Best to avoid it. Its one saving grace is the
"low" cooldown, but since the cooldown on a summon skill starts when the
creature dies or its time runs out, 30 seconds is still a long time to wait if
you're depending on it.
Summon Ghost
------------
You can summon a level * ghost for * seconds. Ghosts will heal you, i.e.
regenerate your hitpoints.
Mana Cost: *
Cooldown Time: 90 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 1 | 4 | 9 | 11 | 14 | 17 | 19 | 22 | 24 | 27 | 30 | 32 | 35 | 37 | - |
| 60 | 70 | 80 | 90 |100 |110 |120 |130 |140 |150 |160 |170 |180 |190 | - |
| 22 | 34 | 54 | 62 | 74 | 86 | 94 |106 |114 |126 |138 |146 |158 |166 | - |
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Ghosts are restless beings. Terrible in appearance they haunt us, instil us
with numbing fear. So why, some Mage must once have thought, should we not
call them to our aid in combat? And a wise thought it was, because ever since
then many a wizard has treated his foes to one final nightmare from which
they never woke.
Comments: Potentially useful for its heal, but the points are better spent on
your own method of healing that doesn't rely on a creature that may or may not
decide to heal you when you need it.
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Fear
----
You inspire fear in all unfriendly creatures that are level * or lower and
closer than * meters to you. They run off for * seconds.
Mana Cost: *
Cooldown Time: 60 seconds
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| 1 | 2 | 3 | 4 | 5 |
| 9 | 16 | 23 | 30 | 37 |
| 4 | 5 | 6 | 7 | 8 |
| 10 | 12 | 14 | 16 | 18 |
| 23 | 44 | 65 | 86 |107 |
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Fear may paralyse you: block all functions, body and mind. But this is
something different. This is fear that strikes at the very core of one's
being, catapults one into a sickening frenzy and leaves the victim with no
other impulse but to flee. In other words: you cast the spell and your enemies
do a runner.
Comments: It can be good to get some distance from powerful melee, but it's
possible for enemies to be immune to it, and it's rare to be set upon by
clusters of multiple melee. Better to spend points on an area damage skill
than to waste time and mana playing mystical yo-yo with your opponents.
Hide In Shadows
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You can make yourself invisible for * seconds at a cost of * mana points per
second.
Mana Cost: *
Cooldown Time: 30 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | - |
| 9 | 9 | 9 | 8 | 8 | 8 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | - |
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Swinging broad axes donning heavy armour, casting sorceries as the arrows whiz
around your head, trying to make that precision shot as a howling troll with
murder in its eyes stampedes towards you ... doing battle can be a gruelling
business. Which is why some prefer to give it a miss once in a while, as they
become unified with the shadows, invisible to the naked eye. Because why would
you go through the trouble of fighting, when you can simply bypass your
oblivious opponents?
Charm
-----
You can charm a total of * creatures up to level * for * seconds to fight at
your side. Each creature must be charmed separately, though.
Mana Cost: *
Cooldown Time: * seconds
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| 1 | 2 | 3 | 4 | 5 |
| 1 | 1 | 2 | 2 | 3 |
| 13 | 19 | 25 | 31 | 37 |
| 20 | 25 | 35 | 50 | 60 |
| 42 | 66 | 90 |114 |138 |
| 30 | 25 | 20 | 20 | 20 |
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Much like the polymorph spell, charming your opponents is aimed at lessening
the number of hostiles that seek to plant their pointy ends into your skull.
But the Charm spell does not merely immobilize them by turning them into
ladybirds: it turns them against each other, so wounding or even killing your
opposition before the effect wears off.
Comments: Useful to take on opponents well above your level, but it reduces
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Summon Mastery
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Your summoned creatures receive a *% increase in power.
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| 1 | 2 | 3 | 4 | 5 |
| 10 | 15 | 20 | 25 | 30 |
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Curse
-----
You can curse all enemies of up to level * and up to * meters away from you.
As a result their damage suffers a % penalty and their conditioned body,
heightened reflexes, and indomitable will stats suffer a * penalty for *
seconds.
Mana Cost: *
Cooldown Time: 1 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 13 | 16 | 19 | 21 | 23 | 25 | 27 | 29 | 31 | 33 | 35 | 37 | 39 | 41 | - |
| 10 | 10 | 10 | 10 | 10 | 15 | 15 | 15 | 15 | 15 | 20 | 20 | 20 | 20 | - |
|-20 |-23 |-26 |-29 |-32 |-35 |-38 |-41 |-44 |-47 |-50 |-53 |-56 |-59 | - |
| 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | - |
| 11 | 14 | 16 | 18 | 19 | 21 | 22 | 24 | 26 | 27 | 29 | 30 | 32 | 34 | - |
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When you speak this spell, the creatures close to you become cursed, meaning
that they become severely weakened and ready to be plucked ... or decapitated.
Whatever suits your fancy.
Comments: Like with many neat-sounding priest skills, the toughest enemies are
immune to it. The weaker ones go down easily enough without cursing them, and
the curse doesn't seem to make you take all that much less damage when you're
surrounded either. Points are better spent elsewhere.
Blind
-----
You can blind a creature up to level * for * seconds.
Mana Cost: *
Cooldown Time: 90 seconds
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| 1 | 2 | 3 | 4 | 5 |
| 20 | 23 | 26 | 30 | 38 |
| 60 | 80 |100 |120 |140 |
| 17 | 23 | 29 | 35 | 41 |
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To blind your enemy is to temporarily take away his vision, leaving him
stumbling in the dark: in combat, about as effective as a pacifistic sparrow.
Just don't stand around too long, laughing at his bewilderment, becaues he's
bound to be a tad enraged when he gets you in his sights again.
Comments: Most enemies you'd really want to use this on are immune, so it's a
bad idea to get used to using this skill. The best way to do that is to not
spend points on it.
Life Tap
--------
You can sacrifice up to 10% of your health at a rate of * mana per hitpoint.
Mana Cost: 0
Cooldown Time: 60 seconds
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As you become a powerful wizard, you may find yourself in a situation in which
you're casting all sorts of spells while you stay at a distance - unharmed and
unthreatened. The problem is that your magical energies may start to run low.
The solution: simply transfer some of your life energy to your magical energy
and you can keep enjoying the grisly spectacle you create.
Master Herbalist
----------------
You need *% less of ingredients to create potions.
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| 1 | 2 | 3 | 4 | 5 |
| 15 | 30 | 45 | 60 | 80 |
------------------------
Versed as you are in the powers and potentials of all plants and herbs that
grow in Rivellon, it takes you fewer specimens to cook a successful brew. This
has not only made you famous for your mushroom soup, but also for the
efficiency with which you make useful potions.
Summon Demon
------------
You can summon a level * demon for * seconds. Demons will taunt your enemies
and engage in melee combat.
Mana Cost: *
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 20 | 23 | 24 | 25 | 27 | 28 | 29 | 31 | 32 | 33 | 35 | 36 | 37 | - | - |
|180 |200 |220 |240 |260 |280 |300 |320 |340 |360 |380 |400 |420 | - | - |
| 98 |110 |114 |118 |126 |130 |134 |142 |146 |150 |158 |162 |166 | - | - |
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If ever you find yourself outnumbered in a fight, this is the skill to use.
Not only will the appearance of a Demon most likely leave your adversaries
stranded with malodorous breeches, its claws will send them, torn to shreds,
straight to the hellish dimensions whence your unholy ally came.
Comments: Probably the best summon, since it gets in the enemies' faces and
takes hits for you. You might consider spending points here if you want your
creature to be a mage or a ranger. This might even be a viable tactic if you
want to focus numerous points on skills with long cooldowns and don't mind
spending large portions of battle standing around and watching your allies do
the work for you. Hide In Shadows would be an excellent companion to this
strategy.
Mana Cost: *
Cooldown Time: 30 seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 15 | 18 | 21 | 24 | 27 |
| 15 | 18 | 21 | 24 | 27 |
|-40 |-30 |-20 |-10 | 0 |
| 19 | 21 | 22 | 23 | 25 |
------------------------
Those who enjoy putting up an impenetrable shield of defensive magic will get
the most out of their specialty by choosing this skill, which will enhance all
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Comments: Even at only 5 points, it's just not worthwhile. In the rare fight
where you take plentiful magic damage, this skill won't do much to lessen the
impact. Potions are far more effective, and don't cost skill points.
-------------
| Mage Skills |
-------------
Magic Missile
-------------
You can shoot * magic missiles that will find and damage enemies around you
for * hit points.
Mana Cost: *
Cooldown Time: 1 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | - |
| 6 | 6 | 14 | 23 | 43 | 62 | 76 | 76 | 90 |146 |178 |161 |191 |212 | - |
| 6 | 8 | 12 | 16 | 19 | 22 | 24 | 27 | 29 | 32 | 35 | 37 | 40 | 42 | - |
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A magic missile is in essence a blast of raw magical energy that strikes the
enemy in a few consecutive waves. Unless there are multiple enemies, for then
the missile automatically targets several opponents. Like the fireball, the
spell is as simple as it is lethal.
Comments: The only truly spammable skill in the pure mage's arsenal. If you
want to avoid melee and don't fancy a bow, this skill is your only
alternative. Luckily, it's a perfectly viable one.
Fireball
--------
Hurl a fireball at a target, which hurts it and everyone within a * meter
range for * magic damage. There's a *% chance they will catch fire, so
inflicting additional damage.
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 5 | 5 | 5 | 5 | 5 | 8 | 8 | 8 | 8 | 8 | 12 | 12 | 12 | 12 | - |
| 8 | 23 | 47 | 68 |195 |278 |342 |455 |540 |878 |1070|1208|1431|1592| - |
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 12 | 14 | 16 | 18 | - |
| 14 | 21 | 30 | 38 | 45 | 52 | 57 | 64 | 69 | 76 | 83 | 88 | 95 |100 | - |
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Like a miniature Sun that burns the flesh from your enemies' bodies, you can
hurl a single ball of fire towards an unfortunate foe from the tips of your
fingers. Whereas many a wizard will acknowledge this as a basic spell, none
will make the mistake of underestimating its deadly force.
Comments: This skill would be excellent if the cooldown lowered as you put
more points into it. It doesn't, making this a very poor choice. Highly
consider explosive arrow instead (which does more damage for less mana if you
don't mind equipping a bow). It can be good to supplement another damage
skill, however, providing a very nice boost in damage every 15 seconds. It
works quite well in combination with melee in the early game.
Mana Efficiency
---------------
Your skills cost you only *% of the required mana.
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 90 | 80 | 70 | 60 | 50 |
------------------------
Performing a whirlwind attack or casting a fire wall costs mana, but you have
trained your spirit and therefore don't need to catch your mental breath as
quickly as others might. A very practical ability indeed, for, as the saying
goes, two whirlwinds are always better than one.
Comments: If you plan on using spells as your primary source of damage, it's
hard to go wrong with this. It might be overkill, however, if you use Mana
Leech, which will single-handedly take care of your mana concerns with one
Back to Top
Polymorph
---------
You can turn up to * of your enemies into a ladybird for * seconds. The
targets must be struck by the spell individually. You can strike them * times
before they change back.
Mana Cost: *
Cooldown Time: * seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | - |
| 10 | 15 | 15 | 15 | 20 | 20 | 25 | 30 | 35 | 35 | 40 | 45 | 45 | 50 | - |
| 0 | 0 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | - |
| 30 | 42 | 58 | 70 | 78 | 90 | 98 |110 |118 |130 |138 |150 |158 |170 | - |
| 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | - |
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Imagine, if you will, two fierce undead warriors sporting claws and jagged
swords with your name on them. Facing two such savage adversaries at the same
time might just be more than you can handle. Luckily, you have the polymorph
spell at your disposal, which will briefly transform those on its receiving
end into harmless ladybirds. This is sure to make your life easier and theirs
briefer.
Comments: Like its cousins charm, blind, and fear, the toughest enemies are
immune to this spell. It does seem to be the most effective of the crowd
control skills, however points are likely better spent elsewhere lest you grow
to rely on a skill that will fail you when you need it most.
Confusion
---------
Enemies struck by a magical attack have a *% chance of being stunned for *
seconds.
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 5 | 7 | 9 | 12 | 15 |
Back to Top
This subtle but powerful skill adds a special ability to other sorceries you
cast: each time one of your spells like Magic Blast or Fire Wall hits an
opponent, it has a chance of stunning that opponent for a while, stripping him
of effectiveness in battle.
Comments: Although quite spammy, it's good in combination with magic missile.
Outside of that, you won't use spells often enough to make it worth the
points. The stun won't work on any really tough enemies, but it can help
lessen the damage from groups of normal enemies while you magic missile spam
them.
Magic Blast
-----------
You can shoot * magic projectiles in rapid succession at a single target, each
doing * hitpoints of damage.
Mana Cost: *
Cooldown Time: 15 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | - |
| 20 | 28 | 45 |130 |166 |228 |277 |332 |391 |626 |713 |805 |902 |1062| - |
| 32 | 38 | 50 | 59 | 65 | 74 | 80 | 86 | 92 |101 |107 |113 |119 |128 | - |
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Damning your opponent with a Magic Blast will surround him with many stab-like
thrusts of destructive magic. That might seem somewhat sadistic, but it gets
the job done.
Comments: At high levels, this will kill anything in the game in a single use
and you can use it as often as fireball. Combined with an area damage skill,
this skill will make you unstoppable.
Mana Leech
----------
A successful melee hit on an enemy has a *% chance of draining *% of the
Back to Top
----------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 |
| 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 |
----------------------------------------------------------------
With Mana Leech, you don't just wound your enemy as you hit him, but also
gradually drain his magical energies from his body and perchance add them to
your own with each hit you score.
Comments: Take one point in this if you melee at all, even a little bit. That
single point will reliably keep your mana topped off whenever you need it,
thus making more than one point somewhat unnecessary.
Destruction
-----------
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 18 | 20 | 30 | 40 | 50 |
------------------------
As if the ravaging powers of magic aren't terrible enough already this skill,
as its name implies, will add to the destruction caused by your fireballs,
magic missiles, and other wizard spells.
Comments: Take this if you use magic missile, fireball, fire wall, or magic
blast. It's a cheap way to make them ridiculously more effective.
Fire Wall
---------
You can create a circle of fire on the ground around you for 5 seconds. Any
enemy caught within the flames starts to burn for * points of damage per
second.
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 58 | 82 |100 |122 |132 |156 |234 |250 |286 |322 |340 |382 |424 | - | - |
| 29 | 34 | 37 | 40 | 41 | 44 | 47 | 49 | 52 | 55 | 56 | 59 | 62 | - | - |
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Once released, this great circle of red-hot flame will blacken anything caught
in its blast and burn all who are foolish enough to enter its fulgent
perimiter, thus providing you with the best of both worlds by combining
offence with defence in one single incantation.
Healing
-------
You can heal yourself at a rate of * hitpoints per second, for * seconds.
Mana Cost: *
Cooldown Time: 10 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 15 | 18 | 22 | 24 | 29 | 32 | 41 | 42 | 56 | 60 | 83 | 88 |140 | - | - |
| 8 | 8 | 7 | 7 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - |
|101 |116 |126 |136 |141 |151 |161 |166 |176 |186 |191 |201 |211 | - | - |
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When in combat, you will get hurt. But not to worry, for this simple healing
spell will douse any wound like water would fire - leaving your dazed
opponents wondering why their blades don't seem to have had much effect!
