Dungeon Siege 2

Dungeon Siege 2

18.10.2013 01:49:26
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DUNGEON SIEGE II FAQ/WALKTHROUGH
V1.10 2005-09-20
Copyright 2005 by Barry Scott "PapaGamer" Will

The following sites are always assured of having the most recent version of
this guide (or any other guide I write):

GameFAQs: http://www.gamefaqs.com/
IGN FAQs: http://faqs.ign.com/
My site: http://www.pyric.com/

This guide is also available in Adobe Portable Document Format (PDF) with
included maps and other visual goodies. See

http://www.pyric.com/

for more information on obtaining the PDF.

This work is licensed under the Creative Commons Attribution-ShareAlike
License. To view a copy of this license, visit
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or send a letter to
Creative Commons
559 Nathan Abbott Way
Stanford, California 94305, USA.


Dungeon Siege II is Copyright 2005 by Microsoft and Gas Powered Games.

This FAQ/walkthrough is not endorsed by, nor is the author associated with,
Microsoft or Gas Powered Games.

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To contact me about the guide, send email to:

pyric@cavecreations.net

Please include "Dungeon Siege II FAQ" in your subject line so I don't auto-
discard the message. Also, please read the FAQ carefully prior to asking for
help on any part of the game. If you send me additional suggestions or hints
for the game and I find them useful, you will be acknowledged in the Credits.

If you found this guide useful and would like to contribute a small token for
my efforts, you may send money through PayPal to:

paypal@cavecreations.net

Or use the Donate link found on my Web site:

http://www.pyric.com/

Thank you, and enjoy the guide!

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@_/_/_/_/_| ____ TABLE OF CONTENTS )
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[1] GAME OVERVIEW
[1.1] Review
[1.2] FAQ
[1.3] Glossary

[2] GAMEPLAY BASICS
[2.1] Controls
[2.2] 10 Tips to Get You Started
[2.3] Strategy, Tactics and Quests, Oh My!
[2.4] Known Bugs (as of release version 2.0)

[3] CHAPTER WALKTHROUGH

ACT I
[3.1] Chapter 1: The Siege of Greilyn Beach
[3.2] Chapter 2: Prisoner of War
[3.3] Chapter 3: The Morden Towers
[3.4] Chapter 4: The Plague
[3.5] Chapter 5: The Dryad Exile Colony
[3.6] Chapter 6: Leaving Greilyn Isle
[3.7] Chapter 7: Secret of the Azunite Desert
[3.8] Chapter 8: The Lost Azunite Artifact
[3.9] Chapter 9: Windstone Fortress
[3.10] Chapter 10: The Temple of Xeria

ACT II
[3.11] Chapter 1: The Town of Aman'lu
[3.12] Chapter 2: Finala and the Broken Bridge
[3.13] Chapter 3: The Elen'lu Isles
[3.14] Chapter 4: The Royal Caravan
[3.15] Chapter 5: The Vai'kesh and the Aegis of Death
[3.16] Chapter 6: Princess Evangeline
[3.17] Chapter 7: The Siege of Snowbrook Haven
[3.18] Chapter 8: The Siege of Snowbrook Haven, Part III

ACT III
[3.19] Chapter 1: Restore Kalrathia's Water
[3.20] Chapter 2: The Morden Chief
[3.21] Chapter 3: The Kalrathian Rebellion
[3.22] Chapter 4: The Mines of Kaderak
[3.23] Chapter 5: The Mines of Kaderak, Part II
[3.24] Chapter 6: The Agallan Trial
[3.25] Chapter 7: The Agallan Giants
[3.26] Chapter 8: Zaramoth's Horns
[3.27] Chapter 9: The Final Ascent

[3.28] Veteran and Elite Difficulties

[4] QUEST WALKTHROUGH
[4.1] Act I: Primary Quests
[4.2] Act I: Secondary Quests
[4.3] Act II: Primary Quests
[4.4] Act II: Secondary Quests
[4.5] Act III: Primary Quests
[4.6] Act III: Secondary Quests
[4.7] The Mysterious Mystery Quest

[5] LORE
[5.1] Handbook
[5.2] Potions
[5.3] Chants
[5.4] Books
[5.5] Quest Items
[5.6] Weapon Suffixes and Prefixes
[5.7] Unique Items
[5.8] Item Sets
[5.8.1] Melee Sets
[5.8.2] Ranged Sets
[5.8.3] Mage Sets
[5.8.4] Miscellaneous Sets

[6] CHARACTERS
[6.1] Character Races
[6.2] Classes, Skills & Powers
[6.2.1] Fighter
[6.2.2] Ranger
[6.2.3] Combat Mage
[6.2.4] Nature Mage
[6.3] TMI on Classes, Skills & Powers

[7] COMPANIONS
[7.1] Henchmen
[7.2] Pets

[8] VERSION HISTORY & CREDITS

To jump to a specific topic, open the Edit menu and choose Find in this Page
(or just press Control-F) and enter the bracketed number, including the
brackets. For example, enter [5.7.2] as the search text to jump straight to
the Ranged Item Sets.


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============
[1.1] Review
============

Dungeon Siege II, like its predecessor, is a basic dungeon crawl--or "action
RPG" in modern parlance. The game's focus is destroying hordes of enemies
while completing a variety of quests (tasks) that are given you. As you lay
waste the quivering mass of foes that press upon you, your character gains
experience, which you can translate into extra power in the form of higher
ability scores, new weapons and spells and additional skills.

As in the original, DS2 is a point-and-click game and you can pretty much run
the whole show with just your mouse. Combat is real-time, but you just choose
your attack (melee, ranged or spell) and right-click an enemy. AI-controlled
characters will attack an enemy until it is dead. To make the player-
controlled character attack an enemy until it is dead, hold down the right
mouse button.

DS2 has a richer, more varied story than DS1, which makes it easier to
motivate oneself to venture forth into the slaughtering fields. There are
more conversations to be had in towns, and many more optional secondary
quests. Also, DS2, while still quite linear, feels less confined as you can
(and will) jump back and forth between areas to complete quests. All this
makes DS2 a much better game than DS1 and will make it more accessible to
some of the hardcore RPG players that normally eschew dungeon crawls.


=========
[1.2] FAQ
=========

Q. How do I unlock the higher difficulty levels?

A. Complete the game at the lower difficulty levels. You must finish the
game at Mercenary level to play at Veteran level. You must finish the
game at Veteran level to play at Elite level.


Q. How do I add more than four characters to my party?

A. Four characters is the limit for Merc difficulty. At Veteran difficulty
you can add a fifth party member. At Elite difficulty, you can add a sixth
party member.


Q. I'm at the Elven Shrine (Act I, Chapter 4) and I can't get through the
door because I need a level 6 ranger!

A. That's just a sanctuary door. (See Handbook Lesson #37) There's a bit of
treasure behind that door, nothing more. The door to take deeper into the
Elven Shrine is to the right of that door.


Q. Where are the set items?

A. Set items are random drops based on your character level. While certain
treasure chests and foes have a higher probability of dropping a set item,
no two people will find the same item in the same place. You can even find
multiples of set items (and other unique items). The items drop according
to your character level, so if you get past the intended level without
completing a set, you'll probably never complete it.

The exception are the set items that are part of a specific quest. These
include the Secrets of the Forgotten (Lost Jewels of Soranith quest), the
Ghostly Visions (Spirits of Aranna quest) and Luun's Deathblades (Mark of
the Assassin quest). Also, the Nature's Vigilance set items are placed in
specific treasure chests in Act I. These are mentioned in the Chapter
Walkthrough and under the Nature's Vigilance set description.


Q. Where's the best place to XP/item farm?

A. There's no really good place to farm for XP as power leveling is kind of a
useless activity. The best place to item farm is anywhere in a town or
near a teleporter so you can reload and quickly return to try again.
Probably the best place to item farm is the Aman'lu Arena. Don't open the
treasure rooms until after you've completed all ten matches. Then save
your game before examining your filthy lucre. If you don't like what
you're given, reload and go open the treasure rooms again. You can often
get a lot of set items this way.

Of course, if you are really into item farming, you might as well just use
an item-drop mod. There are several at this Web site:

http://www.siege-mods.com/Downloads/c=11.html

I used a couple of these mods in writing this Guide.

Q. Can I earn any bonus skill points?

A. Yes. The following quests earn one (1) bonus skill point:
* Act I, Chapter 5: The Dryad Exile Colony
* Act I, Chapter 8: The Lost Azunite Artifact
* Act III, Chapter 6: The Agallan Trial
* Act I, Secondary Quest #7: The Hak'u, Part II
* Act II, Secondary Quest #13: A Servant's Haunt

You receive two (2) bonus skill points for completing these quests:
* Act II, Secondary Quest #6: Arinth the Mad
* Act II, Secondary Quest #12: The Aman'lu Arena

Q. Who is ??? What is with this Mysterious Bucket/Token/Stone/Book?

A. See The Mysterious Mystery Quest (section 4.7)


==============
[1.3] Glossary
==============

Some terms used in this guide that are common in CRPG "lingo":

Aggro: Aggression--refers to the focus of a monster's ire

AoE: Area of Effect--spells or powers that affect more than one monster,
typically all within a radius of the target point

Buff: A magical enhancement to skills, powers, damage, ability scores, etc.

DPS: Damage per Second--the amount of damage a character can inflict per
second of fighting

Mob: Any hostile creature, from one to many (a mob of mobs!)


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In addition to the game manual (which is available in PDF on CD1) and
tutorial stage (Act I, Chapter 1), DS2 has an in-game Handbook that is part
of your Journal. If you want to know all the ins-and-outs of playing DS2,
refer to those resources. This section is intended as a quick-start guide for
players who don't like lots of reading before playing.


==============
[2.1] Controls
==============

Movement & Camera
-----------------
* Left-click accessible ground to move.
* Scroll the mouse wheel to zoom the camera.
* Move the mouse to the edges of the screen, or hold the mouse wheel button
and move the mouse to rotate the camera.

Combat & Interaction
--------------------
* Right-click an enemy to attack, hold the right mouse button down to
continue attacking until the enemy is dead.
* Left-click doors, gates, levers, etc. to open/activate them.
* Right-click containers to open/destroy them.
* Press 'Z' to collect all nearby loot on the ground
* Left-click friendly NPCs to talk to them (if they display the talk
balloon icon).
* Right-click an ally to cast a beneficial spell on him/her/it.
* Press 'H' to drink health potions (all party members who are
in need, drink).
* Press 'M' to drink mana potions (all party members who are in need, drink).
* Press 'G' to set the party in Rampage mode.
* Press 'F' to set party in Mirror mode.
* There are two other party modes: Defend and Wait. By default they do not
have hotkeys, so you can assign whatever you wish.

Character Management
--------------------
* Drag a character's portrait to re-order the party.
* Double-click a character's portrait to open that character's
Character Window.
* Left-click a character's portrait to set that character as the active
character.
* Press 'I' to open the active character's Inventory.
* Press 'B' to open the active character's Spell Book.
* Press 'P' to open the active character's Specialties (skills).
* Press 'V' to open all character Inventories.
* Press 'K' to autosort all Inventories.
* Drag an item from one character's Inventory to a character portrait to give
the item to another character.
* CTRL-left-click while shopping to automatically buy or sell an item.
* Right-click an item in Inventory to automatically equip it.

Game Control
------------
* Press SPACE to pause the game.
* Press ESC to open the game menu.
* Press J to open the Journal.
* Press and hold TAB to view the overhead map.


================================
[2.2] 10 Tips to Get You Started
================================

#1 Pause the game. Frequently.
------------------------------
Don't try to play this as an action/combat game, relying on the twitchiness
of your trigger finger to win the day. The combat in DS2 is very tactical,
and pausing regularly during combat will help you assess your characters'
positions, their health and mana status and the best available targets.

You should also pause every time you stop to manage inventory or add skill
points--especially if you are in hostile territory where a monster could
wander up and start beating on you while you're absorbed in whether or not
you should equip the Sword of Uberness or the Axe of Leetness.


#2 Don't be afraid to use potions. And carry plenty around with you.
--------------------------------------------------------------------
Whether you choose to invest in Natural Bond and Survival so you can harvest
potions, or you just buy some from the friendly neighborhood potion pusher
whenever you're in town; always keep plenty of health and mana potions in
your Inventory.


#3 Versatility is a good thing.
-------------------------------
Monsters are resistant--or flat out invulnerable--to different types of
damage, especially as you get deeper into the game. You must have a variety
of damage types available to you. If you've got a party of two fighters and a
ranger and you run into a mob that's resistant to melee and ranged damage,
you're in trouble.

The best way to handle versatility is to have one of each class in your party:
fighter, ranger, combat mage and nature mage. Of the four, the combat mage is
inherently the most versatile as she can fling death, fire or lightning
damage as needed; and, she can curse enemies to make them weak to her favored
attacks.

Righteous!

Add a shield tank or mythrilhorn pet to Provoke mobs away from the caster and
you've got all you really need. You can then add in ranged or
healing/buffing/summoning support as suits your playing style.


#4 Don't forget the Summon Teleporter spell.
--------------------------------------------
Summon Teleporter is a level-0 nature magic spell. Level 0 means any
character can cast it to open a town portal for a quick rest and refit. The
standard teleporters are rather thick throughout Aranna, but it never hurts
to have a quick escape method at hand. Make sure every one of your characters
has a spell book with Summon Teleporter in it, even if they never cast any
other spell throughout the entire game.

Just remember that town portals do not last through a save/reload and are
single-use only.


#5 You've got to know when to walk away, know when to run.
----------------------------------------------------------
Sometimes, when you're being overwhelmed, a "tactical retreat" is in order.
In other words: run away, run away! This is especially important if you have
casters. If they get surrounded by brutish thugs, they'll end up unconscious
pretty quickly. Since your mages are generally your highest-damage dealers,
any time mobs gang up on them, running to a clear area and regrouping your
party is a good idea.


#6 Backup your saves.
---------------------
By default, your save games are stored in

My Documents\My Games\Dungeon Siege 2\Save\SinglePlayer

The game keeps your most recent save and the one save right before that. This
doesn’t allow a lot of leeway if you get stuck, hit a glitch, etc. Every time
you start a new chapter, ALT-TAB out of the game, ZIP up your character's
save game folder and archive it somewhere. If you hit a showstopper bug,
replace your current save folder with the most recent archived save folder.


#7 Assign hotkeys to Defend and Wait.
-------------------------------------
The game basically assumes the Rampage and Mirror party orders are good
enough. However, you may also want to use Defend and Wait. Defend causes all
non-active characters to attack whatever is attacking the active character.
Wait essentially puts the active character into solo mode--the non-active
characters will hold their ground while the active character explores.

There are some specific situations where these party orders come in handy,
but, by default, there is no way to issue the commands. You'll have to go in
and assign hotkeys to these two party orders yourself.


#8 The toughest enemy isn't always the biggest enemy.
-----------------------------------------------------
When in combat, try to identify the mobs that are hurting you the most. It
might be the boss, or it might be the boss' minions. You can even get
seriously injured by green-level mobs if you are especially vulnerable to
their attack.

In boss fights, it is generally advisable to draw minions away from the boss
and destroy them piecemeal before confronting the boss party-a-mano. You also
need to be aware of any mobs that are hanging back casting nasty spells or
summoning critters. Destroying a summoner also rids you of their summons,
which is a good thing.

Again, use the PAUSE key a lot to keep an eye on the ebb and flow of battle.
Figure out which mobs pose the gravest danger to your health and focus your
attacks on them.


#9 Use the map.
---------------
If, for some strange reason, this guide alone isn't helping you find your way,
keep an eye on your map. It is full of helpful icons:

* Green dots point out friendly NPCs
* Blue dots point out interactive items (buttons, levers, doors, etc.)
* Gold stars mark primary quest objectives
* White stars mark secondary quest objectives
* The compass map always shows a gold arrow pointing you in the direction you
need to go to complete your current primary quest task

You can zoom the maps (both small and large) using the slider under the
compass map. Use it to search for secret switches and get your bearings.


#10 Use your powers, Luke!
--------------------------
Don't try hording your powers for boss fights. Use them for fighting off
standard mobs as well. They recharge pretty quickly, and the larger boss
fights always have plenty of war pedestals scattered around for instant
recharging. Area-of-effect powers are especially useful when you're
surrounded, so use 'em up.


==========================================
[2.3] Strategy, Tactics and Quests, Oh My!
==========================================

Calculating Damage Per Second
-----------------------------
In order to truly understand how much damage you are doing, you must learn to
calculate DPS (damage per second). Since weapon damage is dependant on your
ability stats and class levels, it will vary from person to person. However,
you can compare two different weapons for your character by equipping each
and calculating DPS for each.

DPS can be calculated with this formula:

(MAX DMG + MIN DMG) / (2 * SPEED)

Where

MAX DMG = Maximum damage of the weapon
MIN DMG = Minimum damage of the weapon
SPEED = Speed factor of the weapon according to the following table*:

Speed Factor
------ ------
Slow 0.9
Normal 0.73
Fast 0.67
Faster 0.625

* These factors are the attack duration times of the weapons taken from the
wpn_bases.gas game data file. It is the time, in seconds, it takes to
"reload" the weapon and attack again.

For example, you want to calculate DPS between a bow and crossbow. Bows are
Faster weapons while crossbows are Slow; but crossbows do more damage. Your
34th level ranger has a crossbow with a damage range of 97 to 165 and a bow
with a damage range of 78 - 134 (damage ranges are from equipped weapons).
The speed factor of the bow is 0.625 and the crossbow is 0.9. The DPS of each
weapon is:

Crossbow: (165 + 97) / (2 * 0.9) = 145.5
Bow: (134 + 78) / (2 * 0.625) = 169.6

As you can see, the bow in this case is clearly superior under normal
circumstances.

Now let's consider a 34th level fighter choosing between a one-handed and
two-handed weapon. The 2h weapon has a damage range of 90 to 143, the 1h is
67 to 105. Two-handed weapons have a speed factor of 0.9 and 1h is 0.67:

2h: (143 + 90) / (2 * 0.9) = 129.4
1h: (105 + 67) / (2 * 0.67) = 128.6

The DPS of the weapons are almost identical. However, the 1h weapon allows
the fighter to use a shield, thus drastically increasing armor ratings. On
the other hand, the 2h weapon can stun enemies and would be greatly superior
used with Brutal Strike.

The upshot of all this: when choosing among several weapons, equip each one
and run the formula. Take the one with the higher DPS or one with only
slightly less DPS but more bonus enhancements. In the long run, the faster
your enemies die, the better off you'll be.


It's all about the armor, baby!
-------------------------------
No matter how much DPS you're dishing out, some enemies still take a long
time to die because they have thousands of health points to your measly
hundreds. So, while you're beating them to pulp, you don't want them
returning the favor. There are three ways to keep your blood where it belongs
(inside your veins):

1. Armor
2. Dodging
3. Resistances/Reflections

Now, why are they in that order?

Simple: Armor is king.

Yes, a chance to dodge melee/ranged attacks is nice. And all the various
resistances are nice (especially physical damage resistance). But, when push
comes to shove, you just don't want to get hit in the first place. Resisting
20% of an attack that does 500 damage still leaves you 400 health points
poorer. Dodging 25% of four attacks launched against you still leaves you to
grin-and-bear three attacks.

A well-armored tank can stand in the middle of a mob and lay about with his
weapon and take almost no damage. The vast majority of enemies you face in
DS2 are melee or ranged attackers. There really aren't that many spellcasters
outside of the bosses. And they usually have such crappy armor and health
(like your own mages) that they go down pretty quickly.

It's all the mutant dogs and kangaroos and sword fighters and archers that
come at you in droves that can really make your life miserable. That's why
you need armor, and lots of it. When picking out equipment, favor the stuff
that increases your armor rating over anything else.


Protect your combat mage
------------------------
What do you do when you're in the middle of a mob and you notice some freak
is drawing the blood right out of your veins? You identify the little git and
give him what for! Well, your enemies do the same to you. Combat mages draw
aggro like flowers draw bees. Even the stupid dogs will run right past your
dual-flashy-pointy-thing-wielding monster of a tank and take nips at the
heals of your CM.

Since your CM, like any other mage, is a 90-pound weakling, he or she winds
up unconscious and you are deprived of the hundreds of points of damage he or
she can dish out every cast. What do you do?

First, consider not putting curses in the autocast slot. Yes, curses are
incredibly useful, but monsters don't like being cursed any more than you, so
they go for the curser. Let your fighter(s) get the mobs attention--then
curse them. They might still turn away from the fighter, but they'll likely
not survive to run to the CM.

Second, use Drown or Infect as both do a certain amount of DPS. Yes, your CM
will draw aggro from using them, but low-level monsters will be dead before
reaching the mage and blue and yellow mobs won't last much longer.

Third, use a weapon + shield fighter and the Provoke power--or, better, a
mythrilhorn pet--to keep enemies focus away from your mage.

Fourth, have a nature mage with a good insta-heal spell in the autocast slot
and plenty of mana potions to keep casting the spell. Your CM may still fall
unconscious once in a while, but your NM will get him or her back up in no
time.


Party-a-go-go
-------------
DS2 gives you a max of four party members in Merc difficulty, five in Vet and
six in Elite. With eight henchmen--each with his or her own quest--and ten
different pets, choosing your companions and rotating them in and out can get
quite confusing.

You begin the game with just two party slots. To purchase additional slots,
you must talk to an Innkeeper. The first Innkeeper available is in Eirulan,
and she will sell you additional party slots immediately. Thus you could, if
you had enough money, buy your third and fourth party slots as soon as you
get out of prison in Merc. But, well, you won't have enough money, so that's
academic.

A third party slot costs 500 gold. The fourth costs 1,500. Under reasonable
circumstances, you should be able to cough up the 500 gold during Act I,
Chapter 3 and 1,500 by the time you reach Chapter 4. So you should be able to
add Deru, Taar and Lothar to your party (or a pet or two) by the time you
enter the Southern Greilyn Jungle.

The fifth slot costs 10,000, which is peanuts by the time you reach Vet
difficulty. The sixth slot costs 65,000--again, this is chump change even by
Vet difficulty, much more Elite.

To take someone out of your party open that person/pet's Character Window and
click the Disband button at the top left of the CW. If you are disbanding a
henchman, it asks if you're sure and then sends the henchman to the "party
inventory" at the Inn (more about that in a moment). If you disband a pet, it
asks if you want to send the pet to the Inn or release it to the wild. If you
release the pet to the wild it drops everything in its Inventory and
disappears--for good. You can't ever get that pet back again.

Henchmen and pets disbanded to the Inn are stored in a party inventory. You
can view this inventory by talking to the Innkeeper and asking about old
companions (conversation option #1). You get a screen that looks a little
like a shopping screen, with your Character Window on the left and a listing
of disbanded party members on the right. Underneath the Innkeeper's name are
the buttons:

* View: shows you a screen with the chosen companion's stats.

* Release: permanently removes the selected companion from the game.

* Add: adds the companion to your party (if you have an open slot).

Below the buttons are your companions, up to 20 can be stored at the Inn,
they are shown seven-to-a-page. Adding a companion from the party inventory
to your active party is pretty straightforward. Releasing a companion is not.

When you release a companion--whether pet or henchman--that character is gone,
never to return during the current game. (If you remove a henchman, you can
still encounter and hire the "new" version of that henchman when playing
again at a higher difficulty.) By default, only pets can be released. A
released companion drops all its inventory before disappearing.

Of course, not being able to release henchman can lead to problems when
playing through at higher difficulties. Typically, if you are a complete-nic,
you will have hired all eight henchman to do their quests, so all of them are
hanging around either in your active party or party inventory. This is fine,
if you like them as is. But what if you want the new, improved version of the
henchman?

For example, what if you have Lothar leveled as a fighter and you want to use
the Combat Mage Lothar in Vet? Or you leveled Vix as a thrower, and now you
want to use him as a bowman? In order to hire the new versions of henchmen,
you have to first release the old henchmen, and the game doesn't want you to
do that--the Release button is grayed out when a henchman is selected.

There is a workaround and it involves filling the first page of your party
inventory with pets. Just buy enough pets (at least seven) to fill the first
page of your party inventory and disband them to the Inn. Then go to the Inn
and Add henchmen and disband them until they are all on pages 2 or 3 of the
party inventory. Now, when selected, the Release button should be available
for the henchman.

Remember! Don't release a henchman until you are finished with the game (or
have just started a new game at higher difficulty). Once released, they are
gone forever in the current game.

Henchmen do not level up when stored at the Inn. When you add a henchman to
your party (either for the first time or re-adding via the Inn), he/she will
only level up if more than 20 levels less than your PC. If more than 20
levels less than your PC, the henchman will level up to 2 levels below your
PC. Pets are always the same level as your PC.

SUMMONS
Summoned monsters don't count against your party limit. You could,
technically, have every character summon a monster and have up to 12
"members" (6 party members in Elite + 6 summons). Practically, this isn't a
good idea as any character other than a full mage is going to have an
incredibly weak summons. To get rid of a summons before its time expires,
open the summoner's Character Window and click the View button over the paper
doll so you see the character's portrait. Right-click the summons icon to
remove it and dismiss your summons.


More Math (for the Geeks)
-------------------------
Some formulas for the more obsessive-minded among the faithful...

TALKIN' BOUT REGENERATION!
Health and mana regenerate at a relative rate roughly equal to Max (Health or
Mana) / 100 per second. I.e., base regeneration is scaled so the character
can fully recover health or mana in 100 seconds. Thus, the actual amount of
health or mana makes no difference. A fighter with 1,000 health who has
suffered 50% damage (500 points) and a mage with 500 health who has suffered
50% damage (250 points) will recover full health in the same amount of time
(assuming their regeneration bonuses are the same).

All potions restore health and mana at a rate that would restore the max
health/mana of the potion in 12 seconds. So a small health potion (125 max
health restored) restores at a rate of about 10.4 points per second (125 / 12)
while a colossal health potion (1,100 max health restored) restores at a rate
of about 91.6 points per second. The practical effect is the larger potions
seem to take as much time as the smaller potions since, by the time you get
the larger potions, your characters have much more health. For example:

5th level character with 100 health drinks small potion and regenerates 10%
health per second (10.4 of 100)

40th level character with 900 health drinks colossal potion and regenerates
10% health per second (91.6 of 900).

And, for the truly obsessed:

Max health is ((str * 0.6) + (dex * 0.25) + (int * 0.15)) * 5.0
Max mana is ((str * 0.02) + (dex * 0.08) + (int * 0.53)) * 5.0

XP (NOT THE WINDOWS KIND)
For mobs that are more than four (4) levels above or below a character,
earned experience is reduced by 20% per level to a minimum of 5% XP. For
example, if a character is level 15 fighting a level 10 or level 20 mob, the
character will receive only 80% XP; 60% XP for a level 9 or level 21 mob; 40%
XP for a level 8 or level 22 mob; 20% XP for a level 7 or level 23 mob and 5%
XP for mobs level 6 and under or level 24 and over.

This means two things:

1) XP farming has a rapidly diminishing rate of return. Once you get 9 or
more levels over the mobs you face, you earn virtually no experience.

2) To level up a low-level party member, you need to fight mobs near the same
level as the character. Taking a 20th level companion into a 30ish level mob
area will hardly level the 20th level companion at all. Take that companion
to an area with level 18 to 22 mobs and level him or her up a bit. Then go to
level 24 mobs, etc. until the companion catches up.

Experience is divided amongst non-pet party members. However, mobs scale
based on party size, so you end up coming out about even. If you want to
level up faster, take just your PC and a party full of pets. You'll face
stronger mobs and get all the XP yourself. Of course, it won't take long for
the law of diminishing returns to slow your level advancement to a crawl.

Conclusion: in DS2, there's no way to power level short of using a trainer.

And the XP table:

+------------+-----------+-----------+-----------+------------+
| 0 | 300 | 900 | 2000 | 4000 |
| 7600 | 12800 | 19600 | 26600 | 34200 |
| 43000 | 53200 | 65000 | 78428 | 93334 |
| 109879 | 128243 | 148628 | 171256 | 196372 |
| 224251 | 255197 | 289547 | 327676 | 369998 |
| 416976 | 469122 | 527004 | 591252 | 662568 |
| 741729 | 829597 | 927131 | 1035394 | 1155565 |
| 1288956 | 1437019 | 1601370 | 1783799 | 1986295 |
| 2211065 | 2460561 | 2737501 | 3044904 | 3386122 |
| 3764873 | 4185288 | 4651948 | 5169940 | 5744912 |
| 6383130 | 7091553 | 7877902 | 8750749 | 9719610 |
| 10795045 | 11988778 | 13313822 | 14784621 | 16417207 |
| 18229378 | 20240888 | 22473664 | 24952046 | 27703049 |
| 30756663 | 34146174 | 37908531 | 42084748 | 46720348 |
| 51865865 | 57577388 | 63917179 | 70954347 | 78765603 |
| 87436098 | 97060347 | 107743263 | 119601300 | 132763722 |
| 147374009 | 163591429 | 181592764 | 201574246 | 223753692 |
| 248372876 | 275700171 | 306033468 | 339703427 | 377077083 |
| 418561840 | 464609920 | 515723290 | 572459130 | 635435913 |
| 705340141 | 782933835 | 869062835 | 964666025 | 1070785566 |
| 1188578257 | | | | |
+------------+-----------+-----------+-----------+------------+


WEAPONS, WEAPONS EVERYWHERE
Even more weapons numbers...

Base minimum and maximum damages for each type of weapon:

1h melee
- Min damage: 0.75 * (3.4 + 0.74 * #item_level)
- Max damage: 1.25 * (3.4 + 0.74 * #item_level)

2h melee
- Min damage: 0.75 * (5.2 + 1.2 * #item_level)
- Max damage: 1.25 * (5.2 + 1.2 * #item_level)

Bow
- Min damage: 0.75 * (3.0 + 0.65 * #item_level)
- Max damage: 1.25 * (3.0 + 0.65 * #item_level)

Crossbow
- Min damage: 0.75 * (5.2 + 1.2 * #item_level)
- Max damage: 1.25 * (5.2 + 1.2 * #item_level)

Thrown
- Min damage: 0.75 * (3.84 + 0.86 * #item_level)
- Max damage: 1.25 * (3.84 + 0.86 * #item_level)

Mage staff
- Min damage: 0.75 * (3.75 + 0.85 * #item_level)
- Max damage: 1.25 * (3.75 + 0.85 * #item_level)

Cestus
- Min damage: 0.75 * (1.65 + 0.31 * #item_level)
- Max damage: 1.25 * (1.65 + 0.31 * #item_level)

For example, a level 1 dagger and a level 1 club would both have a base
damage range of 3 to 5. A level 30 bow would have a base damage range of 17
to 28 while a 30th level crossbow would be 31 to 52. Higher level items will
tend to have magic enhancements to damage. Plus, the actual damage range of
the weapon when equipped will be modified by Strength or Dexterity as well as
skills, other equipment, etc.


============================================
[2.4] Known Bugs (as of release version 2.0)
============================================

This game does have some showstopper bugs in it, but they don't hit everybody.
See hint #6 Backup your saves. Keep regular backups. If you hit a showstopper
bug, you can restore a previous save and try again.

Gas Powered Games is working on fixing the following bugs:

ACT I

Ch4: Upon retrieving the cure for Taar, Taar asks to join you. If you accept,
the cure quest is not updated in the journal.

Ch5 Dryad Exile Camp: After battle is won, the Azunite Scholar won't stop
asking for help.

Ch6: Upon meeting Vix in Eastern Greilyn Jungle, he asks to join you. If you
accept, the cabin door does not open.

After Ch1: Found/rescued NPCs (but not hired) are not at the local Inn when
you return there.

ACT II

Ch3: You run out of crystals before lighting all four lights, even though you
found all four crystals.

Ch3: After finishing Elen'lu island quest, Finala asks to join you. If you
accept, the Isles quest isn't updated in journal.

after Ch3: Finala fixes an elevator in Upper Greilyn Jungle cave, but it
stops working (or never works) although lever moves.

Ch5: Skipping a cutscene of Vai’kesh prophet running away, the prophet does
not escape nor to it’s followers get aggressive.

Ch7: In Snowbrook Castle, can't find the Commander at the North Gate after
fulfilling her request to destroy the rock-throwers.

Ch8: If leave the fight (save/die) with Talon the Dragon at the top of
Snowbrook Castle, can't continue the fight.

ACT III

Ch6: Although water flows in all 4 waterways, all four parts of bridge in
Agallan trials haven't been raised.

Ch9: After saving where Valdis is, and reloading, there’s no cutscene or
Valdis.


Gas Powered Games is also adding four additional savegame backups (five total)
and changing the extension, so they don't get deleted by third-party cleanup
utilities. GPG is not saying exactly when the patch (v2.2) is coming that
will fix these bugs or even if all will be fixed. If you've been stopped by
one of these bugs, there are ***UNOFFICIAL*** fixes for a couple of them here:

http://www.siege-mods.com/Downloads/c=50.html

Use at your own risk.

You can also do certain things to avoid some of these bugs:

Never skip cutscenes or ESC out of dialog. Doing so may cause certain
scripts to not run.

* When encountering the old man at the end of I.5, let the Dryads beat on him
for a little bit before running in to help.

* When placing crystals on refractors in the Elen'lu Isles, be very careful
to click the refractor only once and wait a moment before clicking it again
to turn it.


The following bugs don't appear to be on GPG's radar at the moment:

* When you add a party member at the Inn, instead of the party member you
selected, you get a duplicate of another party member. The first party
member is gone and you've now got two of another companion in your "party
inventory". There's no known workaround for this glitch except to reload
and try again.

* When you finish a difficulty level, you cannot get rid of previously hired
companions. Since you can't get rid of the "old" henchmen, the "new"
henchmen from the current difficulty level won't join your party. This is
not actually a bug, as you are not intended to release henchmen permanently.
See Party-a-go-go for full details on hiring/disbanding/releasing henchmen.

* Some doors, when opened, reveal nothing but black space and you cannot pass
through them. This is prevalent in Finala's Contempt. There is, at this
time, no known workaround except trying to reload a previous save.

* Characters can get stuck in the oddest places; even out in the middle of
empty space. If a character gets stuck and can't move, your only option is
to summon a teleporter and jump back to town and then return. If you're in
town when this happens, you have to quit the game and restart.

* The conversation triggers don't recognize any monsters nearby. Almost every
party conversation, and more than a few quest conversations, get
interrupted by attacks. This is nothing more than poor design; hopefully it
will be fixed in some way.

* The Take Aim power for Rangers uses Melee level for calculating bonus
damage for the first two levels of the power (Take Aim level 3 correctly
uses Ranged level for calculating damage).


__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [3] CHAPTER WALKTHROUGH )
\__ \___________________________________________________ /
|,-'

This is a complete, step-by-step walkthrough of the game in sequential order.
If you need help with a specific quest, see Section 4: Quest Walkthrough.
This walkthrough is based on the Mercenary difficulty level (the first
difficulty level). The Veteran and Elite difficulties only open after you
complete the game on the lower difficulty level(s).


****************************************************************************
ACT I: GREILYN ISLE AND THE AZUNITE DESERT
****************************************************************************

===========================================
[3.1] Chapter 1: The Siege of Greilyn Beach
===========================================

"Having left your hometown to find fortune and glory and to see the world,
you and your best friend Drevin have been fighting as mercenaries in Valdis'
army for the last few years.

"You have been transported to Greilyn beach via Dragon flight, and ordered to
travel through the trenches the landing force has prepared to help Valdis
secure a powerful artifact. Not much is known about the artifact other than
that it lies within a temple nearby called the Temple of the Coast and that
the island's Dryad inhabitants currently protect it."

Primary Tasks:
* Get your orders from Morden Lieutenant Jerind
* Destroy the training dummy using a melee weapon
* Destroy the training dummy using a ranged weapon
* Destroy the training dummy using a Nature Magic or a Combat Magic spell
* Get your orders from Morden Lieutenant Kargack
* Destroy the bracken shell
* Make your way to the front lines
* Reinforce the troops on the other side of the tunnel

Secondary Quests:
* None

Not much to talk about here. This is the main tutorial stage and the primary
purpose is to get you used to the game interface and controls. Most of the
creatures you will encounter during this chapter are weak to fire, so you
should either use a fire spell yourself or have Drevin use it. Follow the
trenches and the instructions given by the game.

Make sure you keep an eye out for barrels that can be opened. And, when you
reach a makeshift hospital, there's a bookcase that holds items.

Once you start encountering ketril, you can switch away from the fire spell
and concentrate on whatever class you want to be. When you finally reach the
tunnel entrance, you'll want to have a hero power or two available to use on
the Infused Ketril that's right inside. He's pretty tough. When you reach the
end of the tunnel, there will be an extended cutscene and Chapter 2 will
begin.


================================
[3.2] Chapter 2: Prisoner of War
================================

"After securing the Temple of the Coast at Greilyn beach, Valdis, rather than
giving a reward for his success, savagely attacked all of the mercenaries.

"You were knocked unconscious and, had it not been for your best friend
Drevin stepping in front of you at the last moment, you probably wouldn't
even be alive.

"You were discovered by the Dryads who took you back to the treetop village
of Eirulan as a prisoner where you overheard an Elf known as Amren asking
your warden to treat you kindly, but you do not know why."

Primary Tasks:
* Go to the merchant shops and ask for the basket of sharpening stones
* Bring the sharpening stones to the Dryad outpost

Secondary Quests:
* Armorer's Apprentice
* Lumilla's Salve

Once you are free, take the lift across to the merchant platform. If you want
to take a little break, you can wander around and talk to everyone. The main
person you need to see is Telinu, the armorer's apprentice. She has the
sharpening stones, and a secondary quest for you. Choose the #1 conversation
options to get her quest, which is to find the recipe for Dryad armor in a
book that is in the great hall.

You can also get a quest from Lumilla, the enchantress. She wants four nettle
clusters to make some of her famous salve. You can't do anything about either
of these quests now, so note them and continue on your way. You can't go
anywhere in town except the Inn, but there's really nothing you can do there
yet (unless you have somehow made 500 gold, in which case you could add a
third party member slot).

You can have one companion with you, and there are two hanging around just
inside the North Gate: Lothar, a half-giant fighter; and, Deru, a Dryad
ranger. If you take one at this early stage of the game, you can switch their
class focus; and, in fact, Lothar already has one level of combat mage and
Deru one of nature mage. Pick one up depending on your needs. Talk to the
Dryad guard to open the gate and take the lift to the Northern Greilyn Jungle.

Once down on the ground you'll find out about health and mana bushes. If your
character is a Dryad, or you brought Deru with you, you'll get some mana
potions from the mana bush. You won't be able to harvest health potions until
someone in your party reaches level 5 ranged and takes the Survival skill.

You'll also learn about incantation shrines because there's one right here.
The Dryad who teaches you about shrines will also teach you a chant, the
Lesser Chant of Fortification.

Due north of the shrine is a tower. Enter it and throw the lever to ride a
lift down to the basement where you will learn all about sanctuary doors and
find four sanctuary doors (one for each class). You'll need a character with
at least level 3 in a class to open these doors. There's also a lectern with
another chant on it (Lesser Chant of Dexterity).

Take what you can and ride the lift back up and head west for a little
looting side trip through some Hak'u caves. Once you've cleaned them out,
follow the Dryad guard a short distance east of the shrine to the Dryad
outpost. Dispose of the Morden, free the Dryads and start the next chapter.


==================================
[3.3] Chapter 3: The Morden Towers
==================================

"Freeing the captured Dryads has gained you more respect than is usually
given to a prisoner, but to earn full trust and freedom you must burn down
the four known Morden watchtowers in the jungles surrounding Eirulan."

Primary Tasks:
* Find the first Morden tower.
* Burn down the first Morden tower.
* Find and burn down the second Morden tower.
* Find and burn down the third Morden tower.
* Find and burn down the fourth Morden tower.
* Return to Warden Celia in the Eirulan prisoner's terrace.
* Speak with Taar in the Eirulan great hall.

Secondary Quests:
* Lumilla's Salve
* The Hak'u

Now would be a good time to head back to Eirulan and sell some of your excess
loot. Check the reagent merchant near the North Gate (he has an emerald
floating over his head) to see if he has any nettle clusters you can buy and
buy whatever you can afford. Head back to the Dryad outpost and continue
through the gate to the north.

After you cross the bridge, you'll see some Hak'u fighting a boarbeast.
Interrupt their hunt and dispose of the Hak'u, then follow the boarbeast west.
After everything's dead, LEFT-CLICK the statue to reveal a hidden treasure
chest. You should receive the Vigilant Gloves, part of the Nature's Vigilance
set.

Continue north. When you reach the stairs, head west to find another statue
and another hidden chest, though with less treasure. Then go up the stairs to
a gate guarded by some Morden. You can choose to lie about rejoining the army,
which will get you a pass through this gate, or you can be belligerent and
kill all the Morden and still get through the gate.

Before passing through the gate, go east and up to a series of plateaus where
you can find some more Hak'u and loot. Continue through the gate, then head
west to another plateau and a Hak'u encampment with some nice loot. Then back
to the main path and north a little more to the first Morden tower.
Regardless of which conversation path you followed before, this time you end
up in a fight.

Once the Morden are dead, break the cage and talk to the Dryad. Then LEFT-
CLICK the wreckage of the cage, which should produce a cage fragment. Pick it
up (pressing 'Z' is the easiest way), equip it and LEFT-CLICK the campfire
and then LEFT-CLICK the tower. You get a satisfying explosion and you now
know how to take out the other three Morden towers.

Continue northward, through the wreckage of the tower, and you'll soon come
to a teleporter. Across the path from the teleporter is a platform with two
books that will teach you the Lesser Chant of Strength and Lesser Chant of
Intelligence.

Just north of the teleporter the path branches west and east. You can't go
east now because the way is blocked by a wall you cannot pass, so follow the
path west. At the top of the first ridge, enter the tower and find the
interactive brick on the east wall. Left-click it to raise the treasure chest.

Continue following the path west and up until you see a cutscene of a Dryad
fighting a Hak'u. Afterwards, make sure the area is clear of hostiles and
then talk to the Dryad, Morain, to get the first Hak'u quest: you must rescue
Morain's niece, Tanzi. After talking to Morain, head back the way you came
and go north, past the health shrine and over a bridge. You'll find a Hak'u
ritual camp. Try to take out the shamans first, to keep them from summoning
lots of other beasties.

Now would probably be a good time to use the Summon Teleporter spell (or walk
back to the teleporter you recently passed) and head back to Eirulan to sell
off some loot. You should have enough gold to buy as many nettle clusters as
you need from the reagent merchant.

Take four nettle clusters to Lumilla and she'll give you a jar of Lumilla's
Salve, which is a pretty good reagent. Hang on to it until you get an
enchantable item. (You might want to stick it in the storage vault, for
safekeeping.)

Return to the main path and continue west. Soon the path will turn south and
you will find the second Morden tower. Burn it down as you did the first and
continue south.

Look for a small Hak'u camp to your left (east) just past the tower. After
clearing it, go the opposite direction (west) to a waterfall and walk through
the falls into a small cave. There's nothing to fight in here, and you can't
talk to the ghost (yet); but you can pick up a Mysterious Chant from the
lectern and some high-quality swag from the treasure chest--including the
Vigilant Hauberk, armor from the Nature's Vigilance set.

Head back to the main path and continue south. The path will turn east and
you will soon come to the third Morden tower. This one is guarded by a
Morden-Viir Grunt Captain, who is pretty tough, but weak to ranged attacks.
Take him out first before dealing with the peons. Then burn down the tower.

If you go north from the tower, you'll complete the circuit, arriving back at
the broken bridge where you met Morain. There's some looting opportunities
around the bridge, then continue through the ruined tower.

The path turns south. Just past the tower is a path leading east that takes
you to a small plateau with a little loot. Continue on the main path until it
heads up and you enter the Western Greilyn Jungle. Soon after you reach the
top of the ramp, there will be a place to turn west and venture into the
jungle.

Here you will find the back entrance to the Hak'u caves and Tanzi held
prisoner. Clear the Hak'u from the cave and watch as Tanzi sort of frees
herself and runs back to Eirulan. If you explore the cave, you'll find a
partial bridge you may have noticed earlier when you were in the Hak'u caves
near the North Gate. Pull the lever to open a shortcut between the Western
Greilyn Jungle and Eirulan's North Gate.

You can't complete the Hak'u quest until you've finished with the Morden
towers, of which you have one more to burn. Leave the cave and continue south
along the main path.

There's nothing particularly exciting until you reach the fourth Morden tower,
which is guarded by a Morden-Viir Recruit Captain, who is a very tough ranger,
but weak to melee. After the fourth tower is burned, continue west until you
reach the teleporter.

Teleport back to Eirulan and take the lift over to the prison. Speak to
Warden Celia and she will tell you to go to the great hall and Taar will
remove your Ring of Submission. Do so. When you talk to Taar, your Chapter 3
quests will end and Chapter 4 begins.


===========================
[3.4] Chapter 4: The Plague
===========================

"Burning down the Morden watchtowers has gained you the respect of the Dryads.

"Taar removed the prisoner's Ring of Submission from your neck, but the
Dryads believe that you were infected with a deadly plague. From what you've
been told, your only hope for a cure is to reach the Elven Shrine at the top
of the ridge in the western Greilyn jungle and drink from the fountain
there."

Primary Tasks:
* Find the ancient Elven shrine.
* Locate the Elven fountain.
* Fill the empty vial with water from the Elven fountain.
* Report back to Taar in the Eirulan great hall.

Secondary Quests:
* The Hak'u
* The Hak'u Part II
* The Armorer's Apprentice
* Lelani's Sorrow
* Secrets of the Elven Shrine
* Kithraya Hive
* Secrets of Xeria's Temple

Across the room from Taar is the elf, Tellendril. He can tell you all about
war pedestals (and the entry will be added to your Handbook). Nearby, on a
shelf, is the Tome of Smithing that will tell you how to make Dryad armor.
Near the ramp to the lower level is Anerith, an elf who will instruct you in
how to obtain quests.

In the lower level you can pick up a book called "The Mothers of Eirulan".
Historian Arisu can tell you many tales of the history of Greilyn Island and
Aranna. Leave the hall and go to the infirmary next door. Speak to Hesla,
Morain and Tanzi to end the Hak'u quest and begin the Hak'u Part II quest.

Take the lift back to the merchant's area and talk to Telinu. Give her the
correct formula for making Dryad armor (conversation option #3). You'll
complete the Armorer's Apprentice quest and get a suit of magical Dryad armor
and another magic item.

You may be infected with plague, but all areas of Eirulan are now open to you.
Go to the pet shop and walk counter-clockwise around behind the pet shop to
find a ramp leading up to Laenne's house. Talk to her about a "Lost Sapphire
of the Elves" hidden in the Elven Shrine. Since you're going there anyway...

You might want to buy a pet: the local pet store currently has a pack mule
(300 gold), ice elemental (500 gold) and scorpion queen (350 gold).

Next to the pet shop is a house where you meet Lelani. Talk to her to begin
the Lelani's Sorrow trading quest. This quest will span much of the game, but
you can make the first trade now. Take the child's doll Lelani gives you and
head for the Falls, which you can reach using a lift from the Inn.

In the first house, talk to Fenella and give her the doll. She'll give you a
flask of Elven ale in return. Walk through the back door of Fenella's house
and take the elevator down. Follow the path to another elevator, go up and
enter the house to talk to Tamari. She'll give you the Kithraya Hive quest.

Outside Tamari's house, activate the lever to lower the bridge for a shortcut
back. Head to the Inn and stop inside for a chat with the grizzled bar patron,
who is sitting, amazingly, at the bar. Keep choosing conversation option #1
to get a quest for the future, Secrets of Xeria's Temple.

If you want to add another companion slot to your party, speak to the
Innkeeper. Adding a companion slot costs 500 gold. While at the Inn, go into
the room behind the bar to pick up a book, The Hak'u.

Once you're done in town, teleport back to the Western Greilyn Jungle. From
the teleporter, head west, off the path, to find an incantation shrine and a
lectern with the Lesser Chant of Mage Health. Continue exploring westward to
find a Hak'u encampment that includes the house of the Hak'u usurper. You
can't do anything about him now, but you can loot the environs, picking up
some good magical items, the Lesser Chant of Casting and the Lesser Chant of
Ranger Health.

At the far west end of the map, you'll find a ghost (part of a later quest)
and the Vigilant Boots, part of the Nature's Vigilance set. Make your way
back to the main path and continue south. You'll come to a Dryad outpost.
They give you permission to loot them, so do so--don't miss the armor stand
in the corner or the Lesser Chant of Fighter Health on the lectern. Now all
you have left to do is follow the gray dirt road to the Elven Shrine.

In the first level of the shrine, you can find a sanctuary door that requires
ranged level 6 or better to open. Clear out a couple of rooms to find the
lift down to level 2. At the bottom of the lift, search for a button on the
west wall, near the lift, to open a secret room and begin your search for the
Lost Sapphire of the Elves.

Loot the room, then left-click the Green Life Cube pile to pick up a cube,
then left-click the Green Life Cube Socket to place the cube in the socket. A
lever is revealed. Activate the lever to be taken down a level. Find the
button on the north wall to open a secret room to the south. Get two cubes
from the Yellow Sight Cube pile and place one in the Yellow Sight Cube Socket
in the south room.

Grab two Red Blindness Cubes from the pile in the south room, then activate
the revealed lever in the north room to go down one more level. Activate the
button in the east wall to open the room with the Red Blindness Cube Socket.
Place one cube there, then grab two Purple Death Cubes and put one in the
appropriate socket in the other room.

Another secret room opens. Put your remaining cubes in the appropriate
sockets in this order: Yellow - Red - Purple. Activate the lever to be taken
to the sapphire, as well as three chant books: Lesser Chant of Fighter Power,
Lesser Chant of Ranger Power and Lesser Chant of Mage Power.

You'll come back out in the lift room of level 2. Make your way south,
looting the side rooms. One side room has a sanctuary door that requires a
level 6 or higher nature mage to open.

Once you descend a flight of steps, prepare for a boss fight. There are three
very tough Hak'u in the next room, one of which keeps reviving as long as the
other two are alive. Once the three boss Hak'u are dead, the door to the
south opens and you can enter the fountain.

There are only a few weak Hak'u in this room. Kill them, then left-click the
fountain to fill your vial. Grab the Chant of Lesser Prosperity from the
north wall. Use the teleporter to the east to return to Eirulan. Go see
Laenne above the pet shop and give her the sapphire, then return to Taar to
complete Chapter 4.


=======================================
[3.5] Chapter 5: The Dryad Exile Colony
=======================================

"After drinking from the fountain in the Elven Shrine, you filled your vial
with the last of the curative water. You have been asked to bring it to a
colony of exiled Dryads who have the plague."

Primary Tasks:
* Find the Dryad Exile Colony
* Save the old man

Secondary Quests:
* Dire Wolf
* Taar's Investigation

Add Taar to your party. If all your slots are filled, disband a henchman or
go purchase a fourth slot from the Innkeeper (cost is 1,500 gold). With Taar
in your party and the active character, go to the house next to the great
hall and speak to Arianne. She tells of a great beast said to be controlled
by the Hak'u. Agree to track down this beast--if it exists.

Go over to the pet shop and talk to the merchant. Select conversation option
#2 about wanting something stronger. She will tell you about dire wolves.
Rokhar, a mage who hangs about in the great hall, knows quite a bit about
them. Go back to the great hall and speak to Rokhar. Agree to meet him in the
Southern Jungle.

Teleport from Eirulan to the Northern Greilyn Jungle. Remember the Hak'u
ritual camp you cleared out earlier? Time to visit there again. Go north and
then west from the Northern Jungle teleporter until you reach the health
shrine. Then go north over the bridge to the ritual camp.

Clear the Hak'u, then click the carcass on the top of the altar. The Hak'u
Ceremonial Blade should drop on the ground. Pick it up and teleport back to
Eirulan. Go to the pet shop terrace and leave through the South Gate.

When the trail turns east, go south and pass through a gap in the rocks.
Enter a small cave and have it out with the garganturax--the "formidable"
creature that scared Arianne. The garganturax can't be hurt by melee weapons
other than the Ceremonial Blade, so equip that to your fighter. However, the
Blade doesn't do much damage against this little monster. Pepper it with
spells and ranged weapons--which do damage it--and try to keep it occupied
with the Blade wielder.

You can wait to finish Arianne's quest until you've finished the Dire Wolf
quest, so get back on the main path and continue east. Along the way you
should find Some Abandoned Ruins (yes, that's what they're called). Find the
interactive chalice on the north wall (it's the left of the two center cups)
to open a secret room with some decent loot in it. Just east of the ruins is
a cave with an elder Hak'u witch doctor. He has good loot as well.

Continue east until you reach the Southern Greilyn Jungle teleporter and,
just beyond that, Razka's Ruins. There's a mini-boss here, a Morden-Viir
Spearman Captain who is weak to ranged attacks. Clear out the monsters and
continue east; don't go down in the ruins as you'll need a key to fully
explore them and you won't get the key for quite some time yet. Just past
Razka's Ruins, turn north and cross the bridge and enter the cave that's to
your right as you come over the bridge.

Fight your way through the cave to enter Rokhar's Rift Site. Talk to Rokhar
and he'll start summoning a dire wolf, while a horde of nawl beasts come
through the rift. Go into Rampage Party mode and lay into the nawl beasts
until Rokhar manages to bring the dire wolf through the rift. Then talk to
him and he will travel back to Eirulan to deliver the wolf to the pet
merchant.

Loot the rift area. About this time you can expect your first encounter
with ???. ??? is a mysterious, level 100 humanoid thief that teleports in
randomly when you discover valuable loot. He steals a few items and teleports
out. You can attack him, but, at this point in the game, you won't be able to
kill him. However, attacking him will keep him from stealing your stuff and
make him drop an item or two of his own.

You may see ??? at this point, you my not see him until later. Always keep
your eyes open for him and your weapons ready. Teleport back to town. Go see
Arianne and complete Taar's Investigation, then head over to the pet shop and
talk to the pet seller to conclude the Dire Wolf quest. Buy a puppy if you
like.

Teleport back to the Southern Greilyn Jungle and head east once more; you're
now entering the Eastern Greilyn Jungle. Just past the point you turned north
to find Rokhar, look for a cave entrance to the south--there should be two
vulk in front of it. Inside you can score the final piece of Nature's
Vigilance--the Vigilant Crest (helmet). Opposite the cave, to the north, is a
plateau with a circle of mushrooms on it. This is part of a later quest.

Keep following the main path, which will soon turn south. Look for a small
tower to the east (your left) and go down into it to get some good loot. You
are now just outside the Dryad Exile Camp.

**GLITCH WARNING**

SAVE YOUR GAME!

There's a glitch just ahead; so don't save over your game until you complete
this chapter. Continue to the Dryad camp. Inside, an old man is being
attacked by plagued Dryads. Wait a moment while they beat up on him a bit--
this should trigger his scripts so you can complete the quest. Kill the
plagued Dryads, then talk to the old man, who turns out to be an Azunite
scholar who will fill you in on what Valdis is up to (assuming you haven't
already figured it out).

Sometimes the scholar's scripts won't work and he'll keep calling for help
even after you've killed all the Dryads. If that happens to you, reload and
try again.

Thus ends Chapter 5...


=====================================
[3.6] Chapter 6: Leaving Greilyn Isle
=====================================

"The old man you saved is interested in all things Azunite, and calls himself
the Azunite Scholar.

"He confirmed what Taar told you: there is a portal to the mainland on the
eastern shore of Greilyn Isle that leads off the island. He also warned you
that you must pass through the Kithraya Caverns to reach it."

Primary Tasks:
* Locate the Kithraya Caverns
* Look for survivors from Vix's squad
* Investigate Eastern Greilyn Beach
* Destroy the shard
* Use the portal to leave Greilyn Isle
* Talk to Captain Suzor

Secondary Quests:
* The Hak'u, Part II
* Feldwyr the Blacksmith
* The Kithraya Hive

After the history lesson, talk to the Azunite scholar again and he will open
the path east. Loot the camp, then take the west path (yes, that's west, not
east). Near the incantation shrine, find a small cave where you can locate
Hrawn, the Hak'u. Talk to him to open the remainder of the Hak'u, Part II
quest.

Leave Hrawn and his father and return to the Dryad camp. This time take the
newly opened east path and then turn south and find the Eastern Greilyn
Jungle teleporter. Teleport to the Western Jungle.

From the Western Greilyn Jungle teleporter, go due west to find the usurper's
house. (You may remember having explored this area earlier, during your trip
to the Elven Shrine.) Knock on the door of the house. The usurper will let
you in and try to kill you. Do unto him before he does unto you.

Teleport to the Eastern Jungle and make your way to Hrawn's cave. Talk to his
father to receive your reward. Now teleport back to Eirulan and visit Hesla
in the infirmary to receive even more reward, including a bonus skill point
for all members of your party.

It's about time to sell off some loot; once you've done that, teleport to the
Eastern Greilyn Jungle. Continue along the main path. You will soon reach
some ruins and the path will turn south, over a bridge. Enter the ruins, kill
some Hak'u and find Feldwyr the blacksmith. Talk to him to initiate his quest.

In the room south of Feldwyr is a lift that will take you up into a locked
tower on the cliff above the ruins. You can unlock the door from the inside,
creating a little shortcut back down to Feldwyr. After talking to the
blacksmith, the door to the east opens and you can go down into the depths of
the ruins.

Before heading down the stairs, in the room just east of Feldwyr, look on the
north side of the north, central column. Pull the lever to open a secret room.
In the secret room, find the button on the west wall to open another secret
room. There's yet a third room (not hidden) beyond this second room. Once you
are finished looting, go downstairs.

At the bottom of the second stairway, you can turn either left (north) or
right (south). Go north and fight your way through a bunch of relatively low-
level Hak'u until you find the mini-boss and get Feldwyr's anvil. In the
eastern-most room of this set of rooms, look for a lever on the wall that
opens the center room and find a treasure chest.

Back at the fork in the path, going south presents you with a level 24 mini-
boss guarding a room full of level 22 mobs. Not only would it be almost
impossible to defeat this mini-boss (your characters are probably about level
14, unless you've been doing some farming); but, you won't get much XP from
the encounters since they are so much higher in level than you. Best to wait
until you're about 20th level, then return here and clear out the southern
portion of the ruins.

Leave Feldwyr's sanctuary and continue south over the bridge. You will soon
enter a narrow cavern which leads to a ridge above the path you've been
traveling. You'll find a tower here, inside of which is Vix, a human ranger
who offers to join you for your trip through the caverns. If you tell Vix to
take a hike, he will--but only as far as the Eirulan Inn. Also inside the
tower are two chants, the Lesser Chants of Magic Awareness and Ranged
Awareness.

After passing through Vix's tower, you'll enter the Upper Kithraya Caverns.
Fight your way through them. About 3/4 of the way you'll find a large chamber
with two exits: a wide one in the southeastern corner and a narrow one in the
southwestern corner. There's also a broken elevator, but you can't fix it
until you've got someone named Finala with you--and you won't meet her until
Act II.

Take the narrow, southwest passage to a dead end with a mini-boss and a
little loot. Then take the wider passage to the southeast to find a
teleporter and the entrance to the Lower Kithraya Caverns.

Fight your way through the caverns until you encounter one of Vix's soldiers,
who is quite possessed. Soon after leaving the zombified remains of the
soldiers behind, you'll come to a fork in the path. Take the right (south)
path to find and kill the hive queen and get her head.

Head back the other way to enter Eastern Greilyn Beach. Fight the spirits and
destroy the shard, then head down to the beach and talk to the scholar. After
your conversation, the portal off the island is open. Step through to a small
desert camp and talk to Captain Suzor.


=============================================
[3.7] Chapter 7: Secret of the Azunite Desert
=============================================

"A Human battalion from Windstone Fortress has been searching for a powerful
Azunite weapon. They tell you that the keys to finding the weapon are guarded
by the Skath, a fierce desert race."

Primary Tasks:
* Find the Stela of Blindness
* Find the Stela of Life
* Find the Stela of Death
* Find the Stela of Sight
* Place the four stelae and learn the location of the Lost Vault
of the Azunites

Secondary Quests:
* The Kithraya Hive
* Lelani's Sorrow
* A Family Heirloom

After talking to Captain Suzor, step into the house behind her and talk to
soldier Balamar. He wants something to drink and you should still have that
flask of Elven Ale you got back in Chapter 4. Trade him the Ale for some
skath cat ribs. If you did a lot of talking to people in Eirulan, you may
remember someone who wants some meat...Yeah, time to make a trip to Eirulan
and finish the Kithraya Hive quest and take another step on Lelani's Sorrow.
Fortunately, there's a teleporter nearby.

Travel back to Eirulan and go see Tamari at the falls for your reward. On the
way back, stop at the Inn and go upstairs and talk to soldier Jordhan. He's
craving meat, so give him the skath cat ribs and receive a statuette of Xeria
in return. Might as well put it in the storage vault, you won't find someone
who wants it until near the end of Act II.

Sell your unwanted gear and teleport back to the Azunite Desert. Don't bother
with the stuff south of camp just yet, you'll be coming back to that area
later. Leave the camp to the northeast and go down to the first Skath
Guardian. Kill him for the Stela of Blindness.

Go west, under the bridge, to find the Skath Guardian with the Stela of Life.
Go back to where you killed the first Guardian, and go north, up the slope to
a tower. Enter the tower and take the elevator down to speak with Master
Thestrin. Ask him about his duty and about the riddle needed to pass a
guardian statue in his family's crypt. After talking to Thestrin, find the
button in the alcove on the west wall to open a secret treasure room.

Leave Thestrin and continue north past the tower and turn back south toward
the bridge to kill the Skath Guardian with the Stela of Death. Turn and go
north; before you go through the archway, turn left (west) and go down the
stairs to face the final Guardian and get the Stela of Sight.

Go north into the Azunite cavern and clear it. Then head back up the stairs
and through the archway you approached earlier. Clear out this main cavern,
the cavern to the west and the small canyon to the north. Then take the east
path from the cavern to the Azunite Shrine.

In the first room of the shrine, find the interactive block on the south wall
and press it to open a secret room. Collect the loot, which includes the
Lesser Chant of Purity.

Go through the east door and follow the hallways of the shrine. You will soon
reach an octagonal treasure room with four chests in each corner and one in
the center. The chest in the southeast corner is a mimic, which is a very
tough foe; but, drops a lot of loot.

The other three corner chests open one of a set of side doors with level 16
creatures. The center chest opens all four doors. It's up to you whether you
want a gang war or a little 4-on-1 monster killing. Be sure to loot the small
side rooms for more loot, including a Chant. Continue south to a series of
two elevators that take you to the Inner Chamber of the shrine.

Right next to you is a sanctuary door that requires ranged 13 or better to
open. On the east wall is a lectern with the Lesser Chant of Melee Awareness.
After taking the treasure, place the Stelae in their sockets. A Map of the
Lost Vault of the Azunites and a silver mirror appear on the central pedestal.
Collect them, the door to the west opens, and Chapter 7 comes to an end.


==========================================
[3.8] Chapter 8: The Lost Azunite Artifact
==========================================

"Placing the four Stelae revealed the location of a lost Azunite vault. Find
it and retrieve the weapon inside."

Primary Tasks:
* Find the Lost Vault of the Azunites
* Retrieve the Azunite Weapon
* Talk to the Elven spirit in the Lost Vault of the Azunites

Secondary Quests:
* None

This is a fairly short and linear chapter, though it may feel long and
wandering due to the amount of combat, and twists the path takes--get used to
it, it only gets worse from here. When you leave the Ancient Azunite Shrine,
you'll come out into the Valley of the Azunites. To the south is the Cavern
of the Phoenix, but there's nothing there for you...yet. Head north. You'll
soon come to a teleporter, which will provide a welcome respite in Eirulan--
as well as a chance to unload some of your loot.

Teleport back to the Valley. Due east of the teleporter are some ruins.
Careful searching will reveal an elevator. This leads to some Lost Elven
Ruins; but, you're going to have to come back here again later, so leave it
for now. Continue north, pass through another Azunite Cavern and come out on
the cliff ledges above the small canyon in the Azunite Desert.

There's a bridge to cross to the other side and another Azunite Cavern. Fight
your way through the cavern. Take note of the "broken" bridge to the
northwest--this is, again, part of a later quest. Continue until you come to
a mirror-and-light puzzle.

Gotta love those.

The statue in the southeast is missing its mirror, you can use the silver one
you got from the shrine. Starting with the mirrorless statue, turn the
statues in the numerical order listed below so the light is shining in the
pattern shown:

6---------------------7 3-----------------2
| | | |
| | | |
| 8-----------9 |
| | |
| | |
5------------------------4 1

A new path will open up, so take the long and winding stair to the Lost Vault
of the Azunites. Retrieve the Azunite Artifact, which turns out to be an
empty bowl.

Yes, that's right, an empty bowl.

Ah! But Mr. Plot Exposition Elven Spirit has popped up out of nowhere and a
conversation with him will reveal--well, not all, but a good deal and set you
up on your next quest.


===================================
[3.9] Chapter 9: Windstone Fortress
===================================

"The Azunite Ancestor within the Lost Vault of the Azunites has revealed much
-- evidently you are a direct descendant of the great Azunai himself, which
explains how you were able to wield the Azunite bowl without harm.

"You must now travel to Windstone Fortress to unlock the bowl's power and aid
those stationed there."

Primary Tasks
* Begin the journey to Windstone Fortress by speaking to the Azunite Ancestor
* Take the Azunite Artifact to Windstone Fortress
* Find the person in command
* Enter the Windstone Fortress Outer Vault
* Activate the Azunite Artifact
* Enter the Temple of Xeria

Secondary Quests:
* The Imprisoned Half-Giant
* The Missing Squadron

While it was really nice of the Elven spirit to leave you a treasure chest,
it would have been nicer for him to leave you a quick exit out of the Vault.
Hoof it back up the stairs to the light puzzle room and talk to the Elven
Spirit again. He'll open a path to the north that takes you to the Western
Cliffs of Azunai.

There's a teleporter right here, but it's best to keep moving for now. Go
east until the path ends, then search for a cave entrance to the south. Enter
Isteru's Caverns. To the southwest you can find the entrance to some ruins
that lead to an Ancient Elven Reliquary. But, you can't do anything down
there right now, so ignore it. Work your way through the caverns, back out on
to the cliffs, and back into the caverns again.

Keep following the caverns and cliffs until you reach a bridge. Cross the
bridge, and to the east you can find a mini-boss and some loot. To the west,
from the bridge, is the Eastern Cliffs of Azunai teleporter. Continue west
and then north to enter the Windstone Tunnels. Once you get through the
Windstone Tunnels, you'll be at the entrance to Windstone Fortress, which is
not a very friendly place right now--if you haven't already figured that out.

Continue down the path, until you get the cutscene showing that Valdis has
been here. Gee, that's a shock. At the locked door into the fortress, take
the entrance to your right into the Eastern Gatehouse. Clear the gatehouse,
then head down the hall.

There are three side-rooms here. The one to the north contains a little loot.
The one to the southwest is where you'll meet Private Banos. Go ahead and
talk to him and agree to take him to Squadron Leader Taarth. You'll get a new
quest entry, Secondary Quest #13, The Missing Squadron--even though you
haven't met Taarth yet. It's easier this way.

The room at the southeast corner of the hall contains another mimic. Beat it
down with hero powers, then run back to the war pedestal in the gatehouse for
a recharge and come back and beat on it some more. They do drop a lot of loot,
so they're worth the trouble. Continue north, then west along the hall.

Off this northern hall are two side rooms. The one to the north has a mini-
boss and a treasure room to the east. The treasure room has the Lesser Chant
of Magic Skill, and, behind the statue, a button to open another treasure
room. The side room to the south is found by turning the statue set into a
nook in the wall.

Head west again to enter Windstone Fortress proper. Before going north to
activate the teleporter, head straight across into the Western Gatehouse.
Clear it out to find Private Caiden (break the pots surrounding him or he
won't follow you), the Lesser Chant of Melee Skill and a book: Vol. 7, The
Deeds of Xeria. The book is part of a later quest.

Head back out into Windstone Fortress and go north. Enter the next west-
leading hallway to enter the barracks and work your way to the west-most room,
where you'll find Private Nolan. Pick up the Lesser Chant of Ranged Skill in
the same room. Along the northern hall of the barracks, look for a secret
door switch on the north wall. There's another secret room off the first
secret room. Return to the Fortress proper and talk to Squadron Leader Taarth,
who will be delighted to see his men and will reward you with the Dusty Key.

Just west of Taarth is a half-giant in a hole. Speak to Sartan to open the
Imprisoned Half-Giant quest and prepare the way for another possible henchman.
Past Sartan is Captain Dathry, the man in charge. Speak to him to continue
the main quest in this chapter.

Enter the eastern hall and push the button on the wall to open the Outer
Vault. The next room contains a Yellow Sight socket and some Yellow Sight
cubes. You know what to do. Beyond are two Green Life sockets; the green
cubes are in the room to the right (south).

Next are two Red Blindness sockets and the zombiefied Lieutenant Namyek, who
will cough up the Inner Vault Key if you give him a permanent Heimlich. Open
the Red Blindness door and enter the Inner Vault. After the zombies are dead
(re-dead?), thoroughly loot the room and then click on the blue flame to
activate your Azunite artifact.

Grab four Purple Death cubes from the corner of the room and open the door
that is just north and east of the blue flame. Inside is the White Vault door,
which requires the Dusty Key to open. Lucky you did that quest for Taarth,
right? Open the vault, place your four purple cubes and collect copious
amounts of treasure.

Return to Captain Dathry with your artifact. He'll blow open the way
northward. Then talk to Soldier Orayne to free Sartan and talk to Sartan to
complete the Imprisoned Half-Giant quest. Go north and fight your way through
the big bugs, which shouldn't be too hard if you've been doing all the
sidequests so far. Enter the Temple of Xeria...


======================================
[3.10] Chapter 10: The Temple of Xeria
======================================

"Valdis and his Archmage have entered the Temple of Xeria at the heart of
Windstone Fortress. Hopefully the Azunite artifact is as powerful as they say
because you're going to need all the power you can get to help save Windstone
Fortress."