Comments: A single point is quite good in the early game, especially if you're
a melee fighter. More than that isn't really necessary, and it becomes less
Back to Top
Mana Cost: *
Cooldown Time: 30 seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 20 | 30 | 40 | 50 | 60 |
|-20 |-15 |-10 | -5 | 0 |
|-20 |-15 |-10 | -5 | 0 |
| 49 | 53 | 57 | 59 | 63 |
------------------------
Those who revel in the joy of aggressive magic will get the most out of their
specialty by choosing this skill, which will enhance all the stats that
pertain to it.
Comments: It affects magic damage on weapons, too, making this extremely good
for characters of all types. Strongly consider maxing it and keeping it up as
much as you can, if you don't mind the maintenance (which is admittedly a
severe annoyance). You can choose to skip it in favor of Battle Rage or Way of
the Ranger if you're a pure warrior or ranger and have a good weapon without
much magic damage.
----------------
| Warrior Skills |
----------------
Whirlwind
---------
You can perform a whirlwind attack that deals * bonus melee damage with a *%
Back to Top
Mana Cost: *
Cooldown Time: * seconds
----------------------------------------------------------------------------
| 1| 2| 3| 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|1.5| 6| 14| 20 |56.5| 83 |103.5|138.5|166 |211 |333.5|378.5|451 |503.5| - |
| 10| 13| 16| 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 | - |
| 11| 15| 20| 24 | 28 | 32 | 35 | 39 | 42 | 46 | 50 | 52 | 56 | 59 | - |
| 5| 5| 5| 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | - |
----------------------------------------------------------------------------
With the weapon you are wielding firmly clasped in your hands, you unleash a
hurricane of steel by making a full circle jump that tears through any number
of enemies around you. When your feet hit the ground again, only their bloody
remains bear witness to the destruction, while you, the very eye of the storm,
remain untouched.
Comments: The damage increase is decent, though not as nice as the cooldown
reduction. One point is nearly mandatory simply for breaking apart crates and
barrels with ease, and if you find yourself using it a lot in combat, consider
investing at least 11 points for the low cooldown. The knockback is amazing
when combined with fire wall.
Rush Attack
-----------
You can rush to your enemy and strike with * times your normal damage and a *%
chance of stunning.
Mana Cost: *
Cooldown Time: 5 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 1 |1.2 |1.4 |1.6 |1.8 | 2 |2.2 |2.4 |2.6 |2.8 | 3 |3.2 |3.4 |3.6 | 15 |
| 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 15 |
| 4 | 6 | 8 | 9 | 11 | 13 | 14 | 15 | 16 | 18 | 20 | 21 | 22 | 23 | 15 |
--------------------------------------------------------------------------
Back to Top
Comments: 1 point is essential for melee fighters. The damage increase after
that is nice, but not very helpful. Points would be better spent on abilities
that increase your damage more consistently, instead of for one-time attacks
on ranged attackers. The stun, while helpful, does not last long enough to be
worth considering.
Jump Attack
-----------
Your jump attacks do * extra damage, and have a *% chance of knockdown.
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 9 | 20 | 32 | 45 |130 |185 |252 |332 |422 |667 |805 |954 |1120| - | - |
| 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | - | - |
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Those who have this skill in their repertoire - all Dragon Slayers do - can
jump and fall to the ground with a great cleave of their weapon. Not only does
it increase the pounding your enemy takes, it has quite a chance of knocking
him off his feet. After that it's just a matter of having the good grace to
make the kill quick and painless. Right?
Fatality
--------
You can instantly kill enemies whose hitpoints are below a total of *%.
Mana Cost: *
Cooldown Time: 5 seconds
--------------------------------------------------------------------------
Back to Top
An instant kill is one of the greatest blows a warrior can learn to deliver,
but the road to success is long. An enemy must be seriously wounded before
such a blow can be struck when you are still inexperienced in the one-hit-one-
kill method. But as you learn, it will take less duelling time for you to find
a weak spot that will end the fight in the blink of an eye.
Comments: It can be helpful in the early game when your damage output is low,
and helpful in the late game when you encounter more enemy healers and want to
clear a space in front of you to rush attack the healer. That being said, it's
not really worth the points unless you have real problems dealing damage. Even
then, you might consider placing points into increasing that damage instead.
By the time this is usable, it most often deals less damage than several other
available skills (or even a normal attack, if you spend your points right).
With it maxed, you can expect it to deal around 1500-2000 damage to enemies in
the final area, which just isn't any better than other things that work
regardless of enemy health.
Defensive Posture
-----------------
You get a bonus of * for melee armour rating, and * for ranged armour rating,
but a *% penalty for melee damage, and a *% penalty for ranged damage. The
effect lasts for a maximum of * seconds.
Mana Cost: *
Cooldown Time: 30 seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 4 | 12 | 20 | 28 | 36 |
|-20 |-15 |-10 | -5 | 0 |
| 30 | 60 | 90 |120 |240 |
| 27 | 39 | 51 | 63 | 75 |
------------------------
A warrior needs to know when to attack with the ferociousness of the tiger and
Back to Top
Battle Rage
-----------
You get a bonus of *% for melee damage, but a penalty of * for melee armour
rating. The effect lasts 120 seconds.
Mana Cost: *
Cooldown Time: 30 seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 20 | 30 | 40 | 50 | 60 |
| -4 |-12 |-20 |-28 |-36 |
| 27 | 39 | 51 | 63 | 75 |
------------------------
The Battle Rage skill does exactly what it describes: like a mad barbarian
would seize upon a poorly protected convent, you launch yourself into the
fray, heeding not the danger it leaves you in. Most likely any clear and
present danger will soon be eliminated, but do remember that this rage
detracts from your defensive prowess for its duration.
Comments: Since it only requires 5 points to max, this skill is one of the
most efficient ways of improving your melee damage. Since it's particularly
rare to take lots of melee damage (usually ranged and magic are more
worrisome) the armour penalty isn't very concerning, and you can always turn
the buff off by pressing the hotkey a second time if you're really taking a
beating. If you don't mind the maintenance (which is incredibly irritating),
invest points here before considering skills like Bleed and Death Blow.
Life Leech
----------
A successful melee hit on an enemy has a *% chance of draining *% of the
Back to Top
----------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 |
| 7 | 9 | 11 | 13 | 15 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 |
----------------------------------------------------------------
With Life Leech, you don't just wound your enemy as you hit him, but also
gradually drain his life energy from his body and perchance add it to your own
with each hit you score.
Comments: Simply amazing. One of the best healing skills in the game due to
the way it scales with damage. If you're having trouble staying alive, take
this skill. Thanks to rush attack, you should always have something nearby to
beat on to regain hitpoints. It only works on melee attacks, however, so if
you're not planning to melee, consider Potion Efficiency instead.
Bleed
-----
A successful melee hit has a *% chance of bleeding your enemy. It lasts for *
seconds and deals *% of the damage you did extra.
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 10 | 13 | 15 | 18 | 20 | 23 | 25 | 27 | 30 | 32 | 35 | 37 | 40 | 42 | - |
| 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | - |
| 10 | 11 | 13 | 14 | 17 | 20 | 25 | 33 | 50 |100 |100 |100 |100 |100 | - |
--------------------------------------------------------------------------
Particularly vicious, bleed attacks have a chance of causing wounds that keep
bleeding: so damaging the victim over time until the bleeding stops or he has
leaked to death.
Back to Top
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|.21 |.25 |.28 |.32 |.35 |.39 |.42 |.46 |.49 |.53 |.56 | .6 |.63 | - | - |
--------------------------------------------------------------------------
Forgoing the need of healing spells to patch up your wounds over time, the
regenerate skill ensures the slow but steady revitalisation of your life
energy. This process gains in speed as its practitioner learns to use it more
effectively.
Comments: Less effective overall than Life Leech. It's not effective enough
to be relied upon as a sole source of healing, but it can increase
survivability in combination with other healing skills. Only put points here
if you have maxed another healing skill and are still having troubles
surviving.
Thousand Strikes
----------------
You can attack your enemy in a series of fast blows for * times normal damage
accompanied by a *% chance of knockdown.
Mana Cost: *
Cooldown Time: 15 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 1 |1.1 |1.2 |1.3 |1.4 |1.5 |1.6 |1.7 |1.8 |1.9 | 2 |2.1 |2.2 | - | - |
| 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | - | - |
|236 |272 |296 |320 |332 |356 |380 |392 |416 |440 |452 |476 |500 | - | - |
--------------------------------------------------------------------------
Comments: Does a good bit of damage, useful for overcoming enemy healing or
taking out the leader in a group of enemies. The mana cost is prohibitively
high, however, and the damage does not increase appreciably with more points
spent. A point can be very helpful early on (if you've got the mana to even
use it), but it's not really worth pumping many points into. Don't take it
without also taking at least one point in Mana Leech.
Death Blow
----------
You have an extra *% chance of doing critical damage.
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 3 | 4 | 6 | 7 | 9 | 10 | 12 | 13 | 15 | 16 | 18 | 19 | 21 | - | - |
--------------------------------------------------------------------------
Warriors adept in the Death Blow have spent part of their training
concentrating on delivering devastating hits, which may critically hurt an
opponent. The more skilful these hits become, the greater their chances are of
scoring blows that will knock their enemies six foot under in no time.
Reflect
-------
You reflect *% of the damage done to you back to the enemy that inflicted it.
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 20 | 28 | 36 | 44 | 52 | 60 | 68 | 76 | 84 | 92 |100 |108 |116 | - | - |
--------------------------------------------------------------------------
Those who benefit from this advantageous spell can gleefully watch as part of
the damage an enemy causes is reflected back to him. This way the foes that
Back to Top
---------------
| Ranger Skills |
---------------
Poison Arrows
-------------
You can fire arrows that poison your enemy, doing * damage per second for *
seconds.
Mana Cost: *
Cooldown Time: 5 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 1 | 2 | 4 | 5 | 16 | 23 | 33 | 43 | 60 | 98 |143 |161 |239 |265 | - |
| 10 | 10 | 9 | 9 | 8 | 8 | 7 | 7 | 6 | 6 | 5 | 5 | 4 | 4 | - |
| 4 | 6 | 8 | 9 | 11 | 13 | 14 | 15 | 16 | 18 | 20 | 21 | 22 | 23 | - |
--------------------------------------------------------------------------
One of the more crafty, and at the same time nasty, abilities of the ranger is
the coating of arrow tips in deadly poisons. Not only will the arrows wound
their targets, they will keep inflicting pain as the venomous substance that
entered their bodies courses ruinously through their veins.
Comments: It's not a bad skill, especially early on, but you'll probably want
to drop it towards the end of the game. It just doesn't seem to pump out the
damage that other available skills do.
Ranger Surprise
---------------
Shoot an arrow that does no damage but gives your target a * point penalty to
melee armour rating, a * point penalty to ranged armour rating, and a * point
Back to Top
Mana Cost: *
Cooldown Time: 3 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|-30 |-35 |-40 |-45 |-50 |-55 |-60 |-65 |-70 |-75 |-80 |-85 |-90 |-95 | - |
| -5 |-10 |-15 |-20 |-25 |-30 |-35 |-40 |-45 |-50 |-55 |-60 |-65 |-70 | - |
| 4 | 6 | 8 | 9 | 11 | 13 | 14 | 15 | 16 | 18 | 20 | 21 | 22 | 23 | - |
--------------------------------------------------------------------------
With this skill activated, an unfortunate creature you are hunting that has
been struck by one of your arrows becomes weakened if you keep giving it your
undivided attention until it stops moving. It's a nasty surprise to be sure,
but it will still come as a surprise.
Comments: Waste of points. Its primary purpose is to increase the damage you
deal to an enemy, but enemies don't really seem to have much armor. Points are
better spent on an ability that more directly increases your damage.
Ranger Strength
---------------
Your ranged attacks do *% more damage.
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | - |
--------------------------------------------------------------------------
Some rangers spend as much time training their strength as they do their
agility. The result is that every arrow they fire flies with greater speed and
power, naturally inflicting even greater wounds.
Comments: Not great, but must-have if your primary weapon is a bow. Don't
expect to do decent damage without running dry on mana otherwise. Then again,
don't expect that anyway if you're a bow user.
Stun Arrows
-----------
Back to Top
Mana Cost: *
Cooldown Time: * seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | - |
| 14 | 18 | 22 | 27 | 30 | 34 | 36 | 40 | 43 | 47 | 50 | 54 | 56 | 60 | - |
| 20 | 20 | 19 | 19 | 18 | 18 | 17 | 17 | 16 | 16 | 15 | 14 | 15 | 15 | - |
--------------------------------------------------------------------------
Comments: The stun is very nice against weaker enemies, but also less
necessary. Stronger enemies have a high tendency to resist this, reducing its
usefulness significantly. Points are better spent on something to actually
kill the target.
Ranger Stealth
--------------
When you approach an enemy with your bow, you cna get *% closer to it than you
normally would before it notices you.
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 14 | 22 | 28 | 34 | 40 |
------------------------
Like a true hunter of the dark, the ranger who is under this subtle spell's
influence blends into his surroundings with chameleon-like ease. Even when he
scores a hit, the ranger still has a chance that the victim of his arrow has
no idea where the danger comes from - thus leaving him unexposed.
Comments: Two points is enough to make the early game much easier for all
character types. It loses its usefulness in the late game, however, even for
rangers.
Back to Top
-------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| 10 | 20 | 30 | 40 | 50 | 55 | 60 | 65 | 70 | 75 |
-------------------------------------------------
Every adventurer has his trusted health, mana, and other magical potions
stuffed safely in his backpack. But not all benefit from them to the maximum.
Trained to get the most out of every drop, you are able to squeeze every bit
of energy from these treasured bottles.
Comments: If you never plan on setting foot in melee, ever, spend 5 points in
this skill. Your mana bar will thank you, and you'll be able to survive
difficult encounters on the virtue of healing potions alone. There's a reason
this is a ranger skill.
Splitting Arrows
----------------
You can fire arrows that split and cause damage to * enemies at the same time.
Mana Cost: *
Cooldown Time: 5 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | - |
| 29 | 35 | 41 | 45 | 49 | 53 | 57 | 61 | 65 | 69 | 73 | 77 | 81 | 85 | - |
--------------------------------------------------------------------------
The splitting arrow has the magical property that it severs into different
arrows after having been fired, so allowing the bowman to hit multiple targets
at the same time. The more adept he becomes at the craft, the more separate
projectiles the original arrow will split into.
Comments: Its use is situational, and probably not worth the points unless you
have plenty to spend. If you're even considering it, though, that means you're
a ranger and you probably do have points to spend. Invest in it early, before
Back to Top
Evade
-----
You have a *% chance of evading melee attacks.
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | - |
--------------------------------------------------------------------------
You are highly trained in dodging the melee attacks with which your
adversaries try to treat your inner organs to an outdoor holiday. It goes
without saying that this is a highly useful ability for all who spend much
time in the thick of battle.
Comments: One point is essential for a melee character, and highly recommended
for all characters. Further points should be spent on healing skills, but
extra points may be placed in here to improve survival.
Explosive Arrows
----------------
You can fire arrows that explode and deal * damage to enemies within a *-meter
radius of impact and have a *% chance of knockdown.