Primary Tasks
* Clear out the Temple of Xeria
* Place the Azunite Artifact on the Azunite statue
* Find the shard
* Destroy the giant trilisk in the temple courtyard
* Destroy the shard
* Go through the portal to the town of Aman'lu

Secondary Quests:
* Feldwyr the Blacksmith
* A Family Heirloom
* The Secrets of Xeria's Temple

Fight more bugs until you get to a large room with a pit in the center. In
the pit are two (rapidly becoming familiar) sockets: green and yellow. Pick
up three green stones from the southeast corner of the room and place one in
the green socket. This opens a door on the west wall. Go in there and get
three yellow stones. Place one on the yellow socket in the pit.

A door on the south wall opens. Enter and place a yellow and a green stone.
Two more doors open up. Go to one of those rooms and collect three red stones.
Then enter the other newly opened room and place one of your red stones in
the socket with one red symbol, and then a second red stone in the socket
with two red symbols. Grab three purple cubes from the one side room and
place one in the purple socket in the other side room.

This opens another side room with another purple socket. Place your stone and
then you're back in the room with all four color sockets. Place a stone in
each. Collect your booty, including the Chant of Scholars.

Oh, yeah! Main quest. Back to the pit room and open the north doors. Kill all
the zombies and loot the side rooms. There's a secret room on the west side,
make sure you find it and take out the zombie trash. Once all the zombies are
immobile, click the big, glowing statue to blow up all the zombies in the
Fortress. Enter the north room and loot it thoroughly, including two books:
Vol. 8, The Death of Xeria; and, Vol. 9, The War of Legions.

In the southeast corner of the room you'll find a moveable statue on the
stair landing. This leads to an elevator, which takes you to a little bit of
loot. To the north, next to the incantation shrine, is another moveable
statue that leads to the Cavern of Earth--but, there's nothing you can do
there now.

Back in the large room, take the east door to find the teleporter. Now's a
good time to wrap up a couple of quests. Teleport to the Eastern Greilyn
Jungle and travel east until you reach Feldwyr's underground shelter. Head
downstairs from Feldwyr's room.

If you haven't retrieved Feldwyr's anvil yet, head north and rampage through
the Hak'u until you get the anvil from the level 16 mini-boss. Now go to the
south set of rooms, which are guarded by a level 24 mini-boss and full of
level 22 creatures (and another mini-boss with the mithril ore). You should
now be able to take these monsters. Once you have both the anvil and mithril
ore, going up the stairs to see Feldwyr results in a cutscene in which his
hammer is stolen.

Follow the newly opened path north of Feldwyr's room and kill more level 22
creatures and another level 24 mini-boss. Return to Feldwyr with his hammer
and he rewards you with a fantastic weapon...Which will take a few days to
make. When you finally reach Aman'lu at the beginning of Act II, you can
search out the blacksmith and speak to his apprentice, who happens to be
Feldwyr's brother, Fyrndolf. He'll give you the reward.

Teleport to the Azunite Desert and go southeast to find a Ruined Crypt. Talk
to the statue and answer its riddle with Azunai, Xeria, Elandir and Zaramoth
(conversation options 3, 3, 1 and 1). You should be able to handle the level
28 and 30 enemies in the treasure room; but, your main objective is the
glowing sword lying on the crypt.

Grab the sword and head back to Thestrin's tower. He'll reward you with a
bogus Mysterious Chant (don't ever use it). You can either give him the sword,
which will net you another Chant (this one useful), or keep the sword if you
find his story a bit fishy.

Teleport to Eirulan and go talk to the grizzled bar patron to end the Secrets
of Xeria's Temple quest. Refit your party as needed and teleport back to
Xeria's Temple. Head north for the Act I boss battle.

The Giant Trilisk looks quite fearsome, but it's pretty easy. The middle head,
Vitalus, is the problem child--it will heal the other two, but not itself.
The snake only uses area-of-effect attacks that don't seem to hurt fighters
that are up close. So go beat on the middle head, use your powers (they'll
recharge quickly enough whacking off 15,000 health) and kill Vitalus. Once
it's been chunked, the other two go down quickly enough.

Destroy the shard, talk to Captain Dathry and then enter the portal to
Aman'lu.


****************************************************************************
ACT II: THE NORTHERN REACHES
****************************************************************************

=====================================
[3.11] Chapter 1: The Town of Aman'lu
=====================================

"Your hometown has suffered a devastating attack. Find out what happened."

Primary Tasks:
* Speak with Celeb'hel the Elder in Alt'orn Hall in the town of Aman'lu

Secondary Quests:
* Mythrilhorn
* Mark of the Assassin
* Deru's Treasure Hunt
* Arinth's Legendary Staff
* Viperclaw
* Tywlis' Broken Staff
* Feldwyr the Blacksmith
* A Family Heirloom, Part II
* Aman'lu Arena
* Lothar's Innocence
* A Dark Ohm

All you need do to complete this chapter is head straight for the building in
the center of town and talk to Celeb'hel. Takes about a minute. However, as
you can tell from the Secondary Quests list, there's a lot of talking that
can be done in Aman'lu.

So, before going to see the Elder, wander about town and talk to people.
Here's the brief rundown:

In the pet shop in the southeast corner of town, talk to the pet seller and
ask about special animals. He'll refer you to Khartos the Wise, who's hiding
in a tavern some where. (No wonder they call him wise.) This opens the
Mythrilhorn quest, which will net you another pet choice once you reach Act
III.

Just southwest of the pet shop, enter the abandoned house and note the bling-
bling on the table. Pick up this intriguing stone and get killed...almost.
After the near miss, talk to Danadel to launch the Mark of the Assassin quest.

Southeast of the pet shop you can find Prospector Albain. Talk to him with
Deru in your party to open Deru's Treasure Hunt.

North of the prospector, along the east side of town, is Eolanda's house.
Talk to her about Arinth to get a quest to find the pieces of Arinth's
Legendary Staff. She'll also give you Lore book: Vol. 10, The Legend of
Arinth the Mad. Vol. 11, The Dryads and their Customs is on her table and Vol.
14, Fables of Ancient Artifacts is on the floor.

Directly behind Eolanda's house is a ranger named Eumenidie. Talk to her
about reagents to get the Viperclaw quest. Reagents are random drops and you
might even have one or two right now. If you don't have what she needs, there
are specific places in Act II where you can pick them up. These are noted
later in the walkthrough.

Along the north side of town, just west of the incantation shrine, is Tywlis'
house. Talk to her about her grandfather's staff to get her quest. The
reagent she needs is a rainbow trinket. Check your pockets, you might already
have one. You can also visit Tywlis' basement, but there's nothing you can do
down there...yet.

Near Tywlis' house is the house of a fletcher named Ithir'renne. She has an
Aman'lu orchid, a well-known symbol of Aman'lu. Think that might make Lelani
back in Eirulan happy? Yeah, but you've got a long way to go before you can
trade Ithir'renne for her orchid.

Also on the north side of town is the house of Drianjul, Drevin's sister.
Talk to her to learn news of your family and receive a letter from Drevin.

In the burnt-out blacksmith shop on the west side of town is Feldwyr's
brother, Fyrndolf. Talk to him to get your special weapon and officially
close that quest.

On to the Inn, which is just full of people to talk to and things to do.

Athelas is hanging out near the Innkeeper. You may recognize his name from
your talk with Thestrin. Regardless of whether or not you kept the heirloom
sword, talk to Athelas to initiate the second part of this quest.

Amren is hanging out at the bar; you can add him to your party if you're
lacking a ranger. He's currently a level 20 ranged character, with a bunch of
unspent skill points waiting for you to specialize him.

The barkeep, Drudwyn, has heard of you--so he thinks. Talk to him and deny
everything he thinks you've done. He'll eventually admit there's a little
challenge for adventurers down below his wine cellar. When you decide to go
down there, you will officially open the Aman'lu Arena quest.

On the second floor of the Inn, pick up a Lore book: Vol. 13, Elandir's Life
and Teachings. There's also a ghostly spirit up here on a balcony, note it
for later.

On the ground floor, find Roland and talk to him with Lothar and open
Lothar's Innocence in your quest log.

South of the Inn is the mage shop. Lyssanore sells magic supplies and is also
interested in communicating with spirits. Talk to her about that and get the
quest, A Dark Ohm, to retrieve the necessary chant. Go up to the second floor
of Lyssanore's shop to pick up two Lore books: Volumes 12 and 15.

Well, that's it. You've made a circuit of the town and your quest cup runneth
over. Go to the central building and talk to Celeb'hel to begin the next
chapter. Before leaving town hall, grab the Lore book: Vol. 5, Turmanar and
its Aftermath, from the table.


==============================================
[3.12] Chapter 2: Finala and the Broken Bridge
==============================================

"Celeb'hel the Elder told you that Princess Evangeline of the Northern
Reaches took the Aegis of Death away by caravan to Snowbrook Haven. Valdis
arrived not long after and demanded the Aegis. When he discovered that it was
gone, Valdis commanded his Archmage to take vengeance on the town of Aman'lu.
In the resulting destruction, the town's bridge was broken. If you have any
chance of catching up to the caravan, you must convince Finala, the town
engineer, to repair the bridge. This will be easier said than done -- Finala
is a childhood friend of yours, but she harbors some resentment surrounding
your decision to leave Aman'lu and join Valdis' army. You'll definitely have
some explaining to do."

Primary Tasks:
* Find Finala, the town's engineer, in the hills north of Aman'lu
* Convince Finala to return to Aman'lu and repair the broken bridge

Secondary Quests:
* Viperclaw

Head to the north gate of Aman'lu and talk to the guard to open it. Follow
the path up into the hills. When you reach the bridge over the swamp, search
down in the swamp in the southernmost corners to find a jagged arrowhead for
Eumenidie. There are no side areas, except some minor treasure in the
basement of one of the houses. It's the house just east of the health shrine
at the top of the first line of hills.

You will eventually reach Finala. You'll find it a simple matter to convince
her to head back to Aman'lu to fix the broken bridge while you are tasked
with going to the Elen'lu Isles.


===================================
[3.13] Chapter 3: The Elen'lu Isles
===================================

"Finala had been on her way to activate the Prism of the Elves, an ancient
protective device that should put out the magical flames in town. You
convinced her to return to Aman'lu to work on repairing the bridge, so now it
is up to you to activate the Prism of the Elves."

Primary Tasks:
* Travel to the Elen'lu Isles
* Find and replace the prism's four small refractor crystals
* Find the prism's large refractor crystal and activate the prism
* Return to Aman'lu and speak with Finala

Secondary Quests:
* Viperclaw

Once Finala leaves, continue on the path, eventually entering the Northern
Vai'lutra Forest. When you reach the incantation shrine, keep going northwest
to find a damp cave, which has a lot of taclaks and a bit of loot. Due east
of the cave is a ramp leading down into a cul-de-sac. Here you can find an
elevator that leads to an Ancient Elven Reliquary. You'll return here later,
when you can talk to ghosts.

Return to the main path, which heads south. When the path turns east,
continue south to find a hollow tree. On the east inside wall is a button
that will bring up a treasure chest. Continue east and you'll soon find a
teleporter. Turn north into the swamp to find another hollow tree with some
loot. Then proceed east, through the ruined temple to reach the Elen'lu Isles.

Now you get a new task. The taclak have stolen the refractor crystals that
collect the diffuse light in the Isles and focus it on the main prism. You
must find four crystals and replace them in the refractors and aim the
refractors at the prism.

**GLITCH WARNING**

Some have been unable to complete this quest as the game does not recognize
they have crystals to place in the refractors. This apparently is caused by
accidentally double-clicking a refractor. The game allows the player to place
two crystals in the refractor. You can either be really, really careful to
not double-click a refractor, or only collect and place one crystal at a time.
Since the crystals go in your Quest Items log, not your actual Inventory, you
have to be real careful here and have a backup save from before you started
the quest.

On the first island, kill the taclak and collect the first crystal. Then go
east by clicking the arch over the bridge to extend it. Watch out for taclak,
who have the ability to jump from island to island.

At the next island, turn north, then go east, north and west. Find the
elevator that leads to a flooded chamber and work your way through the rooms
to another elevator. This brings you out on an island north of your starting
point. There's a griffon feather on the ground for the Viperclaw quest.

Now go south, east, north, east and east again and kill the taclak for your
second crystal. Go south three islands, then take the other north bridge (the
one to the east) to find the first refractor. Click it to place a crystal,
then click it again to turn it so it shines west toward the prism.

Go back south, then head west two islands to pick up your third crystal. Go
north, then to the north end of the island to reach the second refractor.
Turn it once to point east. Go back to the south end of the island and take
the southeast bridge, then go east to the third refractor. Turn it three
times to point north.

Backtrack past the second refractor and go north to pick up crystal #4. Then
go north and then east to refractor #4. Turn it three times to point south.

Now you have to find the big crystal that goes in the prism. Go back to
refractor #2 island and take the east bridge to the main island. Kill the
mini-boss for the prism crystal. Put it in the top of the pyramid and watch
the cutscene. Then kill the horde of taclak, including mini-boss, that
surround you.

From the north end of pyramid island, you can open a westward bridge that's a
shortcut back to the teleporter. Or just use a summon teleporter spell to get
back to Aman'lu. Head to the south end of town and talk to Finala, who has
fixed the bridge and wants to come with you. She's an accomplished combat
mage, so take her along if you like.


===================================
[3.14] Chapter 4: The Royal Caravan
===================================

"Now that Finala has repaired the bridge, you can attempt to catch up to
Princess Evangeline's caravan and ensure that the Aegis of Death doesn't fall
into the hands of Valdis."

Primary Tasks:
* Locate the Caravan
* Find the Vai'kesh sanctuary
* Find the leader of the Vai'kesh

Secondary Quests:
* Finala's Contempt
* Lothar's Innocence
* Amren's Vision

Before haring after the caravan, add Finala to your party and teleport to
Eirulan and thence to the Kithraya Valley. Take Finala north into the Upper
Kithraya Caverns and find the broken elevator. With Finala as the active
character, click the broken mechanism and ride the elevator down into a
Morden intelligence camp. Have Finala open the treasure chest to get a map to
four hidden Morden towers.

Teleport to the Southern Greilyn Jungle and head west to the Abandoned Ruins.
Finala will find a secret door inside the ruins and you can follow the path
to an elevator that takes you up to a plateau with the first Morden tower.
Destroy it as you did the towers in Act I.

Teleport to the Northern Greilyn Jungle and go to the impassable wall just
north of the teleporter. You know, the one that's been bugging you since Act
I, Chapter 3. Finala will find the secret entrance. Pass through and destroy
three Morden towers. After the final tower is destroyed, Finala finds another
map and an elevator gear. That's all you can do until Act III, so teleport
back to Aman'lu and head south.

As you leave town, there's a house to the west where you can pick up a Lore
book, Vol. 3: Downfall of the Manu Ostar. You can also talk to Alar'ithil,
who is one of the later links in Lelani's MLM scheme. Enter the house to the
east and talk to Eldoriath to start the Servant's Haunt quest. You can't
continue it until you've completed A Dark Ohm, but might as well get it in
the quest log.

Continue south and enter the Southern Vai'lutra Forest. Look for a burned-out
farmstead to the east. You can get the Chant of Strength from inside the
house. As you continue south, look for a set of steps back to the northwest.
The house on top of the plateau has the Chant of Dexterity and Chant of
Intelligence.

Further south, look for a narrow valley leading to a cul-de-sac to the east.
This is Magrus' house, which you can't enter right now. Note it for later. A
bit further down the trail, you can find a hollow tree off to the right
(west). The button to raise the chest is on the east wall.

You'll soon reach the teleporter, which is for the Southern Vai'lutra Forest
(North). Ah! Egregious apostrophes and contradicting directions! It must be a
fantasy RPG! Anyway...just west of the Southern North teleporter is another
mushroom circle.

These circles mean something special to Amren. Add him to your party, if
necessary, and take him to the mushrooms. He'll have a vision. (That happens
to lots of people when they have too many mushrooms.) Afterward, one of the
mushrooms will be glowing. Click the mushroom to activate an elevator to a
secret shrine.

This is the Shrine of Sight. Find the altar and have Amren click it to
activate the shrine. You can also pick up a Lore book, Vol. 18: The Path of
Sight. You may remember the mushroom circle in the Eastern Greilyn Jungle. At
some point, take Amren to the Southern Greilyn Jungle teleporter and go
northeast to that circle, which leads to the Shrine of Sight and contains
Lore book, Vol. 17, The Path of Life.

For now, your quest continues south, over a bridge. Before crossing the
bridge, go east into a little grotto to get the XP from killing a mini-boss
and collect a nice haul. After crossing the bridge, look for a cave entrance
to the west.

This is a Watery Cave and filled with level 24 mobs and a level 26 mini-boss.
Make sure Lothar is in your party. Defeat the monsters and then find a half-
giant mushroom farmer named Magrus. Talk to him and you'll find the thief who
stole Roland's cloak. He'll flee to his house, but drop his key.

How conveeeeeenient!

Take a quick side-trip back north to Magrus' house, enter and beat Magrus
down. He'll surrender and go back to town. Follow him, speak to Roland and
Magrus at the Inn and receive your reward for Lothar's Innocence.

Back to the main quest. The Watery Cave has two entrances/exits. Due east of
the southern entrance is A Small Cave(tm) filled with mini-boss level mobs
that drop a lot of loot. Be sure to stop in and pay them a visit during your
tour.

Continue on the main path. You will soon reach what looks like a shrine, but
is, in fact, the entrance to the Levreth Estate, which is underground.
There's really not much you can do down there now, so pass it by and continue
on your way. You'll reach your first objective: the caravan. Which is lying
in pieces next to a teleporter (the Southern South one, in case you were
wondering).

Talk to the wounded elf on the ground to update your journal, then continue
on your way. Look for a plateau to the east not far beyond the wrecked
caravan. There's a hollow tree with an elevator that drops you right on top
of a mini-boss.

Back on the main path, you will soon enter the Vai'kesh Forest and find
yourself at a set of gates. You can't get through, so turn left and follow
the trail to the Vai'kesh sanctuary. You can choose to be nice to the guards
at the door or pick a fight. Either way, they're eventually going to end up
dead, so do as you please and enter the Sanctuary.

When you talk to the Prophet, he takes the Aegis of Death and runs away.
Leaving you to slaughter his minions, but only after you start...


=====================================================
[3.15] Chapter 5: The Vai'kesh and the Aegis of Death
=====================================================

"You confronted the Vai'kesh Prophet about the Aegis and the princess. You
learned that he has the Aegis -- but instead of giving it to you, he fled.
Catch him and recover the Aegis of Death."

Primary Tasks:
* Follow the Vai'kesh Prophet
* Continue following the Vai'kesh Prophet
* Follow the Vai'kesh Prophet along Arinth's Ravine
* Defeat the Vai'kesh Prophet and his followers
* Find the Aegis of Death
* Defeat the Knotted Shambler
* Claim the Aegis of Death
* Talk to the Azunite Scholar

Secondary Quests:
* A Family Heirloom, Part II
* A Dark Ohm
* Viperclaw

Clean up the Vai'kesh mess in the auditorium, then start looting the place.
There's a sanctuary door (nature mage level 22) on the south wall. On the
east wall, find a button to open a secret door and collect the Chant of
Fighter Power. Then find the button on the wall right next to the door to
open another secret room that has a mimic.

Back in the main room, find another button along the east wall--this one on
the steps behind a pillar. In the secret room revealed you can collect the
Chant of Mage Power. Click the pedestal along the north wall of this room to
open yet another secret room with some minor loot.

Finally, on the north wall of the auditorium is a sanctuary door (ranger
level 22) that has a treasure chest and the Chant of Ranger Power. Now that
the swag is safely stored in your pockets, follow the Prophet through the
door in the center of the room.

Fight your way out of the sanctuary--look for Lore book: Vol. 2, The Dark
Wizards on a table on one stairway--and emerge into the Vai'kesh Forest.
You're now south of the gates you passed earlier, so turn north and open them
before continuing on the path. You'll quickly reach the Vai'kesh Forest
(North) teleporter and the entrance to a Large Vai'kesh Cavern.

Fight your way through the cavern until you reach the Vai'kesh Forest (South)
teleporter. You can find one secret room in the cavern, along the north wall
after the third large Vai'kesh fight. Search for the secret lever to the left
of the door.

Now, if you kept the heirloom sword from Thestrin's quest in Act I, make sure
it's in your Inventory. From the Forest (South) teleporter, go south to find
a Small Vai'kesh Prison. Enter and speak to Athelas. There's a demon encased
in a force field.

If you earlier gave Thestrin the heirloom sword, he'll use it to break the
demon's prison, then go hide in the corner. If you kept the sword, equip it
to any character and use it to break the prison. (You do not need to keep the
sword equipped to fight the demon.) Once the demon is destroyed, Thestrin
will flee. Speak to Athelas to get your final reward and conclude the quest.

**GLITCH WARNING**

Some people have experienced difficulty getting the Prophet to continue
moving if they skip the cutscenes during this next segment of the game. Don't
skip through the cutscenes!

Head north from the prison to find the Prophet. He'll run away (again),
leaving some minions to die for his cause. Help them fulfill their destiny,
then enter the cave from whence they came.

After defeating the Vai'kesh in the outer cave, open the door to witness a
Vai'kesh ritual. Kill the Vai'kesh, then return to Lyssanore in Aman'lu and
teach her the chant. You'll get the Chant of the Dead added to your Lore
entries and you can now speak to all those uncommunicative spirits throughout
the land.

Head after the Prophet. After crossing the second bridge, turn right (west)
to find a Small Vai'kesh Cave and loot it. You can't get through the door
here until later, so don't worry about it. Continue south after the path
turns east, to find another cave with more loot. You should find an onyx
fragment for Eumenidie in one of these caves. Next time you're in Aman'lu,
talk to her to finish the quest and get the viperclaw reagent. On to the next
teleporter, which is at the western end of Arinth's Ravine.

Pass through the ravine. Look for another Vai'kesh cavern along the north
side of the ravine. There's another locked door you can't yet pass, but some
nice loot on the outside of the door. After passing over a bridge, you'll
find a frozen cavern to the south. This is part of Deru's Treasure Hunt, so
don’t bother with it unless she's in your party and you've finished the first
part of the Hunt.

Shortly after the frozen cavern, you'll see the Prophet again...briefly. Kill
his minions and follow after him over the bridge. (Going due east just leads
to a cavern you can't enter.) You'll soon reach the Eastern Arinth's Ravine
teleporter. From here there are two paths that lead to the same place--the
final confrontation with the Prophet.

The Prophet calls out a horde of minions, and has a powerful attack of his
own. Your best bet is to run back towards the teleporter and draw the minions
after you; the Prophet won't follow. Once all the Vai'kesh are down, the
Prophet is fairly easy.

Too easy.

He's not the boss fight for this chapter. After the Prophet is down, explore
the cave to the north for some loot, then enter the eastern cave to face the
Knotted Shambler. The Shambler regenerates health from the leaves produced by
the Leaf Generators scattered around. Ignore the Shambler until you've
destroyed the generators. There are about six generators and they only show
themselves one at a time.

Once you are sure you've destroyed the generators, concentrate on the
Shambler. Hopefully, you've got a combat mage with some fire spells, because
it's quite vulnerable to those. Avoid its pounding, overhead attacks and keep
at it until it's defeated. Then take the Aegis of Death and speak to the
Azunite Scholar to begin the next chapter.


=====================================
[3.16] Chapter 6: Princess Evangeline
=====================================

"After defeating the Vai'kesh's Knotted Shambler, the Azunite Scholar
informed you that Princess Evangeline of the Northern Reaches has been
captured by Valdis' Dark Wizards. You must find her, before it is too late."

Primary Tasks:
* Find the Azunite burial grounds
* Look for the Death Masks of Champion Rahvan's brothers
* Enter the Azunite catacombs
* Find Princess Evangeline
* Rescue Princess Evangeline

Secondary Quests:
* Spirits of Aranna
* A Servant's Haunt
* A Servant's Haunt II
* Arinth's Legendary Staff
* Deru's Treasure Hunt
* Amren's Vision
* Rahvan's Curse

Yes, the Azunite Scholar tells you to hurry, but there are no actual time
limits in this game. So, take a break and go do some side quests. Now that
you can chat up the neighborhood spirits, you can start in on a number of
side quests. First, explore the grotto. The door the scholar just opened for
you leads to a portal that takes you to the Snowbrook area; however, there
are several more "rooms" in this cave.

In one room you'll find a ghost. Well, equipped with your fancy new Chant of
the Dead, run outside and into the northern cave where you can find an
incantation shrine. Incant and run back to the ghost and have a chat. Thus
begins the world-spanning Spirits of Aranna quest. It makes even Lelani's
little trading scam seem tame.

There are 18 woeful ghosts spread all over Aranna; you may recall seeing
several already. You've just taken care of #9 on the list and there are nine
more you can reach right now. While you're on your spiritual journey, you can
also stop at the two Elven Reliquaries you've found thus far and pick up
pieces of Arinth's Legendary Staff. And you can enter the Levreth Estate and
take care of the Servant's Haunt quest. Finally, since you're making a world
tour, might as well pick up Deru and do a bit of treasure hunting.

So get hopping! There's so much time and so little to do.

Wait. Reverse that. Thank you.

From the Eastern Arinth's Ravine teleporter, jump to the Southern Vai'lutra
Forest (South) teleporter. There's an incantation shrine behind you on the
hill. Incant and run east to the elevator down into the Levreth Estate.
There's a second elevator to get down to the estate proper, where the spirit
of Threnith Wilwarin awaits.

Speak with him and he will open the south door. Before following the ghost,
go to the north room and pick up the Chant of Fighter Health and some
treasure. To the west is another room with a mini-boss (level 27) and the
Chants of Mage Health and Ranger Health.

Go back to the south room and pick up the portrait of Lady Levreth. Then talk
to Threnith again. (Don't worry if the Chant wears off, once you've used it
on a spirit, you can continue to talk to that spirit thereafter.) Threnith
will open another door leading to a room with a lock of golden hair.

Pick up the hair and talk to Threnith to be led to a burned letter. Then talk
to him once more to be shown the room with the family jewels. Now leave the
estate and teleport back to Aman'lu. Head south to Eldoriath's house. Speak
to him to close this quest; then speak to Threnith to open Part Deux.

Well, you needed to go to Eirulan anyway. While you're in Aman'lu, go to the
basement of Tywlis' house and find the hidden button to open a secret room.
Ride the elevator down to a hidden cellar. Cross the bridge and find the
hidden button in the west passage to open the path to the ghost. There's an
incantation shrine right here.

After speaking to the ghost, check your remaining Chant time (hover the mouse
cursor over your character). You only need a couple of minutes to hoof it
over to the Inn and speak to the ghost on the second floor balcony. If you
can't make it, use the shrine in the northeast corner of Aman'lu. Now
teleport to Eirulan.

Go to the Inn and confront Lady Levreth. She'll confess and tell you the name
of the true murderer. Go to the Falls, use the incantation shrine at the
bottom of the lift, then take either elevator down to the bottom of the Falls
and speak to the ghost on the bridge. Leave Eirulan by the North Gate.

Head northwest to the Hak'u caves. There's both a shrine and a spirit here.
Leave the caves by the back entrance to the Western Greilyn Jungle, turn
north and head for the Tranquil Cave behind the waterfall. You should be able
to reach it before your Chant wears off. If it does, continue north past the
waterfall to find another shrine.

Head south to the Western Jungle teleporter and then go west to the Hak'u
usurper's house to find a shrine and a spirit. Now teleport to the Azunite
Desert and use the portal to get to the Eastern Beach. If you're quick enough,
you don't even need to use the shrine here, just talk to the ghost that's
only a short way up the path.

Take the portal back to the Desert and then teleport to the Lost Valley of
the Azunites. The ghost and incantation shrine are at the south end of the
valley, near the Cavern of the Phoenix. Teleport to the Western Cliffs of
Azunai.

Go into Isteru's Caverns and find the ruins in the southwest corner. Climb
the stairs to an elevator--the button for the elevator is hidden on the steps
next to it. Incant the Chant of the Dead at the nearby shrine, then take the
elevator down to an Elven Reliquary. Speak to the spirit to open the chest
and get Arinth's Focusing Stone, part of Arinth's Legendary Staff.

Return to the teleporter and go to the Temple of Xeria. North of the big room
where you killed all the zombies, next to the incantation shrine, is a switch
that opens a secret passage. Incant, head up the secret stairs and take the
south passage to find the spirit. That's ten down, only eight more to go, but
they'll have to wait.

Finally, before returning to Aman'lu, add Deru to your party at the Eirulan
Inn (if she's not already a member) and teleport to the South Greilyn Jungle.
You'll be right next to Razka's Ruins. Ride the elevator down and clear out
the rooms. Deru will be able to open the chained door, which leads to some
swag and a key with a riddle.

The riddle leads to the Frozen Cave in the Vai'kesh Forest, so teleport back
to Aman'lu and then to either the Western or Eastern Arinth's Ravine
teleporter. The Frozen Cave is halfway along the ravine, on the south side.
Deru can collect another riddle here, as well as some treasure. The new
riddle points to the Plain of Tears, which you won't reach until Act III.

Return to town and replace Deru if she's not one of your regulars. Enter the
central building and confront the murderer of Lord Levreth: Guardian
Commander Wethril. This can only end in violence. Once he's dead, talk to
Celeb'hel to close the quest and receive your reward.

One more stop. Teleport to the Elen'lu Isles and go west to an incantation
shrine. Use the Chant of the Dead and bash your way quickly to the north.
Look for a ramp that leads down into a grotto. There's an elevator at the
northeast tip of the grotto. Take it down into an Elven Reliquary and obtain
Arinth's Carved Rod.

Time to get back on the main quest. Teleport to Eastern Arinth's Ravine, go
back to the grotto and take the portal to the Garden of the Ancients. As you
exit the portal, directly to your east is a frozen crypt. Inside the crypt,
in the southeast corner, is a statue that opens a secret room with the Chant
of Master Self Awareness.

Follow the path until you reach the teleporter. Now, if you continue on the
path, you will eventually reach the Azunite Burial Grounds, through which you
must pass. You'll find the burial grounds guarded by Rahvan. He'll offer to
let you pass if you bring him news of his three brothers. So, to get past
Rahvan you're going to need the Death Masks of his brothers.

Rather than go all the way to the burial grounds and then backtrack to this
area for the Death Masks, might as well get them now. There are actually four,
one for each of Rahvan's brothers and one for Rahvan himself.

You'll find these Death Masks in Frozen Crypts scattered around the area.
Each crypt has a bunch of mobs, a mini-boss (level 30) and three secret rooms
on the non-entrance sides of the crypt. For example, if the entrance to the
crypt is on the north side, the secret rooms will be on the south, east and
west sides.

One crypt is directly south of the teleporter, another is a short distance
east and a third is further east. The fourth crypt is west of the teleporter,
on your way to the burial grounds.

Further west, just before you reach the second teleporter, is the third
mushroom circle for Amren's Vision quest. If Amren is not in your party,
summon a teleporter and go back and get him. This is the Shrine of Death. In
it you can find the Lore book: Vol. 19, The Path of Death.

After finishing with Amren's magic mushrooms, continue south, past the
teleporter, to reach the entrance to the burial grounds. Talk to Champion
Rahvan to open the door to the grounds and begin Rahvan's Curse secondary
quest.

In the entrance chamber of the burial grounds, you will see four symbols on
the floor. In order they are Death (purple tree), Blindness (red eye), Sight
(yellow eye) and Life (green tree). Memorize the order. Well, since you're
reading this guide, you don't actually need to memorize the order...Well,
anyway, the order is important.

The door leading down into the burial grounds is to the right of the floor
symbols. Follow the halls until you reach a large cavern where the ice is
falling from the ceiling. Explore the area thoroughly. In the western part of
the room you'll find a chasm with a natural bridge across. On the north side
of the chasm, to the east of the bridge is a group of stalagmites hiding the
Chaotic Chant of Might.

Take the west path that up and out of the cavern area to another plateau of
the Garden of the Ancients. To the west is an incantation shrine that you can
use to talk to the ghost that is on the eastern peninsula of the plateau.
This is Spirit of Aranna #12.

In the north of the plateau is a tower with an elevator that leads to some
treasure, including the Chants of Melee and Ranged Awareness. And, of course,
there are lots and lots and lots of monsters to give up some XP for your
party. Not to mention graves to rob and dropped loot to collect.

Once you've had your fun, return to the burial grounds and continue south to
reach another teleporter. Once you go over the bridge south of the teleporter,
you are in the Azunite Catacombs. From the first platform, take either bridge
to the second platform. Rotate the obelisks so they read, from left to right,
as the symbols in the first room did: purple tree, red eye, yellow eye, green
tree. Take the elevator down into the lower catacombs.

When you reach a fork in the path, go south to enter a shrine. Take out all
the mobs, then find the purple tree symbol on the east side of the shrine.
Incant the Lich's name given you by Champion Rahvan. A door will open to the
Lich's tomb and you should be able to take him out pretty quickly. Loot the
tomb, including a Chant. At some later point, be sure to return to Champion
Rahvan to complete his quest and receive your reward.

Take the west path through the catacombs. You will soon pass over a long
bridge and enter a large room full of columns. There's a small room to the
west with a little loot. To the north lies your main goal: Princess
Evangeline guarded by a Dark Wizard of Valdis.

The Wizard is actually pretty easy once you figure out his defenses and
pattern. Using Drown on him will make him weak to lightning and ice, so both
combat and nature mages can have their way with him. Having a nature mage
cast Spirit Embrace on the party to immunize against the wizard's curses
would also be helpful. There are some war pedestals scattered around the room
to quickly recharge powers.

The Dark Wizard will summon some giant undead to guard him, but they're not
too difficult. The wizard sticks to the center platform, so draw his summons
away from him and destroy them. The wizard protects himself with three
revolving crystal shards. Destroy the shards (not too hard) before unloading
on the wizard with everything you've got.

He teleports around the platform, but it's not large so your melee fighters
never have to run far to get back to him. Still, ranged attacks are better,
so a fighter-heavy party might have some difficulty.

His main attack is a large, electrical explosion. Fortunately, you can see it
coming when some sparking circles show up under your characters' feet. When
they appear...run. Get away or you're going to take massive amounts of
lightning damage. Once you learn how to avoid that attack, the wizard is a
pushover--though it will take a while to drain his health.

After he's dead, talk to Princess Evangeline. Then talk to her again after
she opens the north door. If you don't have room for her in your party right
now, she'll go to the Inn of Aman'lu.

Onward and upward.


==============================================
[3.17] Chapter 7: The Siege of Snowbrook Haven
==============================================

"After defeating one of Valdis' Dark Wizards, you were able to release
Princess Evangeline. Now you must journey to Snowbrook Haven and ensure the
protection of the Aegis of Blindness (another piece of the legendary Shield
of Azunai). Snowbrook Haven is under siege by Valdis' armies, so you will
have to use an alternate entrance."

Primary Tasks:
* Enter Snowbrook Haven through the servant's quarters
* Find the throne room and acquire the display case key
* Locate the Snowbrook Haven Commander

Secondary Quests:
* Evangeline's Folly
* The Spirits of Aranna
* Arinth's Legendary Staff
* Arinth the Mad
* Lelani's Sorrow

The room Evangeline opens is full of enemies, but none that are particularly
tough. Clear them out, then take the elevator up to a series of crypts. Fight
your way through, looting as you go, until you exit into Snowbrook Valley.
Quickly fight your way to the nearby teleporter and return to Aman'lu. Time
for a side quest.

Add Princess Evangeline (Eva) to your party and equip her appropriately.
Teleport to the Southern Vai'lutra Forest (South) teleporter and talk to the
wounded caravan guard. He'll open Evangeline's Folly quest.

Teleport to the Western End of Arinth's Ravine. Go west, south, west and
north to reach a bridge. Before the bridge, turn left (west) and go along the
edge of the gap to reach a small cave. You may remember the password-
protected door from Chapter 5.

This time you'll be able to get through and pick a fight with the Vai'kesh in
the room and the room beyond, which contains the jailor, who is mini-boss
level. After killing all the Vai'kesh, speak with Eva's soldier in the jail
cell.

The next cavern in your quest is along the north side of Arinth's Ravine, so
hoof it back the way you came and fight your way along the ravine to the
large cavern on the north side. Enter the cave, find the door and repeat the
process of killing the jailor and talking to the soldier.

The third, and final, cave is further along the ravine, so head east. When
you get to the second bridge, instead of crossing, continue east to find the
entrance to the cave. Enter, kill the jailor and talk to Jessic to end the
quest.

Now, reform your party, refit everyone and teleport back to Snowbrook Valley.
There's nothing much to see here except snow and a lot of monsters, until you
get to the bridge. After crossing the bridge, turn south to enter a Frigid
Cave, where you can pick up a rainbow trinket for Tywlis in Aman'lu. Go north
from the bridge and ride the elevator up to the top of the tower to get the
Chant of Magic Awareness.

To the east of the tower is a set of stairs leading down to an elevator that
will take you to an Elven Reliquary. Use the incantation shrine to the west,
then descend and talk to the spirit to get the Jeweled Shaft. Continue
following the path.

When you reach the incantation shrine, you have to turn south and start
climbing. You'll soon enter the Snowbrook Foothills. If you turn east once
you get into the foothills, you can climb up and find the upper part of the
Frigid Cave.

Take the elevator down and thoroughly search the rooms. There's the elevator
to the lower half of the cave, which exits to the Valley. There are also two
secret rooms, opened by switches on the walls. They should be easy to find.

To the west of the Frigid Cave is an entrance to the Snowbrook Grotto. The
Grotto is a huge cavern filled with mobs and loot, but nothing particularly
special now. You'll have to come back here during Act III, so skip it for now.
Continue south into the foothills to reach the area teleporter.

Side quest time again. Return to Aman'lu and go see Eolanda to get Arinth's
Legendary Staff put back together. If your combat mage doesn't have the Chaos
Grips, the staff is pretty good. Make sure you have a combat mage of
sufficient level to use Arinth's Staff, then teleport to Eirulan and on to
the Lost Valley of the Azunites.

East, and just a bit north from the teleporter, you can find--if you search
carefully--an elevator among some broken-down walls. Ride it down to Some
Lost Elven Ruins.

The room in which you arrive has a single door on the north side. In the next
room, search for a hidden switch on the wall opposite the door (north wall),
to open a door to the south.

In the newly revealed room, there's another hidden switch on the wall near
the door. This opens another room to the south. The hidden switch in this new
room is also near the door. This opens a room to the east. Find the hidden
switch in this room along the south wall.

__
_| |_
| A |
|_ _|
_| |_
| |__
| S |
| __|
|_1____|
| B|
| |____
| |
| | ___
|______2___| | |___
| C|______________| |
| | |
| 3| 4|
|____________|______D |
| ___|
|___|


S) Start
A) Switch opens door #1
B) Switch opens door #2
C) Switch opens door #3
D) Switch opens door #4

You'll now be able to go down some stairs to the east, eventually arriving at
an Elven Prison, where you find Arinth the Mad. Have your combat mage equip
Arinth's Staff and use it to break the central pillar in Arinth's cell wall.
Arinth will flee to the Temple of Istaura & Isteru in the Northern Vai'lutra
Forest.

Before pursuing Arinth, turn and look at the door going back to the stairs.
You can click the lamp on the wall to the left and open a secret door halfway
back up the stairs. Enter the room to get the Mysterious Bucket, part of the
Mysterious Mystery Quest.

Summon a teleporter back to Eirulan, jump to Aman'lu and thence to the
Elen'lu Isles. Enter the ruined temple and have it out with Arinth. You don't
have to use his staff against him, he's vulnerable to normal attacks. He has
a lot of health, but is only level 25, which, by this point in the game,
should be cake for you.

In addition to some tasty loot, defeating Arinth gives all your characters
two bonus skill points. That was worth the trouble, right? Even though the
quest is closed, head back to Eolanda and tell her you killed Arinth and
you'll get even more filthy lucre. After a rest and refit, teleport back to
the Snowbrook Foothills.

Head west, following the path. There's a square tower along the way, inside
of which is the Chant of Ranged Skill. Eventually the path will turn north
over a stone bridge and you'll reach Snowbrook Mountain. There's nothing to
do, really, except fight your way over the mountain, through the Morden lines,
until you reach the entrance to the Snowbrook Haven Servant's Quarters.

Fight through to the large room with the columns. At the north end of the
room are two doors. The west door leads to an incantation shrine. Incant the
Chant of the Dead and then go to the east door. Go up the stairs and through
the south door. (The north door leads to the Cavern of Frost, to which you
will return later.) Go in the east room to find Spirit of Aranna #8 and a
Mysterious Chant.

Head west over the bridge and pick up the Lore book, Vol. 1: The Kings and
Queens of the Northern Reaches. Continue west through the door and take the
elevator down to the Living Quarters. Go through the door to the east and
then either the north or south door to go down into the throne room.

Click the throne, take the display case key that is revealed, then fight off
the rustguards that come to life around you. Head through the eastern door.
Two rooms to the east you'll find a teleporter. South from the teleporter is
an elevator. To the west of the elevator is a series of treasure rooms, one
of which contains a mimic. Be sure to loot thoroughly before taking the up
elevator.

The elevator leads up to the Snowbrook Haven Courtyard. Before heading up to
the ramparts, enter the dining hall next to the stairs. Soldier Kiernan
inside has a lovely Morden Head on a Pike, which he will be willing to trade
you for your Statuette of Xeria. Finally, you can make a little progress in
Lelani's Sorrow.

Go up top and speak to the Commander to begin the next (and final) chapter of
Act II.


=======================================================
[3.18] Chapter 8: The Siege of Snowbrook Haven, Part II
=======================================================

"The Aegis of Blindness, another piece of the Shield of Azunai, is safely
locked away within Snowbrook Haven. However, the castle is under heavy siege
and the commander needs every bit of help she can get. Aid the forces to
ensure the Aegis remains in safe hands."

Primary Tasks:
* Destroy the brall on top of the Snowbrook Haven Inner keep
* Meet the Commander at the North Gate
* Destroy the Morden enemies that have broken through the North Gate
* Speak to the Commander at the North Gate
* Defeat the dragon
* Report to the Commander
* Retrieve the Aegis of Blindness
* Finish off the dragon
* Escape from Snowbrook Haven
* Travel to the town of Kalrathia and speak with the town lord there

Secondary Quests:
* None

Go down and around behind the dining hall to find the door leading into the
eastern keep. What follows is from the Dungeon Crawls for Dummies instruction
manual. Just keep going until you reach the upper ramparts of the keep and
destroy the monsters hurling rocks. Then take the elevator down to see the
Commander.

A horde of Morden will break through the gates and you must beat them off.
Speak to the Commander again. Oh look! A humongous dragon! The Act II boss
fight has finally arrived.

Send your party back up the elevator to the Inner keep. There's a circular
platform to the south with a ballista. The only way to kill the dragon is to
hit it with the ballista. Take your best-armored, highest health character
and use Wait mode to send him/her solo to the ballista.

You can only hit Talon (the dragon) with the ballista. And you can only do
this when he's perched atop the castle walls. There are five positions in
which he lands, like so:

3


2 4
B

1 5

You can rotate the ballista (B) left and right using the cranks to either
side of the device. Click the ballista itself to fire. Each time you hit
Talon, he'll jump into the air and fire-bomb the platform for a bit.

While he's in the air, rotate the ballista to the #3 spot, so you can quickly
reposition it to any landing spot when Talon alights once more. Once you've
hit Talon a couple of times, the Morden will start catapulting Durvla up to
the battlements.

Switch to the Mirror party order and press R to call your party to you to
help deal with the Durvla; but, don't miss a chance to take a pot shot at the
dragon while you're at it.

It takes about 8 hits to kill the dragon, so this fight mostly takes a lot of
patience. Once it's over, head back to the Commander and speak to her.

Ah, well, so much for Snowbrook Haven. Head up the east side of the ramparts
to the Reliquary door, which you can now unlock with the Commander's key.
Grab the Aegis of Blindness. Before making good on your escape, remember
there is always time for some constructive looting. Exit to the northeast.

Yeah...didn't see that one coming...

This time, Talon's a lot tougher. He may have less than a third of his health,
but you're going to have to chop that off yourself, without a huge piece of
medieval artillery to help. There's little room to avoid his fiery blasts,
just don't stand in them when they hit. Keep your ranged characters moving
side-to-side and keep hitting him with powers.

Once Talon is finally, actually dead, speak to that blasted Azunite Scholar
who keeps popping up after you could have used his help. Take the southeast
door to the teleporter room. Grab the Greater Chants of Dexterity,
Intelligence and Strength before using the teleporter to travel to Kalrathia.

Looks like the Morden got here first, but, amazingly, they aren't hostile.
Head across the plaza to town hall and talk with the kid who's been thrust
into the leadership role.


****************************************************************************
ACT III: THE PLAIN OF TEARS
****************************************************************************

===========================================
[3.19] Chapter 1: Restore Kalrathia's Water
===========================================

"The occupying Morden army has disabled the system of aqueducts bringing
water to Kalrathia. The town's water jars are nearly empty, and the
townspeople's thirst is sapping their strength and hope. You must find a way
to restore the Kalrathian water supply."

Primary Tasks:
* Follow the aqueduct to its source
* Defeat the Ganth
* Restore Kalrathia's water
* Return to Lord Kalrathia in the great hall

Secondary Quests:
* Dwarven Song of Ore
* Mark of the Assassin
* The Mage's Apprentice
* Lost Jewels of Soranith
* Sartan's Suspicion
* Mythrilhorn
* The Kalrathian Nexus
* The Spirits of Aranna
* Lelani's Sorrow
* Aman'lu Arena
* Deru's Treasure Hunt

Time to take a breather and make some progress on some side quests. In the
same room as Lord Kalrathia is Historian Leontia. Speak to her to open the
Dwarven Song of Ore quest.

Next, go to the potions/magic shop and speak to Enchantress Valeria to
continue the Mark of the Assassin quest from the previous Act. Speak to Mage
Boden next to her to open the Mage's Apprentice secondary quest. Head through
the weapons and armor shop to the tavern and speak to Kevarre the Explorer to
begin the Lost Jewels of Soranith quest.

Next to Kevarre is Feltan the drunkard, who will open Sartan's personal quest,
Sartan's Suspicion--if you have Sartan with you. Just beyond is Khartos the
Strong. Speak to him to continue the quest for the Mythrilhorn. He wants you
to prove yourself by dueling him. Agree to do so, then hit him a couple of
times to end the "duel". He'll give you directions on where to reach the rift
where he will summon a mythrilhorn.

Near the North Gate, speak to Nora the Nature Mage about the Kalrathian Nexus.
Do those caverns sound familiar? They should. Now exit the North Gate to find
an incantation shrine. Incant the Chant of the Dead. Head for the southwest
corner of the battlements to find Spirit of Aranna #14.

Search the rooms along the north wall of Kalrathia for the Lore book: Vol. 16,
The Legacy of Azunai. You'll also pick up Elves and Elven Culture. Near these
rooms is Berseba, who will hook you up with the Legendary Mace of Agarrus
quest.

Go up the steps along the east wall and into a room to the north. You'll find
Telgrey the Scholar, who will send you questing for those Lore books you've
been picking up along the way. There are 20, all identified as Lore of Aranna
books with a volume number. To the west of Telgrey's house is a plank that
you can use to get over to the North Wall, where you'll find a later link in
Lelani's Sorrow.

Now that your quest book is full once more, time take care of some of the
tasks. Teleport to Aman'lu and take the south road out of town. After the
bridge, turn right into Alar'ithil's house and give him the Morden head on a
pike in exchange for his bottle of Elven Water.

Go to the Inn and speak to Explorer Tai'esse about the Legendary Mace of
Agarrus. Teleport to the Eastern Face of Snowbrook Mountain and enter the
Servant's Quarters. When you reach the point where you turn south to go over
the crosswalk, go north instead to enter the Cavern of Frost. Head down to
the center of the cavern, equip the Soul Staff you received from Nora, and
recite the chant she taught you (Arcesso Arcanum).

Go back to the teleporter and jump to the Snowbrook Foothills. The closest
entrance to the Snowbrook Grotto is due east, though you have to go a bit
north and then south to get to it. Inside the grotto, you're looking for a
set of man-made steps leading down to a pair of locked doors. From the
entrance nearest the Foothills teleporter, go south, then west and look for
the stairs right after crossing the small bridge.

Pick up the Chants of Ranged and Magic Skill from in front of the doors, then
enter the small room and pick up the stone tablet fragment. If you want to
loot the Grotto, go ahead, there's plenty of swag to be had. Then teleport
back to Aman'lu and go see Tai'esse again.

Now, use the portal next to the Inn (not the teleporter) to return to the
Courtyard of the Temple of Xeria. Head for the secret passage you should have
opened earlier as part of the Spirits of Aranna quest. The Cavern of Earth is
at the end of the secret passage. Imbue the Soul Staff, then teleport to the
Western Cliffs of Azunai.

Enter the Azunite Cavern to the south where you obtained the Azunite Artifact.
The little island leading to the tomb of Agarrus is in the northwest corner
of the cavern. If you have not previously extended the bridge, look for the
switch to the south of the island. It's on the north wall of a small ruin
near the bridge.

Descend into the tomb and have a talk with Guardian Magentus. You'll get
quite a lengthy treatise on the Agallans and Half-giants. Once the
conversation is finished, collect your reward. (Yeah, no fighting. You're
probably quite disappointed.)

From here you can either hoof it to the Lost Valley of the Azunites or use
the teleporter. There's not much difference in distance. Go to the south end
of the Valley into the Cavern of the Phoenix and imbue your staff. Return to
Kalrathia and leave through the North Gate.

Just before you reach the teleporter, look for a ruined tower to your left
(west). Push the button on the west wall of the ruins to lower the elevator
and descend into Some Crumbled Ruins. Inside, trade your bottle of Elven
water for Prospector Gareth's Agallan relic. Behind Gareth is a hidden switch
that opens a treasure room containing the Greater Chant of Purity.

Go east from the ruined tower to a round tower with a bit of treasure on the
roof. Continuing east past that tower, you will go down to a lower plateau.
Keep going east and step into the lake at the end of the plateau. Turns out
it's just an illusion and you'll be able to go down into a Magical Oasis.

This is the final part of Deru's Treasure Hunt. You'll need her in your party
to open the chest beyond the door. Pick up the Chant of Health from beside
the door, get your treasure and end Deru's quest.

Enter the square tower on the south side of the plateau and descend into a
Mysterious Vault. This is the location of the Lost Jewels of Soranith. Fight
your way through to the second vault and clear the room.

Great! More light puzzles.

There are five obelisks in the room, each connected by channels like so
(north orientation):
_________
| |
__________A____ |_____
| | | |
| | |____ |
| | | |
| | | |
| _____B_________C |
| | | | |
| | |____ D_____|
| | | |
E____| |____|

The channels are initially dark, they must be lit. When you click an obelisk,
all other obelisks connected by an unlit channel start to glow. Click one of
those obelisks and the channel lights up and the other obelisk becomes active.
So on and so forth. Once a channel between two obelisks is lit, you can't
"connect" those two obelisks again. The statue on the south side of the room
resets the puzzle if you get stuck.

There's probably several solutions to this, but here's one:

D - A - C - D - B - A - E - B - C

Two doors to the south will open. In the next room get Soranith's Silver Ring
from a treasure chest behind the west door, then go through the south door,
down the stairs and into a more complicated light puzzle.

This time there are nine obelisks like so (north orientation):

_____A_______________B C_____
| | | | |
| | __________| | |
| | | | |
| | | ___________| |
| | | | |
| | | | |
| D |____E___________ |
| | | | |
| | | | |
| | | _____F_____|
| | | | |
| | | | |
|_____G_________| | |_____
| | |
| | |
|_______________H___________I

Again, there are probably several solutions, here is one:

H - F - I - H - G - A - D - G - E - F - C - E - B - A

The door to the south opens, collect a Mysterious Chant (Rando Conjurum Ix)
and Soranith's Gold Ring. Head back up to the Northern Plain of Tears. As you
work your way back to the main path, look for a separate downward path going
north-northeast (to the right of the main path with the teleporter).

Head down this path to find Khartos, who will open a rift and summon a
mythrilhorn while you bash monster brains. Afterwards, speak to Khartos again
to send the mythrilhorn to Aman'lu.

Back to the main path, head to the Water Temple. Inside, fight the Ganth,
which is resistant to fire, lightning and death damage (you know, everything
your combat mage can dish out). The Ganth also has a weapon with health steal
ability, so staying out of range of him is your best bet to a quick ending.
Once the Ganth is dead, head up the stairs to the Temple Courtyard, where a
cruise ship full of Morden await. This is a much tougher fight than the Ganth,
and very chaotic. Area-of-effect powers come in quite handy.

Once everything is dead, click the glowing button on the wall to send water
to Kalrathia. Jump back to town using the nearby teleporter and speak to Lord
Kalrathia to begin the next quest.


==================================
[3.20] Chapter 2: The Morden Chief
==================================

"The Morden leaders will not be pleased that Kalrathia is no longer thirsty.
You must travel to the Morden city of Darthrul to head off the attack that
will surely come when the Morden Chief learns of what has transpired.
Hopefully, you can distract the Morden long enough for the townspeople to
organize a rebellion."

Primary Tasks:
* Enter the Morden city of Darthrul
* Speak to the Morden Chief
* Defeat the Morden Chief
* Bring the head of the Morden Chief back to Lord Kalrathia

Secondary Quests:
* Mythrilhorn
* Lost Jewels of Soranith
* Lelani's Sorrow
* The Kalrathian Nexus
* Spirits of Aranna
* Sartan's Suspicion
* Amren's Vision
* The Lore of Aranna
* The Mage's Apprentice
* Finala's Contempt
* The Morden Riders

Secondary questing time again. Go up to the North Wall (follow the plank past
Telgrey's house) and speak to Nalus. He'll give you harpy feathers in
exchange for your Agallan relic. Go to the tavern and talk to Kevarre, who
will give you Soranith's Amulet to complete your set.

Teleport to Aman'lu. Go see the pet seller, who will now sell you a
mythrilhorn, if you so desire. In the extreme north of Aman'lu, find the
fletcher Ithir'renne and give her the harpy feathers in exchange for an
Aman'lu orchid. That ought to cheer Lelani up!

Teleport back to Eirulan, head for Lelani's house next to the pet shop and
give her the orchid. Lelani's chain letter is finally finished and you get a
rather large pile of loot. It makes one wonder, if Lelani has that much money,
why couldn't she at least rent herself a little happiness?

Now your only holdovers from earlier acts are Amren's Vision, Finala's
Contempt, Spirits of Aranna and the Mark of the Assassin. You'll be taking
care of the first of those pretty soon. Return to Kalrathia and leave through
the East Gate.

You'll soon come to a chasm where there are three paths to choose. South
leads to a dead end, but there's a hidden treasure chest. Look for the lever
sticking up out of a rock. North is the Kalrathian Nexus. Enter the cavern
and descend to the center. Equip the Soul Staff and beat on the big, blocky
seal until it's removed.

Go ahead and run back to town and talk to Nora. She'll give you the Soulstaff
of the Nexus, which is a good staff for nature mages. Head back through the
Eastern Plain of Tears, aiming, this time, for the teleporter. As you pass
the chasm, enter the square tower to pick up the Greater Chant of Mage Health.

Just past the teleporter is Spirit of Aranna #13, there is an incantation
shrine further along the path. Continuing past the ghost, if you keep on due
east rather than turn north toward the shrine, you'll enter A Mysterious
Cavern.

This is a step in Sartan's personal quest, so add him to your party before
you go any further. Enter the cavern and loot the treasure rooms north and
south. Knock on the east door and Sartan and Osric have a little sword-to-
heart chat.

If Half-giants want to change the perception they are stupid oafs, they've
got to stop acting like stupid oafs. So, Sartan is now tasked with freeing
some prisoners, which will take place later in this chapter. Back to the main
quest.

West of the incantation shrine is a square tower with the Greater Chant of
Ranger Health. As you continue north, you'll enter the Ruins of Okaym. As you
do, another square tower yields the Greater Chant of Fighter Health.

Just north of this tower is the fourth mushroom circle, leading to the Shrine
of Blindness. Take Amren down, pick up the Lore book: Vol. 20, The Path of
Blindness. If you've activated the other shrines already, activating this one
opens a portal in the center.

Go through the portal to another Mysterious Shrine with a big treasure chest.
Amren opens it to reveal Virtuous Rebellion--a powerful longbow that will
look nice on your primary ranger. And, of course, lots of other loot. Step
back through the portal to the Shrine of Blindness and return to the surface.

You now have the last of the Lore of Aranna books, so if you've been
collecting them diligently, you can complete this quest. The next time you
are in Kalrathia, pay a visit to Telgrey. Be sure to talk to him again after
completing the quest. He won't dole out your true reward the first time you
talk with him. Part of the real reward is the Mysterious Book from the
Mysterious Mystery Quest.

From Amren's mushroom circle, work your way east toward the next teleporter.
As the path turns north, you'll pass an entrance to A Large Abandoned Shelter.
This is a puzzle/treasure room with plenty of loot and XP, but no special
quest significance.

Take the elevator down and go through either door into the next room. Grab a
green life stone (familiar?) and go through the door and down the stairs into
the main "puzzle" room, though what needs be done is not that puzzling. There
are four lit pillars and four unlit pillars. Each unlit pillar has one of the
four Azunite symbols on it.

So, you know what to do. Grab one of each color stone and put it on the
proper pillar. You already have the green stone so you can light the green
tree column. All you have to do is find the other three color stones.

Take the door on the north side of the light room and follow the passages
around until you find a golden chalice. Picking up the chalice opens two
secret doors to the east, allowing you to enter a set of hidden passages.
Follow these around until you find the purple death stones and pick one up.

This will open a door back into the light room, so place your purple stone on
the purple tree column and head through the south door. You'll quickly come
to some caverns that run east and west. Go east first, which soon dead-ends,
but contains a pile of yellow sight stones.

Go back west and follow the caverns to some more man-made rooms and follow
these until you find the red blindness stones. Picking one up opens a
shortcut back into the room of light.

Place your stones and a secret door opens to the main treasure room to the
east. Collect your reward, which includes the Greater Chants of Mage and
Ranger Power.

Back to the surface, there's a tower just ahead guarded by a nature mage
sanctuary door and the Ruins of Okaym teleporter is just to the west of the
tower. After the teleporter, the path turns north, but keep going west and
climb the hill to find the entrance to the Morden Arsenal that is part of
Sartan's quest.

With Sartan in your party, enter the Arsenal. From the first room, take the
north door for a little treasure, including a secret room. Then take the
south door and go west to a larger room. The south door here leads to an
empty jail cell guarded by a horde of Morden.

The main path lies west, to a large jail room. Note the spiked, metal
canisters in front of the cells. Hit them with a ranged weapon or spell to
blow them up and blow open the doors of the cells. Remember this technique,
you will use it again.

Search the cells for a large treasure chest (Sartan has to open it). Teleport
to the Eastern Plain of Tears and run to the Mysterious Cavern. Talk to
Orayne to close Sartan's quest. Then teleport back to the Ruins of Okaym.

Follow the path north to the main gate of Darthrul. Right before you reach
the bridge to the gate, turn left (west) and go around the guard tower and
down into the dry canal. Follow the canal west and then up some stairs and
then down into Some Ancient Ruins.

Oh boy! Another light puzzle!

The statue on the north side of the room is missing its mirror; the golden
one Mage Boden gave you fits quite nicely and starts the beam of light. There
are two doors, to the north and west, and you must shine the light on each to
open it. There are 17 statues in all, scattered about the room.

The north door is simple, direct the light south one statue, west one statue,
south one statue, east one statue and then north to unlock the door.

Door
|
| 1
| |
3-------------2
| |
| |
| |
| |
| |
| |
4----------5

The west door is a bit more complicated.


Direct the light all the way to the south end of the room, to the fourth
statue. **NOTE** You will have to turn statues out of the way to let the
light pass. Send the light east one statue, then north one statue, then west
three statues. Now direct the beam south one statue, east two statues, south
one statue then west and move all the intervening statues out of the way
until the light hits the west door.

1
|
X |X
5------------|---4
| | |
6------------|---|--------------7
|X | |
| | |
| | |
Door------------------|---|--------------8
X X X| | X
| |
| |
2---3

X = Statues that must be turned out of the way to let the light beam pass.

Beyond the west door is a treasure room. Behind the north door is Mage
Boden's apprentice, Darek. Turns out Boden is a nasty guy.

Gee, what a surprise.

Grab the Greater Chant of Casting and Greater Chant of Fighter Power and head
back to the main gate into Darthrul. Talk to the gate guard to be allowed
entrance.

You didn't really think it was going to be that easy, did you?

Well, you've got a whole city to chunk, might as well get started. The first
Morden you'll meet in the city is the Patrol Leader from back in Kalrathia.
He already has a bone to pick with you, so give him what he deserves. He'll
drop a Key to the District of the Sword.

Ah! So that's how it works. There are five districts: Sword, Crossbow, Lance,
Shield and Chief. You'll have to slaughter your way through each one to get
the key to the next. You can also continue Finala's Contempt while in
Darthrul, and receive and complete The Morden Riders side quest.

Lots to do. Lots to do.

In the main square you'll see a ghost, but you can't talk to it until you
unlock the District of the Crossbow and its incantation shrine. The main
square also has the city's teleporter, so take a refit break in Aman'lu
before you begin depopulating Darthrul. While back in town, go ahead and
confront Boden and kill him, then speak to Darek who mysteriously appears to
wrap up The Mage's Apprentice quest.

Back in Darthrul, with Finala in your party, head east from the main square
toward the white star on your map. Finala will find a secret door that leads
to the Durvla hatchery. Clear the joint. When you reach the end, there are
three (count 'em, 3) mini-bosses. In the corner is a cage with a treasure
chest. Note the spiked ball--you have to blow the cage open.

Let Finala loot the chest to earn a Morden Wrench, which, she supposes, could
be used to fix an elevator somewhere. You won't find that elevator in
Darthrul, so you can send Finala back to the Inn now if she isn't normally a
member of your party.

You have the key to the District of the Sword, which is located in the
northeast quadrant of the city. Enter and kill the City Lieutenant for the
key to the District of the Crossbow.

That district is the southwest quadrant. Once again, enter and kill the City
Lieutenant, who drops the key to the District of the Lance. Note the supply
vault with a door you cannot open. Use the incantation shrine to talk to the
ghost in the town square; this is Spirit of Aranna #16.

The District of the Lance is in the northwest and the City Lieutenant drops
the key to the District of the Chief. Aha! What about the District of the
Shield? Search the small rooms along the north side of the district for a
hidden switch that lowers you to a cellar. There's another Lieutenant down
here with the key to the District of the Shield.

The District of the Shield is to the southeast. Enter it and clear it out.
There's a room along the west side with a mimic, so be careful opening chests.
Along the south side of the district is a pit. Look for a hidden switch on
the west wall that lowers an elevator and allows you entrance to the eastern
end of the dry canal.

Head east and climb up to an area outside the city walls. Fight your way to
the eastern end of this area and talk to the Morden riders Nordax and Nellioc.
This is, probably, the most humorous conversation in the entire game. Play
along with these guys. Finally, you will discover they are deserters in need
of supplies. Agree to help them to open the Morden Riders quest.

Head back to the city and raid the supply vaults in the Districts of the
Crossbow, Lance and Shield. This gives you the supplies you need for the
Riders, so return to them. Rather than give you a reward directly, their pet
Klask bashes open the east wall, giving you access to an Ancient Vault. Get
your reward from there; it includes the Greater Chant of Fortification.

Return to Darthrul and enter the District of the Chief to the north. Fight
your way to the Chief, speak to him, then kill him. Return to Kalrathia and
talk to Lord Kalrathia to start Chapter 3.


==========================================
[3.21] Chapter 3: The Kalrathian Rebellion
==========================================

"Your victory within the Morden city of Darthrul has inspired the townspeople
of Kalrathia to take up arms against the Morden occupiers. You must help
Kalrathia overthrow the Morden oppressors."

Primary Tasks:
* Defeat all the Morden in the town of Kalrathia
* Report to Tehruth

Secondary Quests:
* None

Well, this is pretty simple. You just wiped out a whole city of Morden, now
all you have to do is clear them out of Kalrathia. There are 30 Morden, and
the game will count them down for you. Zoom in on your map to find the little
red dots, and don't forget about the North Wall, where there are about six
Morden. Once they are all dead (you'll get a task entry in your Quest log),
return to the great hall and speak to Tehruth.


======================================
[3.22] Chapter 4: The Mines of Kaderak
======================================

"Now that you have helped the Kalrathian rebellion defeat the occupying
Morden army, you must turn your will on acquiring the Aegis of Life, the
final piece of Azunai's Shield -- the very fragment you helped Valdis acquire
during the Siege of Greilyn Beach. With the majority of Valdis' forces
committed to his campaign on Snowbrook Haven, there are only the Dark Wizards
to stand in your way. And that means you must gain entrance to the Mines of
Kaderak, an ancient network of caverns riddled with ley lines. This is the
source of Valdis' supply of shards, and the area is heavily mined for this
purpose."

Primary Tasks:
* Travel to the Desert of Kaderak
* Destroy the first protective statue
* Destroy the second protective statue
* Destroy the third protective statue
* Destroy the fourth protective statue
* Enter the Mines of Kaderak

Secondary Quests:
* Finala's Contempt

Lord Kalrathia gives you the Aegis of Sight and tells you where to go look
for the Aegis of Life--you know, the one Valdis stole at the beginning of the
game. Tehruth gives you a teleporter activation stone that allows you to
teleport to the desert near the Mines of Kaderak.

Refit your party and teleport to the Southern Desert of Kaderak. You'll soon
arrive at a large plateau with a stone fort in the center guarding the
entrance to the mines. In order to gain entrance to the mines you have to
destroy the four statues maintaining a mystical shield. They are easy enough
to destroy, though the numerous mobs surrounding them may prove a bit more
difficult.

There are three paths off the plateau. The east path leads to a dead end with
nothing but some mobs to fight. The west path leads to some ruins on two
levels. Search the corners of the first, upper, set of ruins for the Greater
Chant of Melee Awareness. Search the corners of the second, lower, set of
ruins for the Greater Chant of Ranged Awareness. Both chants are hard to see.
At the extreme western edge of the plateau, find the rock with a lever on it
to reveal a hidden chest.

From the Mines entrance, take the north path and you'll eventually find an
unmarked teleporter and a broken elevator. Use the teleporter to add Finala
to your party, if necessary, and have her fix the elevator and take it down
to a Large Morden Intelligence Camp. Clear out the camp and let Finala loot
the treasure chest to end her quest.

Use the teleporter outside to jump back to the Southern Desert, break the
statues and enter the Mines of Kaderak. When you reach the bottom of the
stairs, you'll see a long cutscene showing the miners in action...


===============================================
[3.23] Chapter 5: The Mines of Kaderak, Part II
===============================================

"You have entered the Mines of Kaderak where the Dark Wizards live and where
the evil crystal shards that produce the Shard Souls are mined. You must
destroy the giant shard clusters and locate the Dark Wizards."

Primary Tasks:
* Destroy the giant shard cluster
* Find the Dark Wizards
* Destroy the Dark Wizards
* Recover the Aegis of Life
* Return to Lord Kalrathia with the Aegis of Life

Secondary Quests:
* Mark of the Assassin
* Dwarven Song of Ore
* Vix's Vengeance
* Spirits of Aranna

Your primary job is to roll the cart of explosives into the shard. Of course,
there are a number of side quests to complete while you're at it. Beware of
all the red barrels around the mines. They're explosive. Send a bow/crossbow
ranger, solo, ahead to shoot at them. Do NOT attempt to fight anywhere near
them.

Your first order of business is to cross the bridge and head up the stairs.
At the top, enter the first door and clear the room. Look for the lever along
the back wall to open a secret room. You'll find the Dwarven Mythril Ring in
the gold chest. Clear out the rest of the rooms on the upper level, then go
back down to the "main floor".

Head east and cross the next bridge. Pull the lever to move the mine cart.
Continue east, past the teleporter--Upper Mines of Kaderak (West)--and over
the bridge. Pull the next lever. (The side rooms here all contain little bits
of loot, nothing exciting yet.) East again, over the bridge and pull the
third lever.

The side room here has a health shrine, and the next one along the path has a
gold chest with the Silver stanza of the Dwarven Song of Ore. East some more,
over the bridge, pull the lever, through the door and pull the fifth lever.

Go up the stairs. There are a couple of treasure rooms up here, one of which
contains the Greater Chant of Magic Awareness. Go down the stairs and across
the bridge to the second teleporter--Upper Mines of Kaderak (East).

Pull the lever next to the teleporter and head up the stairs. Through the
doors, head up the stairs to your left (west) and you'll find Spririt of
Aranna #15 and a gold chest with the Iron stanza of the Dwarven Song of Ore.
There's an incantation shrine across the flying bridge to the east.

Go back down and follow the main path east. After crossing the bridge, pull
the next two levers and the mine cart finally runs into the large shard and
everything goes boom. Pass through to the area with the partial bridge, which
has an elevator at the end.

To the right (south) is a set of three rooms. Go into the west room and pull
the lever to reveal a hidden room with a gold chest that contains the Gold
stanza of the Dwarven Song of Ore. To the east of the bridge is a small area
with some loot. Once you've cleared all the rooms, ride the elevator down,
then climb the ramps at the north end and enter the Lower Mines.

When you reach the first large open area, there are paths to the north and
east. The path to the east leads to Vix's personal quest, so add him to your
party, if necessary, and go east. Vix will break through the door and you'll
enter a series of mining tunnels and caverns.

The objective is simple: destroy three shards by rolling mine carts into them.
At each mine cart, pull a lever to re-orient the tracks, then pull another
lever to send the cart on its way. There are a lot of mobs to kill, lots of
loot to be gained and several side areas that deserve exploration, though
they don't contain anything special. Don't forget the main treasure chest
after the last shard is destroyed.