Mana Cost: *
Cooldown Time: 5 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|260 |370 |456 |554 |606 |720 |844 |1170|1334|1514|1610|1804|2014| - | - |
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | - | - |
| 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | - | - |
| 29 | 34 | 37 | 40 | 41 | 44 | 47 | 49 | 52 | 55 | 56 | 59 | 62 | - | - |
--------------------------------------------------------------------------
The rarest of arrows are perhaps the most powerful ones. Extremely dangerous
in the hands of some bowstring-happy pyromaniac - and absolutely frightning in
the hands of a skilled archer - these arrows explode upon impact: not only
Back to Top
Comments: The single best skill in the game, your bane in the hands of enemy
rangers, and the only reason to play a ranger yourself. The high damage, wide
area of effect, knockdown, low mana cost, and low cooldown make for a skill
you will want to press every 5 seconds as long as your mana holds out - even
against single targets.
Mana Cost: *
Cooldown Time: 30 seconds
--------------------------
| 1 | 2 | 3 | 4 | 5 |
|228 | 277 |332 |360 |422 |
| 50 | 53 | 56 | 59 | 62 |
|-114|-138.5|-166|-180|-211|
|-50 | -47 |-44 |-41 |-38 |
| 49 | 53 | 57 | 59 | 63 |
--------------------------
Thoes born for the bow will get the most out of their specialty by choosing
this skill, which will enhance all the stats that pertain to it.
Comments: Far more effective at increasing ranged damage than Ranger Strength,
and it's only 5 points. So effective, in fact, that you practically can't win
many fights with a bow alone unless you have high ranks in this. Take this if
you use bows.
----------------------
| Dragon Slayer Skills |
----------------------
Mindread
Back to Top
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 0 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 |100 |
--------------------------------------------------------------------------
The ability to read the minds of others is given to very few in Rivellon.
Powerful though this gift may be, you shouldn't shy away from developing the
skill - because obviously it takes a little more experience to read the
thoughts of, say, the Arcane University's dean than those of Doris, the
lavatory lady.
Comments: 100% discount is very nice, but comes available very late. If you're
really that concerned about your character level, there are better ways to
handle it than investing in mind read. It's not exactly a waste of points, but
there's no good reason to take it, either. If you must take it, do so after
reaching Orobas Fjords. The early game is hard enough without dumping all your
points here, and due to the way exp works, your max level won't be affected at
all. In fact, it probably won't be affected much anyway.
Wisdom
------
You gain *% more experience.
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Having studied warfare not only as a series of forceful skills, moves and
abilities, but also as an art, the insight you gain after every battle is
greater than that of others. You therefore advance more quickly upon the
ladder of veterancy and success.
Comments: Almost certainly a waste in the early game, with the potential to
become useful after reaching Orobas Fjords. If your intention is to set it and
forget it, stay away from this skill. If you want to min-max your experience
and reach the absolute highest level you can, see the Tips and Tricks section
Back to Top
Lockpick
--------
You can lockpick locks of level * (and lower).
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 1 | 2 | 3 | 4 | 5 |
------------------------
When you encounter a bolted door, a chest secured tightly by a big padlock,
you itch to find out what is behind that door and in that chest. You konw you
do. By adding this skill to your repertoire, your curiosity will soon be
satisfied and perhaps your coin purse as well.
Encumbrance
-----------
Your backpack is limited to * items.
------------------------
| 1 | 2 | 3 | 4 | 5 |
|100 |120 |140 |160 |180 |
------------------------
Adventurers often have the tendency to accumulate loot with greater diligence
than a squirrel that is storing nuts for the winter. It is therefore not a bad
idea to train your back-pack-stuffing capabilities, because a good packer can
carry around a lot more booty!
Back to Top
Unarmed Expertise
-----------------
Your damage when fighting unarmed is increased by *%.
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Swords, axes, maces: you regard them all as silly extensions for the truest of
melee weapons: your fists. Rather than presenting them with the taste of steel,
you like to treat your opponents to your favourite home-made delicacy: a
knuckle sandwich.
Comments: Unarmed is the single worst weapon choice in the game, and even
maxing this skill won't make up for its downfalls. Take this if you enjoy a
serious challenge. Combine it with damage adding skills like whirlwind to
offset its low damage. Bleed and Death Blow may be wise choices as well.
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| 2 | 5 | 9 | 12 | 15 | 19 | 22 | 25 | 29 | 34 | 34 | 35 | 36 |
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Back to Top
Dual-Wielding Expertise
-----------------------
When fighting with two weapons, your primary weapon does *% more damage; the
off-hand weapon suffers a penalty of *% damage.
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Not many make such a fierce impression on the battlefield as those who swing
a blade in each hand, so engulfing their immediate vicinity in a red wave of
extinction. But even though these fighters may look like frenzied, blood-
crazed savages, be not mistaken, for they are quite the opposite: cool-headed
and disciplined. With good reason: wielding two weapons in combat demands
intense training, and forgoing it has often led to unintended, self-inflicted
facial reconstruction.
Comments: The best damage improving skill in the game. Dual-wield has slow
animations, but more than makes up for it with sheer power. As a dual-wield
fighter, don't waste your time with damage adding skills like whirlwind and
jump attack; focus instead on making each hit stronger with skills like bleed,
death blow, and battle rage. Prefer weapons that increase melee or magic
damage, and enchant them with the same, as the bonus seems to apply to swings
with either hand. Until you reach rank 10 in this, place your stronger weapon
in your main hand. From rank 10 onward, your stronger weapon should be placed
in your off hand.
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| 5 | 8 | 11 | 14 | 17 | 20 | 23 | 26 | 29 | 32 | 34 | 36 | 38 |
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Those who engage in battle with sword and shield are sometimes scoffed by
others on the premise that they are archaic and unimaginative. But they never
take such criticisms to heart because they know very well that their strategy,
classical and rather standard though it may be, is still one of the best set-
ups a warrior may use: it perfectly combines offence and defence and, like no
other, offers excellent chances to emerge from each battle alive and well.
Comments: The next best choice next to dual-wield. The armor of a shield is so
negligible as to be worthless, and since this skill only increases the
shield's base armor (not counting charm bonuses or enchants) the latter half
of this skill is near completely useless. The damage increasing component,
however, is more than twice as good as its shieldless counterpart, and your
attacks are almost as fast.
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No matter what some may say, combat isn't pretty or subtle. You intend to
prove that by swinging about swords long as a troll's arm and hammers so
ferocious they can reduce said creature's head to a bloody pulp with one well-
placed stroke. The advantages in battle are obvious, and more than that: you
can never get lost in the woods, for you'll always leave a track of limbs that
works even better than the traditional breadcrumbs.
Comments: Arguably one of the worst weapon choices you can make, although the
Back to Top
********************************************************************
* *
* IV. FARGLOW *
* *
********************************************************************
Farglow is the game's tutorial. The whole thing takes place in a small town
with only a handful of NPCs and one quest. The only enemies you'll fight will
be goblins spawned for practice combat. Don't sweat what you do here too much;
it really won't matter in the end.
-----------
| Locations |
-----------
Farglow
-------
-There's a skill book hidden on top of the large rocks north of the goblin
camp. Approach from the north side for the easiest access, but you'll still
have to work at it a bit to get on top of the rocks.
-If you use the skill book in the area to learn lockpick, you can open the
treasure chest next to Alberic. Alternately, you can kill a LOT of goblins.
-There's another treasure hidden on the left (north) side of the building you
see when first crossing the bridge in town. The key for it can be found by
reading Edmund's mind, entering the training area, then looking on the stones
surrounding the campfire.
-------------
| Main Quests |
-------------
********************************************************************
* *
* V. BROKEN VALLEY VILLAGE *
* *
********************************************************************
At last, the tutorial is over ... or is it? While you have a lot more freedom
in this area, you're still blocked from wandering too far. The enemies are
weak enough that you can kill them without using any skills (which is good,
since skill points are few and far between still). This is also where the game
teaches you to take the time for exploration. If you rush headlong into the
main quest, you'll soon find yourself locked in a room with an enemy quite
capable of killing you in two hits. Exploration is good.
Locations:
The Black Boar ................... [BLTBB]
Jackson Farm ..................... [BLTJF]
Derk's House ..................... [BLBDH]
Miller's House ................... [BLMUH]
Louis' Storage ................... [BLCLS]
Chapel Dungeon ................... [BLLAT]
Secret Dungeon ................... [BLCSD]
Dark Cave ........................ [BLNDC]
Forgotten Outpost ................ [BLCFO]
Secret Passage ................... [BLBSP]
Main Quests:
Chasing the Dragon ............... [BMCTD]
To Lay a Ghost to Rest ........... [BMLGR]
Side Quests:
Band of Brutes ................... [BSBOB]
Back to Top
-----------
| Locations |
-----------
-After finishing 'Band of Brutes', talk to Stan and pick option 1. He'll tell
you about the miller's hidden cellar and how he hides the key in his pot.
-There is a button on the wall almost directly across from the third door.
Pressing it opens a hidden passage with two treasure chests.
Back to Top
-There is a hidden pressure plate on the west side of the large room, facing
south. Stand a few steps from the wall and look for the 'use' message in the
lower right.
-After the locked door that Martis unlocks, the apparent dead end straight
ahead is actually a false wall that can be opened by pressing a hidden
pressure plate to its left. A skill book is hidden inside.
-The goblin chief near the farm exit drops a key, but it doesn't seem to
unlock anything.
-------------
| Main Quests |
-------------
-------------
| Side Quests |
-------------
Hearttaker [BSRHT]
----------
Received From: Richard
Location: Wandering between Folo's house and the blacksmith
1: Kill goblins until they drop hearts
-They drop randomly. Don't worry, it's not a big deal if you don't get many.
2: Turn the hearts in to Richard
Reward: 150xp and 50gp per heart
-The gold reward increases to 150gp if you read Richard's mind.
-This quest never goes away. You can keep turning in any hearts you find.
-Solution 1-
2: Side with Richard and help him defeat the guards
Back to Top
-Solution 2-
2: Side with the guards and help them kill Richard
Reward: 1350xp + 1 (338xp, 240g)
Bonus: You can get a stat point by mindreading Lomax after killing Richard.
-Solution 1-
1: Agree to save the pigs
2: Attempt to talk to Kevin on Jackson's Farm
3: Talk to Lomax and choose option 2
4: Return to Folo and inform him of the news
Reward: 450xp, 160g + 1 (item, 160g)
-Solution 2-
1: Refuse to help Folo
2: Tell Louis in the barracks about your decision
Reward: 450xp, 160g + 1 (item, 160g)
-Solution 1-
5: Help Antumbra kill Linda and Upton
Back to Top
-Solution 2-
5: Help Linda and Upton defeat Antumbra
Reward: 450xp, 160g + 1 (rare item, 160g)
Hjalmar [BSHMR]
-------
Part Of: 'A Hunting We Shall Go'
1: Kill Hjalmar in the nearby goblin village
2: Give Hjalmar's Mask to Captain Rodney
Reward: 450xp, 160g + 1 (2 uncommon items)
-Solution 1-
1: Take the diary to Carl
2: Threaten to turn him in
3: Kill him
Reward: 225xp + 1 (uncommon item, 160g)
Bonus: Jackson's Amulet (+1 evade) is on Carl's corpse
-Solution 2-
1: Take the diary to Carl
2: Extort him for gold
Reward: 450xp, 160g + 1 (uncommon item, 320g)
-Solution 3-
Back to Top
-Solution 4-
1: Bring the diary to Captain Rodney in the barracks
Reward: 450xp + 1 (magical item, 320g)
********************************************************************
* *
* VI. BROKEN VALLEY *
* *
********************************************************************
You're finally allowed to explore to your heart's content, only to find brutal
goblins, wicked skeletons, skilled bandits, and unimaginably powerful black
ring every way you turn. You'll soon laugh at how weak these enemies are, but
for now, expect battles to be on the tough side for a little while. If you get
frustrated, try finding an entrance to the Derelict Tunnels (detailed below).
There are plentiful goblins and skeletons inside, which are the weakest of the
creatures you're now facing. The cramped quarters may make things difficult
for rangers, but it's easier than bumping up against bandit rangers or black
ring. After you've cleared out the tunnels, make your way up Lovis' tower. By
the time that's done, you should be perfectly capable of handling most things
in the area.
Because this area is so huge, directions will often reference the giant tower
in the center as well as the numerous waypoint shrines scattered around the
region (such as the Village Shrine and the Chapel Shrine that you should have
found in the previous area). Occasionally, there's also the mention of a
"mysterious shrine". These look like the place where you met Talana, and can
be seen clearly on the map.
Locations:
Derelict Tunnels ................. [VLDTP]
Citadel Chambers ................. [VLCCU]
Citadel Dungeon .................. [VLCDL]
Dreavan's Storage ................ [VLEDS]
Robin's Storage .................. [VLHRS]
New Miner's Dig .................. [VLNMD]
Back to Top
Main Quests:
Looking for Lovis ................ [VQLFL]
Paper Trail ...................... [VQLPT]
Dragon No More ................... [VQDNM]
A Tale of Two Tomes .............. [VQTTT]
Hall of Echoes Bound ............. [MQHEB]
Side Quests:
The Greater Hunter ............... [VSTGH]
Lovis' Loot ...................... [VSRLL]
A Hunting We Shall Go ............ [VSHWS]
Hallorn .......................... [VSHLR]
Yup'ik ........................... [VSYPK]
Viper ............................ [VSVPR]
Jagon ............................ [VSJGN]
Vigor Mortis ..................... [VSNVM]
The Hunt For Red Ore ............. [VSHRO]
Method or Madness ................ [VSMOM]
Lost For Words ................... [VSLFW]
Stuck in a Hole .................. [VSSIH]
Couple Trouble ................... [VSBCT]
An Axe to Find ................... [VSATF]
Daylight Robbery ................. [VSBDR]
The Temple of Doom ............... [VSTOD]
Lost Soul ........................ [VSLLS]
In Cold Blood .................... [VSICB]
-----------
| Locations |
-----------
-There is a fortune teller named Sosostra west and slightly south of the
tower. After she tells your fortune, a white rabbit will appear just
downstream. Follow it to a treasure chest.
-If you have Sosostra tell you a second fortune, you can encounter a knight
on a bridge to the far south. If you agree to duel him, you earn a quite nice
one-handed sword for your troubles.
-Four mysterious levers are hidden throughout the region. One is along the
cliffs to the east of the Chapel Shrine, another is right next to the Tribal
Shrine, the third is west of Lovis' tower (on the western tip of the island
with the mysterious shrine on it), and the last is near the south valley
shrine. Flipping all four levers makes a chest appear across the stream from
Sosostra (the far western end of the map).
-Seek out Dreavan to the west of Lovis' tower (slightly north of the West
Valley Shrine) as early as you can. He can enchant your weapons, armour, and
jewelry, but more importantly, each time you open the enchant window, all of
the formulas in your inventory are removed and added to your list of known
formulas. Anything you can do to free up inventory space at this point is a
plus.
-There is a wishing well near Dreaven. You can toss in 10 gold, 100 gold, or
1000 gold and wish for either experience or a powerful item. Here's the list
of rewards:
Item:
10g (common bracelet)
100g (bracelet with +1 unarmed expertise)
1000g (bracelet with +1 wisdom)
Experience:
10g (500xp)
100g (1500xp)
1000g (5000xp)
-Four pieces of parchment are hidden around the region. One is south of the
Tribal Shrine, and another is in a chest at the nearby mysterious shrine.
The third is hidden by the bandit camp (east of the Quarry Shrine) and the
last can be found in the southeastern mysterious shrine (east of the South
Valley shrine). Take all four to ZixZax and ask him to translate them. This
Back to Top
-The first time you find each mysterious shrine, you're attacked by a rhyming
mage named Bellegar. After he attacks you four times, you can seek him out at
the same shrine where you met Talana for the fifth and final challenge.