Head back to the Lower Mines and continue north until you reach the
teleporter. Go south from the teleporter to find a treasure chest with the
lost Mythril stanza of the Dwarven Song of Ore. Return to Kalrathia and speak
to Historian Leontia and receive your reward, which will include both the
Chant of Prosperity and the Greater Chant of Prosperity.

(If you had previously gone to see Leontia after finding the first three
stanzas, you can still go back and give her the Mythril stanza and get the
additional rewards.)

While you're in town, go see enchantress Valeria, who will turn your Dwarven
Mythril Ring into the Dwarven Mythril Ring of Sight. Equip the ring and go to
the room behind the Innkeeper. Talk to Merchant Kendril, and Luun, the
assassin, will appear and attack. Kill him and take his Deathblades, which
are a nice set for your dual-wielder. Talk to Kendril again to get a little
extra reward.

That should close out every secondary quest in your logs except the Spirits
of Aranna. So, main questing time! Teleport back to the Lower Mines and head
east. A short bit of hack-n-slash later, you reach the elevator that takes
you to another elevator that takes you to your boss fight against the Dark
Wizards.

These guys are more powerful versions of the one you faced when rescuing
Evangeline--and there are three of them. Make sure you have a Nature Mage
with the Resurrection spell or lots of Resurrection scrolls available.

Tactics are roughly the same. Take out the crystals that defend the wizards,
then unload on them with powers. When you see circles (of lightning, death or
fire) surrounding your characters, run! Concentrate on one wizard at a time.
Fortunately, these guys don't summon anything, and they don't do a lot to
help each other out.

Stick to one like glue until he's toast, then move on to the next one. Keep
an eye out for those circles of doom at your feet and be patient. They are
susceptible to curses, so having a combat mage with a decent curse or two
will be helpful. And you can have your nature mage cast Spirit Embrace to
make your party immune to the wizards' curses.

When all three are dead, take the Aegis of Life and return to the Lower Mines
and teleport back to town. Lord Kalrathia is ill and in bed in his room on
the west side of the great hall. Speak to him to learn how, now that you have
the four pieces, you can reforge the Shield of Azunai.


===================================
[3.24] Chapter 6: The Agallan Trial
===================================

"Now that you have all four fragments of Azunai's legendary shield, you must
make your way to the fabled Agallan Giants to persuade them to reforge the
Shield. Lord Kalrathia believes that they can be reached if you are able to
get through an ancient chamber beneath the town known as the Agallan Trial."

Primary Tasks:
* Speak to Advisor Kynos
* Defeat Advisor Kynos
* Take the Kalrathian Crystal to the fountain in the center of the town of
Kalrathia
* Enter the ancient chamber underneath the town of Kalrathia
* Speak to the Azunite Ancestor
* Restore water to the western waterway
* Restore water to the northern waterway
* Restore water to the southern waterway
* Restore water to the eastern waterway
* Go through the portal to the Agallan Peaks

Secondary Quests:
* Spirits of Aranna

Your first task is to speak to Advisor Kynos, who no one in their right mind
would like. Fortunately, you get to kill him. You'll get the Kalrathian
Crystal that unlocks the Agallan Trial under the city. You also get Kynos'
house key; he lives in the north section of town if you want to help yourself
to his things. He won't be needing them any longer.

**NOTE**
From this point, it is a long time until you see your next teleporter--about
a quarter of the way through Chapter 8. You can use the town portal spell
(Summon Teleporter), but those don't last through a reload. So don't start
this next section unless you have some time to play. If you quit any time
before the next teleporter, you're going to have a long, long trek in front
of you.

Use the crystal on the glowing corner of the fountain, then press any of the
buttons to ride down into the Agallan Trial area. Down the steps you go until
you reach a large room and get a cutscene with your instructions. Talk to the
Azunite Ancestor, then head through the west door.

Down more stairs...and more...and some more. When you finally hit bottom, go
down into the water trough and pull the lever to open the sluice gate. Then
turn the valve to start the water in the western waterway. Go through the
broken wall into a tunnel.

The tunnel soon branches north and south. You can go either way, but, since
the Quest Log lists the northern waterway next, head north. When you get back
into the man-made section, look for a Mysterious Chant in the corner.

Note the three large stone controllers at the edge of the platform. These
control floodgate doors down below. You have to activate them in various
combinations to enable your party to get through to unblock the waterway and
turn on the water. Each of the floodgate controllers has a center "button"
that is either up or down.

The easiest thing to do is to enter Wait mode and send one character down and
keep the others next to the controllers. It's easier to move one character
around in the small rooms.

For the northern puzzle, set the controllers so the Center controller button
is down and the other two are up. Go down into the waterway, open the gate
and turn on the water. Go into the northwest room and around to the northeast
room. Hit the switch in here so it is up and open the way to the south room.
Push the switch in the south room down to open the way to the east platform.

On the platform, push the button on the east wall to open part of a shortcut
to the southern/eastern waterway. Then go to the south end of the platform,
enter the waterway and open the gate. This is actually for the eastern
waterway, but might as well do it now.

Then go back into the northern waterway and open the second gate. The water
should be running freely now. Go up onto the northern platform, reform your
party (if you went solo), enter the room to the west and push the button on
the wall to open a door back to the west waterway. Enter the tunnel and go
south.

Along the way you'll encounter Spirit of Aranna #17. The incantation shrine
is just to the east of the ghost. When you reach the southern waterway, open
two gates and then turn on the water.

Go up on the platform and push each controller down, enter Wait mode and send
your PC down into the waterway and open the gate. Enter the southeast corner
room and thence into the southwest corner. Set this switch down and exit the
room to open the last two gates to let the water run through.

Go back into the southwestern corner room and set the switch up to open the
door north. Push this next switch down to open the north door and go through
and open the gate. Return to the northwest room.

Here's where it get's much easier to do this in Wait mode. You have to turn
the two switches up on the platform to the up position. This opens the way to
get from the northwest room over to the northeast section of the waterway and
open the last two gates and turn on the water. So you just change to another
character, hit the two switches on the platform and you're home free.

If you haven't used the solo trick, here's what you have to do. Hit the
switch in the northwest room to get to the southwest room. Hit the switch to
open the door into the southern waterway. Go up to the platform and hit both
switches. Go back to the southwest room, hit the switch, enter the northwest
room and hit the switch and now you can get through.

For the record, to the north of the eastern water valve is a platform with a
mana shrine (and a Mysterious Chant behind the shrine). At the west end of
this platform is the button on the wall that opens the shortcut to the north
platform, which you'll need to use if you did not previously open that last
east gate.

To quickly get back to the stairs leading up, return through the south
waterway and enter a room to the north and push the button on the wall to
open a shortcut to the western waterway. Head up the stairs, through the big
door, collect your loot and go through the portal.


====================================
[3.25] Chapter 7: The Agallan Giants
====================================

"The Shield of Azunai must be reforged if Valdis is to be defeated. The only
beings who have the power to do this are the Agallan Giants, if they truly
exist."

Primary Tasks:
* Investigate the Agallan Peaks
* Use the portal to travel to Zaramoth's Horns

Secondary Quests:
* None

Nothing to do here but go talk to the giants. You can pick up a book, "The
Meaning of the Obelisks" in the first long hall. After your chat, step
through the new portal and get ready to start fighting again...


==================================
[3.26] Chapter 8: Zaramoth's Horns
==================================

"Valdis and his Archmage are leading the armies from within Zaramoth's Horns,
one of the most secure fortresses built by the followers of Zaramoth before
the great cataclysm. If the Agallans are correct, you should find Valdis and
his Archmage at the top of the mountain."

Primary Tasks:
* Ascend to the top of the mountain
* Defeat the Archmage

Secondary Quests:
* Spirits of Aranna

Enter the hall to the east and fight your way to an elevator. You may note
some Eyes of Zaramoth statues scattered about. Hitting them causes them to
shoot a highly damaging beam of light. This technique is not important now,
but will be later.

The elevator takes you down into a prison, where you quickly come to another
elevator that takes you up to a platform with three other elevators. The
Agallan Obelisk in the center of the platform grants 30 seconds of
invulneratiblity when used. Your party must be close by to be affected, so
Regroup around the obelisk before clicking.

The southwest elevator leads to a treasure room with the Chant of Power. The
northeast elevator leads to ranged and melee sanctuary doors and an
incantation shrine where you can use your shiny new Chant. The northwest
elevator takes you to nature and combat mage sanctuary doors and another
elevator that puts you back on the main path, right at the Lower Zaramoth's
Horns teleporter.

Yay!

You can now quit and take a potty break. When you're ready to continue, head
north from the teleporter. After the long bridge is a room with three doors.
North and west are small treasure rooms. Go east and keep fighting your way
until you get outside. Just past the bridge, to the south, is the final
Spirit of Aranna. An incantation shrine is just a little way to the west.

In this area there's a secret room with a mimic in the southeast. Look for
the lever on the back side of a nearby column. There's another secret room to
the south side of the incantation platform shrine, find the button on the
wall and collect the Chant of Chaotic Skill inside.

That's it. There are no more side areas. No more side quests. Take the
southern door and begin a long (and possibly arduous) slaughterfest until you
reach the archmage. There's a teleporter right before you enter the
Archmage's Chamber. This is the last teleporter in the game. If you quit the
game, or your entire party dies, after this point, you will have to return
here and do everything again (except for the Archmage fight).

The archmage fight takes place on a platform surrounded by obelisks. You can
use the obelisks yourself, but the archmage uses them too and therein lies
the problem. On his own, the archmage is not that difficult. He's got 90,000
health, but he won't do much damage to your party.

The missiles he summons out of the obelisks are something else entirely.
Every so often, the archmage will "convert" an obelisk to his own use and it
will start firing out missiles. These missiles are instant death for any
character they touch. They move slowly, so you can dodge them, but if the
archmage converts a lot of obelisks, you're in big trouble.

Make sure you have a nature mage with a resurrection spell and some rez
scrolls for the other characters in case the nature mage bites the dust. You
can "redeem" an obelisk the archmage has converted by attacking the obelisk.
However, in the long run, you are better off simply unloading every power in
your book on the archmage himself.

This is likely to be the longest, most difficult battle yet. Once he's
defeated, the final battle is waiting at the top of the stairs.


==================================
[3.27] Chapter 9: The Final Ascent
==================================

"It has been a long and challenging journey and you can honestly say you are
no longer the same person as you were when you fought for Valdis as a
mercenary. Ever since you were taken prisoner by the Dryads of Eirulan, the
course of your life has brought you ever closer to this moment. You have
achieved the impossible -- found and re-united the fragments of the legendary
Shield of Azunai and convinced the Agallan Giants to reforge it using
Drevin's medallion as a centerpiece. You now have the power to defeat Valdis
and free Aranna from his tyranny if you are ready to face the challenge."

Primary Tasks:
* Locate the Temple of Valdis
* Destroy Valdis
* Go through the portal

But wait! First you have to battle through another horde of minions. At this
point, you're probably wondering, "What's the point?" Persevere, the end is
near.

But not that near. You've got a lot of stairs to climb, and every inch is
contested--many times by groups of mini-bosses. If you've been following this
guide and done every sidequest, you're probably running four to five levels
above everything you encounter, so this is mostly tedious.

On the other hand, if you're hovering around level 40, you're in for a long
night. You would be better served, before attempting this ascent, going back
to town and finding some good respawn areas to gain a few levels. Make sure
you've wrapped up all the secondary quests. Do whatever needs be done to get
yourself a few more levels and some additional gear.

You'll need it.

**NOTE** It cannot be stressed enough that if you quit or die here, you have
to make this ascent again and *all* the mobs respawn.

It ain't pretty. Don't die and don't quit.

When you finally reach the Temple of Valdis, it is remarkably (and
comfortingly clear). Open a town portal and hie thee back to Kalrathia for a
refit. Make sure you have rez scrolls for everybody. Lots of potions. Etc.

Continue into the temple until you meet Valdis. Don't try to attack him, he's
invulnerable. The only way to hurt him is to lure him in front of one of the
Eyes of Zaramoth placed on the edges of the room, then beat on the eye to
open it (and they don't have great range). Conversely, Valdis can kill you
quite easily. No matter how well you've outfitted your party, one sword combo
from Valdis and they all turn into grave markers.

The best way to handle Valdis is to get beyond an Eye in a straight line from
Valdis, so that he is forced to walk directly past the Eye you're near. Time
it so your ranger starts attacking the Eye when Valdis is about three to four
steps away (or two or five, depending on the damage your ranger can do). If
you time it right, Valdis will get zapped before he even gets close enough to
you to start swinging.


For example:

Eye


Valdis


X - start shooting the Eye when Valdis is here


Eye


You

It will take patience and practice, but once perfected, you can take Valdis
out pretty easily. You have to hit him three times to advance to the next
stage of the fight. After the first hit, Valids summons a horde of Qatall
Minions. Take them out while staying away from Valdis, then re-commence the
luring/zapping project.

After the third hit, you get the Fantasy RPG Plot Twists for Idiots cutscene
and the fight against Valdis takes on a more traditional flavor. Valdis is
now, essentially, just another boss character. He's got 90,000 health and he
can regenerate, so you don't want to leave him alone for a long time.

Don't worry about falling into the lava, if your characters are reasonably
well-equipped, you won't get hurt (much). Just don't go swimming in it. Lay
into Valdis with everything you've got.

Valdis has four main attacks:

1) A shockwave that will throw your characters back. Not a huge problem, even
if you fall in the lava. However, if your party is melee-heavy, it will push
the fighters off Valdis for a few seconds, during which he can regenerate.
Don't worry about the shockwave and just keep at him

2) He will bring rocks crashing down. This is (or should be) a non-issue. A
few rocks shouldn't hurt you, but, if they're giving you fits, just watch for
the enlarging shadows and run away.

3) A gigantic fireball. This one's dangerous. Fortunately, Valdis starts to
glow yellow before releasing it, and he won't change his orientation once he
starts the spell. So, as soon as Valdis begins to glow yellow, run behind him
and attack his back while he blasts empty air with pretty lights.

4) More a defensive maneuver than an attack, Valdis will clone himself,
giving himself time to regenerate while you attack a clone. However, the
clones don't react to attacks--they don't physically react and they don't
make any noise. So if you hit a Valdis and it doesn't do anything, go attack
another one.

Once you take off one-third of his health, he summons a horde of Qatall
Minions. By this point, Qatall Minions should be little more trouble than
flies. Don't worry about them and concentrate on Valdis.

When Valdis reaches 0 health, he revives and summons a shield around himself.
(So, why didn't he do this earlier?) You can't penetrate the shield, but the
great big Eye of Zaramoth that was just revealed, can. This one's easy
because Valdis doesn't have his sword. Stand in front of the eye, wait for
Valdis to get close, then whack it. Brutal Strike or Take Aim (or some other
high-damage, single strike power) works very well.

After the cutscenes you can return to Kalrathia and finish up whatever you've
left hanging. This would be a good time to do The Mysterious Mystery Quest.
You can also arrange your companions and equipment for playing at the next
difficulty level. One thing you might want to do now is visit a store and buy
some 0-level bows, swords and spells. If you want to do a little multi-
classing at the higher difficulty levels, you won't be able to buy any 0-
level gear to get you started. So buy it now and stick it in your Storage
Vault or on a pet at the Inn.


===================================
[3.28] Veteran and Elite Difficulty
===================================

Once you have completed Act III, Chapter 9 and saved your game, you can begin
a new game at a higher difficulty level. Exit to the main menu, choose Single
Player, choose the hero who has completed the game and click Next. Choose
your difficulty level (Veteran after finishing Mercenary, Elite after
finishing Veteran).

You start in the Dryad prison cell--you don't play Act I, Chapter 1 again.
You have all your equipment and all your party with you in the cell. Any pets
or henchmen disbanded to the Inn are still in your party inventory. Anything
placed in your Storage Vault is still there.

Your Quest Log, Quest Items, Maps and Books inventories are empty and have to
be re-filled. Any Chants discovered in the previous diffculty are still
available and can be used normally. This means you can, for example, start
the Spirits of Aranna quest immediately by talking with the ghost in the
Hak'u caves.

The only real difference in Vet and Elite is the strength of the mobs and the
level of the gear you collect. Everything else plays the same. If you want to
hire the new Vet/Elite versions of your henchmen rather than use the ones you
carried over, you have to Release the old henchmen. See Party-a-go-go to find
out how to release henchmen.


__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [4] QUEST WALKTHROUGH )
\__ \___________________________________________________ /
|,-'

This is a rundown of each quest, by Act, and how to complete it. Any
information not related to a specific quest will not be included. If you are
having trouble with combat, finding hidden areas or deciding what to do next,
see Section 3: Chapter Walkthrough. Quests are listed in the following order:
first all primary (chapter) quests from each act are listed, then all
secondary quests are listed in the order in which they appear in your journal.


===========================
[4.1] Act I: Primary Quests
===========================

Chapter 1: The Siege of Greilyn Beach
-------------------------------------
* Get your orders from Morden Lieutenant Jerind
* Destroy the training dummy using a melee weapon
* Destroy the training dummy using a ranged weapon
* Destroy the training dummy using a Nature Magic or a Combat Magic spell
* Get your orders from Morden Lieutenant Kargack
* Destroy the bracken shell
* Make your way to the front lines
* Reinforce the troops on the other side of the tunnel

Follow your orders to complete the primary tasks in this quest.


Chapter 2: Prisoner of War
--------------------------
* Go to the merchant shops and ask for the basket of sharpening stones
* Bring the sharpening stones to the Dryad outpost

Talk to the guard outside your cell to initiate the quest. Go to the
merchant's area of Eirulan and speak to Telinu to get the sharpening stones.
Leave by the North Gate and follow the path northeast to the Dryad outpost.
Kill the Morden and free the Dryad prisoners to complete the quest.


Chapter 3: The Morden Towers
----------------------------
* Find the first Morden tower.
* Burn down the first Morden tower.
* Find and burn down the second Morden tower.
* Find and burn down the third Morden tower.
* Find and burn down the fourth Morden tower.
* Return to Warden Celia in the Eirulan prisoner's terrace.
* Speak with Taar in the Eirulan great hall.

From the Dryad outpost, follow the path as it continues north, then turns
west, then south, finding each tower along the way. Once you defeat the
Morden around a tower, right-click the nearby cage to break it, then left-
click the wreckage to produce a cage fragment. Pick up the fragment, equip it,
then left-click the nearby campfire and then left-click the tower to blow it
up. After all four towers are destroyed, advance a little further on the path
to reach the Western Greilyn Jungle teleporter. Return to Eirulan and speak
to Warden Celia in the jail area. Then go to the great hall and speak to Taar.


Chapter 4: The Plague
---------------------
* Find the ancient Elven shrine.
* Locate the Elven fountain.
* Fill the empty vial with water from the Elven fountain.
* Report back to Taar in the Eirulan great hall.

After finishing the Morden towers quest, teleport back to the Western Greilyn
Jungle and continue following the path until you reach the shrine. Invade the
shrine, following the main path, until you reach the fountain on level 2.
Left-click the fountain to fill your empty vial with water, then use the
teleporter in the east room to return to Eirulan. Report to Taar in the great
hall to finish the quest.

Chapter 5: The Dryad Exile Colony
---------------------------------
* Find the Dryad Exile Colony
* Save the old man

From the South Gate of Eirulan, follow the main path, killing monsters as you
go. You will eventually reach the Dryad Exile Colony, where plagued Dryads
are beating up on an old man.

**GLITCH WARNING**

SAVE YOUR GAME!

There's a glitch just ahead; so don't save over your game until you complete
this chapter. Continue to the Dryad camp. Inside, an old man is being
attacked by plagued Dryads. Wait a moment while they beat up on him a bit--
this should trigger his scripts so you can complete the quest. Kill the
plagued Dryads, then talk to the old man, who turns out to be an Azunite
scholar who will fill you in on what Valdis is up to (assuming you haven't
already figured it out).

Sometimes the scholar's scripts won't work and he'll keep calling for help
even after you've killed all the Dryads. If that happens to you, reload and
try again.


Chapter 6: Leaving Greilyn Isle
-------------------------------
* Locate the Kithraya Caverns
* Look for survivors from Vix's squad
* Investigate Eastern Greilyn Beach
* Destroy the shard
* Use the portal to leave Greilyn Isle
* Talk to Captain Suzor

From the Dryad Exile Colony, take the east path and continue following it
until you reach the Kithraya Caverns. You'll run into Vix along the way. If
you accept his offer of help, make sure you don't ESC from his conversation
or the door to continue won't open.

Slaughter your way through the upper and lower Kithraya Caverns until you
reach Eastern Greilyn Beach. Kill the wraiths and destroy the shard before
continuing down to the beach. Talk to the Azunite Scholar to open the portal,
then use the portal to get to the Azunite Desert. Talk to Captain Suzor
nearby to start the next chapter.


Chapter 7: Secret of the Azunite Desert
---------------------------------------
* Find the Stela of Blindness
* Find the Stela of Life
* Find the Stela of Death
* Find the Stela of Sight
* Place the four stelae and learn the location of the Lost Vault of the
Azunites

From the Azunite Desert camp, take the northeast passage down to the first
Guardian and get the Stela of Blindness. Head west to get the Stela of Life.
Return to the location of the first Guardian and go north and up to a bridge.
Get the Stela of Death from the Guardian on the bridge.

Head north until you see an archway in front of you, then go down stairs to
the left to retrieve the Stela of Sight. Go through the archway and take the
east path to find the Ancient Azunite Shrine. Follow the halls of the shrine
until you reach an elevator.

Take the elevator down to another elevator and then down to the Inner Chamber.
Place the four stelae in the appropriate sockets to collect the Map of the
Lost Vault of the Azunites and a silver mirror. A door to the west will open.


Chapter 8: The Lost Azunite Artifact
------------------------------------
* Find the Lost Vault of the Azunites
* Retrieve the Azunite Weapon
* Talk to the Elven spirit in the Lost Vault of the Azunites

Leave the Ancient Azunite Shrine and exit into the Valley of the Azunites.
Follow the Valley north and through a cavern. Cross the bridge over the small
canyon in the Azunite Desert and enter another Azunite Cavern. Fight your way
through to a light puzzle.

The statue in the southeast is missing its mirror, you can use the silver one
you got from the shrine. Starting with the mirrorless statue, turn the
statues in the numerical order listed below so the light is shining in the
pattern shown:

6---------------------7 3-----------------2
| | | |
| | | |
| 8-----------9 |
| | |
| | |
5------------------------4 1

Go down the revealed stairs to the Lost Vault of the Azunites and collect the
artifact. Talk to the Elven spirit to complete the quest.


Chapter 9: Windstone Fortress
-----------------------------
* Begin the journey to Windstone Fortress by speaking to the
Azunite Ancestor
* Take the Azunite Artifact to Windstone Fortress
* Find the person in command
* Enter the Windstone Fortress Outer Vault
* Activate the Azunite Artifact
* Enter the Temple of Xeria

After speaking to the Elven Spirit in the Lost Vault, climb the stairs back
to the light-puzzle cave and speak to the Spirit again. Follow the new path
to the Western Cliffs of Azunai. Follow the long and winding road until you
reach Windstone Fortress. Head north until you get to the main entrance,
which is locked.

Go east, through the gatehouse, and follow it around to enter Windstone
Fortress proper. Go north and talk to Captain Dathry. Take the east hall near
the teleporter to enter the Outer Vault.

Place a yellow stone in the yellow socket, then two green stones in the two
green sockets. Kill Lieutenant Namyek for the Inner Vault key, then place two
red stones in the red sockets to open the door leading to the Inner Vault.

Enter the Inner Vault and click the blue flame to activate your Azunite
Artifact. Return to Captain Dathry, then follow him north and kill all the
bugs. Enter Xeria's Temple.


Chapter 10: The Temple of Xeria
-------------------------------
* Clear out the Temple of Xeria
* Place the Azunite Artifact on the Azunite statue
* Find the shard
* Destroy the giant trilisk in the temple courtyard
* Destroy the shard
* Go through the portal to the town of Aman'lu

Follow the path through the bugs until you reach a room with a pit and two
sockets. Open the doors on the north wall and kill all the zombies in the
main room and the side rooms. Be sure all the room are clear--including a
secret room on the west side. Once all the zombies are re-dead, click the
glowing statue to destroy all the zombies in the Fortress.

Go through to the next room and take the east door to find the teleporter.
Head north from the teleporter to enter the Temple Courtyard. Defeat the big
snake by killing the middle head, Vitalus, first. Destroy the shard, talk to
Captain Dathry and enter the portal to Act II.


=============================
[4.2] Act I: Secondary Quests
=============================

#1: The Armorer's Apprentice
----------------------------
* Intended level: 3
* Read the Tome of Smithing and tell Telinu the correct material list for
Dryad armor

When getting the sharpening stones from Telinu, agree to help her get the
proper recipe for Dryad armor. After completing the Morden towers quest,
search the great hall for the Tome of Smithing. Read it to learn the proper
recipe for Dryad armor. Return to Telinu and teach her the recipe
(conversation option #3). Your reward is the suit of armor she makes.


#2: Lumilla's Salve
-------------------
* Intended level: 3
* Collect four nettle clusters and give them to enchantress Lumilla

Talk to Lumilla, the enchantress, in the merchant's area of Eirulan. Find (or,
better, buy from the reagent merchant) four nettle clusters and give them to
Lumilla to receive a jar of her salve, which is a reagent with healing
properties.


#3: Lelani's Sorrow
-------------------
* Intended level: 3
* Talk to Lelani about the strange doll on the table next to her
* Bring Fenella a toy to cheer up her child
* Bring soldier Balamar something special to quench his thirst
* Bring soldier Jordhan some fresh meat
* Bring soldier Kiernan something to change his luck
* Bring Alar'ithil a trophy of the enemy that he can display
* Bring Prospector Gareth some supplies
* Bring Nalus something ancient and interesting he can study
* Bring Ithir'renne the fletcher a new material to use for crafting arrows
* Bring Lelani a keepsake from Aman'lu

Despite the low level, this quest takes until Act III to complete. It's a
simple trading quest. Start by talking to Lelani, who lives in the house next
to the pet shop in Eirulan. Take the doll she gives you and find Fenella in a
house near the Falls (reach the Falls from a lift beside the Inn). Fenella
will give you a flask of Elven ale.

When you arrive at the Azunite Desert camp (beginning of Act I, Chapter 7),
enter the house and talk to soldier Balamar. He's dying of thirst and, when
he sees your Elven Ale, he'll actually break down in tears.

Isn't that sweet?

Give him the Ale and he'll give you some skath cat ribs. Take the ribs to
soldier Jordhan on the second floor of the Eirulan Inn. He'll give you a
statuette of Xeria in return. When you reach Snowbrook Haven's Courtyard at
the end of Act II, Chapter 7, you can find Soldier Kiernan in the dining hall.

In exchange for your statuette of Xeria, he'll give you a tasty Morden head
on a pike. Take the Morden head to Alar'ithil, who lives just southwest of
the south bridge leaving Aman'lu. He'll give you some Elven water for your
head. Take the Elven Water to Prospector Gareth, who resides in the bottom of
a ruined tower just beyond the North Gate of Kalrathia (Act III, Chapter 1).

Gareth will give you an Agallan relic, which goes to the half-giant Nalus,
who is hanging out on the North Wall of Kalrathia. Take the harpy feathers
you receive from Nalus, and visit the fletcher Ithir'renne in the extreme
north of Aman'lu. Finally, Ithir'renne gives you an Aman'lu orchid, which you
can take to Lelani to cheer her up.


#4: Secrets of the Elven Shrine
-------------------------------
* Intended level: 8
* Find the secret rooms rumored to be in the Elven Shrine
* Find the Lost Sapphire of the Elves
* Take the Lost Sapphire of the Elves to Laenne in the town of Eirulan

Talk to Laenne in the room above the pet shop in Eirulan. When you reach
level 2 of the Elven Shrine, find the button on the west wall to open a
secret room. Put a green cube in the green socket and go down one level.

Find the button on the wall to open a side room. Put a yellow cube in the
yellow socket. Pick up a second yellow cube and two red cubes. Go down a
level.

Find the button in the wall to open a side room. Put a red cube in the red
socket and pick up two purple cubes. Put a purple cube in the purple socket.
Another secret room opens. Put cube in the appropriate sockets in this order:
yellow, red, purple. Ride the lift up to the Lost Sapphire of the Elves.
Return it to Laenne for your reward.


#5: The Kithraya Hive
---------------------
* Intended level: 13
* Destroy the Kithraya hive queen

Go to the Eirulan Falls and enter Fenella's house. Go out the back door, down
the elevator, follow the path and up the second elevator. Enter Tamari's
house and talk to her to get the quest. When you near the end of the Lower
Kithraya Caverns, take the south fork in the path to find the hive queen.
When you reach the Azunite Desert camp, there will be a teleporter you can
use to return to Eirulan and give Tamari the queen's head.


#6: The Hak'u
-------------
* Intended level: 7
* Find the hidden rear entrance to the Hak'u caves
* Rescue Hesla's daughter Tanzi
* Speak with Hesla in the Eirulan infirmary

During the search for the towers, you'll meet Morain, who will ask that you
rescue her niece, Tanzi. Just past the third Morden tower, turn west to enter
the hidden Hak'u caves and free Tanzi. After completing the Morden towers
quest and getting your prisoner's collar removed by Taar, enter the infirmary
to speak to Hesla, Morain and Tanzi to end the quest.


#7: The Hak'u, Part II
----------------------
* Intended level: 10
* Find Hrawn the Hak'u
* Kill the Hak'u leader who stands against your allies
* Return to Hesla in the Eirulan infirmary

This quest is added when the previous Hak'u quest ends. Immediately after
completing Chapter 5, leave the Dryad camp by the west path. Near the
incantation shrine is a small cave where you can find Hrawn. Talk to him,
then head back to the Dryad camp and take the east path to the Eastern
Greilyn Jungle teleporter.

Teleport to the Western Greilyn Jungle and go due west to find the house with
the Hak'u usurper. Knock on the door to be allowed in, then kill the usurper.
Teleport back to the Eastern Jungle and go back to Hrawn and his father in
their cave. Receive your reward, then teleport back to Eirulan and go see
Hesla, Morain and Tanzi in the infirmary.


#8: Dire Wolf
-------------
* Intended level: 10
* Speak to Rokhar the nature mage in the town of Eirulan
* Go to Rokhar's Rift Site
* Kill all the nawl beasts that come through the rift
* Remind Rokhar to send the dire wolf back to pet seller Neda in the
Eirulan pet shop
* Return to pet seller Neda in the Eirulan pet shop

In the beginning of Chapter 5, talk to the pet merchant about more powerful
pets. Then talk to Rokhar in the great hall. Fight through the Southern
Greilyn Jungle until you pass Razka's Ruins. Turn north, cross the river and
fight through the caves. Enter Rokhar's Rift Site and talk to Rokhar. Fight
off the nawl beasts, then talk to Rokhar again. Return to Eirulan and talk to
the pet merchant. You can now buy a dire wolf for a pet.


#9: Taar's Investigation
------------------------
* Intended level: 10
* Confirm or deny the existence of the Hak'u Ceremonial Blade
* Investigate the rumors of the Hak'u beast
* Slay the garganturax
* Take proof of the beast's death to Arianne in Eirulan

With Taar in your party talk to Arianne, who lives in the house next to the
great hall. Teleport to the Northern Greilyn Jungle and head for the Hak'u
ritual camp that is located north west of the teleporter. Get the Hak'u
Ceremonial Blade from the camp by clicking on the carcass on the top of the
altar.

Return to Eirulan and leave through the South Gate. When the path turns east,
go south and find the cave of the garganturax. Equip the Hak'u Ceremonial
Blade and kill the beast, then return with its head to Arianne.


#10: Feldwyr the Blacksmith
---------------------------
* Intended level: 12
* Find Feldwyr's anvil
* Find Feldwyr's mithril ore
* Return the anvil and mithril ore to Feldwyr
* Find Feldwyr's hammer
* Return Feldwyr's hammer to Feldwyr
* Speak to blacksmith apprentice Fyrndolf in the town of Aman'lu

When you reach the far eastern portion of the Eastern Greilyn Jungle, where
the path turns south over a bridge, there are ruins to the north. Clear them
out to find Feldwyr and talk to him. Feldwyr will open a door to the east
that leads down into the depths of the ruins.

At the bottom of the stairs, the north path leads to a series of rooms laid
out in a rectangle. The rooms are filled with level 14 Hak'u. The room along
the southern edge of the rectangle has the level 16 mini-boss who is carrying
Feldwyr's anvil. In the room along the eastern edge of the rectangle, search
for a lever that opens a secret entrance into the center of the rectangle and
collect the treasure.

From the fork in the path, the south rooms are filled with level 22 creatures,
and Feldwyr's mythril ore is guarded by a level 24 mini-boss. Don't attempt
this area until you are the appropriate level (at least 20). Once you have
both the anvil and mythril ore, going up the stairs to see Feldwyr results in
a cutscene in which his hammer is stolen.

Follow the newly opened path north of Feldwyr's room and kill more level 22
creatures and another level 24 mini-boss. Return to Feldwyr with his hammer
and he rewards you with a fantastic weapon.

Which will take a few days to make. When you finally reach Aman'lu at the
beginning of Act II, you can search out the blacksmith and speak to his
apprentice, who happens to be Feldwyr's brother, Fyrndolf. He'll give you the
reward.


#11: A Family Heirloom
----------------------
* Intended level: 14
* Enter the crypt described by Master Thestrin
* Solve the Guardian of the Crypt's riddle

While collecting the Stelae of the Azunites, you'll pass a tower between the
Guardian of Blindness and Guardian of Death. Enter the tower and take the
elevator down to talk to Master Thestrin and receive the quest. The crypt he
speaks of is southeast of the Azunite Desert camp. Enter it and talk to the
statue (do not open the side doors unless you are at least level 26 or
higher).

If you answer the statue's question incorrectly, it will spawn some level 16
monsters, so you can farm a little XP this way. To answer the Guardian's
question correctly, choose conversation options 3, 3, 1 and 1. The Heirloom
Sword that is revealed is guarded by level 28 creatures, so if you're low
level, run in, grab the sword and run away.

Return with the sword to Thestrin and he'll reluctantly give you a couple of
chants. You don't want to use the first chant he gives you. You can also just
keep the sword, in which case you get no useable reward and the sword itself
isn't all that great.


#12: The Imprisoned Half-Giant
------------------------------
* Intended level: 19
* Talk to the soldiers about releasing Sartan once Windstone Fortress is safe
* Talk to the newly freed Sartan

When entering Windstone Fortress, you'll find Sartan in a pit. Talk to him.
After you've activated your Azunite Artifact and blown a hole in the north
wall, talk to Soldier Orayne and get Sartan released. Then talk to Sartan
again.


#13: The Missing Squadron
-------------------------
* Intended level: 18
* Find Private Nolan
* Find Private Banos
* Find Private Caiden
* Speak to Squadron Leader Taarth

Private Banos is in a room along the south wall of the first hallway in the
Eastern Windstone Gatehouse. Private Nolan is in the west-most room of the
Windstone Barracks, which are directly west of the teleporter. Private Caiden
is in the southwest corner of the Western Gatehouse. After talking to each of
them and telling them to follow you, talk to Squadron Leader Taarth, who is
standing near the pit where Sartan is held prisoner.


#14: Secrets of Xeria's Temple
------------------------------
* Intended level: 19
* Enter the Temple of Xeria and place the Stone of Life within its socket
* Finish exploring the Temple of Xeria
* Return to the grizzled bar patron in the Eirulan tavern

Talk to the grizzled bar patron at the Eirulan Inn to receive this quest.
Keep choosing conversation option #1 to get him to spill the whole story.
When you finally get to Xeria's Temple (Act I, Chapter 10), you'll find a
room with two sockets: green and yellow.

Pick up three green stones from the southeast corner of the room and place
one in the green socket. This opens a door on the west wall. Go in there and
get three yellow stones. Place one on the yellow socket in the pit.

A door on the south wall opens. Enter and place a yellow and a green stone.
Two more doors open up. Go one of those rooms and collect three red stones.
Then enter the other newly opened room and place one of your red stones in
the socket with one red symbol, and then a second red stone in the socket
with two red symbols. Grab three purple cubes from the one side room and
place one in the purple socket in the other side room.

This opens another side room with another purple socket. Place your stone and
then you're back in the room with all four color sockets. Place a stone in
each. Collect your booty, including the Chant of Scholars. Return to the old
man to collect your reward.


============================
[4.3] Act II: Primary Quests
============================

Chapter 1: The Town of Aman'lu
------------------------------
* Speak with Celeb'hel the Elder in Alt'orn Hall in the town of Aman'lu

Go to the building in the middle of town and talk to the old guy sitting in
the chair.


Chapter 2: Finala and the Broken Bridge
----------------------------------------
* Find Finala, the town's engineer, in the hills north of Aman'lu
* Convince Finala to return to Aman'lu and repair the broken bridge

From Aman'lu, head north until you find Finala. Convince her to go back to
Aman'lu and fix the bridge--an easy argument--and complete this chapter.


Chapter 3: The Elen'lu Isles
----------------------------
* Travel to the Elen'lu Isles
* Find the replace the prism's four small refractor crystals
* Find the prism's large refractor crystal and activate the prism
* Return to Aman'lu and speak with Finala

After speaking with Finala, continue following the main path north, through
the Northern Vai'lutra Forest until you reach the Temple of Istauru and
Isteru. The Elen'lu Isles lie beyond the ruined temple.

Now you get a new task. The taclak have stolen the refractor crystals that
collect the diffuse light in the Isles and focus it on the main prism. You
must find four crystals and replace them in the refractors and aim the
refractors at the prism.

**GLITCH WARNING**

Some have been unable to complete this quest as the game does not recognize
they have crystals to place in the refractors. This apparently is caused by
accidentally double-clicking a refractor. The game allows the player to place
two crystals in the refractor. You can either be really, really careful to
not double-click a refractor, or only collect and place one crystal at a time.

On the first island, kill the taclak and collect the first crystal. Then go
east by clicking the arch over the bridge to extend it. Watch out for taclak,
who have the ability to jump from island to island.

At the next island, turn north, east and east again and kill the taclak for
your second crystal. Go south three islands, then take the other north bridge
(the one to the east) to find the first refractor. Click it to place a
crystal, then click it again to turn it so it shines west toward the prism.

Go back south, then head west two islands to pick up your third crystal. Go
north, then to the north end of the island to reach the second refractor.
Turn it once to point east. Go back to the south end of the island and take
the southeast bridge, then go east to the third refractor. Turn it three
times to point north.

Backtrack past the second refractor and go north to pick up crystal #4. Then
go north and then east to refractor #4. Turn it three times to point south.

Now you have to find the big crystal that goes in the prism. Go back to
refractor #2 island and take the east bridge to the main island. Kill the
mini-boss for the prism crystal. Put it in the top of the pyramid and watch
the cutscene. Then kill the horde of taclak, including mini-boss, that
surround you.

From the north end of pyramid island, you can open a westward bridge that's a
shortcut back to the teleporter back to Aman'lu. Head to the south end of
town and talk to Finala.


Chapter 4: The Royal Caravan
----------------------------
* Locate the Caravan
* Find the Vai'kesh sanctuary
* Find the leader of the Vai'kesh

Follow the road south through the Southern Vai'lutra Forest until you reach
the caravan. Talk to the wounded elf, then continue south until you enter the
Vai'kesh Forest. When you arrive at the gates, turn left to find the Vai'kesh
sanctuary. You can be either friendly with or belligerent to the guards, it
doesn't matter. Once you gain entry to the sanctuary, talk to the Prophet to
end the chapter.


Chapter 5: The Vai'kesh and the Aegis of Death
----------------------------------------------
* Follow the Vai'kesh Prophet
* Continue following the Vai'kesh Prophet
* Follow the Vai'kesh Prophet along Arinth's Ravine
* Defeat the Vai'kesh Prophet and his followers
* Find the Aegis of Death
* Defeat the Knotted Shambler
* Claim the Aegis of Death
* Talk to the Azunite Scholar

Destroy all the Vai'kesh in the auditorium, then loot the place. There are
two sanctuary doors (nature mage and ranger) and two secret rooms on the east
wall, with two more secret rooms opening off those. Once finished, exit
through the same door as the Prophet and fight your way back into the
Vai'kesh Forest.

Turn north and open the gates you passed earlier, then follow the path south.
Keep going until you reach the eastern end of Arinth's Ravine, where the
Prophet will finally stand and fight in front of some caves.

After the cutscene with the Prophet, run back toward the nearby teleporter
and draw the Vai'kesh minions after you and destroy them piecemeal. The
Prophet will stay near the caves. Once the minions are dead, return to fight
the Prophet, who is fairly easy...

Because he's not the actual boss fight. After killing the Prophet, enter the
cavern to the east and head for the star on your map, which is pointing the
way to a fight with the Knotted Shambler.

Before trying to kill the Shambler, find and destroy the leaf generators that
pop up out of the ground. There are six, and they only show one at a time.
Once they are destroyed, attack the Shambler. It is weak to fire, so bring a
combat mage with you. When it starts pounding the ground, run away as the
concussive blasts can usually take out your casters.

When the Shambler is destroyed, take the Aegis of Death, then talk to the
Azunite Scholar, who just happens to pop in to see what you're up to.


Chapter 6: Princess Evangeline
------------------------------
* Find the Azunite burial grounds
* Look for the Death Masks of Champion Rahvan's brothers
* Enter the Azunite catacombs
* Find Princess Evangeline
* Rescue Princess Evangeline

Take the portal from the grotto to the Garden of the Ancients. Head south to
find a teleporter. There are four crypts in the vicinity of the teleporter:
one directly south, one a bit east, one further east and one to the west.
Clear out all four crypts and collect the Death Masks they contain.

Follow the main path west to another teleporter. Nearby is the entrance to
the Azunite Burial Grounds guarded by a ghost. Show the ghost the four Death
Masks you collected and he'll let you in the burial grounds.

Follow the path south, over several bridges, until you reach the catacombs.
There's a missing elevator and four obelisks. Rotate (by clicking) the
obelisks so they display, from left to right: purple tree, red eye, yellow
eye and green tree. The elevator will arrive. Take it down to the lower
catacombs

Fight through the catacombs to the west, and then north to reach the chamber
where Evangeline is held prisoner by a Dark Wizard of Valdis. The Wizard is
actually pretty easy once you figure out his defenses and pattern. There are
some war pedestals scattered around the room to quickly recharge powers.

The Dark Wizard will summon some giant undead to guard him, but they're not
too difficult. The wizard sticks to the center platform, so draw his summons
away from him and destroy them. The wizard protects himself with three
revolving crystal shards. Destroy the shards (not to hard) before unloading
on the wizard with everything you've got.

He teleports around the platform, but it's not large so your melee fighters
never have to run far to get back to him. Still, ranged attacks are better,
so a fighter-heavy party might have some difficulty.

His main attack is a large, electrical explosion. Fortunately, you can see it
coming when some sparking circles show up under your characters' feet. When
they appear...run. Get away or you're going to take massive amounts of
lightning damage. Once you learn how to avoid that attack, the wizard is a
pushover--though it will take a while to drain his health.

After he's dead, talk to Princess Evangeline. Then talk to her again after
she opens the north door. If you don't have room for her in your party right
now, she'll go to the Inn of Aman'lu.


Chapter 7: The Siege of Snowbrook Haven
---------------------------------------
* Enter Snowbrook Haven through the servant's quarters
* Find the throne room and acquire the display case key
* Locate the Snowbrook Haven Commander

When you leave Eva, you'll have to fight your way out of the catacombs,
eventually landing in Snowbrook Valley. Now you just have a very long and
combat-rich dungeon crawl ahead of you. You'll fight your way through the
Valley, into the Foothills, arriving at Snowbrook Mountain and working your
way over that.

You will, after quite a long time, reach the servant's entrance into
Snowbrook Haven. Fight through to the large room with the columns. At the
north end of the room are two doors. Take the east door, then go south and
then west over the bridge.

Continue west through the door and take the elevator down to the Living
Quarters. Go through the door to the east and then either the north or south
door to go down into the throne room.

Click the throne, take the display case key that is revealed, then fight off
the rustguards that come to life around you. Head through the eastern door.
Two rooms to the east you'll find a teleporter. South from the teleporter is
an elevator. To the west of the elevator is a series of treasure rooms, one
of which contains a mimic. Be sure to loot thoroughly before taking the up
elevator.

The elevator leads up to the Snowbrook Haven Courtyard. Go up top and speak
to the Commander to begin the next (and final) chapter of Act II.


Chapter 8: The Siege of Snowbrook Haven, Part II
------------------------------------------------
* Destroy the brall on top of the Snowbrook Haven inner keep
* Meet the Commander at the North Gate
* Destroy the Morden enemies that have broken through the North Gate
* Speak to the Commander at the North Gate
* Defeat the dragon
* Report to the Commander
* Retrieve the Aegis of Blindness
* Finish off the dragon
* Escape from Snowbrook Haven
* Travel to the town of Kalrathia and speak with the town lord there

Go down and around behind the dining hall to find the door leading into the
eastern keep. What follows is from the Dungeon Crawls for Dummies instruction
manual. Just keep going until you reach the upper ramparts of the keep and
destroy the monsters hurling rocks. Then take the elevator down to see the
Commander.

A horde of Morden will break through the gates and you must beat them off.
Speak to the Commander again. Oh look! A humongous dragon! The Act II boss
fight has finally arrived.

Send your party back up the elevator to the Inner keep. There's a circular
platform to the south with a ballista. The only way to kill the dragon is to
hit it with the ballista. Take your best-armored, highest health character
and use Wait mode to send him/her solo to the ballista.

You can only hit Talon (the dragon) with the ballista. And you can only do
this when he's perched atop the castle walls. There are five positions in
which he lands, like so:

3


2 4
B

1 5

You can rotate the ballista (B) left and right using the cranks to either
side of the device. Click the ballista itself to fire. Each time you hit
Talon, he'll jump into the air and fire-bomb the platform for a bit.

While he's in the air, rotate the ballista to the #3 spot, so you can quickly
reposition it to any landing spot when Talon alights once more. Once you've
hit Talon a couple of times, the Morden will start catapulting Durvla up to
the battlements.

Switch to the Mirror party order and press R to call your party to you to
help deal with the Durvla; but, don't miss a chance to take a pot shot at the
dragon while you're at it.

It takes about 8 hits to kill the dragon, so this fight mostly takes a lot of
patience. Once it's over, head back to the Commander and speak to her.

Ah, well, so much for Snowbrook Haven. Head up the east side of the ramparts
to the Reliquary door, which you can now unlock with the Commander's key.
Grab the Aegis of Blindness. Before making good on your escape, remember
there is always time for some constructive looting. Exit to the northeast.

Yeah...didn't see that coming...

This time, Talon's a lot tougher. He may have less than a third of his health,
but you're going to have to chop that off yourself, without a huge piece of
medieval artillery to help. There's little room to avoid his fiery blasts,
just don't stand in them when they hit. Keep your ranged characters moving
side-to-side and keep hitting him with powers.

Once Talon is finally, actually dead, speak to that blasted Azunite Scholar
who keeps popping up after you could have used his help. Take the southeast
door to the teleporter room. Grab the Greater Chants of Dexterity,
Intelligence and Strength before using the teleporter to travel to Kalrathia.

Looks like the Morden got here first, but, amazingly, they aren't hostile.
Head across the plaza to town hall and talk with the kid who's been thrust
into the leadership role.


==============================
[4.4] Act II: Secondary Quests
==============================

#1: Tywlis' Broken Staff
------------------------
* Intended level: 30
* Find the reagent Tywlis needs to repair her grandfather's staff

The reagent you need is a rainbow trinket. Keep an eye on your inventory,
it's possible you will already have one or more by the time you reach Aman'lu
the first time. If not, you can pick one up in the Snowbrook Valley in the
Frigid Cave. The cave is to your left as you pass over the first bridge.


#2: A Dark Ohm
--------------
* Intended level: 26
* Observe the Vai'kesh during one of their rituals
* Return to mage Lyssanore in Aman'lu

Speak to Lyssanore (the potions/magic merchant in Aman'lu) to start this
quest to learn a chant that allows you to speak with spirits. Once you reach
the Vai'kesh Forest and are pursuing the Vai'kesh Prophet, you'll see a
cutscene of the Prophet setting his minions on you right after emerging from
the first Large Vai'kesh Cavern.

If you explore the cave from whence the Prophet's servants come, you'll find
a door. Open the door, observe the ritual, then return to Lyassanore and
she'll share the Chant of the Dead with you.


#3: Spirits of Aranna
---------------------
* Intended level: 26
* Find the restless spirit in the Lost Valley of the Azunites
* Find the restless spirit in the Northern Greilyn Jungle
* Find the restless spirit in the Western Greilyn Jungle
* Find the restless spirit near the Eastern Greilyn Beach
* Find the restless spirit in the town of Eirulan
* Find the restless spirit in the Temple of Xeria
* Find the restless spirit in the Tranquil Cave
* Find the restless spirit in Snowbrook Haven
* Find the restless spirit in Arinth's Ravine
* Find the restless spirit in the Aman'lu Inn
* Find the restless spirit in the town of Aman'lu
* Find the restless spirit in the Garden of the Ancients
* Find the restless spirit in the Eastern Plain of Tears
* Find the restless spirit in the town of Kalrathia
* Find the restless spirit in the Mines of Kaderak
* Find the restless spirit in the Morden City of Darthrul
* Find the restless spirit below the town of Kalrathia
* Find the restless spirit in Zaramoth's Horns

Once you have the Chant of the Dead, you can speak to any one of these
spirits to open the quest. There should always be an incantation shrine near
the spirit, and the chant lasts 300 seconds (5 minutes) so there's always
plenty of time to get from shrine to spirit. However, if there are enemies
between the shrine and the spirit, you might want to clear them out first.

1. The spirit in the Lost Valley of the Azunites hangs out near the Cavern of
the Phoenix at the southern end of the valley. There's a shrine right next to
the ghost.

2. The Northern Greilyn Jungle spirit is in the Hak'u caves northwest of the
Eirulan North Gate. There's a shrine in the caves.

3. There's a spirit and a shrine near the Hak'u usurper's house just west of
the Western Greilyn Jungle teleporter.

4. The spirit on the Greilyn Beach path can be a bit difficult to reach. The
easiest way to get there is to teleport to the Azunite Desert and then use
the portal to get to the beach. Otherwise you teleport to the Kithraya Valley
and then have to hack your way back through the Lower Kithraya Caverns to the
beach. The incantation shrine is right there above the beach path, not far
from the ghost.

5. The Eirulan spirit hangs out on the bridge leading past the Falls. The
incantation shrine is near the bottom of the lift coming from the Eirulan Inn.

6. In the northernmost part of the Temple of Xeria, next to the incantation
shrine, is a lever which opens a secret passage leading to the Cavern of
Earth. The ghost is along a south hall just inside that secret entrance.

7. The tranquil cave is behind a waterfall south of the second Morden tower
from Act I, chapter 3. The quickest way to reach it is to jump to the
Northern Greilyn Jungle teleporter and head west. There's an incantation
shrine just over the hills. From the shrine, run south and look for the
waterfall on your right (west).

8. This spirit is in the Snowbrook Haven servant's quarters. When you first
enter this area, you'll come to a large room with a lot of columns. At the
northern end of the room, take the west door to find an incantation shrine.
Then go through the east door, then south, then east again to find the spirit.

9. The Arinth's Ravine spirit is in the grotto where you fight the Knotted
Shambler. The incantation shrine is in the Large Vai'kesh Cavern "next door".

10. There's a spirit on a balcony on the second floor of the Aman'lu Inn. The
incantation shrine is in the northeast corner of the town.

11. To find the other Aman'lu spirit, enter Tywlis' basement and search for
the hidden button. Take the elevator down and cross the bridge to the western
hall. Search for another hidden switch, then use the nearby incantation
shrine and take the secret passage down to the ghost.

12. While exploring the Azunite Burial Grounds, you'll find a large cavern
with ice falling from the ceiling. There's a west path that leads out to a
plateau of the Garden of the Ancients. The spirit is on the eastern peninsula
of this plateau, the incantation shrine is to the west.

13. The spirit in the Eastern Plain of Tears is just past the teleporter.
There is an incantation shrine a bit further to the northeast.

14. You'll find a spirit on the southwest corner of the Kalrathia battlements.
The incantation shrine is just outside the North Gate.

15. Just past the Upper Mines of Kaderak (East) teleporter, go up the stairs
to the west to find the room with the ghost. The incantation shrine is across
the flying bridge to the east.

16. This spirit is in the town square of Darthrul. Use the incantation shrine
in the District of the Crossbow, once you have access.

17. The spirit under Kalrathia is in the Agallan Trial area near the southern
waterway. There's a shrine nearby to the east.

18. About halfway up Zaramoth's horns you'll find a large plateau with an
incantation shrine up on a platform. The ghost is in the extreme southeast
corner of the plateau.


#4: Viperclaw
-------------
* Intended level: 19
* Find a jagged arrowhead reagent and return it to Eumenidie in Aman'lu
* Find a griffon feather reagent and return it to Eumenidie in Aman'lu
* Find an onyx fragment reagent and return it to Eumenidie in Aman'lu

Talk to Eumenidie in Aman'lu to get this quest to make a reagent for
bows/crossbows: the Viperclaw. Check your pockets regularly, as you might
pick up one of the reagents without knowing it. Specifically, you can get:

* A jagged arrowhead in the southern portion of the swamp that is just north
of Aman'lu.

* A griffon feather in Elen'lu Isles by following the flooded chamber to
reach an island just north of your starting point.

* An onyx fragment from one of the many Small Vai'kesh Caves(tm) in the
Vai'kesh Forest.

You can take the ingredients one-by-one to Eumenidie or save them and take
them all at once. Either way, once you've given her all three, you'll get a
viperclaw reagent.


#5: Arinth's Legendary Staff
----------------------------
* Intended level: 26
* Find the Focusing Stone
* Find the Jeweled Shaft
* Find the Carved Rod
* Return to Eolanda in the town of Aman'lu with the pieces of
Arinth's Legendary Staff

Talk to Eolanda, who lives just north of the Aman'lu pet shop to start this
quest. You'll need to complete the Dark Ohm quest first, so you can speak to
ghosts. Once you have the Chant, you must find three Ancient Elven
Reliquaries where spirits guard the pieces of Arinth's staff.

* The Focusing Stone is in a Reliquary below Isteru's Caves. Teleport to the
Western Cliffs of Azunai and go east then south into the caverns and find the
ruins in the southwest corner. Go up the stairs and find the shrine, incant,
the take the elevator down to the Reliquary. The switch for the elevator is a
button hidden on the steps next to the elevator.

* The Carved Rod is in a Reliquary in the Northern Vai'lutra Forest. Head
north from the Aman'lu hills until you find the incantation shrine where the
path turns east. Incant the Chant of the Dead, then go north and look for a
ramp leading down to a cul-de-sac. You'll find the elevator going down to the
Reliquary in the cul-de-sac.

* The Jeweled Shaft can be found in the Snowbrook Valley. From the Valley
teleporter, after crossing the bridge, go north and find a set of stairs
leading down. Go use the incantation shrine to the west, then go down these
stairs and down into the Reliquary using the elevator next to the river.

Once you have all three pieces of the rod, return to Eolanda in Aman'lu to
finish this quest.


#6: Arinth the Mad
-------------------
* Intended level: 26
* Track down Arinth
* Defeat Arinth

After remaking Arinth's Legendary Staff, return to Eirulan and teleport to
the Lost Valley of the Azunites. East of the teleporter, search for an
elevator--the switch is hidden on the north wall of the ruins. Ride the
elevator down to Some Lost Elven Ruins.

The room in which you arrive has a single door on the north side. In the next
room, search for a hidden switch on the wall opposite the door (north wall),
to open a door to the south.

In the newly revealed room, there's another hidden switch on the wall near
the door. This opens another room to the south. The hidden switch in this new
room is also near the door. This opens a room to the east. Find the hidden
switch in this room along the south wall.

__
_| |_
| A |
|_ _|
_| |_
| |__
| S |
| __|
|_1____|
| B|
| |____
| |
| | ___
|______2___| | |___
| C|______________| |
| | |
| 3| 4|
|____________|______D |
| ___|
|___|

S) Start
A) Switch opens door #1
B) Switch opens door #2
C) Switch opens door #3
D) Switch opens door #4

You'll now be able to go down some stairs to the east, eventually arriving at
an Elven Prison, where you find Arinth the Mad. Have your combat mage equip
Arinth's Staff and use it to break the central pillar in Arinth's cell wall.
Arinth will flee to the Temple of Istauru & Isteru in the Northern Vai'lutra
Forest.

Summon a teleporter back to Eirulan, jump to Aman'lu and thence to the
Elen'lu Isles. Enter the ruined temple and have it out with Arinth. You don't
have to use his staff against him, he's vulnerable to normal attacks.

In addition to some tasty loot, defeating Arinth gives all your characters
two bonus skill points. That was worth the trouble, right? Return to Eolanda
and tell her you killed Arinth and you'll get even more filthy lucre. Ain't
this a great game?


#7: Mythrilhorn
---------------
* Intended level: 33
* Find Khartos the Wise
* Defeat Khartos the Wise in a duel
* Go to the rift site
* Cover Khartos while he captures the mythrilhorn
* Remind Khartos to send the mythrilhorn back to pet seller Galeron
in Aman'lu
* Speak to pet seller Galeron in Aman'lu

This quest will open another pet for you; but, you can't even really get
going on it until Act III. Talk to the pet seller in Aman'lu about special
beasts to open this quest. Once you reach Kalrathia, find Khartos the
"Strong" as he now calls himself, drinking himself to death in the tavern.

Sober him up by beating on him for a bit and he'll head off to the rift site
to summon a mythrilhorn. When you reach the Northern Plain of Tears
teleporter, look to the right to find a path going down to the northeast.
This leads to Khartos' Rift Site and you fight Durvla while Khartos summons a
mythrilhorn.

Once you're done, talk to Khartos, then return to the pet seller in Aman'lu
to buy a mythrilhorn.


#8: A Family Heirloom, Part II
------------------------------
* Intended level: 26
* Locate the demon
* Destroy the demon
* Speak with Athelas

If you completed A Family Heirloom in Act I, (and, if you kept the sword, you
have it in your Inventory), you can talk to Athelas in the Aman'lu Inn to
start this quest. Once you reach the Vai'kesh Forest and are pursuing the
Vai'kesh Prophet, you can find a Vai'kesh Prison.

After leaving the first Large Vai'kesh Cavern, turn south to enter the prison
and talk to Athelas. If you kept the heirloom sword, equip it to one of your
characters and break open the demon's cage. Kill the demon. (You don't need
to use the sword on the demon, just the cage.) Talk to Athelas afterward for
your reward.


#9: Lothar's Innocence
----------------------
* Intended level: 24
* Find Roland's golden cloak
* Find Magrus
* Defeat Magrus
* Return to Roland in Aman'lu

With Lothar in your party, speak to Roland at the Aman'lu Inn to begin this
quest. While exploring the Southern Vai'lutra Forest, look for a Watery Cave
along the west side of the path, not far past the North teleporter. Enter the
cave, kill the mobs and find Magrus--a half-giant farming mushrooms. Speak to
him and he'll flee, dropping his house key.

Follow him to his house, which is north of the Watery Cave, in a little grove
to the east of the path. Defeat him in battle and he will go to Roland and
confess his crime. Return to Aman'lu and speak to Roland and Magrus at the
Inn to conclude the quest.


#10: Deru's Treasure Hunt
-------------------------
* Intended level: 19
* Find the explore the location identified on the map given to Deru by the
Elven prospector
* Find and explore the location identified by Razka's Riddle
* Find and explore the location identified by Razka's Second Riddle

In Aman'lu, find an old prospector on a small plateau southeast of the pet
shop. With Deru in your party, speak to the old man to begin the quest. The
map you are given shows Razka's Ruins in the Southern Greilyn Jungle. Take
Deru to the Southern Greilyn Jungle teleporter and down into Razka's Ruins.

Have her open the treasure chest inside to get another riddle that points to
the Frozen Cave in Arinth's Ravine. Go to Aman'lu and thence to either
Arinth's Ravine teleporter and head for the Frozen Cave, which is midway
through the ravine on the south side. When Deru opens the treasure chest in
the cave, you'll receive a second riddle that points to the Plain of Tears.

When you reach Kalrathia, head north from the city and look for a path
downward to a lower plateau to the east. At the east end of the plateau, walk
into the water to reveal the hidden Magical Oasis. Deru can open the treasure
chest beyond the door and complete her quest.


#11: Mark of the Assassin
-------------------------
* Intended level: 35
* Pick up the intriguing stone
* Encounter the assassin
* Speak to Danadel
* Investigate the Liantir Stone in the town of Kalrathia
* Bring a Dwarven mythril ring to Enchantress Valeria in Kalrathia
* Find Merchant Kendril
* Defeat the assassin

In Aman'lu, in the abandoned house just southwest of the pet shop, pick up
the bling-bling on the table to get yourself assassinated. Well, almost.
After Danadel helps you recover, he'll tell you all about the Liantir Stone
you just picked up and where to go to find out more about it.

When you reach Kalrathia at the beginning of Act III, enter the magic shop
and speak to Enchantress Valeria to continue the quest. Valeria needs a
mythril ring to enchant that will enable you to see the assassin who has
marked you.

When you reach the Upper Mines of Kaderak, right after the cutscene that
starts chapter 5, go up the stairs to the south and through the first door.
Pull the lever on the south wall to open the secret room that has the Dwarven
Mytrhil Ring.

Take the ring back to Valeria in Kalrathia. Equip the new ring she gives you,
then go to the room behind the Innkeeper. Talk to Merchant Kendril to force
the assassin to appear. Kill him and collect his Deathblades as a reward. You
can also get a small reward by speaking to Kendril again.


#12: The Aman'lu Arena
----------------------
* Intended level: 19
* Defeat the first wave of combatants
* Defeat the second wave of combatants
* Defeat the third wave of combatants
* Defeat the fourth wave of combatants
* Defeat the fifth wave of combatants
* Defeat the sixth wave of combatants
* Defeat the seventh wave of combatants
* Defeat the eighth wave of combatants
* Defeat the ninth wave of combatants
* Defeat the Arena Masters

Speak with the barkeep at the Aman'lu Inn and deny all the great things he's
heard about you. He'll challenge you to test your skills out in an arena. Go
behind the bar, through the door, down the elevator and talk to the barkeep's
assistant. He'll let you through a door that leads down a long, spiral
staircase to the arena.

Speak with Daesthai to open the Aman'lu Arena quest and learn the rules of
the game. Basically, you pay for a token, place that token on the pedestal in
the center of the arena, the arena floor drops and some monsters come spewing
forth. Defeat them, then click the Forfeit Lever to raise the arena. (Yes,
you use the "forfeit" lever to raise the arena--sort of like using the Start
button to Stop Windows.)

Defeating the monsters earns you a key. The keys you earn open doors to
treasure rooms around the arena. There are ten rounds in all. You do not have
to use the keys immediately. You can even wait until you're near the end of
the game before opening the treasure rooms. Since the treasure dropped
depends on your level, you'll get better stuff that way.

One last note, the Aman'lu Arena is a natural item farm. You can win all ten
rounds, save your game, then start opening treasure rooms. If you don't like
what you get, you just reload and it's only a short trip back to the arena
and you start opening doors again.

Finally, for defeating all ten rounds of the Arena, you get two bonus skill
points for each character, the Mysterious Token (part of the Mysterious
Mystery Quest) and you can then purchase the light naiad pet from Daesthai.

The rounds are:

Round Cost Mobs (quantity x level)
----- ----- -------------------------------------------------
1 1,000 1x24 and 2x22 monsters
2 1,500 1x26 and 3x24 (the 24th level mobs are summoners)
3 2,000 1x28 and 4x26
4 3,000 1x30 and 4x28
5 4,000 5x33
6 6,000 1x38, 4x36
7 8,000 1x34, 6x37
8 12,000 1x39, 7x37
9 16,000 1x40, 10x39
10 25,000 2x40, 10x37


#13: A Servant's Haunt
----------------------
* Intended level: 26
* Enter the Levreth Estate
* Learn the Chant of the Dead
* Speak with the ghost of Threnith Wilwarin
* Follow the ghost of Threnith Wilwarin and look for clues
* Find the jewels of the Levreth Estate
* Bring the proof of Threnith's innocence back to Eldoriath
Wilwarin in the town of Aman'lu

Speak to Eldoriath in his house just past the south bridge out of Aman'lu.
Once you have the Chant of the Dead, go to the Southern Vai'lutra Forest
(South) teleporter, which is the one next to the destroyed royal caravan. Use
the incantation shrine on the hill behind the teleporter to incant the Chant
of the Dead, then go east to the entrance to the Levreth Estate, which looks
like a kind of shrine with an elevator in the middle.

At the bottom of the double elevators, speak to the ghost of Threnith. He'll
unlock the south door for you. Go in the room and pick up the portrait of
Lady Levreth. Speak to Threnith again and he'll open another door for you.
Continue collecting clues and talking to Threnith until you have the lock of
golden hair, a burned letter and the family jewels.

Return to Eldoriath to finish this quest.


#14: A Servant's Haunt, Part II
-------------------------------
* Intended level: 26
* Confront Lady Levreth in the town of Eirulan
* Confront Wethril the Guardian Commander in the town of Aman'lu
* Defeat Wethril the Guardian Commander
* Speak to Celeb'hel the Elder in Aman'lu's Alt'orn Hall about
Wehtril's deception

After completing Part I, talk to Threnith (who is now in Eldoriath's house)
to open this quest. Return to Eirulan and seek out Lady Levreth at the Inn.
Push her on the subject of her husband's death and she'll confess and name
the true killer: Guardian Commander Wethril in Aman'lu. Return to Aman'lu and
confront Wethril, who is in Alt'orn Hall next to Celeb'hel. After killing him,
talk to Celeb'hel to end this quest.


#15: Amren's Vision
-------------------
* Intended level: 19
* Find and explore the first location in Amren's vision
* Find and explore the second location in Amren's vision
* Find and explore the third location in Amren's vision
* Find and explore the fourth location in Amren's vision
* Investigate the portal in Amren's vision

Throughout your travels, you will find some mushrooms growing in large
circles. Obviously, natural mushrooms do not grow in exact circles. Take
Amren with you to one of these circles and he'll have a vision. Talk to him
afterward to open this quest.

Visit each of the four circles with Amren in your party and have him activate
the proper (glowing) mushroom to take you to four different shrines. Let
Amren activate the statue in each shrine. When you visit the shrines, you can
also pick up a Lore book in each one.

The four mushroom circles are:

1. Eastern Greilyn Jungle, on a north-pointing promontory just east of
Razka's Ruins. Use the Southern Greilyn Jungle teleporter to get there. This
is the Shrine of Life, and has Vol. 17, The Path of Life.

2. Southern Vai'lutra Forest, just west of the North teleporter. This is the
Shrine of Sight, and has Vol. 18, The Path of Sight.

3. North of the Garden of the Ancients (South) teleporter. This is the Shrine
of Death, and has Vol. 19, The Path of Death.

4. West of the Ruins of Okaym teleporter, a little north of the main path.
This is the Shrine of Blindness, and has Vol. 20, The Path of Blindness.

Once you have activated the statue in each shrine, a portal opens to a fifth
shrine. In this one is the end-of-quest treasaure chest Amren must open and
it yields the Virtuous Rebellion longbow, amongst other goodies. Once you're
done salivating over your swag, take the portal from the fifth shrine back to
any one of the other four.


#16: Finala's Contempt
----------------------
* Intended level: 22
* Explore the hidden Morden intelligence camp
* Find and burn down the first hidden Morden tower
* Find and burn down the second hidden Morden tower
* Find and burn down the third hidden Morden tower
* Find and burn down the fourth hidden Morden tower
* Locate and destroy the hidden Durvla hatchery
* Find and explore the second Morden intelligence camp

Initiate this quest by taking Finala to the broken elevator in the Upper
Kithraya Caverns. With Finala as the active character, click the broken
mechanism and ride the elevator down into a Morden intelligence camp. Have
Finala open the treasure chest to get a map to four hidden Morden towers.

Teleport to the Southern Greilyn Jungle and head west to the Abandoned Ruins.
Finala will find a secret door inside the ruins and you can follow the path
to an elevator that takes you up to a plateau with the first Morden tower.
Destroy it as you did the towers in Act I.

Teleport to the Northern Greilyn Jungle and go to the impassable wall just
north of the teleporter. Finala will find the secret entrance. Pass through
and destroy three Morden towers. After the final tower is destroyed, Finala
finds another map and an elevator gear.

When you reach the Morden city of Darthrul in Act III, Chapter 2, take Finala
down the east path from the town square. She'll find the hidden entrance to
the Durvla Hatchery. Clear out the mobs, then blow open the cage by shooting
the explosive, spiked container next to it. Finala can loot the chest to find
a Morden Wrench, which will come in handy for fixing elevators.

When you reach the Southern Desert of Kaderak (Act III, Chapter 4), take the
north path past the entrance to the mines and follow it until you find an
elevator on a small hill. Finala will fix the elevator, and you can clear out
the intelligence camp and loot the chest to end the quest.


#17: Rahvan's Curse
-------------------
* Intended level: 28
* Find Letiso the lich
* Defeat Letiso the lich
* Return Champion Rahvan's soulstone

Show Champion Rahvan the four Death Masks to gain entrance to the Azunite
Burial Grounds. Follow up with him about his memories coming back and he'll
ask you to find and destroy the lich that killed him and enslaved his spirit.
He'll give you a chant (Letiso) to use to find the lich's secret tomb.

When you get to the lower Azunite Catacombs, the path will soon split. Take
the south path to find a shrine. Clear it out, then stand on the purple tree
symbol on the east side of the room. Incant the Letiso chant and the door to
the lich's tomb will open.

Kill the lich, then return to Rahvan to conclude the quest.


#18: Evangeline's Folly
-----------------------
* Intended level: 28
* Seek Jessic and the soldiers in the Vai'kesh stronghold
* Seek Jessic in the second Vai'kesh stronghold
* Seek Jessic in the third Vai'kesh stronghold

Add Princess Evangeline (Eva) to your party and equip her appropriately.
Teleport to the Southern Vai'lutra Forest (South) teleporter and talk to the
wounded caravan guard. He'll open Evangeline's Folly quest.