-Across the gap to the south of the mysterious shrine east of Lovis' tower,
you encounter a trio sleeping on the ground. Mind reading each of them
provides you with a clue as to what they need, and the option to give it to
them if you have it in your inventory. Furley needs an alcoholic beverage,
Namdar needs a health potion of any size, and Nightwinkle needs an apple. At
the time of this writing, giving any of the three what they need will cause
the game controls to become unresponsive; however, there is a workaround. If
you quicksave after the controls have stopped working (make a backup save just
in case!), then exit the game entirely, and finally re-load your quicksave,
everything works as it should again. Do this once for each dreamer and you'll
be rewarded with a rare and useful malachite gem!
-The second is straight north of Lovis' tower, on the west side of the stream.
-Not all of the pressure plates are bad! Some will summon treasure chests or
heal you. Don't load if you step on a bad plate, however. The same events
happen in the same order, regardless of which plate you actually step on. The
first will always be a treasure chest, the second will damage you, and so on.
-There's a treasure chest hidden behind several crates in the room with
Hallorn.
-There are three hidden talismans: one in the western dead end, one in the
southern dead end, and one on a goblin chair in the large room before the
eastern exit. Collect all three and approach the statue on the western wall
Back to Top
-You must collect four pieces of parchment and take them to ZixZax as detailed
above in order to use the teleporter needed to reach this area.
-The key to the door is hanging from the skeleton in the nearby cage. Save
before grabbing it, because you will probably die several times.
-If you take a weapon off of the table surrounded by four bandits, they will
confront you. If you elect to keep it instead of putting it back, you can kill
them all and nobody cares.
-The first room inside the temple is filled with poison. To avoid it, follow
the line of bodies and blood. You will still take damage when jumping over the
water, however.
-The key to the door blocking the expensive looking chest can only be gotten
by mind reading Ragnar beforehand and then finding it on the dragon statue's
left horn (to your right as you climb the ladder).
-There are two chests in the fiery area, both on the right (one near the
beginning, the other at the end). You can get them by using high level health
potions and simply running through, but the items they contain are usually not
worth the effort. Simply walk down the river instead to avoid damage.
-There are three crystals hidden outside Maxos' Temple. One is hidden in some
rocks behind the way shrine, another is hidden behind a tree in the NE corner,
and the last is hidden behind a rock in the NW corner. Take all three to the
dragon statue by ZixZax and insert them into the mouths of the statues there
Back to Top
-To open the first door, use the urn on the right side.
-There are three trials you must pass in the chamber with the way shrine.
-In the room filled with gold, ignore everything and pick up the pumpkin on
the left.
-In the tall room with many platforms, start your ascent with the platform in
the southeast corner. While jumping, keep in mind this tip: your character
always moves forwards in mid-air, so turn the camera towards walls to avoid
jumping too far, or back the way you came if you accidentally overshot. If you
need further help getting to the top of the room, see the step by step
directions below.
1: Climb the ladder, then leap to the next platform and flip the lever.
2: Wait for the moving platform to draw close, then jump on it.
3: From there, jump onto the platform that the current one is moving towards.
4: Turn right and jump across the room to another platform.
5: Flip the lever to activate a teleporter near the ground.
6: Jump down and enter the teleporter.
7: Find the three levers nearby and face out towards the rest of the room.
8: Flip the left lever twice, the middle lever once, and the right lever once.
(each lever affects the height of another platform - the goal is to create a
stairway up to the far end of the room).
9: Hop across the platforms to another lever and flip it. Good kitty.
-In the mirror room, it helps to break as many crates, urns, and barrels as
you can to strip away the amount of detail in the room. When you're tired of
searching and just want to proceed, activate the cup on the corner between
the north and east alcoves.
-After clearing all three trials, step on the teleporter in the central
chamber to continue.
-First enter the room on the left (southeast of the four rooms on your map,
and the nearest one with the intensely obvious "secret" passage shown on the
map). Press the pressure plate on the eastern wall in front of where your map
shows the "secret" passage to open a "secret" room. Wow! What a well hidden
room! Flip the lever inside.
Back to Top
-Head to the northwest of the four rooms and repeat the process with the
western wall, flipping a second lever to gain access to the exit.
-There does not seem to be any key to unlock the half-buried chest on the
northern wall.
-There is a key hidden on top of the chandelier in the center of the room
after the maze (hanging above the pedestal). One reader reported that it
unlocks the half-buried chest above, but I have not been able to duplicate
this (nor have I been able to find a chest which this key unlocks).
-You cannot read the book downstairs in the library until you mind read The
Librarian.
-The key to the chest in the southernmost room is hidden behind a false wall
in Amdusias' room. Use the book 'Dragon Lore' to reveal the hidden passage.
-The key to the chest in Benedict's room can be found lying in the open in the
same room.
-------------
| Main Quests |
-------------
-Climb the ladders near the wrecked bridge jutting out of the northwest side
of the tower
-At the locked gate, walk up the stone to the right of the way shrine, and
from there jump onto a short series of adjacent platforms to reach a lever.
Flip the lever to open the gate.
Back to Top
-Climb the wooden ramp on the left, then climb the series of ladders there.
At the top of the ladder, press the pressure plate (using the activate key,
not by stepping on it) beneath the gargoyle closest to the ladder. Then press
the next nearest plate. Third, press the plate closest to the locked gate in
front of you. Finally, press the fourth plate to open the gate.
-Take the right path when the path splits and climb down the ladder. Jump
inside the tower from there. The door in front of you is where you want to go,
but you may want to flip the lever off to the right first, making it easier to
get back. Now is also a good time to complete 'Lovis' Loot'.
2: Walk all the way around the room and search the corpse partially buried in
rubble for a Reveal Spell
2: Take the Phial of Blood from behind the false wall you just opened.
3: Complete the quest 'A Tale of Two Tomes'
4: Once you have both the Phial and the book, travel down the west hallway and
make a mad dash towards the Blood Altar. You will find the scales you need
just in front of it. Pick them up, then immediately access your inventory and
use the Orbis Arcesso (under the quest items tab).
5: Defeat Amdusias.
-His explosive arrow makes him very difficult to defeat at a range. You can
try engaging him in melee to force him to draw his sword, but it doesn't
always work. If he does draw it, you can safely back away from him without
having to deal with his lethal bow shots
-From the Crypt Shrine, travel down the south hallway, then climb the stairs
to the second floor and look for the book in the northwestern room.
2: Take the key from the hidden room, then use it to open the chest on the
southeast section of the first floor. The book is inside the chest.
Note: This is the main quest for the entire second half of the game. Once
completed, you are locked in the end game dungeon and can never return. Make
sure you've finished everything else you want to do, enchanted and charmed all
of your equipment, and stocked up on plentiful potions before finishing this
quest!
-------------
| Side Quests |
-------------
2: Jump into the flaming room and press a hard to see button on the back wall
(it's blocked somewhat by the treasure chest)
Hallorn [VSHLR]
-------
Part Of: 'A Hunting We Shall Go'
1: Kill Hallorn in the Derelict Tunnels
2: Give Hallorn's Ring to Captain Rodney
Reward: 1350xp, 240g + 1 (2 uncommon items)
Yup'ik [VSYPK]
------
Part Of: 'A Hunting We Shall Go'
1: Kill Yup'ik in the goblin camp south of the mine
-Alternately, look north of the mysterious shrine found east of the South
Valley Shrine.
2: Give Yup'ik's staff to Captain Rodney
Reward: 1500xp, 320g + 1 (2 uncommon items)
Viper [VSVPR]
-----
Back to Top
Jagon [VSJGN]
-----
Part Of: 'A Hunting We Shall Go'
1: Complete the quest 'The Temple of Doom'
2: Give Jagon's Necklace to Captain Rodney
Reward: 1500xp, 320g + 1 (2 uncommon items)
-Solution 1-
3: Return the axe
Reward: 1500xp + 1 (375xp, 320g)
Back to Top
-Solution 2-
3: Decide to keep the axe, then defeat Tagos
Reward: 1 (1500xp, 320g)
-Solution 1-
1: Ally with Filip and defeat Jenae
Reward: 1500xp + 1 (rare item, 320g)
-Solution 2-
1: Ally with Jenae and defeat Filip
Reward: 1500xp, 320g + 1 (rare item, 320g)
(note: even if you received the quest from Ragnar, siding with Filip does not
fail the quest, nor does Ragnar become hostile.)
********************************************************************
* *
* VII. SENTINEL ISLAND *
* *
********************************************************************
Along with a new area comes the customary bump in difficulty. Thankfully, the
dragon elves aren't that hard and they're plentiful enough to give you a quick
couple of levels, where they become downright easy. Sentinel Island isn't very
long, but the experience rewards are fantastic. If you haven't been leveling
lockpicking yet, now might be a good time to start. You can have it maxed out
before you finish the island, allowing you to claim all the lost loot you left
behind in Broken Valley. If you've been pumping your wisdom and mind read
skills, you might want to focus on combat skills now instead. The battle at
the end of this area can be quite difficult if you're unprepared. Use the
difficulty of the bandits leading up to the tower to gauge whether you're
going to be capable of lasting through a difficult fight.
Locations:
Vacca's Cave ..................... [SLDVC]
Laiken's Study ................... [SLLLS]
Bandit Barracks .................. [SLTBB]
Battle Tower ..................... [SLLBT]
Back to Top
Side Quests:
From Soup To Nuts ................ [SSSTN]
The Old Ghost and the Sea ........ [SSOGS]
Ghostbuster ...................... [WYGC?]
Legend of the Ancient Mariner .... [SSLAM]
The Writing on the Whale ......... [SSWOW]
Sibling Rivalry .................. [SSHSR]
-----------
| Locations |
-----------
-There's a secret cave hidden beneath the windy peninsula with the unmarked
tombstone. Dive off the side into the water and swim into a hole under the
island to find it. When you're ready to leave, you can get back onto the
island by swimming towards Vacca's cave.
-If you jump off the wyvern's nest at the right angle, you can land on a
raised ridge that's difficult to get onto via other means. Follow the ridge
around to find a couple abandoned camps and three treasure chests. There's
also a lootable corpse next to a ladder on top of the door you came out of
when first arriving on the island.
-There's another wyvern nest on an island to the southwest. The nest on the
very top contains a treasure chest.
-Vacca's Gem is quite valuable, but if you decide to pilfer it, make sure you
sell it before talking with Vacca again or he gets very angry. If you wait
until after the quest to try stealing it, it will be gone (presumably, Vacca
picked it up).
-You can see an obvious secret passage in the cells on the southern wall.
Start from the southeastern cell and toggle a button on the wooden beam on the
left next to the back wall.
-The next button is on the right as you face the other obvious false wall.
This leads you to a key which opens the chest in back, near the explosives.
-Take both explosives. There's more than one passage that needs clearing.
-Past the first cave in, the map shows a secondary cavern branching off of
the main cavern to the west. Use the second barrel of gunpowder to open this
area. You'll find a key at the end.
-------------
| Main Quests |
-------------
Note: Heed Talana's warning! Once you enter the summoning chamber, you will be
forever unable to complete any unfinished quests or grab any missed loot on
Sentinel Island or in Broken Valley. There are two exceptions to this: you can
complete 'Legend Of The Ancient Mariner' later on, and you will eventually be
able to access the mine currently guarded by level 27 black ring soldiers.
Now is also a good time to explore Orobas Fjords through Broken Valley's
southern exit. That's where you'll be going next, and if you don't uncover the
Grand Knight Shrine now, you'll be ambushed by goblins when you teleport to it
Back to Top
-------------
| Side Quests |
-------------
Ghostbuster [WYGC?]
-----------
Received From: Vacca
Location: Cave in the northwest of the island
1: Enter the cellar door (it's right there in Vacca's cave)
Back to Top
-Solution 1-
1: Tell them you are the most powerful
2: Kill both of them
-Make use of Hide in Shadows to try and separate them before fighting. They
are very difficult to defeat if you fight both at once!
Rewards: 1 (1875xp, 400g)
Back to Top
-Solution 2-
1: Choose a sister to side with
2: Talk to whoever you sided with
3: Retrieve whatever she asks you to
-The Wolfsbane Poison is on a shipwreck to the northeast (near Allan)
-The Fake Red Ore is on a shipwreck on the eastern shore (near the camp)
4: Return to whoever you sided with
5: Talk to the other sister
-if you reveal the scheme, you fail the quest
6: Return to whoever you sided with
Reward: 1875xp, 400g + 1 (3 magical items, 1 other)
********************************************************************
* *
* VIII. OROBAS FJORDS *
* *
********************************************************************
Believe it or not, this is the final section of the game, though the sheer
level of the more powerful enemies you can now find will prevent you from
finishing too quickly, even if you decide to rush. Breaking into the Fjords
can be difficult, since there are precious few level 18 enemies for you to
level up off of. You can gain a very small amount of extra exp by swimming to
the beach in the south and killing a handful of black ring there, but at some
point you're going to have to start laying waste to the level 21+ groups of
imps, which usually include a healer and several shamans. If they're too
troublesome for you, abuse your runners to make infinite potions and simply
lay waste to them while chain chugging the biggest healing potions you can
make. Before exploring the Primordial Cave that Talana won't shut up about, or
the nearby Old Cave, try clearing out the Depleted Ore Mine on the northern
side of the channel to the east. Once that's done, take down the barrier at
Camp Eagle's Nest and follow the path past the mine all the way to High Hall
and the Champion Harbour, fighting groups of imps the entire way. By the time
you finish, level 24 skeletons won't seem so scary anymore.
Locations:
Teleporters ...................... [OLTLG]
Battle Tower ..................... [OLDBT]
Orobas Fjords .................... [OLOFO]
Primordial Cave .................. [OLPWC]
Old Cave ......................... [OLBOC]
Camp Eagle's Nest ................ [OLCEN]
Depleted Ore Mine ................ [OLDOM]
Dark Cave ........................ [OLBDC]
Dragon Cliff ..................... [OLDCC]
Mysterious Cave .................. [OLBMC]
Champion Harbour ................. [OLACH]
High Hall ........................ [OLHHV]
High Hall Mines .................. [OLHHM]
Well Cave ........................ [OLHWC]
Imp's Lair ....................... [OLGIL]
Lost Tomb ........................ [OLBLT]
Camp Valour ...................... [OLMCV]
Orobas' Lair ..................... [OLOLO]
Red Hammer Tribe ................. [OLRHT]
Aleroth Chapel ................... [OLZAC]
Main Quests:
Revelation ....................... [OQRMN]
Reaping the Seeds ................ [OQRTS]
The First Hungry Statue .......... [OQFHS]
The Second Hungry Statue ......... [OQSHS]
The Third Hungry Statue .......... [OQTHS]
X marks the Spot ................. [OQXMS]
Come to no Harm .................. [OQCNH]
Side Quests:
Out on a Limb .................... [OSOOL]
The Book of the Dead ............. [OSBOD]
Back to Top
-----------
| Locations |
-----------
Teleporters [OLTLG]
-----------
Tiberius
Location: east of the Grand Knight Shrine
Connections: Sentinel View, Eagle's Nest
Back to Top
Eagle's Nest
Location: far south of the Grand Knight Shrine
Connections: Sentinel View, Harbour, David, Tiberius
David
Location: east of Camp Eagle's Nest
Connections: Eagle's Nest
Dragon Cliff
Location: north side of the channel to the east
Connections: High Hall, Sentinel View, Harbour, David
Courage
Location: east of Dragon Cliff Castle
Connections: Eagle's Nest
Freedom
Location: north of Camp Courage
Connections: Harbour
High Hall
Location: in High Hall
Connections: Harbour
Overlook
Location: overlooking Champion Harbour from the northwest
Connections: Courage, High Hall, Freedom
Harbour
Location: on top of the building in Champion Harbour
Connections: Tiberius
Pompous
Location: in the Slayer Camp
Connections: Penitence
Back to Top
Valour
Location: on the eastern cliff, south of Champion Harbour
Connections: Harbour
Victory
Location: south of Camp Valour
Connections: Harbour
-You can find a fifth dragon skill book in the master's quarters, and a fifth
skill point by reading the mind of Sassan nearby.