Teleport to the Western End of Arinth's Ravine. Follow the main path west
until you reach a bridge. Before the bridge, turn left (west) and go along
the edge of the chasm to reach a small cave. You'll be able to get through
the locked door and pick a fight with the Vai'kesh in the room and the room
beyond, which contains the jailor, who is mini-boss level. After killing all
the Vai'kesh, speak with Eva's soldier in the jail cell.

The next cavern in your quest is along the north side of Arinth's Ravine, so
hoof it back the way you came and fight your way along the ravine to the
large cavern on the north side. Enter the cave, find the door and repeat the
process of killing the jailor and talking to the soldier.

The third, and final, cave is further along the ravine, so head east. When
you get to the second bridge, instead of crossing, continue east to find the
entrance to the cave. Enter, kill the jailor and talk to Jessic to end the
quest.


=============================
[4.5] Act III: Primary Quests
=============================

Chapter 1: Restore Kalrathia's Water
------------------------------------
* Follow the aqueduct to its source
* Defeat the Ganth
* Restore Kalrathia's water
* Return to Lord Kalrathia in the great hall

Leave Kalrathia by the North Gate and follow the path until you reach the
Water Temple. Inside the temple, fight the Ganth, who has 12,500 health; is
resistant to fire, lightning and death damage and has health stealing ability
on its weapon. But, tough as the Ganth is, when you exit into the Temple
Courtyard, you're in for much worse.

The Courtyard is crawling with Morden and you will be hard pressed. Plenty of
AoE powers are the name of the game. When everything is dead, push the
glowing button on the north wall to turn the water on. Teleport back to
Kalrathia and speak to Lord Kalrathia.


Chapter 2: The Morden Chief
---------------------------
* Enter the Morden city of Darthrul
* Speak to the Morden Chief
* Defeat the Morden Chief
* Bring the head of the Morden Chief back to Lord Kalrathia

Leave Kalrathia by the East Gate and fight your way through the Eastern Plain
of Tears and Ruins of Okaym. Once you enter Darthrul, you should meet a
Patrol Leader who, when killed, will drop a key to the District of the Sword,
which is located in the northeast quadrant of the city. Enter and kill the
City Lieutenant for the key to the District of the Crossbow.

That district is the southwest quadrant. Once again, enter and kill the City
Lieutenant, who drops the key to the District of the Lance. The District of
the Lance is in the northwest and the City Lieutenant drops the key to the
District of the Chief.

Enter the District of the Chief to the north. Fight your way to the Chief,
speak to him, then kill him. Return to Kalrathia and talk to Lord Kalrathia
to start Chapter 3.


Chapter 3: The Kalrathian Rebellion
-----------------------------------
* Defeat all the Morden in the town of Kalrathia
* Report to Tehruth

Well, this is pretty simple. You just wiped out a whole city of Morden, now
all you have to do is clear them out of Kalrathia. There are 30 Morden, and
the game will count them down for you. Zoom in on your map to find the little
red dots, and don't forget about the North Wall, where there are about six
Morden. Once they are all dead (you'll get a task entry in your Quest log),
return to the great hall and speak to Tehruth.

Chapter 4: The Mines of Kaderak
-------------------------------
* Travel to the Desert of Kaderak
* Destroy the first protective statue
* Destroy the second protective statue
* Destroy the third protective statue
* Destroy the fourth protective statue
* Enter the Mines of Kaderak

After Kalrathia gives you the Aegis of Sight, Tehruth will give you an
activation stone for the Southern Desert of Kaderak teleporter. Teleport
there and head north to the entrance to the mines. Destroy the four statues
around the entrance, then ride the elevator down. Head down the stairs until
you see the cutscene showing the giant shard.


Chapter 5: The Mines of Kaderak, Part II
----------------------------------------
* Destroy the giant shard cluster
* Find the Dark Wizards
* Destroy the Dark Wizards
* Recover the Aegis of Life
* Return to Lord Kalrathia with the Aegis of Life

Work your way east through the Upper Mines of Kaderak, pulling each lever you
find. This will send an explosive-filled mine cart into the giant shard and
open the way into the Lower Mines. Descend into the shard pit, then climb the
wooden ramps to enter the Lower Mines.

Follow the path north, then east to reach a large elevator that takes you to
the Summit of the Dark Wizards. Ride up the second elevator to your boss
fight against the wizards.

These guys are more powerful versions of the one you faced when rescuing
Evangeline--and there are three of them. Make sure you have a Nature Mage
with the Resurrection spell or lots of Resurrection scrolls available.

Tactics are roughly the same. Take out the crystals that defend the wizards,
then unload on them with powers. When you see circles (of lightning, death or
fire) surrounding your characters, run! Concentrate on one wizard at a time.
Fortunately, these guys don't summon anything, and they don't do a lot to
help each other out.

Stick to one like glue until he's toast, then move on to the next one. Keep
an eye out for those circles of doom at your feet and be patient. They are
susceptible to curses, so having a combat mage with a decent curse or two
will be helpful. And you can have your nature mage cast Spirit Embrace to
make your party immune to the wizards' curses.

When all three are dead, take the Aegis of Life and return to the Lower Mines
and teleport back to town. Lord Kalrathia is ill and in bed in his room on
the west side of the great hall. Speak to him to learn how, now that you have
the four pieces, you can reforge the Shield of Azunai.

Chapter 6: The Agallan Trial
----------------------------
* Speak to Advisor Kynos
* Defeat Advisor Kynos
* Take the Kalrathian Crystal to the fountain in the center of the town
of Kalrathia
* Enter the ancient chamber underneath the town of Kalrathia
* Speak to the Azunite Ancestor
* Restore water to the western waterway
* Restore water to the northern waterway
* Restore water to the southern waterway
* Restore water to the eastern waterway
* Go through the portal to the Agallan Peaks

Your first task is to speak to Advisor Kynos, who no one in their right mind
would like. Fortunately, you get to kill him. You'll get the Kalrathian
Crystal that unlocks the Agallan Trial under the city. You also get Kynos'
house key; he lives in the north section of town if you want to help yourself
to his things. He won't be needing them any longer.

**NOTE**
From this point, it is a long time until you see your next teleporter--about
a quarter of the way through Chapter 8. You can use the town portal spell
(Summon Teleporter), but those don't last through a reload. So don't start
this next section unless you have some time to play. If you quit any time
before the next teleporter, you're going to have a long, long trek in front
of you.

Use the crystal on the glowing corner of the fountain, then press any of the
buttons to ride down into the Agallan Trial area. Down the steps you go until
you reach a large room and get a cutscene with your instructions. Talk to the
Azunite Ancestor, then head through the west door.

Down more stairs...and more...and some more. When you finally hit bottom, go
down into the water trough and pull the lever to open the sluice gate. Then
turn the valve to start the water in the western waterway. Go through the
broken wall into a tunnel.

The tunnel soon branches north and south. You can go either way, but, since
the Quest Log lists the northern waterway next, head north. When you get back
into the man-made section, look for a Mysterious Chant in the corner.

Note the three large stone controllers at the edge of the platform. These
control floodgate doors down below. You have to activate them in various
combinations to enable your party to get through to unblock the waterway and
turn on the water. Each of the floodgate controllers has a center "button"
that is either up or down.

The easiest thing to do is to enter Wait mode and send one character down and
keep the others next to the controllers. It's easier to move one character
around in the small rooms.

For the northern puzzle, set the controllers so the Center controller button
is down and the other two are up. Go down into the waterway, open the gate
and turn on the water. Go into the northwest room and around to the northeast
room. Hit the switch in here so it is up and open the way to the south room.
Push the switch in the south room down to open the way to the east platform.

On the platform, push the button on the east wall to open part of a shortcut
to the southern/eastern waterway. Then go to the south end of the platform,
enter the waterway and open the gate. This is actually for the eastern
waterway, but might as well do it now.

Then go back into the northern waterway and open the second gate. The water
should be running freely now. Go up onto the northern platform, reform your
party (if you went solo), enter the room to the west and push the button on
the wall to open a door back to the west waterway. Enter the tunnel and go
south.

Along the way you'll encounter Spirit of Aranna #17. The incantation shrine
is just to the east of the ghost. When you reach the southern waterway, open
two gates and then turn on the water.

Go up on the platform and push each controller down, enter Wait mode and send
your PC down into the waterway and open the gate. Enter the southeast corner
room and thence into the southwest corner. Set this switch down and exit the
room to open the last two gates to let the water run through.

Go back into the southwestern corner room and set the switch up to open the
door north. Push this next switch down to open the north door and go through
and open the gate. Return to the northwest room.

Here's where it get's much easier to do this in Wait mode. You have to turn
the two switches up on the platform to the up position. This opens the way to
get from the northwest room over to the northeast section of the waterway and
open the last two gates and turn on the water. So you just change to another
character, hit the two switches on the platform and you're home free.

If you haven't used the solo trick, here's what you have to do. Hit the
switch in the northwest room to get to the southwest room. Hit the switch to
open the door into the southern waterway. Go up to the platform and hit both
switches. Go back to the southwest room, hit the switch, enter the northwest
room and hit the switch and now you can get through.

For the record, to the north of the eastern water valve is a platform with a
mana shrine (and a Mysterious Chant behind the shrine). At the west end of
this platform is the button on the wall that opens the shortcut to the north
platform, which you'll need to use if you did not previously open that last
east gate.

To quickly get back to the stairs leading up, return through the south
waterway and enter a room to the north and push the button on the wall to
open a shortcut to the western waterway. Head up the stairs, through the big
door, collect your loot and go through the portal.


Chapter 7: The Agallan Giants
-----------------------------
* Investigate the Agallan Peaks
* Use the portal to travel to Zaramoth's Horns

Nothing to do here but go talk to the giants. After your chat, step through
the new portal and get ready to start fighting again...


Chapter 8: Zaramoth's Horns
---------------------------
* Ascend to the top of the mountain
* Defeat the Archmage

Enter the hall to the east and fight your way to an elevator. You may note
some Eyes of Zaramoth statues scattered about. Hitting them causes them to
shoot a highly damaging beam of light. This technique is not important now,
but will be later.

The elevator takes you down into a prison, where you quickly come to another
elevator that takes you up to a platform with three other elevators. The
Agallan Obelisk in the center of the platform grants 30 seconds of
invulneratiblity when used. Your party must be close by to be affected, so
Regroup around the obelisk before clicking.

The northwest elevator takes you to nature and combat mage sanctuary doors
and another elevator that puts you back on the main path, right at the Lower
Zaramoth's Horns teleporter. Head north from the teleporter.

After the long bridge is a room with three doors. Go east and keep fighting
your way until you get outside. Take the southern door from the incantation
shrine area and begin a long (and possibly arduous) slaughterfest until you
reach the archmage.

There's a teleporter right before you enter the Archmage's Chamber. This is
the last teleporter in the game. If you quit the game, or your entire party
dies, after this point, you will have to return here and do everything again
(except for the Archmage fight).

The archmage fight takes place on a platform surrounded by obelisks. You can
use the obelisks yourself, but the archmage uses them too and therein lies
the problem. On his own, the archmage is not that difficult. He's got 90,000
health, but he won't do much damage to your party.

The missiles he summons out of the obelisks are something else entirely.
Every so often, the archmage will "convert" an obelisk to his own use and it
will start firing out missiles. These missiles are instant death for any
character they touch. They move slowly, so you can dodge them, but if the
archmage converts a lot of obelisks, you're in big trouble.

Make sure you have a nature mage with a resurrection spell and some rez
scrolls for the other characters in case the nature mage bites the dust. You
can "redeem" an obelisk the archmage has converted by attacking the obelisk.
However, in the long run, you are better off simply unloading every power in
your book on the archmage himself.

This is likely to be the longest, most difficult battle yet. Once he's
defeated, the final battle is waiting at the top of the stairs.


Chapter 9: The Final Ascent
---------------------------
* Locate the Temple of Valdis
* Destroy Valdis
* Go through the portal

You've got a lot of stairs to climb, and every inch is contested--many times
by groups of mini-bosses. If you've been following this guide and doing every
sidequest, you're probably running four to five levels above everything you
encounter, so this is mostly tedious.

**NOTE** It cannot be stressed enough that if you quit or die here, you have
to make this ascent again and *all* the mobs respawn.

When you finally reach the Temple of Valdis, it is remarkably (and
comfortingly clear). Open a town portal and hie thee back to Kalrathia for a
refit. Make sure you have rez scrolls for everybody. Lots of potions. Etc.

Continue into the temple until you meet Valdis. Don't try to attack him, he's
invulnerable. The only way to hurt him is to lure him in front of one of the
Eyes of Zaramoth placed on the edges of the room, then beat on the eye to
open it (and they don't have great range). Conversely, Valdis can kill you
quite easily. No matter how well you've outfitted your party, one sword combo
from Valdis and they all turn into grave markers.

The best way to handle Valdis is to get beyond an Eye in a straight line from
Valdis, so that he is forced to walk directly past the Eye you're near. Time
it so your ranger starts attacking the Eye when Valdis is about three to four
steps away (or two or five, depending on the damage your ranger can do). If
you time it right, Valdis will get zapped before he even gets close enough to
you to start swinging.

For example:

Eye


Valdis


X - start shooting the Eye when Valdis is here


Eye


You

It will take patience and practice, but once perfected, you can take Valdis
out pretty easily. You have to hit him three times to advance to the next
stage of the fight. After the first hit, Valids summons a horde of Qatall
Minions. Take them out while staying away from Valdis, then re-commence the
luring/zapping project.

After the third hit, you get the Fantasy RPG Plot Twists for Idiots cutscene
and the fight against Valdis takes on a more traditional flavor. Valdis is
now, essentially, just another boss character. He's got 90,000 health and he
can regenerate, so you don't want to leave him alone for a long time.

Don't worry about falling into the lava, if your characters are reasonably
well-equipped, you won't get hurt (much). Just don't go swimming in it. Lay
into Valdis with everything you've got.

Valdis has four main attacks:

1. A shockwave that will throw your characters back. Not a huge problem, even
if you fall in the lava. However, if your party is melee-heavy, it will push
the fighters off Valdis for a few seconds, during which he can regenerate.
Don't worry about the shockwave and just keep at him

2. He will bring rocks crashing down. This is (or should be) a non-issue. A
few rocks shouldn't hurt you, but, if they're giving you fits, just watch for
the enlarging shadows and run away.

3. A gigantic fireball. This one's dangerous. Fortunately, Valdis starts to
glow yellow before releasing it, and he won't change his orientation once he
starts the spell. So, as soon as Valdis begins to glow yellow, run behind him
and attack his back while he blasts empty air with a pretty fireball.

4. More a defensive maneuver than an attack, Valdis will clone himself,
giving himself time to regenerate while you attack a clone. However, the
clones don't react to attacks--they don't physically react and they don't
make any noise. So if you hit a Valdis and it doesn't do anything, go attack
another one.

Once you take off one-third of his health, he summons a horde of Qatall
Minions. By this point, Qatall Minions should be little more trouble than
flies. Don't worry about them and concentrate on Valdis.

When Valdis reaches 0 health, he revives and summons a shield around himself.
(So, why didn't he do this earlier?) You can't penetrate the shield, but the
great big Eye of Zaramoth that was just revealed, can. This one's easy
because Valdis doesn't have his sword. Stand in front of the eye, wait for
Valdis to get close, then whack it. Brutal Strike or Take Aim (or some other
high-damage, single strike power) works very well.

After the cutscenes you can return to Kalrathia and finish up whatever you've
left hanging. This would be a good time to do The Mysterious Mystery Quest.
You can also arrange your companions and equipment for playing at the next
difficulty level. One thing you might want to do now is visit a store and buy
some 0-level bows, swords and spells. If you want to do a little multi-
classing at the higher difficulty levels, you won't be able to buy any 0-
level gear to get you started. So buy it now and stick it in your Storage
Vault or on a pet at the Inn.

FINIS


===============================
[4.6] Act III: Secondary Quests
===============================

#1: Dwarven Song of Ore
-----------------------
* Intended level: 35
* Find the Silver stanza
* Find the Iron stanza
* Find the Gold stanza
* Find the Mythril stanza
* Return the stanzas to Historian Leontia
* Return with the fourth stanza to Historian Leontia

Talk to Historian Leontia in the great hall of Kalrathia to begin this quest.
You'll find the stanzas in the Mines of Kaderak.

* The Silver stanza is in the Upper Mines in a side room just past the third
lever.

* The Iron stanza is in a side room just past the East teleporter. Go up the
stairs to the west and look in the room with the Spirit of Aranna.

* The Gold stanza is in a hidden room east of the elevator to the Lower Mines.
There's a set of three rooms, go to the west room and pull the lever to
expose the chest with the stanza.

* The Mythril stanza, which is not originally part of the quest, is in a
chest just south of the Lower Mines teleporter.

It makes no difference whether you return the first three stanzas to Leontia
and then bring her the fourth, or just bring her all four at once. The reward
is the same in either case, and includes both the Chant of Prosperity and the
Greater Chant of Prosperity.


#2: The Lore of Aranna
----------------------
* Intended level: 33
* Find the Lore of Aranna collection and return to Telgrey the Scholar

Telgrey lives in a house in the northeast corner of Kalrathia. Ascend the
stairs near the East Gate and go north into his room. Talk to him about the
Lore of Aranna. There are 20 volumes in the collection:

1. Kings and Queens of the Northern Reaches: Snowbrook Haven Servant's
Quarters

2. The Dark Wizards: Vai'kesh Sanctuary, on a table on a stairway as you
leave the sanctuary

3. Downfall of the Manu Ostar: In Alar'ithil's house south-west of the south
bridge out of Aman'lu

4. Valdis and His Armies: In Tywlis' house in Aman'lu

5. Turmanar and its Aftermath: In Alt'orn Hall in Aman'lu

6. The Skath: In the tower where you meet Vix, near the Upper Kithraya
Caverns

7. The Deeds of Xeria: Windstone Fortress' Western Gatehouse

8. The Death of Xeria: Xeria's Temple, north room

9. The War of Legions: Xeria's Temple, north room

10. The Legend of Arinth the Mad: Received from Eolanda when given the
Arinth's Legendary Staff quest

11. The Dryads and their Customs: Aman'lu, on Eolanda's table

12. Zaramoth's Ascendance and Downfall: Aman'lu magic shop, second floor

13. Elandir's Life and Teachings: On the second floor of the Aman'lu Inn

14. Fables of Ancient Artifacts: Aman'lu, on Eolanda's floor

15. Symbology of the Azunites: Aman'lu magic shop, second floor balcony

16. The Legacy of Azunai: Room along the north wall of Kalrathia

17. The Path of Life: Shrine of Life (part of Amren's Vision quest)

18. The Path of Sight: Shrine of Sight (part of Amren's Vision quest)

19. The Path of Death: Shrine of Death (part of Amren's Vision quest)

20. The Path of Blindness: Shrine of Blindness (part of Amren's Vision quest)

Vol. 20 should be the last one you collect, as it isn't available until
Chapter 2 of Act III. Once you have them all, return to Telgrey. When you
first talk to him to complete the quest, all he gives you as a reward is a
"book" called "The Mercenary and the Scholar".

If you read this little ode, it's obviously a joke. Talk to Telgrey again to
receive your true reward, which will include the Mysterious Book, part of the
Mysterious Mystery Quest.


#3: The Lost Jewels of Soranith
-------------------------------
* Intended level: 33
* Enter the Ancient Vault
* Solve the second puzzle within the vault and see if there are any
jewels locked within
* Solve the third puzzle within the vault and investigate the area
for more jewels
* Return to Kevarre the Explorer in the Kalrathia tavern

Enter the tavern in Kalrathia and speak to Kevarre the Explorer. He'll spin a
tale of an ancient vault of Soranith, in which he found an amulet. He thinks
there are more jewels in the set, and tasks you with finding them.

While walking through the Northern Plain of Tears, look for a path down to a
plateau to the east, just before reaching the teleporter. Enter the square
tower on the south side of the plateau and descend into a Mysterious Vault.
Fight your way through to the second vault and clear the room.

Great! More light puzzles.

There are five obelisks in the room, each connected by channels like so
(north orientation):

_________
| |
__________A____ |_____
| | | |
| | |____ |
| | | |
| | | |
| _____B_________C |
| | | | |
| | |____ D_____|
| | | |
E____| |____|

The channels are initially dark, they must be lit. When you click an obelisk,
all other obelisks connected by an unlit channel start to glow. Click one of
those obelisks and the channel lights up and the other obelisk becomes active.
So on and so forth. Once a channel between two obelisks is lit, you can't
"connect" those two obelisks again. The statue on the south side of the room
resets the puzzle if you get stuck.

There's probably several solutions to this, but here's one:

D - A - C - D - B - A - E - B - C

Two doors to the south will open. In the next room get Soranith's Silver Ring
from a treasure chest behind the west door, then go through the south door,
down the stairs and into a more complicated light puzzle.

This time there are nine obelisks like so (north orientation):

_____A_______________B C_____
| | | | |
| | __________| | |
| | | | |
| | | ___________| |
| | | | |
| | | | |
| D |____E___________ |
| | | | |
| | | | |
| | | _____F_____|
| | | | |
| | | | |
|_____G_________| | |_____
| | |
| | |
|_______________H___________I

Again, there are probably several solutions, here is one:

H - F - I - H - G - A - D - G - E - F - C - E - B - A

A door to the south opens, collect a Mysterious Chant (Rando Conjurum Ix) and
Soranith's Gold Ring. Return to Kevarre in the Kalrathia tavern to end the
quest and receive Soranith's Amulet, completing your set.


#4: The Legendary Mace of Agarrus
---------------------------------
* Intended level: 33
* Talk to Explorer Tai'esse in Aman'lu
* Find the stone tablet fragment
* Return the stone tablet fragment to Explorer Tai'esse in Aman'lu
* Enter the tomb of Agarrus and locate the mage

In Kalrathia, in the northern section of the city, find a soldier named
Berseba and talk to her about the mace of Agarrus. Head to Aman'lu and find
Tai'esse at the Inn. Speak to her to receive a stone key, which will lead to
a fragment of a stone tablet.

Teleport to the Snowbrook Foothills and go a bit north and then south and
then east into an entrance to the Snowbrook Grotto. From the entrance, go
south and then west, keeping an eye out for man-made steps leading down to
your left (south). Go down the steps, open the door and collect the fragment.

Return to Aman'lu and speak to Tai'esse. Travel to Eirulan and teleport to
the Western Cliffs of Azunai. Go south into the Azunite Cavern where you
retrieved the Artifact. The tomb is in the northwest corner. Extend the south
bridge over to the tomb by finding the switch hidden on the north wall of the
small ruin near the bridge.

Enter the tomb and speak to Guardian Magentus to close the quest and receive
the mace.


#5: The Mage's Apprentice
-------------------------
* Intended level: 34
* Find Apprentice Darek and Mage Boden's research journal
* Return to Mage Boden with his journal
* Defeat Mage Boden
* Speak with Apprentice Darek

Speak to Mage Boden in the Kalrathia magic shop to begin this quest. He'll
give you a golden mirror and some directions to where his apprentice might
have gone. When you reach Darthrul in Chapter 2, before entering the gate,
head west and go down into the dry canal.

At the end of the canal, go up the stairs and then down into Some Ancient
Ruins.

Oh boy! Another light puzzle!

The statue on the north side of the room is missing its mirror, the golden
one Mage Boden gave you fits quite nicely and starts the beam of light. There
are two doors, to the north and west, and you must shine the light on each to
open it. There are 17 statues in all, scattered about the room.


The north door is simple, direct the light south one statue, west one statue,
south one statue, east one statue and then north to unlock the door.

Door
|
| 1
| |
3-------------2
| |
| |
| |
| |
| |
| |
4----------5

The west door is a bit more complicated.

Direct the light all the way to the south end of the room, to the fourth
statue. **NOTE** You will have to turn statues out of the way to let the
light pass. Send the light east one statue, then north one statue, then west
three statues. Now direct the beam south one statue, east two statues, south
one statue then west and move all the intervening statues out of the way
until the light hits the west door.

1
|
X |X
5------------|---4
| | |
6------------|---|--------------7
|X | |
| | |
| | |
Door------------------|---|--------------8
X X X| | X
| |
| |
2---3

X = Statues that must be turned out of the way to let the light beam pass.

Beyond the west door is a treasure room. Behind the north door is Mage
Boden's apprentice, Darek. Turns out Boden is a nasty guy.

Gee, what a surprise.

Return to Kalrathia and confront and kill Boden. Darek then mysteriously
appears. Talk to him to close the quest and earn your reward.


#6: The Kalrathian Nexus
------------------------
* Intended level: 33
* Imbue the Soul Staff at the Node of Earth
* Imbue the Soul Staff at the Node of Frost
* Imbue the Soul Staff at the Node of the Phoenix
* Return to Nora

Near the North Gate of Kalrathia you'll find Nora the Nature Mage. Speak to
her about the seal placed on the Kalrathian Nexus. She'll give you a Soul
Staff, which needs to be imbued with power from three ley lines.

The Node of Earth is located in the Cavern of Earth in the north part
of Xeria's Temple. Find the secret passage next to the incantation shrine and
follow it to the cavern.

The Node of Frost is located in the Cavern of Frost in the Snowbrook
Haven Servant's Quarters. Opposite the incantation shrine, go through the
north door to reach the cavern.

The Node of the Phoenix is located in the Cavern of the Phoenix at the
south end of the Lost Valley of the Azunites.

Enter each cavern, descend to the center, equip the staff and incant the
chant Nora teaches you (Arcesso Arcanum). Once the staff has been imbued at
all three nodes, take it to the Kalrathian Nexus, which is a cave along the
north side of the Eastern Plain of Tears.

Equip the staff and break the seal over the nexus. Return to Nora to receive
the Soulstaff of the Nexus and other junk as your reward.


#7: Sartan's Suspicion
----------------------
* Intended level: 33
* Find Osric, a suspected spy working for the Morden
* Find the Morden arsenal
* Free the prisoners
* Return to Soldier Orayne

In Kalrathia, take Sartan into the tavern and speak to a drunkard named
Feltan. He'll point you to the location of a suspected spy hiding out in the
Eastern Plain of Tears. When you reach the Eastern Plain of Tears, keep
heading east away from the city until you enter A Mysterious Cavern.

With Sartan in your party, knock on the door at the east end of the cavern.
Sartan will kill Osric, then find out Osric was a double agent. Now it's up
to Sartan to rescue some prisoners of the Morden. When you reach the Ruins of
Okaym teleporter, head west into the hills to find the Morden arsenal.

Enter and clear out the Morden. When you find the prisoners, blow open their
cells by exploding the spiked containers next to the cell doors. Use a ranged
weapon or spell to blow them open, unless your fighter is a masochist. Then
return to the Mysterious Cavern and speak to Orayne to finish the quest.


#8: The Morden Riders
---------------------
* Intended level: 35
* Find a Morden tent
* Find a sack of Morden rations
* Find a pack of Klask rations
* Bring the supplies to Nordax and Neillibok

When clearing the District of the Lance in Darthrul, look for the hidden
switch that lowers an elevator to a cellar. Kill the Lieutenant in the cellar
and get the key to the District of the Shield. In that District, enter the
pit along the south wall and find the hidden switch that lowers an elevator
to the eastern end of the dry canal.

Fight your way east until you meet Nordax and Neillibok. Agree to help them
find supplies so they can desert. Return to Darthrul and raid the supply
vaults in the Districts of the Crossbow, Lance and Shield. Go back to the
Riders and talk to them. Pick up your reward from the Ancient Vault behind
the east wall.


#9: Vix's Vengeance
-------------------
* Investigate the additional mine caverns Vix discovered
* Destroy the first cluster of shards
* Destroy the second cluster of shards
* Destroy the third cluster of shards

After reaching the Lower Mines of Kaderak, look for a path east. Take Vix
along the path to the large door, which he will break down. Clear out the
mines beyond. When you reach a shard cluster, look for the exploding mine
cart nearby. Pull a lever to turn the tracks the correct direction, then pull
another lever to send the cart into the cluster. After the third cluster,
loot the area behind the shard.


==================================
[4.7] The Mysterious Mystery Quest
==================================

* Please note the information contained here is an abbreviated version of
this mystery. The full solution can be found here:

http://db.gamefaqs.com/computer/doswin/file/dungeon_siege_ii_mystery.txt

It was put together by Gulnaga, Negorath, ebator and dknyc. Full credit to
them for solving the mystery and posting the solution.

BegInning as early as midway through Act I, you may encounter a mysterious
creature known only as ???. This level 100 thief teleports in whenever you've
just received a large drop of magic items. He'll steal some of your items,
run around for a bit, then teleport away.

Your goal, when he appears, is to hit him with everything you've got (large
damage powers are especially useful). At the least, getting hit will keep him
away from your treasure and cause him to drop some of his own. If you succeed
in draining his health, he drops a Mysterious Stone, on which is etched
"surotces suiranmuloc". (Note that ??? will keep showing up throughout the
game, even if you "kill" him.)

In addition to the Stone, you will need three Mysterious Set items:
Mysterious Bucket, Mysterious Book and Mysterious Token.

* Mysterious Bucket: hidden in the Elven Prison where Arinth the Mad is held.
Once you've opened the stairs, activate the lamp to one side of the door into
the prison. A secret door halfway up the stairs will open. Get the Bucket
from the treasure chest.

* Mysterious Book: part of the reward for completing the Lore of Aranna
Secondary Quest in Act III.

* Mysterious Token: part of the reward for completing the Aman'lu Arena
Secondary Quest in Act II.

Once you have all four items, are pretty high level (at least 40) and very
well-equipped, grab the Set items and the Hak'u Ceremonial Blade you picked
up in Act I and go to any incantation shrine and manually incant:

columnarius sectorus

You'll be transported to a Mysterious Cave. There's a teleporter, but it's
one way only. You can teleport out, but you have to use the chant to get back
in. Head west to the first door. You need the Mysterious Bucket to open this
door--you don't have to equip it, just have it in Inventory.

Beyond is a series of hallways occupied by level 40 praire dogs. They're a
lot tougher than any of Valdis' minions, so watch out. These dogs hit for a
lot of damage and have plenty of armor. You'll need some AoE powers to keep
them off you.

The next door requires you have the Mysterious Book in your Inventory. Beyond
is a large cavern with the nastiest fight in the entire game.

There are evil doppelgangers of all nine of your NPC companions from the game
(the ninth being Drevin). They are well-equipped, level 40 and have 30,000
health--each. Your only hope is to draw them away one-by-one. They have loads
of resistances, so curses would be helpful. Drown is probably the most
effective as it not only has a higher DPS then other curses, but it aids your
nature mage as well (weakening resistance to ice damage).

Once the evil NPCs are gone, the door to the west will open. You now pass
through seven rooms filled with avatars of the DS2 developers. Most of them
have something to say (and occasionally what they say is humorous). Three are
of special note:

Chris Gorski wants to play a text adventure game--you know the old school
dungeon romps, "You are in a dark tunnel. The floor is sticky. There are
exits to the north, east and west. What do you want to do?" Follow these
directions: go east nine times, south three times, north, south four times,
west, north, west and then fire an arrow to the west. You'll kill the vicious
gremel and get it Gun:

Gremel Gun
* Super Attack Speed (0.5 second attack duration)
* Two Handed Weapon
* Damage 26 to 42
* Range 11 meters
* Requires Ranged 35

Andres Mendez wants to quiz you about the country of Colombia. The correct
answers are: Bogota; Yellow, blue and red; About 8,660 feet above sea level;
55 percent; and Simon Bolivar. (Amazing what you can learn by Google.) Your
reward is:

Spirit of Bolivar (1h sword)
* Fast Attack Speed
* Damage 25 to 58
* Requires Melee 38
* +15 Liberator Power (Max damage)
* +18% Latino Flavor (Fire resistance)
* +18% Latino Beat (Ice resistance)
* +18% Futbol Love (Death resistance)
* +18% Chibcha Soul (Lightning resistance)

Brian Fricks will trick out your Hak'u Ceremonial Blade:

Hak'UBER Ceremonial Blade
* Fast Attack Speed
* Damage 26 to 44
* Requires Melee 38
* +30 Dancing (Dexterity)
* 30% Noise Antipathy (Damage reflection)

Beyond these rooms is an arena where DS & DS2 designer Chris Taylor is
engaged in a pillow fight. Hang around long enough and he'll drop a pillow.

Fluffy Happy Pillow (club)
* Fast Attack Speed
* Damage 1 to 2

It doesn't do much, but it's definitely a conversation piece. On the west
side of the pillow fight arena, stand in front of the door, equip the three
Mysterious Set items and manually incant:

Requo furtivum ixo

The Set items will disappear (meaning you can't come back again after a
reload in the current game). You'll enter a strange treasure room with three
chests. From these you can collect a variety of items, including three unique
items:

Eli's Bucket (helm)
* Armor: 23
* Requires character level 40
* +20 Life of the Party (Strength, Dexterity & Intelligence)
* +8% Happy Oblivion (Melee resistance)

Sarah's Mug of Frothing Goodness (throwing weapon)
* Normal attack speed
* Requires ranged level 38
* Requires Quick Draw 1
* 41-62 damage
* Range: 8 meters
* Adds 13 to 15 Foaming Damage (Fire damage)
* +90 Great Taste (Health)
* 20% More Refreshing (Health regeneration)
* 10% Less Filling (+Physical damage resistance)
* -12% Inhibitions (Intelligence)

Borgrim Thull -- the Demon's Visage (helm)
* Armor: 53
* Requires character level 40
* +8% Pure Evil (Combat magic damage)
* +30 Evil Intensity (Armor)
* +100% Evil Resistance (Death resistance)
* +3 to Evil Skills (Combat Magic skills)


__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [5] LORE )
\__ \___________________________________________________ /
|,-'
==============
[5.1] Handbook
==============

Following are the entries made in your Handbook. They are provided here for
ease of reference. You may want to print them out and refer to them as you
play.


Lesson 1: Using the Camera
--------------------------
To rotate the camera side-to-side, move the mouse pointer to the right or
left side of the screen. To rotate it up or down, move the pointer to the top
or bottom of the screen.

You can also use the arrow keys to rotate the camera, or hold down the mouse
wheel and then move the pointer.

The zoom the camera in or out, rotate the mouse wheel forward or backward, or
press the EQUAL SIGN (=) or MINUS SIGN (-).

Camera Hotkeys:
Rotate Down: S
Rotate Left: A
Rotate Right: D
Rotate Up: W
Zoom In: EQUAL SIGN (=)
Zoom Out: MINUS SIGN (-)


Lesson 2: Basic Controls
------------------------
To move your party through the world, LEFT-CLICK where you want them to go.

LEFT-CLICK friendly characters to talk to them. When the pointer is over
someone you can talk to, a talk balloon appears.

To interact with objects in the world, either LEFT- or RIGHT-CLICK them. This
is how you open chests, pull levers, open doors and more. When the pointer is
over an interactive object, the pointer turns into a hand.

You can find treasure by breaking containers you find, such as pots and
barrels. To break a container, RIGHT-CLICK it. When your pointer is over a
breakable object, an action icon appears on the object.