-A sequence of treasure chests can be opened starting by finding the first key
in the alchemy garden, next to the dragon skill book. Use that key to open the
chest on the necromancy ring, which contains another key. From there, open the
chest in the skill training area, then the workshop, and finally in the
master's quarters (down the elevator from the throne room).
-Directly south of your battle tower, just off the map, lies a tiny island
with a (locked, but pickable) treasure chest.
-Just south of the two women, a treasure chest hides near a waterfall.
-There is a key on the beach far south of where you entered, guarded by level
19 black ring. It's directly below Camp Eagle's Nest (a guard inside will tell
you about it after you read his mind, but you don't need to in order to find
the key).
-To get past the barrier shield, you must travel to Camp Eagle's Nest by
taking the Camp Sentinel View teleporter (located on the cliffs on the west
side of the elongated island situated in the middle of the channel).
-Down the path from the mine, you will encounter two soldiers: Webster and
Julian. You can choose to solve their dispute for 2500 exp, or antagonize and
kill them for a likely similar level of exp and a small bit of loot.
-Slightly further down the path, you will encounter Carleton, a traveling
merchant. He sells a malachite gem, but he can bug out if you enter his shop
through dialogue instead of hitting the trade button. Hit 'Trade' to ensure
you can buy, and peruse his heroic quality equipment for upgrades while you're
at it.
-You encounter a barrier after flying south from the Champion Harbour. To
disable it, find and destroy the four goblin ballistas surrounded by a bright
blue electricity effect. A few moments of fire breath should be enough to take
each one out.
-If you search the cliffs at the bend in the river before the entrance to
Rivertown Gorge, you will find the Gremory family chest hidden in the
uppermost of the two holes. If you haven't read the minds of all three Gremory
family members yet, though, don't bother.
-There's a chicken rune in the chamber to the far south. It's for a side quest
in High Hall. More importantly, a dragon skill book hides in the same room.
-You must finish the quest 'Reaping the Seeds' to get past the three statues
on the second floor.
-The map obviously shows a hidden passage to the west, but how exactly you can
access it is unknown.
-There's a key hidden on a shelf straight south of the locked chest it opens.
-There are two malachite veins just south of the Grand Chamber (where you talk
with the Patriarch). The first is on the eastern wall in plain sight. The
second is hidden behind a large rock next to an empty wagon near the western
wall. Make sure to save far enough away from the veins so that you can reload
if you don't get any malachite gems.
-The nest tower is invulnerable at first. To damage it, you must first flip
the lever at the end of the dungeon accessed through the middle-height
teleporter on the southeast side of the main room.
-There is a locked treasure chest in the same room as the generator, but the
key is located through the portal further down, referenced below.
-The third and final teleporter in the main room (very high up, on the south
side of the room, next to a dragon skeleton) leads to a dungeon where you'll
find the Book of the Dead for Igor's quest.
-The key to the chest near the Book of the Dead is in a broken coffin one room
prior. The chest contains a skill book.
-When you go upstairs, you find two black ring that surrender to you - one of
them sells quite a large amount of heroic quality items, which update every
time you gain a level. Killing him would deprive you one of the few shops left
at this point in the game, and one with quite a good selection of items.
-You can free the champion in the jail on the first floor if you found the
key from the beach below. She will reward you with a key that opens the chest
upstairs.
-Beware the level 27 beholder mage on the second floor. It's much higher level
than anything else in the dungeon.
-On the third floor there are three pedestals holding a red book, a blue book,
and a dark book. Each pedestal is marked by a certain number of candles: the
red book sits next to five lit candles, the blue book next to three candles,
and the dark book by one candle. Place each books on the pedestal on the
second floor with the same numbers of candles to make a treasure chest appear.
-Save before approaching the malachite vein near the books mentioned above,
and reload if it doesn't have any malachite gems for you.
-The key on the ground next to the priest's corpse doesn't seem to open
Back to Top
-Sura, in the first group of bandits you kill, drops a key that can be used to
open the door to the east.
-You must solve a pressure plate puzzle in the east to open the passage to the
west. The correct order, with the plate furthest from the chest being 1 and
nearest being 4, is 3-1-4-2.
-Use each dragon statue until it stops moving when you use it to reveal the
Master's Spell Book to the north. This is needed for Barbatos' quest,
'Borrowed Book'.
-There is a chest on top of the western tower that contains a key required to
open the chest on top of the eastern tower.
-If you can't reach the chest on top of the eastern tower, abuse your dragon
transformation to simply drop right on top of it.
-In this cave, you make a series of good or evil choices. If you choose either
all good or all evil choices, you're rewarded with your choice of a bow, two
handed sword, or hammer. The weapons are good, but it's easy to find better.
If you don't choose all good or all evil, you wind up with a random legendary
item. Regardless of what you pick, you end up at Camp Overlook afterwards.
-Choice 1: Oppose the bandit for good, or side with him for evil (and earn a
bag of loot)
-Choice 2a: Give Peppin a stat point for good, or don't for evil
Back to Top
-Choice 3a: Transfer one vitality and spirit for good, or don't for evil
-Choice 3b: Kill the man for good, or suggest a way to torture him for evil
-Choice 3c: Flip the 'life' lever for good or the 'death' lever for evil
-The monsters in this cave have a high chance to drop a random legendary item.
It's not as reliable as a quest reward, but it's a nice bonus.
-The giant platform with the zeppelin ramp on it is actually the roof of a
huge building. To go inside, look for the door next to the elevator on the
bottom floor.
-There is a stat book sitting on a table inside the shack where Aurelius sits.
-A key is hidden inside of a grain sack in the northeast corner, inside the
fenced-in area near Irwin. This key opens the chest near Aurelius' shack,
which contains the Chainmail Dragon Tail Piece.
-The key to the chest in Beatrice's house is on the shelf to the left of it.
You can pick it up by walking very close to the wall and aiming the camera
upward.
-The key on the ground near the north wall in Gobie's house opens the chest
near the southern exit. Also note that you can't enter this house until Gobie
gives you the key as part of the 'Divine Descendant' quest.
-There's a dragon skill book on the wooden platform next to the lava pit.
-The key to the chest next to the lava pit is hanging from a cage over the
lava. You can reach it by jumping onto the pillar. It's easiest to jump there
straight from the wooden platform, but it'll still probably take a couple
tries, and each miss will likely result in your death.
-You must kill the Troll Runekeeper to acquire the Magical Runes you need to
disable the barriers. You can't disable the nearby barrier from the side the
Runekeeper is on, so start by disabling the barrier to the southwest.
-The key to the locked door on the elevator's second floor can be found in the
room far to the south on the first floor.
-There's a dragon skill book on the table in the back of Kezzz's room, next to
the key mentioned above.
-Unlike other elevators, the elevator in this cave is operated by levers just
off the actual elevator platform, instead of buttons on the platform itself.
-The lever handle needed to repair the down lever on the second floor is in
the chest behind the locked door.
-To exit after the cave in, head to the exit in the northwest, near the top of
the room.
-Forum rumor has it that there's a malachite vein hidden in here, but
extensive searching has failed to uncover its location.
-Flipping the lever on the south side of the platform makes a treasure chest
appear up above.
-There are two more levers that you can flip to make platforms appear to help
you get to the treasure chest. One is hidden behind some crates to the north,
the other is on the wooden platform just up the stairs next to the crates.
-Save before approaching the malachite ore vein, so you can reload if it
doesn't contain any malachite gems.
-There is a dragon skill book on the ground near the north wall.
-You must answer several questions before you can open Orobas' chest. There
are three stone skulls (option 6), one health potion, two apples, one
droxlerite (option 3), and four lit candles (option 2). There's a dragon skill
book and a crystal dragon helmet in the chest.
-You can only open the door in the east by finishing the quest Groth gives you
when you first try to open it.
-There are two keys on a bench near Groth that open the two chests near
Svadilfari.
-There's a chest hidden on a shelf about halfway down the western side of the
cave. You can reach it through creative jumping.
-------------
| Main Quests |
-------------
Revelation [OQRMN]
----------
Part of: Hall of Echoes Bound
1: Pick up the note from Maxos (on a table opposite the bed from Sassan)
Reward: 3750xp, 1320g + 1 (938xp, 660g)
Back to Top
-"Strange creatures, we cannot speak, though we have mouths and broad bellies.
We sail on ships crowded with kin. What are we?" 4. Amphora
-"It swings by his thigh, hangs below the belt, a hole in its front end, stiff-
set and stout it swivels about. Levelling the head its wielder hoists its high
because it is his will to fill a well-known hole he's oft filled before. What
is it?" 2: A key
-"It eats tales, wolfs down words. A weird diet that may seem - the songs of
man, his chants of glory - and yet, after the feast, the devourer is none the
wiser. What is it?" 1. A bookworm
-------------
| Side Quests |
-------------
2: Make your way to the bottom of the cave and defeat the 'Ultimate Creature
Boss'
3: Return to Jonelath
Rewards: 6000xp, 560g, skill book + 1 (1500xp, 560g)
Bonus: Your Necromancy Ring can be upgraded
1: Travel to the Old Cave (hidden in the cliffs to the east of the entrance to
Orobas Fjords. Fly up the waterfall and follow the stream)
2: Enter the uppermost teleporter (next to the dragon skeleton) and proceed
through the dungeon. The Book of the Dead lies in the room at the far end of
the dungeon.
3: Return to Igor
Reward: 4500xp, 520g, 1 skill book + 1 (1125xp, 520g)
Bonus: Your Necromancy Ring can be upgraded
5: Activate the teleporter control panel and set the destination to High Hall
-You cannot do this unless you have already been to High Hall and investigated
the teleporter there.
6: Talk to Saul
-Once he goes through the teleporter, you fail the quest 'Thorn in the Side'
if you've accepted it.
7: Return to Kenneth
Reward: 4500xp, 520g + 2 (1125xp, 520g, 3 heroic items, 1 other)
Bonus: Your Skill Training Area can be upgraded
3: Return to Radcliff
Reward: 1 (6000xp, skill book, 600g)
Bonus: Your workshop can be upgraded twice
-If you sold the stone for gems, you can't choose a skill book, and your
workshop can only be upgraded once.
1: Travel to the mine in Orobas Fjords and kill Alutiiq, as described in the
quest 'Red Ore Alert' (right below this one)
2: Using the key from Alutiiq, open the chest downstairs, behind the nearby
door
Back to Top
2: Once inside the mine, travel down the cavern to the south until you can
hook around to the east and travel north again
3: Kill Alutiiq
4: Return to Crabbe
Reward: 1 (4500xp, 2000g)
Stood Up [OSCSU]
--------
Received From: Crabbe
Location: Path near the exit to Broken Valley
Requirement: Complete 'Red Ore Alert'
1: Find at least three different zeppelin parts and give them to Zeppelin
Master Page (see 'On The Road Again')
2: Reload the area (enter and exit the harbor, or warp to your battle tower
and back)
-Laura is on a high up cliff east of the Grand Knight Shrine, between the
Primordial Cave and the Old Cave.
-Arthur Gremory is inside the Imp's Lair, located along the right cliff after
you power down the barrier. It's just across the water to the east of the much
more prominent entrance portal to Stone's Flying Fortress.
-Jack Bolton's corpse is slightly east of the Camp Freedom teleporter. Just
jump off the cliff to the right and follow the channel to its end. Jump off
Back to Top
Back to Top
-You can tell Tilian you're going to free Orobas, then kill him (and the other
Slayers) and loot the key.
-Lastly, you can read Tilian's mind and use the information to convince him to
give you the key.
3: Loot the chalice from the chest up the ramp in the back
Reward: 4500xp, 480g + 1 (1125xp, 480g, 3 magical items, 1 other)
-Crystal 1: on the tiny island just south of the entrance to the fjords; climb
up the ladder and retrieve it from on top of Yggdrasil
-Crystal 2: on a low cliff east of Camp Sentinel View, across the water from
Camp David
-Crystal 3: on a cliff in the middle of the bend just before the entrance to
Rivertown Gorge
-Compass 3: on a cliff just before the bend on the way to Rivertown Gorge
Back to Top
Barnabus [OSBNB]
--------
Part Of: A Hunting We Shall Go Again
1: Travel to the Old Cave east of the Primordial Cave
2: Disable the generator found through the bottom teleporter
-If you need help, see the 'Old Cave' section
3: Kill Barnabus, then take his hammer
4: Return to Sejanus
Reward: 1 (4500xp, 520g)
Ragon [OSRGN]
-----
Part Of: A Hunting We Shall Go Again
1: Travel to the Dark Cave, along the cliffs just east of Camp Eagle's Nest
2: Loot the key from Sura to gain access to the eastern section
3: Solve the pressure plate puzzle (3-1-4-2, 4 being closest to the chest)
4: Kill Ragon and take his ring
5: Return to Sejanus
Reward: 1 (4500xp, 520g)
Moor [OSMOR]
----
Part Of: A Hunting We Shall Go Again
1: Travel to Camp Valour, southeast of Champion Harbour
2: Kill Moor and loot his ledger
3: Return to Sejanus
Reward: 1 (4500xp, 520g)
Alrik [OSARK]
-----
Part Of: A Hunting We Shall Go Again
1: Travel to the imp camp on the western cliff just south of the harbour
Back to Top
-You can ask Quintus to send his soldiers in to help you, but if even one
dies, your reward for 'Between a Troll and a Hard Place' will suffer. Unless
you're trying to get them killed, though, it's very difficult for them to die.
-Solution 1-
5: Kill Mundus, then return to Quintus
-You can read his mind and destroy his friendship rune
-Just killing him the old-fashioned way works, too
Reward: 4500xp, 480g + 1 (1125xp + 3 magical items + 1 other)
-Solution 2-
5: Give Mundus the chicken rune, then return to Quintus
-If you don't have it, the rune is located in the Primordial Cave
Reward: 6750xp, 720g + 2 (3 legendary items, 1 other)
Back to Top
-Solution 1-
1: Tell Gobie you will kill the ghost for him
2: Enter Gobie's house
3: Talk with the Ghost
4: Return to Gobie
Reward: 4500xp, 960g + 1 (1125xp, 960g)
-Solution 2-
1: Read Mona or Eamon's mind
2: Accuse Eamon of scamming
3: Tell him you want half the profits
Reward: 4500xp, 960g + 1 (1125xp, 960g)
Bonus: 500g
-Solution 3-
1: Read Mona or Eamon's mind and convince them to leave
Reward: 1 (4500xp, 960g.)
-Solution 4-
1: Pay Eamon for Gobie
Reward: 1 (4500xp, 960g.)
-It is important to read Beatrice's mind and confront her with what you learn.
Doing this rewards you with two additional malachite gems upon completing the
quest.
2: Encounter Kezzz to the far south of the cave and take the key from the room
he was in
3: Travel to the second floor and recover the lever from the chest behind the
locked door
4: Use the lever to fix the elevator and take it down another floor
5: Find and kill Zagan
6: Return to Beatrice
Reward: 4500xp, 480g, 2 or 4 malachite gems + 1 (1 other, 1 heroic item)
********************************************************************
* *
* IX. FLYING FORTRESSES *
* *
********************************************************************
You've leveled up a bit from exploring the Fjords and now you're ready to take
on the toughest challenges in the game. Make sure you read the Tips and Tricks
section on Flying Fortresses to make this task a little easier on you. Don't
forget to grab your servants' second quests, either - it's possible to render
some quests impossible if you kill the quest target before having the quest
Back to Top
Locations:
Stone's Flying Fortress .......... [FLSTF]
Raze's Flying Fortress ........... [FLRAF]
Kali's Flying Fortress ........... [FLKAF]
Keara's Flying Fortress .......... [FLKEF]
Broken Valley .................... [FLBVF]
Broken Valley Mine ............... [FLBVM]
Hall of Echoes ................... [FLHOE]
Main Quests:
A Guild without a Master.......... [FQGWM]
Lock and Key...................... [FQLAK]
Side Quests:
Risk Life for Limb ............... [FSRLL]
Black Ring's Ring ................ [FSBRR]
Wisdom in a Bottle ............... [FSWIB]
An Alchemist's Apparel ........... [FSAAA]
By the Book ...................... [FSBTB]
Murder for Myrthos ............... [FSMFM]
Raging Raze ...................... [FSWRR]
Close to the Bone ................ [FSCTB]
-----------
| Locations |
-----------
-You must destroy generators to remove the anti-dragon barriers around the
fortress.
-The first generator is towards the south, straight forward (northeast) from
the entrance.
-The second generator can only be reached by traveling through a small dungeon
Back to Top
-The final generator is just north of the second, but reaching it is somewhat
less straightforward. The safest way is to land near the northwestern
teleporter, then jump off the eastern end of the island and fall onto the
island with the generator.
-Inside Stone's Greenery, you find several herb buds in a treasure chest and,
downstairs from there, a small fountain next to some research notes. You can
place any two buds in the fountain and earn a different reward depending on
which two buds were chosen. The order of the buds does not matter (the same
reward results regardless), although you will receive one herb of whichever
bud you placed in first, in addition to other rewards. The rewards include
weaponry (which is quite good quality, but there are better), exp, stat
points, or a skill point. Unfortunately, even though you have buds left over,
the fountain stops working after you place your first two. The exact list of
rewards is as follows (OT = Oak Tears, BR = Black Rose, MS = Moon Shine,
FB = Fanny Blossom, HB = Holy Basil):
OT+BW: Bow
OT+MS: Nothing
OT+FB: 1k Exp
OT+HB: 5 stat points
BR+MS: 1 skill point
BR+FB: a broom (cannot be looted)
BR+HB: Axe
MS+FB: Sword
MS+HB: Hammer
-The ten piece Archmage set is hidden in treasure chests around the fortress.
1: The ring is straight northeast of the entrance, right next to the first
generator.
Back to Top
5: The belt is on the same platform as the gauntlets, cuirass, and earrings,
but one level up. It's just south of the ramp leading up to the top level.
6: The leggings are on the same platform as the last several pieces, but at
the very top, on the northwest side.
9: The bracelet is on the northeastern side of the lower tier of the large
platform beneath Stone's Greenery.
-You must destroy three generators to take down the anti-dragon zone.
-The first two can be reached as a dragon (one to the southeast and one to the
west).
-The ten piece Hunter's set is hidden in treasure chests around the fortress.
1: The belt is to the far south, on the lowest platform; straight out from the
entrance.
2: The ring is on the southeastern island, north and a bit east of the belt.
3: The cuirass is on the southwestern island, north and a bit west of the
Back to Top
5: The leggings are on the island just south of the crashed zeppelin (just
west of the gauntlets).
7: The bow is hidden on a small island to the northeast, slightly below and to
the east of a larger island.
8: The helmet is on the lower level of the large island to the northwest,
right next to the earrings.
9: The earrings are on the lower level of the large island to the northwest,
right next to the helmet.
10: The necklace is on the southwest side of the second highest level of the
huge island to the north.
-The locked door inside the fortress headquarters can be opened with the key
in the room to the northeast.
-In order to kill Raze, you must flip the levers in the northeast and
southeast corners of his room. He sometimes likes to flip them back, though,
forcing you to flip them again.
-Raze drops a dragon skill book, a cuirass needed for Wesson's second quest,
and Ulthring's Leggings (if you read his mind).
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-The last three generators are hidden on small islands that lurk beneath the
larger outer islands (one to the north, one to the southwest, and one to the
southeast).
-The ten piece Scorpion set is hidden in treasure chests around the fortress.
The first six pieces are on the northern islands, and the last four are on the
large southern island.
1: The necklace is on the northernmost isle in the top ring.
2: The leggings are on the large northern island.
3: The sword is on the large southeastern island.
4: The ring is on the large southern island.
5: The bracelet is on the large southwestern island.
6: The gauntlets are on the large western island.
7: The belt is on the mid-level southern platform.
8: The earrings are on the mid-level eastern platform.
9: The helmet is on the mid-level northern platform.
10: The cuirass is on the western side of the top level platform.
-Inside the fortress headquarters, there are levers down the east and west
hallways that must be flipped to proceed.
-A mysterious key is in the eastern alcove just before the first door, but it
doesn't seem to unlock anything.
-The key to Kali's room in the west is in a treasure chest down a hallway to
the east.
-The last is a nest tower to the northeas). Be careful when attacking it: it's
actually inside the anti-dragon zone.
-There is a locked chest to the west, on one of the lower levels, but the key
is nowhere to be found.
-The inside of the fortress is a maze. Reading Keara's mind provides the vital
hint you need to solve it yourself.
-The teleporters all lead to the same teleporter near the exit. The teleporter
near the exit leads back to wherever you came from (or to itself, if you've
not used any teleporters yet).
-You can melt the ice wall by pressing a button on the wall in the nearby
hallway. Pressing it again will turn off the flame, allowing you to pass
unharmed.
-There's one statue near the entrance (1), two statues in the room to the
northwest - one in the northwest corner (2), and one in the northeast corner
(3) - and two statues in the room to the southwest - one on the south wall (4)
and one on the west wall (5).
-Statue 1's hints: Mayhem is not in the same room as Havoc. Devastation is in
the same room as Chaos.
-Statue 2's hints: I am either Devastation or Chaos. Waste is in the same room
as Mayhem.
-Statue 3's hints: Mayhem is alone in his room. Havoc is in this room.
-Statue 4's hints: I am neither Chaos, nor Havoc. Chaos is neither in my room,
nor in Waste's.
-Statue 5's hints: I am in the same room as Waste. I am neither Mayhem, nor
Waste.
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-To disable the anti-dragon zone around the mine, you'll need to find a
generator just west of the mine and flip a nearby lever in human form.
-The next zone to disable requires you to land in the area only accessible
after flipping the prior lever (west of Lord Lovis' tower, just north of the
still active zone). Find and use a teleporter after you land, then locate and
flip the lever at the top of the new area to disable all but one remaining
anti-dragon zone.
-Next, disable the barrier by landing on a platform on the west side of Maxos'
temple and flipping the lever there. Geshniz's Headquarters can be accessed
via the teleporter on this platform.
-The last anti-dragon zone can be disabled by flipping a lever not too far
west of the zone itself (like the others, it's found inside of a thick-walled
fort easily visible on the map).
-Doctor Needleman is sitting on top of Lovis' Tower. You can mind read him to
gain his storage password. Find his storage south of the tower, right next to
the portal to Stone's Flying Fortress. The key to the door inside is hidden
beneath a few barrels to the right of the door. Unfortunately, the loot you
find isn't really worth the mind reading cost.
-You find a potion of wisdom on Geshniz's corpse. You can drink it to gain 5
int, but if you've chosen Allan as your alchemist, doing so will prevent you
from upgrading your alchemy garden a second time.
-The key to the chest on the middle floor of the mine office is sitting on the
left side of a desk on the top floor.
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-The key to the northern section can be acquired by killing Amon in the
eastern side of the mine.
-The key to the locked door to the easternmost room is on the ground nearby.
-The lever handle used to activate the broken lever in the easternmost room is
found in a chest up against the cave-in to the far south.
-A hidden button conceals a secret room at the end of the western branch off
the southern path. Facing south from the far end of the room, the button is
hidden behind the curtains to the left.
-Inside the secret room, another button is hidden behind some crates on the
left. If you press it, however, you trap yourself in the room. Instead, try
trapping yourself in the room intentionally by pressing again the same switch
you used to open the room in the first place (if you're having problems
finding a good place to stand, try standing on the table). Once you're
trapped, press the button inside the room to both untrap yourself and open
another secret room with more treasure.
-Ba'al drops two Unique quality items when you kill him. These are the best
items you can get, so you may wish to make sure they're useful to you by
saving before Ba'al dies and reloading if you don't get anything useful.
-You must defeat seven sets of opponents in the arena to proceed. They drop
legendary, unique, and epic quality items, but the level of the items is
extremely random (level 2 items can and do sometimes drop), and you cannot go
back to get them enchanted. It's extremely unlikely for any of them to be
better than what you have at this point, so don't waste your time trying for a
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-After defeating the last opponent, step through the teleporter to the east to
proceed.
-Regardless of how you proceed through the dialogue, the final battle begins.
Good luck!
-------------
| Main Quests |
-------------
1: Gain access to the mine in Broken Valley by completing the quest 'A
Guild without a Master'
-------------
| Side Quests |
-------------
4: Return to Jonelath
Rewards: 6000xp, 560g, skill book + 1 (1500xp, 560g)
Bonus: You can upgrade your Necromancy Ring
********************************************************************
* *
* X. FORMULAS *
* *
********************************************************************
----------------
| Names by Level |
----------------
1 - Limited
2 - Minor
3 - Lesser
4 - Moderate
5 - Substantial
6 - Greater
7 - Advanced
Back to Top
---------------
| Abbreviations |
---------------
RO = Red Ore
GO = Gold Ore
VS = Venom Stone
MO = Malachite Ore
BR = Black Rock
MG = Malachite Gem
---------------------
| Weapon Enchantments |
---------------------
Life Leech
----------
*% chance of converting *% of damage done into hitpoints.
Poison
------
*% chance of poisoning your enemy on a successful hit doing * damage over 1
second.
Fire Curse
----------
*% chance of igniting your enemy on a successful hit doing * damage over 1
second.
Mana Leech
----------
*% chance of converting *% of damage done into spirit points
Increased Damage
----------------
Increases your normal damage by *.
1: 1 - 1x Moonstone, 1x Iron
2: 3 - 1x Moonstone, 2x Iron
3: 6 - 1x Moonstone, 1x Droxlerite, 1x Fossil
4: 9 - 2x Moonstone, 2x Droxlerite, 2x Fossil, 1x RO
5: 12 - 2x Moonstone, 1x GO, 1x RO
6: 15 - 2x Moonstone, 2x GO, 2x RO
7: 18 - 3x Moonstone, 1x Droxlerite, 2x RO
8: 21 - 3x Moonstone, 2x Droxlerite, 3x RO
9: 24 - 3x Moonstone, 1x BR, 3x RO
10: 27 - 4x Moonstone, 1x MG, 2x BR, 1x MO, 4x RO
1: 1 - 1x Diamond, 1x Iron
2: 3 - 1x Diamond, 2x Iron
3: 6 - 1x Diamond, 1x Droxlerite, 1x Fossil
4: 9 - 2x Diamond, 2x Droxlerite, 2x Fossil, 1x RO
5: 12 - 2x Diamond, 1x GO, 1x RO
6: 15 - 2x Diamond, 2x GO, 2x RO
7: 18 - 3x Diamond, 1x Droxlerite, 2x RO
8: 21 - 3x Diamond, 2x Droxlerite, 3x RO
9: 24 - 3x Diamond, 1x BR, 3x RO
10: 27 - 4x Diamond, 1x MG, 2x BR, 1x MO, 4x RO
Butcher
-------
Butcher increases your critical hit damage by *
1: 1 - 1x Obsidian, 1x Iron
2: 2 - 1x Obsidian, 2x Iron
3: 3 - 1x Obsidian, 1x Droxlerite, 1x Fossil
4: 4 - 2x Obsidian, 2x Droxlerite, 2x Fossil, 1x RO
5: 5 - 2x Obsidian, 1x GO, 1x RO
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----------------
| Armor Enchants |
----------------
Increased Mana
--------------
Increases your mana by *
1: 1 - 1x Opal, 1x Iron
2: 3 - 1x Opal, 2x Iron
3: 6 - 1x Opal, 1x Droxlerite, 1x Fossil
4: 9 - 2x Opal, 2x Droxlerite, 2x Fossil, 1x VS
5: 12 - 2x Opal, 1x GO, 1x VS
6: 15 - 2x Opal, 2x GO, 2x VS
7: 18 - 3x Opal, 1x Droxlerite, 2x VS
8: 21 - 3x Opal, 2x Droxlerite, 3x VS
9: 24 - 3x Opal, 1x BR, 3x VS
10: 27 - 1x MG, 4x Opal, 2x BR, 1x MO, 4x VS
Life Line
---------
Increases your hitpoints by *
1: 1 - 1x Pearl, 1x Iron
2: 3 - 1x Pearl, 2x Iron
3: 6 - 1x Pearl, 1x Droxlerite, 1x Fossil
4: 9 - 2x Pearl, 2x Droxlerite, 2x Fossil, 1x VS
5: 12 - 2x Pearl, 1x GO, 1x VS
6: 15 - 2x Pearl, 2x GO, 2x VS
7: 18 - 3x Pearl, 1x Droxlerite, 2x VS
8: 21 - 3x Pearl, 2x Droxlerite, 3x VS
9: 24 - 3x Pearl, 1x BR, 3x VS
10: 27 - 1x MG, 4x Pearl, 2x BR, 1x MO, 4x VS
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1: 2 - 1x Pyrite, 1x Iron
2: 3 - 1x Pyrite, 2x Iron
3: 4 - 1x Pyrite, 1x Droxlerite, 1x Fossil
4: 5 - 2x Pyrite, 2x Droxlerite, 2x Fossil, 1x VS
5: 6 - 2x Pyrite, 1x GO, 1x VS
6: 7 - 2x Pyrite, 2x GO, 2x VS
7: 8 - 3x Pyrite, 1x Droxlerite, 2x VS
8: 9 - 3x Pyrite, 2x Droxlerite, 3x VS
9: 10 - 3x Pyrite, 1x BR, 3x VS
10: 11 - 1x MG, 4x Pyrite, 2x BR, 1x MO, 4x VS
Ranged Protection
-----------------
Increases your ranged armour rating with *
1: 2 - 1x Quartz, 1x Iron
2: 3 - 1x Quartz, 2x Iron
3: 4 - 1x Quartz, 1x Droxlerite, 1x Fossil
4: 5 - 2x Quartz, 2x Droxlerite, 2x Fossil, 1x VS
5: 6 - 2x Quartz, 1x GO, 1x VS
6: 7 - 2x Quartz, 2x GO, 2x VS
7: 8 - 3x Quartz, 1x Droxlerite, 2x VS
8: 9 - 3x Quartz, 2x Droxlerite, 3x VS
9: 10 - 3x Quartz, 1x BR, 3x VS
10: 11 - 1x MG, 4x Quartz, 2x BR, 1x MO, 4x VS
Magic Protection
----------------
Increases your magic armour rating with *
1: 2 - 1x Ruby, 1x Iron
2: 3 - 1x Ruby, 2x Iron
3: 4 - 1x Ruby, 1x Droxlerite, 1x Fossil
4: 5 - 2x Ruby, 2x Droxlerite, 2x Fossil, 1x VS
5: 6 - 2x Ruby, 1x GO, 1x VS
6: 7 - 2x Ruby, 2x GO, 2x VS
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Retribution Aura
----------------
*% chance of automatic retaliations against those that harm you for *% of the
damage done to you.
------------------
| Jewelry Enchants |
------------------
Back to Top
Spontaneous Combustion
----------------------
*% chance of igniting enemies that are close doing * damage over 1 second
Healing Aura
------------
Heals you slowly with * per second
Retribution Aura
----------------
*% chance of automatic retaliations against those that harm you for *% of the
damage done to you.
1: 10/20 - 1x Spinel, 2x GO
2: 12/23 - 1x Spinel, 2x GO
3: 14/26 - 1x Spinel, 3x GO
4: 16/29 - 2x Spinel, 3x GO
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Damage Aura
-----------
Enemies that harm you with weapons have a *% chance of suffering 1 shock of *
magic damage.
1: 5/2 - 1x Topaz, 2x GO
2: 6/6 - 1x Topaz, 2x GO
3: 7/12 - 1x Topaz, 3x GO
4: 8/18 - 2x Topaz, 3x GO
5: 9/24 - 2x Topaz, 4x GO
6: 10/30 - 2x Topaz, 4x GO
7: 11/36 - 3x Topaz, 5x GO
8: 12/42 - 3x Topaz, 5x GO
9: 13/48 - 3x Topaz, 6x GO
10: 15/54 - 1x MG, 4x Topaz, 7x GO
1: 5/2 - 1x Topaz, 2x GO
2: 6/6 - 1x Topaz, 2x GO
3: 7/12 - 1x Topaz, 3x GO
4: 8/18 - 2x Topaz, 3x GO
5: 9/24 - 2x Topaz, 4x GO
6: 10/30 - 2x Topaz, 4x GO
7: 11/36 - 3x Topaz, 1x Droxlerite, 2x VS
8: 12/42 - 3x Topaz, 5x GO
9: 13/48 - 3x Topaz, 6x GO
10: 15/54 - 1x MG, 4x Topaz, 7x GO
Poison Aura
-----------
Enemies that approach have a *% chance of suffering * poison damage over 1
second.
-----------------
| Potion Formulas |
-----------------
Healing
-------
Heals * hitpoints over 5 seconds.
1: 74 - 1x Ginseng
Back to Top
Revitalising
------------
Regenerates * spirit over 5 seconds.
1: 62 - 1x Earth Root
2: 82 - 2x Earth Root
3: 112 - 1x Black Rose, 2x Earth Root
4: 142 - 2x Black Rose, 3x Earth Root
5: 172 - 3x Black Rose, 4x Earth Root
6: 202 - 1x Dragon Nail, 3x Earth Root
7: 232 - 2x Dragon Nail, 4x Earth Root
8: 262 - 3x Dragon Nail, 5x Earth Root
9: 292 - 4x Earth Root, 1x Fanny Blossom
10: 322 - 5x Earth Root, 2x Fanny Blossom
Rejuvenation
------------
Regenerates * spirit and hitpoints over 5 seconds.
Back to Top
1: 3 - 1x Farhangite
2: 5 - 2x Farhangite
3: 8 - 1x Black Rose, 2x Farhangite
4: 11 - 2x Black Rose, 3x Farhangite
5: 14 - 3x Black Rose, 4x Farhangite
6: 17 - 1x Dragon Nail, 3x Farhangite
7: 20 - 2x Dragon Nail, 4x Farhangite
8: 23 - 3x Dragon Nail, 5x Farhangite
9: 26 - 1x Fanny Blossom, 4x Farhangite
10: 29 - 2x Fanny Blossom, 5x Farhangite
Dexterity
---------
Increases your dexterity by * for 180 seconds.
1: 3 - 1x Fatfern
2: 5 - 2x Fatfern
3: 8 - 1x Black Rose, 2x Fatfern
4: 11 - 2x Black Rose, 3x Fatfern
5: 14 - 3x Black Rose, 4x Fatfern
6: 17 - 1x Dragon Nail, 3x Fatfern
7: 20 - 2x Dragon Nail, 4x Fatfern
8: 23 - 3x Dragon Nail, 5x Fatfern
9: 26 - 1x Fanny Blossom, 4x Fatfern
10: 29 - 2x Fanny Blossom, 5x Fatfern
Intelligence
------------
Increases your intelligence by * for 180 seconds.
1: 3 - 1x Stardust
2: 5 - 2x Stardust
3: 8 - 1x Black Rose, 2x Stardust
4: 11 - 2x Black Rose, 3x Stardust
5: 14 - 3x Black Rose, 4x Stardust
6: 17 - 1x Dragon Nail, 3x Stardust
Back to Top
1: 4 - 1x Whisperwood
2: 6 - 2x Whisperwood
3: 8 - 1x Black Rose, 2x Whisperwood
4: 10 - 2x Black Rose, 3x Whisperwood
5: 12 - 3x Black Rose, 4x Whisperwood
6: 14 - 1x Dragon Nail, 3x Whisperwood
7: 16 - 2x Dragon Nail, 4x Whisperwood
8: 18 - 3x Dragon Nail, 5x Whisperwood
9: 20 - 1x Fanny Blossom, 4x Whisperwood
10: 23 - 2x Fanny Blossom, 5x Whisperwood
Allan Brew
----------
The infamous Allan brew.
-It grants you 36 to all armour ratings, making it quite better than a Potion
of Ultimate Full Resistance.
********************************************************************
* *
* XI. MIND READING *
* *
********************************************************************
You can read the minds of almost every NPC in the game. The cost will hint to
you the usefulness of the mind read - if it's really expensive, it probably
does something nice. If it's really cheap, it's probably just text. Some mind
reads that look like they're only text actually have an effect. If an NPC
mentions an item, for example, chances are you cannot find that item without
first reading the NPC's mind. When Tim from The Black Boar thinks about the
Back to Top
Sometimes, you can read the same character's mind multiple times. Depending on
when and where you encounter them, the mind read option may be different.
Lastly, contrary to the game's description of the skill, you can read every
character's mind regardless of skill level. The skill only reduces the cost.
(Note: I'm aware the costs of the first several mind reads are not listed.
This will be fixed in a later version).
--------------
| Instructions |
--------------
This section requires a little more explanation than the others. I've divided
mind reads in each area into four categories: recommended, questionable, not
recommended, and text only. Mind reads in the first three categories all have
effects of differing usefulness (or uselessness, as the case often is), while
the latter category is exactly as it sounds.
Questionable: These tend to grant single items that may or may not be useful
to your character. If you're on the fence, save before trying it out, then see
if the item is an upgrade for you. Sometimes questionable mind reads grant
discounts that you might find useful, but not always. If you have ranks in
mind read, these are probably worth the cost. If you don't, or if you've
cleared out most of an area and the exp debt is quite steep, then don't
bother.
Not Recommended: These are almost never worth the cost. They grant gold, for
the most part, which is plentiful. Nothing you miss from avoiding these mind
reads can't be gotten in some other way.
---------
| Farglow |
---------
Back to Top
Reading the minds of the Farglow residents is so cheap, you may as well read
them all. This list is simply for completion's sake.
Recommended
-----------
Barbara: Poor Gerald! He's such a voracious reader and has read every book in
town! Next time I travel to the city, I must remember to bring him back some
new ones!
-Adds a dialogue option to Gerald that, when chosen, makes Gerald lower his
prices and give you 50 gold.
Edmund: Hehe, Sonja is so curious to see what's in that chest of mine. Little
does she know I hid the key near her little goblin campsite in the arena.
-The key to the chest appears next to the goblin campfire.
Not Recommended
---------------
Gerald: My prices may be steep, but who cam blame me? It's not like I'm
vending on Rivertown Market.
-Gerald lowers his prices.
Text Only
---------
Isobel: Hahaha! Nice try, but you can get out of my head now. Not even Morgana
can read my mind!
Sarah: Were that my husband was a Slayer, not a layabout! I'd probably be rich
then.
Tiresias: What was the most fun? Man or woman, I can't decide.
Marius: No need to pry into my thoughts! I'll tell you all you want to know
when asked.
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Alberic: Look: another new-born tries the new gimmick on me. Ha! Ha! Ha! I
should place a 'No Trespassing' sign on my brain or something.
Gawain: Only the divine could read my thoughts, Slayer. And he didn't even
have the Dragon skill.
Sonja: Hihi! It always tickles a bit when you newfangled mind readers try
that.
---------------
| Broken Valley |
---------------
Recommended
-----------
Naberius (in the Dark Cave): Drogf... Dragfir... Ddraigfyre, that's it! It's
only storage. Why did I have to choose such a difficult password?
-Enables access to his storage room (found much later)
Derk: I think I lost my cellar key last time I saw Dana in Tim's barn. But oh,
it was worth it!
-Derk lowers his prices. Also, a key appears in the barn next to the bar.
Quincy (on the guard tower): You have gained new insights.
-You gain one stat point.
ZixZax [800]: Searching ZixZax's memories for powers, Dragon? I'll give you
some, yes, so spend them wisely.
-You gain 2 skill points.
George Gremory [1200]: The Gremory family jewels are safe in the Orobas
Fjords. The wyverns will protect them for us and who ventures into their nests
anyway?
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Linda [40]: Oh, why did I have to lose my coin purse in the chapel? I just
hope I can sneak back in before Father Dominic 'collects' it.
-The coin purse appears in the chapel, behind the stairs to the left of the
altar. You can pick it up and either return it for 100xp or open it for 100g.
If you return it, then kill Linda during the quest 'Buad Blood', you can
find it on her corpse and then open it for 100g.
Brave Sir Robin [400]: Better check my storage for rats. So many of them in
there, I use them as a password.
-You can access Robin's Storage later on.
Abanayabar [200]: Buad's such a weird man sometimes. Who chooses the word
"Illuminatus" as a storage password? Humans... Stupid bipeds!
-Allows access into Buad's storage later on.
David [120]: I desert and flee to this little village only to find a Champion
here!And not any Champion, but Richard! He'll kill me if he should find out!
-Starts quest 'The Fugitive'
Lomax (after killing Richard) [400]: You have gained new insights.
-You gain 1 stat point.
Furley [400]: Furley is dreaming about a beautiful woman. They are sitting in
a tavern and he wants to seduce her. But he is so tense, and the woman is
getting bored... He needs something to steady his nerves. A drink would do
wonders!
-Allows you to give Furley a drink in dialogue.
Christopher (before entering camp) [100]: You have gained new insights.
-You gain 1 stat point.
Christopher (inside camp) [800]: I'm bored and sober, but I won't drink one
sip of the stale ale they serve here. Ah, I'd kill for a bottle of Rimmer's
Rum.
-Allows you to find Rimmer's Rum on the cliff above the gate (climb the ladder
and walk over).
Questionable
------------
Peavey (in jail) [133]: Jail! In jail! Now I'll never be able to enjoy my
little treasure I buried near the old teleporter statue!
-A small treasure chest appears to the left of the Village Shrine
Winthrop: The drill sergeant will kill me if he finds out I lost my mace. It
must have slipped from my hand near old Jackson's farm. I remember holding on
to it before I reached the place.
-The mace can be found next to the haystack behind the pig pen on the farm.
Arben Ghost: The ghost of Arben thinks of his shield: how it was lost in
combat with Orobas and how it must still be there in the crypt the Dragon fled
Back to Top
Talana: Slayerbane! My cleaver! Lost in flight. May the creature that finds my
weapon use it to strike down Rhode in agony!
-You can find the sword on the narrow cliff path northwest of the tower.
Willy [400]: Soon I'll be even richer! Though I should remove my stash from
among them no-good goblins by the mines.
-You can find Willy's stash in the southeast of Broken Valley.
Mara [133]: Best make sure the Seekers don't spot me!
-Mara lowers her prices.
Seth [800]: In Seth's mind is only the image of his sword Brightblade and how
he'll vanquish you with it.
-Seth drops the sword when you defeat him.
Ragnar [400]: I'd get my fair share of the loot if it didn't mean having to
run that blasted trial. To think the key to the biggest prize of all lies
there for the taking on the Dragon statue's head.
-Allows you to find the key inside the temple. It's on the dragon's left horn
(on your right as you climb the ladder).
Lord Lovis [800]: My thoughts are my own, if you don't mind. But it's nice to
see the art of mind reading is still popular among the educated few. You'll
find the chest next to my throne unlocked. Consider it a little reward for the
amusement you bring.
-The chest to the right of his throne unlocks.
Not Recommended
---------------
Tim: Nobody will look for a sack of gold in a bush by the chapel.
-Tim lowers his prices. Also spawns a sack of gold in the bushes next to the
chapel.
Back to Top
Locke's Cart [120]: Gold, more gold! Gold is all that man thinks of.
-You can open Locke's cart.
Richard: These peasants are so gullible. The hearts they fetch me are worth
three times as much back home!
-You can sell the goblin hearts to Richard for more money.
Carlin [133]: Carlin's skull is empty: and so you find nothing to read.
-Carlin lowers his prices.
Noryfundus [400]: Hehehe. Some fake enchantments are all I need to get rich.
Certainly the earrings are real, but who'd want those?
-Noryfundus lowers his prices.
Viper [400]: The guard is getting hot on my heels! Time to move and take my
collection of precious stones with me!
-You can find the stones after you kill him.
Martis [1050]: Luckily these New Order types must be blind as bats not to spot
the entrance at the left of the mines. But Jagon will skin me alive with a
dull blade if I tell them the password is 'Beetroot'!
-Allows you access to the bandit camp, and enables you to finish the quest
'Into the Bandit's Den'.
Martis (after escaping) [33]: I wonder what Jagon will think of this Slayer.
-Martis lowers his prices.
Text Only
---------
Rhode: Do your job quickly and do it well. We need to destroy this Dragon
Knight as soon as possible.
Back to Top
Keane [33]: Let's hope the goblins will end up cutting out Richard's heart.
Now that would be poetic justice!
Barmaid Elsa: I serve gallons of beer to mindless guards all day! I should
really go to Aleroth and make a new career.
Stan: Laurel?
Ollie: Hardy?
Jack: Those men at the mine... If I didn't know any better I'd swear they were
Black Ring.
Doctor Needleman: *You receive a nasty little shock!* Yes! The device works!
Nice try, Slayer!
Romon: Not a week goes by without that little pest Geoff confessing some petty
theft or prank!
Sue: Peggy acts like she's a natural blonde! Who does she think she's fooling?
Folo: Bessy! My poor pig! She was too young to die, my Bessy!
Sean [33]: There once was a girl named Sally, who ran business from an
alley... Always snappy, her clients were happy, until she presented the tally.
Rose [33]: I wonder if Folo loves them blasted pigs more than me. He certainly
sees more of them.
Lomax (during quest 'Save the Bacon') [33]: Slayers... They think they're so
much better than everybody else!
Carl Jackson [33]: Right good day fer farmin' this! Right good day anyday!
Dana [40]: Why must Carl keep that key up on a beam? I can never reach it!
Wait a minute... Maybe that's why!
Miller Upton [40]: I shouldn't hide the key in that kettle anymore. Nearly
choked on it last time Linda made soup.
Peavey [33]: Joining the guards was the worst idea I ever had! And now look at
what's happened!
Quincy (in barracks)[33]: If Peavey thinks I'll visit him in jail, he's quite
wrong!
Captain Rodney [33]: 'Join the guards,' they said! 'See the world,' they said!
Meanwhile I see nothing but these barracks' walls and the administrative
papers they keep throwing my way!
Jailer Cessnock [33]: In a cell, out of a cell... Pretty much the same down
here.
Martis (from inside his cell) [33]: Who the hell is this character?
Mouse [33]: Next time I'll make sure I'm the one strutting about town and
Richard can get the ants out of his armour in the woods!
Back to Top
Richard (after killing Lomax) [133]: Ha! The New Order will have to work
overtime if it seeks to replace the number that met me and chose to try and
prove their mettle!
Zandalor: I cannot believe it! Here is hope. Hope to destroy Damian. I shall
guide you well, Dragon!
Casper [100]: 'Your heartbeat, young man, will considerably quicken when I
tell you you have with a Soul Forge been stricken: a Soul Forge with a
chicken!' Curse him! If I catch him I'll use my mother's best recipe on him!
Eugene [100]: Shut up! Shut up! No, no you shut up! No you're talking to
yourself!
Kagar [100]: Though I walk in the Vale of Echoes, I shall not fear.
Rory [120]: The mine is overrun and my secret pension is gone! Unless they
don't find the hidden wall in the little office, then... No, I must flee or
I'll die here!
Leda [400]: To survive the temple is to know the motto: 'All are equal in
death and in its black eternity even the poorest shall walk the same path as
kings.'
Martis (in camp) [33]: I wonder what Jagon will think of this Slayer.
Fenton [100]: Here we are, ready to engage our foe, and Louis is nowhere to be
seen. Coward!
Jagon [400]: Lord Laiken will reward me well for the head of a Slayer!
Laiken [175]: Soon I shall unlock the powers of the Dragon Stone and I will be
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---------------
| Maxos' Temple |
---------------
Recommended
-----------
The Librarian [800]: Such beauty that ancient alphabet has, such grace! *By
reading the librarian's mind you learn to understand a new alphabet, which may
come in handy...*
-You can read the book downstairs in the same room, which gives you 2 stat
points.
Questionable
------------
Amdusias (dragon) [400]: Once I figure out how to switch to human form at
will, I will rule the valley. Until that time, my armour lies safe at least.
No one would suspect my password is "Lovis".
-Allows you to open the chest in Amdusias' room.
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Sassan [400]: They see only stone in the maze, even where there is no stone!
Abalam [100]: Are we innocent? No, but is the tyrant's lackey as guilty as the
tyrant?
Amdusias (human) [400]: When I find a way to break the curse I will find Maxos
and rip off his head!
-----------------
| Sentinel Island |
-----------------
Recommended
-----------
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Island (as you enter) [1400]: You wish to know my thoughts? Your mind would
melt were I to show you all. But I'll bestow you with a fraction, because your
betterment suits my purposes.
-Gain a level (however much xp you need). Pays for itself immediately.
Catherine [2100]: It is good to know the Gremory family jewels are protected.
And with a dignified password too: duchess.
-The second of three mindreads required to open the Gremory family treasure.
Island (after choosing servants) [1400]: Aren't we hungry for my power! Good!
You'll need it in this cheerless palace and I give it to you freely.
-Gain a skill point.
Sassan (in Bandit Barracks) [700]: I wonder if Erlking still keeps his
writings around. There was some interesting magic to be found in them.
-Allows you to find Erlking's writings in his room, which give you 2 stat
points when read.
Erlking [700]: I think I'll read some more of Gothe's ballads tonight.
-Allows you to read Gothe's ballads on Erlking's bookshelf, required for the
quest 'What's in a Name?'
Sassan (after killing Sassan) [1400]: You have gained new insights.
-You gain 1 stat point.
Sassan (after defeating Razakel) [1400]: You have gained new insights.
Effect - You gain 1 stat point.
Questionable
------------
Hermit [700]: Beneath the doggy with the arrow by the sea! Hehe, he ate it,
silly doggy! Hehehe!
-Allows you to find a +1 confusion axe in the mouth of the eastern of the two
statues northeast of the Sea Side Shrine. The hermit also lowers his prices.
Jonah [700]: I wonder what it is Laiken dropped when he last came here. That
Vacca fellow took it to his cave. Probably lies there by his books.
-Makes a small chest appear in Vacca's cave for the looting.
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Vacca [700]: It's been a long time since that crazy hermit went wyvern
shooting. I guess his bow is still in his chest with the secret compartment.
What a waste.
-Allows you to take the hermit's bow from his chest.
Elfrith [700]: I can see something shiny over on that whale's skull! There's
no way I'm venturing far from the camp again, though!
-Allows you to find a treasure chest on top of a whale skull just south of the
shipwreck colony.
Razakel [1400]: Now that I'm in Rivellon I should pay old Barnabus a visit.
I'll teach him what happens when you borrow a Demon's warhammer and not return
it.
-You can find an extra hammer on Barnabus' corpse when you kill him.
Laiken [1400]: First I kill them, ah yes, kill them and then, then I get it
from the chest, and then, then... it can begin.
-Allows you to find Laiken's sword in his treasure chest.
Not Recommended
---------------
Sam [700]: If only I was still allowed to leave the camp... I could pick up
those Desert Roots I saw earlier. Yum, to be able to taste a sweet cup of tea
again!
-Sam lowers his prices. Also allows you to trade him an Earth Root, which
causes him to lower his prices again.
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Igor [700]: Master Jonelath always talks of weapon resistance, but what of
magical resistance? It will be my speciality.
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Barbatos [700]: How dare this nincompoop try and trick the greatest potion-
maker in Rivellon?
Radcliff [700]: Blast this being stuck on some backward patch of island! I'd
have won this year's weapon enchantment competition again, that's for sure.
Hermosa [700]: No one can teach combat skills like me, but how can I say that
without sounding desperate?
Kenneth [700]: The Slayers back at the camp must already miss my magic
training programme.
Allan [700]: I am such a terrible liar! Divine grant the Dragon Knight doesn't
notice!
Turgoyn [175]: That cannonball with the bathing twins motif will cost a
fortune, but I must have it!
Adah/Mahalath [175]: We have been down here so long. Does Laiken even remember
us?
Adah (when delivering the poisoned Dragon Elf) [700]: What if I just tell
Mahalath that Laiken prefers my warriors? He's the only one she listens to.
Mahalath (when delivering the Fake Red Ore) [700]: When will those lazy
bandits finally deliver my ore?
Sassan (in Laiken's study) [175]: Mayhaps I'll see her living again myself and
make her a piecemeal puppet as well.
Elijah [700]: That one cell has a broken door, but I saw someone inside.
Another secret switch perhaps?
Sassan (in summoning room) [175]: If I can't stop them, Razakel will! And
master will piece me together once more!
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---------------
| Orobas Fjords |
---------------
Lister (in front of mine) [2400]: You have gained new insights.
-Gain 1 skill point.
Charlie [3600]: She is beautiful and mine alone, the goddess in my Star Stone!
-You can find a malachite gem in the small chest on top of the tree
Nicolas [1200]: Is hiding a key under your pillow a good idea? Yeah, nobody
will look there. My cellar is safe.
-Nicolas lowers his prices. Also allows you to find the key to his cellar.
Arthur Gremory [3600]: Arthur gleefully pictures thieves opening the Gremory
treasure chest. Even if they find it and even if they know the password,
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Questionable
------------
Beird [1200]: As long as the Dragon doesn't find the girl, we can still have
her later!
-Beird lowers his prices. This also opens a dialogue option.
Abram [1200]: Soon as it turns its back on me, I'll slit its throat!
-Opens a new dialogue option that makes Abram lower his prices.
Ragon [1200]: With my latest jewelry, I'll be the belle of the ball!
-You can find a gold bag containing a random gem and a random piece of jewelry
in the back of the cave.
Sejanus [1200]: Where did I leave my stash again? In that corner among the big
mushrooms, perhaps.
-Allows you to loot a hidden coin purse in the far southwest corner of the room.
Gwyn [1200]: Gwyn is laughing to himself, assured no one can guess the
password to his chest: Rumpelstiltskin.
-Allows you to open Gwyn's chest nearby.
Svadilfari [3600]: When the time comes, I'll have that Dragon armour
remodelled so I can wear it in combat.
-You can find Svadilfari's Dragon Armour in a chest at the top of the stairs
Patriarch [3600]: The Patriarch's mind is a whirl of power too strong and
overwhelming to grasp. With sharp pangs of pain you hasten to leave this great
ocean of knowledge, but not without a much desired effect: You can feel that,
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Zagan [2400]: Zagan likes what he sees: your outfit will look well in his
collection of armours and weapons. But he doubts you carry anything as unique
as his prize piece: a Dragon helmet.
-You can find a Chainmail Dragon Helmet in a chest near the exit
Stone [3600]: The Cuirass of Ulthring will protect me! His spirit will guide
me.
-You can find Ulthring's Cuirass after killing Stone.
Raze [3600]: These Boots of Ulthring are not warm enough. I need new ones!
-You find Ulthring's Leggings after defeating Raze.
Velanir [1200]: If ever I get out of here I mustn't forget to bring my axe.
But then I'll have to break through that bloody ice wall first somehow.
-Allows you to find Velanir's axe in the chest beyond the ice wall.
Not Recommended
---------------
Crabbe [1200]: Crabbe's mind is filled with facts and figures about all kinds
of stones and ores, but red ore specifically. No doubt from now on, you'll be
able to find this precious commodity more quickly and easily.
-When you loot Red Ore, you find more than normal.
Artemas [1200]: Smile upon me favourably Ouroboros, god of Dragons, and upon
Orobas, my kind master, now and in the afterlife.
-Artemas lowers his prices.
Leon [1200]: I just can't get rid of that damned smell of fish!
-Leon lowers his prices.
Irwin [1200]: Maybe I could make silver swords! Naah, why would that help
against spirits?
-Irwin lowers his prices.
Tilian [1200]: They handled the chalice like a common pitcher during that
drunken party last week. Those youngsters treat an almost holy relic with
apalling disregard!
-One way to solve 'Chalice of the Dragon'.
Montagu [1200]: I must find the time to get that Drudanae to Locke soon.
-Allows you to threaten him into letting you pass
Mundus [2400]: It's a good thing I painted that Friendship Rune on the portal,
otherwise these trolls would be out of control!
-Opens a dialogue option that Allows you to destroy the friendship rune
Mona [1200]: I hope this Gobie is gullible enough to believe us, not like that
time our tricks went awry and we had to run for our lives.
-Opens an additional dialogue option
Eamon [1200]: I hope this stupid peasant pays us before he realises this is
all a scam...
-Opens an additional dialogue option
Geshniz [2400]: I don't care how Rayhun threatens, that collection of formulas
is mine and mine alone.
-You can find several formulas in a small chest at the back of the room
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---------
Tom [175]: How come Sassan got pretty again all of a sudden?
Dick [175]: Sometimes I just want to run off and stay away. Then again, I had
better not mess with a Dragon Knight!
Harry [175]: That alchemist has it easy! We do the dangerous gathering and he
just boils our spoils in a kettle.
Grimm [175]: I hope my dear brother and I will be reunited someday. Such
stories I could tell!
Kirill [175]: I'll write a requiem for Laiken... which will probably be the
most cheerful piece I've ever written.
Hermaphroditus [175]: Why be satisfied with the pleasures of one when you can
have those of the both of them?
Simeon [300]: And when I can see once more, no longer will I have to behold in
awe my inner self alone, but, again, the dome of stars above me.
Tibus [300]: Just ye wait, Dragon, we'll show ye who's the strongest.
Jedediah [300]: Jedediah's mind is filled with images of Dragons blurred into
a phantasmagorical vision of reverence in which the towers of Dragon Cliff
Castle stand more prominent than anything else.
Mullet [300]: Dad could have called me Sue and I'd have liked it better than
Mullet!
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Zeppelin Master Page [300]: I should just move to a safer place, away from all
these wyverns and goblins. Broken Valley, perhaps?
Morgan [300]: Where is the time I was still known as Jack Quick-Sable, scourge
of the western seas?
Brutus [300]: Brutus' head is filled with worry only. Aleroth, trolls,
goblins, and of course: Black Ring.
Saul [300]: I can't believe they'd actually think it was Tilian who was
speaking the truth! How dumb are they?
Quintus [300]: Quintus can't stop thinking of trolls, which annoys him
tremendously.
Groth [300]: The name of Groth shall be famous and goblins respected as
writers!
Keara (at entrance) [2400]: Little does the Dragon know all the statues lie!
Hahaha!
Keara (at the end) [1200]: Oh, Velanir... How I miss you... I remember our
walks in the woods, and the time that insolent youth threw me a kiss. You tore
him apart with your bare hands and offered me his head... So romantic...
Williams [400]: Am I lucky they never asked for the number combination of the
treasure chest in the mine office! I'd have cracked immediately. Maybe I can
still save what's left when these monsters are gone!
---------
| Aleroth |
---------
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Recommended
-----------
Zandalor [2400]: We are close to our goal, but you can never be too strong. So
here, take some of my powers.
-You gain 2 skill points.
Deodatus [2400]: The items those fiends dropped will make for interesting
research... or sales.
-Allows you to buy from Deodatus.
Questionable
------------
Mercator [1200]: Stupid woman! I'd give her a piece of my mind if I weren't a
gentleman.
-Mercator lowers his prices
---------------
| Hall of Echoes |
----------------
You can mind read a total of five NPCs in the Hall of Echoes, but I will not
name them due to spoilers. Each one simply has the text "You have gained new
insights" and grants you one skill point.
********************************************************************
* *
* XII. INDEX *
* *
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-----------
| Locations |
-----------
--------
| Quests |
--------
********************************************************************
* *
* XIII. VERSION INFORMATION *
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v1.11 (01/08/2010) - Expanded tips and tricks. Moved Charlie's mind read to
the proper section.
v1.20 (02/23/2010) - Expanded tips and tricks. Made minor updates to the
skills section. Added information about the hermit's mind read. Fixed an error
in the Broken Valley Mine section. Added malachite vein information, thanks to
numerous submissions from many people. Added information about Doctor
Needleman and his storage. Several questions originally posted at the bottom
of this FAQ have now been answered thanks to reader submisions. The Lost Tomb
is now labeled correctly. Updated the e-mail disclaimer.
Missing:
These questions may not have answers, but they are some of the few things
I haven't been able to answer on my own.
-What does the key dropped by the goblin in the secret passage unlock?
-Where is the key to unlock half-buried chest in Maxos' temple?
-What does the key on the chandelier in the room after the maze unlock?
-Where is the key to the chest in Keara's Flying Fortress?
-How do you access the hidden passage in the waterfall cave?
-What does the key next to the priest's corpse in the Dark Cave unlock?
Disclaimer:
This guide can only be posted on GameFAQs.com. The author's written permission
is required before the guide can be posted elsewhere. If permission is given,
editing this guide in any way before posting it is not allowed.
Thanks:
-The posters on the Larian forums, especially Kein for his Malachite Gem guide
-Artur "Arxel" Justynski for his very useful maps on gamepressure.com
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