Lesson 3: Important Characters
------------------------------
Characters who can provide information, trade goods with you, or perform
valuable services are identified by icons displayed above their heads.

Character with gameplay information have a blue letter i over their heads.
You don't have to speak with them, but they often teach important lessons
about how to play the game.

Merchants are indicated as follows:
Reagent Merchant - an emerald
Armor Merchant - a shield
Weapon Merchant - crossed weapons
Magic Merchant - a potion
Enchanter - a hand and eye
Pet Seller - a pack mule head
Innkeeper - a candle


Lesson 4: Items and Gear
------------------------
To pick up an item, LEFT-CLICK it, or press Z to automatically pick up
everything around your party.

You can view and equip gear from the Inventory tab in the Character Window.
To open the Inventory tab, LEFT-CLICK the Character Window button in the
lower left of the screen, or press the I key.

You can also open a character's Inventory by DOUBLE-CLICKING his Character
Portrait to open his Character Window, and then LEFT-CLICKING the Inventory
tab.

To equip a weapon or piece of armor in your Inventory, LEFT-CLICK the item to
attack it to the pointer, move it to an equipment slot, and then LEFT-CLICK
again to drop it in the slot. You can also RIGHT-CLICK gear in your Inventory
to equip it. If you pick up a type of gear that you are not wearing, you
automatically equip it.

Item Hotkeys:
Pick Up Items: Z
Inventory: I


Lesson 5: Attacking Enemies
---------------------------
Throughout your adventure, you will encounter many hostile opponents. When
your pointer is over or near an enemy, it turns red. To attack an enemy once
only, equip a weapon and then RIGHT-CLICK that enemy.

To attack an enemy until it is dead, hold down the right mouse button.

*ADDITIONAL NOTE*
You can return your character to DS1 behavior in Options>Gameplay by turning
on Autonomic. If you do this, your character behaves according to the Party
Orders unless you specifically command otherwise; however, your character
won't autocast spells.


Lesson 6: Equipping and Selecting Spells
----------------------------------------
Spells are managed on the Spell Book tab in the Character Window. To open the
active character's Spell Book, press B. You can also open a character's Spell
Book by opening the Character Window and then LEFT-CLICKING the Spell Book
tab.

Spells must be placed in an equipped Spell Book before they can be used.
Equip a character with a spell book and open it. To place a spell in his
Spell Book, RIGHT-CLICK a spell in his Inventory or DRAG the spell to a Spell
Book panel.

The Character Panel on the left side of the screen is used to select equipped
weapons and spells. The first four spells in a character's Spell Book appear
in the Character Panel. LEFT-CLICK a spell in the Character Panel to select
it and use that spell.


Lesson 7: Casting Spells
------------------------
To attack an enemy with spells, equip and select an attack spell and then
simply attack an enemy the same way you would attack with a weapon. When the
pointer is over a valid target for an equipped attack spell, the pointer
turns red.

RIGHT-CLICK to cast other types of spells. To heal party members, RIGHT-CLICK
the character or their portraits. RIGHT-CLICK the ground to cast summoning
spells and RIGHT-CLICK items to transmute them.

When the pointer is over a valid target for an equipped beneficial spell,
such as healing or embrace spells, the pointer turns blue.


Lesson 8: Autocast Spells
-------------------------
The fifth and sixth slot in a character's Spell Book are autocast slots. If a
character has a spell equipped in an autocast slot, they will automatically
cast that spell on any valid targets in their range.

The following types of spells can be autocast.

Healing:
Character will cast healing magic on any wounded allies in range.

Enhancement:
Characters will enhance any characters in range that do not have the maximum
number of enhancements. They will recast any enhancements that wear off.

Curse:
Characters will curse any monsters in range that are not already cursed.

Summoning:
Characters will summon a creature whenever their summons dies or is dismissed.


Lesson 9: Class Experience and Character Level
----------------------------------------------
Every time a character damages a monster he earns experience, depending on
the type of attack he uses. For example, melee weapons, such as sword,
increase Melee skill, while Nature Magic spells increase Nature Magic skill.

Characters are most powerful when they focus on one class, but getting a few
levels in a second class is a great way to pick up useful skills. Parties
with a variety of classes are often more versatile and powerful.

Increasing class levels allows characters to use more advanced equipment and
spells. Progress towards the next class level is displayed in the progress
bars in the Class Stats on the Inventory tab.

Character level increases when a character earns enough experience of any
type. It is a good indication of overall power level. Characters earn one
skill point each time they advance in character level. Progress towards the
next character level is displayed in the progress bar under the character's
name in the Character Window.


Lesson 10: Stat Experience and Experience Sharing
-------------------------------------------------
Fighting monsters increases statistics as well as class levels. The attack a
character uses determines which statistic increases the most. Melee weapons
primarily increase strength, ranged weapons primarily increase dexterity, and
spells primarily increase intelligence.

Strength increases melee weapon damage and maximum health. Dexterity
increases ranged weapon damage. Intelligence increases spell effectiveness
and maximum mana.

A character's progress towards the next class level is displayed in the
progress bars in the Class Stats on the Inventory tab.

All conscious party members in a region share experience equally, so even if
one of your companions isn't dealing as much damage as another, they will
both earn the same amount of experience.


Lesson 11: Journal
------------------
To open the Journal, LEFT-CLICK the Journal button in the lower left of the
screen, or press J.

Quests are listed on the Journal's Quest Log tab. They are organized by Act
and divided into Primary and Secondary sections. Primary quests must be
completed to progress in your mission, but Secondary quests are optional.

Whenever you complete a task or are assigned a new quest, the Journal button
flashes to indicate the Journal has been updated.

You can also look in your Journal to find maps, information about monsters
you've defeated, and other useful information.

LEFT-CLICK the Journal's Lore tab to see important items you have collected.
Quest items, books, maps and chants that you find are stored on your Lore tab
instead of in your Inventory.

Journal Hotkey:
* Open Journal: J


Lesson 12: Finding Quests
-------------------------
There are two types of quests: Primary and Secondary. Primary quests must be
completed to progress in your mission, but Secondary quests are optional.

Characters with gold exclamation points over their heads can assign Primary
quests to you, so you should speak to them to advance in your journey.
Characters with orange exclamation points over their heads will assign
Secondary quests.

If you are working on a quest task for a character, they will have a gray
question mark over their head. A character with a gold question mark over
their head will complete a task in a Primary quest if you speak to them. A
character that can complete a Secondary quest task will have an orange
question mark over their head.

Some Secondary quests can only be assigned to certain party members.
Characters who assign these Personal quests are indicated by a green
exclamation mark.

* Gold Exclamation Point--new Primary quest
* Gold Question Mark--completed Primary quest
* Orange Exclamation Point--new Secondary quest
* Orange Question Mark--completed Secondary quest
* Gray Question Mark--incomplete quest
* Green Exclamation Point--new Personal quest


Lesson 13: The Active Character
-------------------------------
All party members are marked by green circles around their feet. The active
character has a brighter green circle around his feet and a brighter green
border around his Character Portrait. You control the active character
directly--he does what you tel him to do and nothing more.

The active character will not move or defend himself.

Other party members act on their own, based on the current Party Orders.

To select a different active character, LEFT-CLICK that character in the
world, or LEFT-CLICK his portrait in the upper left of the screen. You can
also use hotkeys to select a new active character.

Active Character Hotkeys:
* Make Next Character Active: . (period)
* Make Previous Character Active: , (comma)
* Make First Character Active: F1
* Make Second Character Active: F2
* Make Third Character Active: F3
* Make Fourth Character Active: F4
* Make Fifth Character Active: F5
* Make Sixth Character Active: F6


Lesson 14: Party Orders
-----------------------
Party Orders control how characters in your party act when you are not
controlling them directly. There are two options:

Rampage:
Party members actively seek out and attack any monsters they can see.

Mirror:
Party members imitate the active character. They move where he moves and
attack the same monsters he attacks.

To set Party Orders, LEFT-CLICK the View Party Orders button in the lower
right of the screen, or use the associated hotkeys. To gather your party to
one spot, LEFT-CLICK the Regroup Party button or press the R key.

Hold Ground:
If you want everyone in your party to hold their positions, you can do so by
holding down the C key.

Formation Rank determines where in the formation each party member will stand.
You can change the formation by holding down LEFT-CLICK and dragging a
character portrait up or down.

This is useful if, for example, you'd like to move a weaker character to the
back of the formation.

Party Order Hotkeys:
* Set Rampage Party Order: G
* Set Mirror Party Order: F
* Expand Formation: LEFT BRACKET ([)
* Contract Formation: RIGHT BRACKET (])
* Regroup Party: R
* Hold Ground: C


Lesson 15: Potions
------------------
If your party members have become wounded, you can LEFT-CLICK the Health
Potions button in the lower left of the screen or press H to make them drink
health potions. Only party members who are not at full health will drink a
potion, and they will only drink as much as they need.

To restore your party members' mana, LEFT-CLICK the Mana Potions button in
the lower left of the screen or press M to make them drink mana potions.

Potions restore health and mana slowly, so plan ahead in dangerous fights.
Party members share potions automatically, so if a character is out of
potions she will drink a potion a companion is carrying.

Party members use only as much of a potion as they need. You can combine
partial potions of the same type by DRAGGING one to the other in a
character's Inventory.

Potion Hotkeys:
* Drink Health Potion: H
* Drink Mana Potion: M


Lesson 16: Monster Information
------------------------------
Some monsters are stronger than others. When you attack a monster, you will
see its Health Bar appear at the top of the screen. The more ornate the
Health Bar border, the more powerful the monster. However, you should be able
to defeat any monster that is close to your level. When you place the pointer
over a monster, information about it will appear in the Status Bar at the top
of the screen.

The monster's level is shown in parentheses next to its name, and its name
and level are color-coded based on the difference between its level and your
own:

* Green--five or more levels below you
* Blue--between four and two levels below you
* Yellow--between one level below you and one level above you
* Orange--between two and four levels above you
* Red--five or more levels above you

Focus on fighting monsters that are close to your own level. If the monsters
you fight are many levels above or below you, you receive reduced experience
for defeating them.


Lesson 17: Resistances and Weaknesses
-------------------------------------
There are many ways to attack enemies in Dungeon Siege II. You can attack
them with melee weapons, shoot them with ranged attacks, or cast damaging
spells at them. Some monsters are particularly resistant or weak to certain
types of attacks. It is good to know what types of attacks there are:

* Melee--damage from melee weapons
* Ranged--damage from ranged weapons
* Physical--damage from ranged or melee weapons
* Magic--damage from any spell attack
* Fire--damage from fire attacks
* Lightning--damage from lightning attacks
* Death--damage from necromantic attacks
* Ice--damage from ice spells

When you are attacking a monster, you can see its resistances and weaknesses
below its Health Bar at the top of the screen. Try to use attacks the monster
is weak to. Be careful--if the monster's resistance to an attack is more than
100%, the attack will heal it!

Your characters can find spells and items that increase their own resistances.
Look for resistance items and use them when facing monsters that attack with
elements. You can never resist more than 95% of an attack.


Lesson 18: Compass Map
----------------------
The Compass Map is located in the lower right of the screen. It shows an
overhead view of the area around the party and serves as a compass. Important
locations, such as shops, are marked on the Compass map with icons.

Enemies are displayed on the Compass Map as red dots and neutral characters
as green dots. Interactive objects, such as levers, appear as blue dots.

The Compass Map also guide you to important quest goals. Primary quest goals
are marked by gold starts on the Compass Map, and secondary quest goals are
marked by silver stars. A gold arrow points in the direction of your next
primary quest goal.

Resize the Compass Map by LEFT-CLICKING the up and down arrow buttons below
it. Zoom the Compass Map in and out by adjusting the slider below the Compass
Map. Hold down TAB for a larger version of the Compass Map.

Map Hotkey:
* Show Overlay Map: TAB


Lesson 19: Configuring Powers
-----------------------------
Powers are special abilities that can turn the tide of battle for the party,
but they require wisdom and strategic timing to use properly.

To set powers for characters to use, LEFT-CLICK the Specialties tab in the
Character Window and DRAG powers to the circular slots in the Character Panel.
You can configure up to four powers per character.

LEFT-CLICK a power in the Character Panel to select it. When a power is
selected, a small border appears around it.

The party's currently selected powers appear as buttons in the Power Bar at
the bottom of the screen. Each character can only have one power selected at
a time, so the first slot in the Power Bar always contains the first
character's selected power, the second slot always contains the second
character's power, and so on.


Lesson 20: Using Powers
-----------------------
To use a character's power, LEFT-CLICK the button for that power in the Power
Bar at the bottom of the screen. Powers with orange icons activate
immediately and do not need to be targeted.

If you LEFT-CLICK a Power Bar button with a blue icon, you will enter
targeting mode. A power targeting reticle will appear; place it over your
target and RIGHT-CLICK to fire the power. LEFT-CLICK to exit targeting mode
if you decide not to use the power.

Different powers target different things. Check the power description on the
Specialties tab to see what the power targets and whether it chooses targets
automatically.

You can also use the hotkeys to activate powers. Each Power Bar button
displays that power's hotkey in its corner.

Power Hotkeys/Buttons:
* Fire Power: RIGHT-CLICK
* Exit Targeting Mode: LEFT-CLICK
* Activate Power 1: 1
* Activate Power 2: 2
* Activate Power 3: 3
* Activate Power 4: 4
* Activate Power 5: 5
* Activate Power 6: 6


Lesson 21: Recharging Powers
----------------------------
After using a power, characters must recover their strength before they can
use a power again. After a power is used, that power's icon becomes dark. The
darkness lifts as the party damages creatures. When a power is fully
recharged, the Power Bar button flashes to indicate that the power is ready
to use again.

Powers have different recovery rates based on their potency. If a character
attempts to use a power before he has recovered, nothing will happen and an
error message will appear.

Characters can gain abilities or special items that help their powers
recharge more quickly. Keep an eye out for these as you explore the world.


Lesson 22: Learning Powers
--------------------------
To view a character's powers, LEFT-CLICK the Specialties tab in the Character
Window or press P. Under the Specialties tab are four additional tabs--one
for each class. Each tab displays the powers a member of that class can learn.

Place your pointer over a power on the Powers panel to display a tool tip
with information on what the power targets, what it does, and what happens
when you upgrade it.

Each power has three levels of strength, and each level requires certain
skills.

The skills that your character must gain before they can learn or upgrade the
power are displayed in red. To learn a power, assign the needed number of
points to each of the required skills.

The character will learn the power automatically once they have the required
skills. Plan ahead what powers you want to learn and assign points carefully.

See the 'Skills' and 'Upgrading Skills' lessons for more information.


Lesson 23: Skills
-----------------
Skills give characters passive bonuses that enhance their effectiveness in
combat. Characters purchase skills using skill points that they earn from
quests and by advancing in character level. Characters earn one skill point
each time they advance in character level.

To view a character's skill tree, LEFT-CLICK the Specialties tab in the
Character Window or press P.

Under the Specialties tab are four additional tabs--one for each class. Each
tab has a skill tree for that class. Place the pointer over a skill for
information about its effects and requirements.

Every skill has a class level requirement that characters must meet before
they can purchase it, and most skills require characters to learn other
skills first.

Each class has a unique set of skills. Some abilities can only be acquired
through skills, and powers have skill requirements before characters can
learn them. Some weapons can only be used by characters who have learned
certain skills.

Skills Hotkey:
* Specialties Tab: P


Lesson 24: Upgrading Skills
---------------------------
When a character earns a new skill point, a plus icon appears over his
portrait. When a character has skills points available to spend, a smaller
plus icon appears in the lower left of his portrait. LEFT-CLICKING either
icon opens the Specialties tab in the Character Window.

If you place the point over a skill that you do not meet all the requirements
for, any skill that you still need to upgrade will flash green.

If you meet the requirements to upgrade a skill and have a skill point to
spare, LEFT-CLICK the skill to assign a point to it. You can assign up to 20
points to a skill. To unassign an unconfirmed skill point, RIGHT-CLICK a
skill.

Assigning skill points does not automatically upgrade skills! You must LEFT-
CLICK the Confirm button to lock in your upgrades permanently Unconfirmed
skill point assignments will be reset if you LEFT-CLICK the Reset button or
leave the Specialties tab.

The number of points that you have left to spend is displayed at the bottom
of the Specialties tab.


Lesson 25: Saving and Loading Single-Player Games
-------------------------------------------------
When you save your game, all information about your character and the world
is saved, including experience, equipment, monsters killed and quests
completed. When you load a game, the party returns to the nearest major town.

To save your game, press ESC and then LEFT-CLICK Save Game. You may also save
your game by pressing CTRL+S.

To continue your most recently saved Single Player saved gamed, LEFT-CLICK
the Continue option from the Main menu. You can also choose a party from the
Single Player menu to play your last saved game for that party.

Any tombstones from dead party members that were in the world when you last
saved appear in town next to your party when you load the game.

Save Hotkey:
* Save Game: CTRL+S


Lesson 26: Item Shops
---------------------
There are many different shops in Aranna that sell a variety of goods,
including weapons, armor, spells and potions. To shop, talk to a shopkeeper
and ask to see their wares.

The Shop window will appear next to the Character Window of your primarily
selected character. To shop with a different character, LEFT-CLICK his
portrait. The Shop window has tabs for the different types of items that the
shopkeeper sells. LEFT-CLICK the arrows at the top of each tab to see more
items for sale.

Place the pointer over items to see their sell price. To sell an item, DRAG
it from your Inventory to the store. To buy an item, DRAG it from the store
to your Inventory. If you don't have enough gold, you won't be able to buy an
item.

To quickly sell or buy an item, hold down CTRL and LEFT-CLICK the item in
your Inventory or in the store.

When you sell an item to the shop, it immediately appears in the shopkeeper's
Inventory. For a short time you can change your mind and buy it back for the
same price you sold it for. Shopkeepers update their Inventory periodically,
so if you see an item you really want, you should try to buy it right away.

As your party grows stronger, the items offered by shopkeepers improve. If
you didn't find anything you needed the last time you went shopping, check
again later.

Shopping Hotkey:
* Instantly Buy or Sell and Item: CTRL + LEFT-CLICK an item


Lesson 27: Enhancement and Curse Spells
---------------------------------------
Nature Mages can learn enhancement spells, including Embrace and Wrath spells,
that can increase your party's abilities. Combat Mages can learn Curse spells
that weaken the abilities of your enemies. Your enemies can also enhance each
other and curse you!

Small icons appear on your characters' portraits if they have been enhanced
or cursed or have summoned a creature. Place your pointer over these icons to
see the name of the spell and the time remaining until it fades.

A character can be affected by at most two enhancement spells and one curse,
and they can summon only one creature at a time. If you want to summon a new
creature or cast a different enhancement, you must remove a beneficial spell
first.

To remove an enhancement from a character or dismiss their summoned creature,
open that character's Inventory tab and LEFT-CLICK the View button to show
the Character Viewer. The icons for any spells affecting the character are
displayed here. RIGHT-CLICK a beneficial spell's icon to remove the spell.


Lesson 28: Reagents and Enchanting Items
----------------------------------------
Reagents are items such as animal teeth or gemstones that have absorbed
magical energy from the world. Each reagent has different magical properties,
according to its nature. Enchanters can weave the magic from reagents into
existing weapons and armor, creating an object with unique abilities. All
major towns have an enchanter who uses reagents to enchant items--for a price.

Reagents come in all shapes and sizes. Place the pointer over a reagent to
see what enchantment it grants and what types of items it can be applied to.

Only non-magical items of good quality or better can be enchanted. Speak to
an enchanter and place the item you wish to enchant in its item slot to see
its reagent grid.

Item quality determines how much space there is for reagents on that item:

* Good Items--2x2
* Great Items--3x2
* Exceptional Items--3x3
* Legendary Items--4x4

To create an enchanted item, arrange the desired reagents in the reagent grid,
and then LEFT-CLICK the Enchant Item button. The cost to enchant an item is
based on the quality of the item and the number and power of reagents you
wish to combine with it.


Lesson 29: Teleporters
----------------------
In your journeys through Aranna, you will come across networks of ancient
teleporters, once used to travel across the world but now in poor repair.
Your party can use them to instantly travel to locations they've previously
visited.

Approach a teleporter to activate it or LEFT-CLICK it to open a list of
teleport locations that you can travel to. DOUBLE-CLICK a location or select
a location and then LEFT-CLICK OK to teleport there.

You can teleport back to the nearest town by casting the Summon Teleporter
spell, which creates a limited-use, two-way teleporter. Activate the
teleporter by LEFT-CLICKING it to teleport back to town.

Teleporters expire when your party creates a new teleporter, or when all
character that teleported to town have teleported back to the field through
the teleporter.


Lesson 30: The Storage Vault
----------------------------
The storage vault is a chest located next to the teleporter in every large
town. Your party can use the storage vault to store items that they don't
want to carry, but don't want to sell.

The contents of the storage vault are the same in every town, and are saved
with other party data.

To open the storage vault, LEFT-CLICK on the vault chest. The Storage Vault
window appears in the same location as the Store window. The Inventory of the
primary selected character is also displayed.

You can DRAG items between your character's Inventory and the storage vault,
or hold down CTRL and LEFT-CLICK items in the storage vault or your
character's Inventory to transfer them instantly, just like shopping.

You can select a different character while the storage vault is open by LEFT-
CLICKING his portrait; this allows you to manage multiple character
Inventories without closing the storage vault.


Lesson 31: Death and Unconsciousness
------------------------------------
When a character loses all his health, he falls unconscious--his portrait
gradually fills with red to indicate how far below zero health he has fallen.

An unconscious character regenerates normally and can be healed by magic.
When his health rises above zero, he regains consciousness.

If an unconscious character takes enough damage to fill his portrait entirely
with red, he dies. His portrait turns gray.

Dead characters do not regenerate and cannot be healed. They must be
resurrected with a spell or a scroll. Resurrection scrolls can be purchased
at the magic shop in town.


Lesson 32: Party Death
----------------------
If every character in your party dies or is knocked unconscious, the entire
party dies and may respawn in a safe place, such as a town. If you choose to
respawn, all of your party's equipped items and 25% of their gold will remain
at the spot where they died, marked by a tombstone.

To recover their gear, the party must travel to where they died and approach
their tombstones. When they are close enough, they will automatically reequip
all the gear they can and place the rest in their Inventories.

If a character's Inventory is too full to retrieve all his gear, the
remaining items will stay on his tombstone until he can make room for them.
When all his equipment has been retrieved, his tombstone disappears.

If you choose, you can talk to a member of the Guild of Death, who can
instantly warp your tombstones to town. He will keep the gold that the party
dropped, but you will be able to retrieve your equipped items.

If you save and reload the game, the Guild of Death automatically warps your
tombstones to town, and keeps the dropped gold.


Lesson 33: Hiring Companions and the Inn
----------------------------------------
Throughout your adventure, you'll encounter heroes who can join your party.
It is your choice whether to take them with you; many are skilled fighters,
and they may have skills that will complement your party.

You can't invite someone to join your party if you don't have an available
party slot. You start with enough slots for two characters, and you may
purchase more from the innkeeper at any major town.

If you decide that you no longer need a companion's company, open his
Character Window and LEFT-CLICK the Disband Character button in the upper
left of the window. Disbanded characters will return to the inn and will not
gain experience while they are not in your party.

You can rehire disbanded characters by talking to the innkeeper at any major
town. The innkeeper will show you a list of former companions and pets. LEFT-
CLICK the View button to see their statistics, and LEFT-CLICK the Add button
to add them to your party.


Lesson 34: Managing Party Inventories
-------------------------------------
It is possible to view and manage the Inventories of the entire party at once.
Press V to open the Inventories of all party members. DRAG items between
character Inventories to trade, or DRAG an item to a Character Portrait to
give the item to that character.

If multiple character Inventories are open, hold down CTRL and LEFT-CLICK an
item in a character's Inventory to transfer it to the next character without
dropping the item on the ground. This is a handy tool for rearranging items
quickly.

You can still RIGHT-CLICK to equip gear from a character's Inventory Panel,
even if multiple Inventories are open.

To close a single character's Inventory, LEFT-CLICK the X button in the
upper-right corner of her Character Window, or hold down CTRL and LEFT-CLICK
her portrait. You can also hold down CTRL and LEFT-CLICK a portrait to open
an additional character's Inventory.

Party Inventory Hotkeys:
* Open Multiple Character Inventories: V
* Transfer Item to Another Party Member: CTRL and LEFT-CLICK the item


Lesson 35: Adventuring: Health and Mana Bushes
----------------------------------------------
Following the great cataclysm, as the newly formed web of ley lines spread
across Aranna, small trickles of magical energy rose to the surface.

In some places, the flow was strong enough to create a permanent upwelling.
Any plants growing in those places eventually take on magical properties of
their own, becoming reservoirs of either health or mana replenishing energy.

Some adventurers have mastered the art of harvesting the energy from these
bushes in the form of berries that can restore health or mana, like potions.
Rangers harvest health bushes by specializing in the Survival skill, while
Nature Mages harvest mana bushes by specializing in the Natural Bond skill.


Lesson 36: Adventuring: Incantation Shrines
-------------------------------------------
Incantation shrines are mysterious structures that stand on nodes of magical
power. By standing in the shrine and reciting a chant, your party can draw
upon that magical energy for temporary bonuses.

Incantation shrines are circular stone structures with five pillars, marked
with runes and glowing with an eldritch blue light. When a character stands
inside, the glow intensifies, indicating that a chant can be used.

To recite a chant, open the Chants page on the Lore tab of your Journal.
Select a chant and then LEFT-CLICK the Recite Chant button in the lower right
of the Journal.

You can also recite a chant directly. Open the chat interface by pressing
ENTER, type the chant, and then press ENTER again.

There are many ways to learn chants. You can learn some chants from wise
teachers, and others are written in tomes or on scraps of paper in long-
forgotten dungeons. When you learn a chant, it is added to the Chants page of
the Journal's Lore tab.


Lesson 37: Adventuring: Sanctuary Doors
---------------------------------------
The origin of the traveler's sanctuaries remains shrouded in mystery. These
small treasure rooms locked behind magical doors serve as a welcome boon to
any traveler able to access them. They are usually found along the old trade
routes within ruins of ancient civilizations--remote, dangerous regions where
only adventurers dare to tread.

Each sanctuary door can only be opened by a character sufficiently skilled in
a certain class; the necessary class is marked with an icon on the door. If
you place the pointer over the door, the Status Bar at the top of the screen
will display the level and class required to open it.

To open the sanctuary door, select a character with a high enough level in
the necessary skill, equip him with the appropriate type of weapon or spell,
and direct him to attack the door.


Lesson 38: Adventuring: Rare Items
----------------------------------
Most magical items in Aranna have only one or two modifiers, but some were
forged by exceptionally skilled mages or under particularly intense
circumstances. These rare items can have up to four modifiers, and are
especially valuable to adventurers. These items' names are displayed in light
blue.

Adventurers may also find lost magical relics. These weapons and pieces of
armor once belonged to the legendary heroes of Aranna's past, and often carry
a fragment of a hero's essence with them.

Some increase in power when combined with other items that once belonged to
the same hero. These 'set' and 'unique' items are the most powerful tools in
an adventurer's arsenal. Set item names are yellow, and unique items names
are purple.


Lesson 39: Adventuring: War Pedestals
-------------------------------------
The origin of the war pedestals remains shrouded in mystery. These strange
monuments are scattered throughout the ruins of Aranna and are avoided by
most travelers.

Unknown to many, the war pedestals house magic that those with good hearts
can use to instantly recover their powers.

To activate a war pedestal, RIGHT-CLICK it to attack it with your active
character. This will release the pedestal's magic, and the active character
will instantly recover his powers and will be able to use them again
immediately.


Lesson 40: Adventuring: Monster Hatreds
---------------------------------------
Every time a character does something to oppose a monster, such as attacking
it or healing his companions, the monster will become angry.

Normally, monsters attack whatever target is easiest for them to reach, but
if a character makes it especially angry it will flare red with anger and
attack only that character. Clever parties can use monster anger to their
advantage.

Some monsters have hatreds--certain actions that make them particularly angry.
When attacking a monster, look for information about its hatreds in its
Health Bar at the top of the screen. Avoid performing that action with your
character unless you want to make the monsters so angry that they attack him!

Some powers, such as Provoke and Summon Provoke, can instantly make monsters
angry at the character of your choice. Use these powers to keep monsters away
from vulnerable party members.


Lesson 41: Hiring Pets
----------------------
Pets are special non-humanoid party members that can help you on your journey.
They cannot learn skills or wear gear, but you can customize them by feeding
them items, and they can learn special powers that your other party members
cannot.

Your pets will get more powerful as your party increases in levels, but they
don't earn experience. Unlike your other party members, a pet's level is
always equal to your hero's level, even if it is disbanded and rehired later
on.

A pet's stats grow according to its level.

You can purchase pets at pet shops. Pet shops exist in each town, and new
pets become available in the pet shops as the party discovers them along
their journey. Speak to a pet seller to see a list of the pets they sell.
LEFT-CLICK the Details button to show the abilities and stats of each pet.
LEFT-CLICK the Buy button to add the selected pet to your party.

When you disband a pet from your party, you can choose whether to send it to
the inn or release it into the wild. Released pets are gone forever. If you
send your pet to the inn, you can talk to the innkeeper to get it back in
your party. You can also release your pets into the wild from the inn.


Lesson 42: Powering Up Pets
---------------------------
You can feed pets items to increase their maturity. The more expensive an
item you feed them, the more they grow. To feed an item to a pet, DRAG the
item to the Character Viewer on your pet's Inventory tab.

LEFT-CLICK the pet's Development tab to see its stats. Pets can gain bonuses
depending on the items your feed them:

* Fighter weapons give a large strength increase.
* Ranged weapons give a large dexterity increase.
* Mage weapons and spells give a large intelligence increase.
* Fighter armor increases armor and adds a little strength.
* Ranger armor increases armor and adds a little dexterity.
* Mage armor increases armor and adds a little intelligence.
* Potions increase health and mana.
* Reagents, rings and amulets give a small bonus to everything.


Lesson 43: Pet Emanations and Powers
------------------------------------
Your pet can learn an emanation or power at certain maturity levels. Each pet
has a unique power and emanation. Pets learn their power when they have eaten
enough items to reach juvenile maturity and their emanation when they become
fully mature.

Pet powers are used the same way as character powers. To learn more about a
pet's power, place the pointer over the Power icon on the pet's Development
tab.

And emanation is a powerful aura that grants a bonus to all character's
within a certain radius of the pet. Each type of pet grants a different bonus
with their emanation.

To learn more about a pet's emanation, place the pointer over the Emanations
icon on the pet's Development tab. Emanation bonuses from the same type of
pet don't combine.


Lesson 44: Saving and Loading Multiplayer Games
-----------------------------------------------
Your multiplayer party--including all experience and equipment data--is
periodically saved as you play a multiplayer game. No information about the
world is saved, however, unless you save the session.

To exit and save your party data only, press ESC and then LEFT-CLICK Save and
Exit.

To save your party and the current session, press ESC and then LEFT-CLICK
Save Session. World data, such as quests completed and monsters killed, is
saved along with your party's information.

When you start a multiplayer game, you can start at the beginning of the game
or load a saved session. To load a saved session, select it from the list of
saved sessions in the host's Game Options window.


=============
[5.2] Potions
=============

There are three types of potions in five sizes. Potions restore either health,
or mana or both. Smaller potions restore health and/or mana very slowly,
while the largest potions restore points very quickly.

* Health Potions - restore health
- Small: restores 125 health, very slow restoration rate
- Normal: restores 250 health, slow restoration rate
- Large: restores 450 health, medium restoration rate
- Super: restores 700 health, fast restoration rate
- Colossal: restores 1,100 health, very fast restoration rate

* Health Potions - restore mana
- Small: restores 150 mana, very slow restoration rate
- Normal: restores 300 mana, slow restoration rate
- Large: restores 500 mana, medium restoration rate
- Super: restores 900 mana, fast restoration rate
- Colossal: restores 1,400 mana, very fast restoration rate

* Rejuvenation Potions - restore both health and mana
- Small: restores 125 health and 150 mana, very slow rejuvenation rate
- Normal: restores 250 health and mana, slow rejuvenation rate
- Large: restores 450 health and mana, medium rejuvenation rate
- Super: restores 700 health and mana, fast rejuvenation rate
- Colossal: restores 1,100 health and mana, very fast rejuvenation rate

Whenever you click the Drink Health potion button (lower left of your screen)
or press 'H', all characters with less than 100% health will drink as much
potion as required to restore their health. Similarly, clicking the Drink
Mana potion button or pressing 'M' causes all characters with less than 100%
mana to drink as much as needed to restore their mana.

Since characters only drink as much as is needed from a bottle, you will find
partially filled bottles in your inventory. Drag a partial bottle over
another partial bottle to combine them.

Potions in Inventory are shared. If a character does not have the proper type
of potion in his or her own Inventory, he or she will simply use one from
another character's Inventory.

When drinking the smaller potions, be sure not to wait until health or mana
is completely gone, or it may be too late. When your Inventory is occupied by
small or normal potions, it is probably best to use the Drink commands when
characters reach about 50% health or mana.

Characters with the ranged skill, Survival, can harvest health potions from
health bushes. Simply walk into the glowing red bush with your character and
the potions will appear on the ground:

Survival Skill - Size of potions
1 - 4 - Small
5 - 8 - Normal
9 - 11 - Large
12 - 15 - Super
16 - 19 - Colossal
20 - Colossal x 2

Characters with the nature magic skill, Natural Bond, can harvest mana
potions from mana bushes. Simply walk into the glowing blue bush with your
character and the potions will appear on the ground:

Natural Bond Skill - Size of potions
1 - 4 - Small
5 - 8 - Normal
9 - 11 - Large
12 - 15 - Super
16 - 19 - Colossal
20 - Colossal x 2


============
[5.3] Chants
============

Chants are used at incantation shrines to grant bonuses to all characters
inside the shrine. Step into the shrine and either:

Open your Journal, open the Lore tab, open the Chants tab, select a chant and
then LEFT-CLICK the Recite Chant button; or,

Open the chat bar by pressing ENTER and then type the chant (not case-
sensitive) and press ENTER to activate the shrine.

**NOTE**
You cannot use a chant until it has been added to your journal. If you try to
manually enter a chant by typing in the words from this list, and you have
not yet discovered that chant during gameplay, nothing will happen. This only
applies to Merc level. At Veteran and Elite, you can use any Chant you
learned in previous difficulties.

All shrine effects are temporary. Chants are listed in the order in which
they appear in your journal.

1. Lesser Chant of Fortification (Dono Armorum Es)
- Gives a small boost to the armor rating of all party members
(+25% armor for 180 seconds).
- Taught by Esselte when she teaches you about incantation shrines as
you leave Eirulan for the first time.

2. Lesser Chant of Dexterity (Elevato Agilum Es)
- Gives a small boost to the dexterity of all party members
(4 + (9.5 * #character_level * 0.1) for 180 seconds).
- In the basement of the sanctuary door tower just north of Eirulan's
North Gate.

3. Lesser Chant of Intelligence (Elevato Ingenum Es)
- Gives a small boost to the intelligence of all party members
(2 + (5.4 * #character_level * 0.1) for 180 seconds).
- On a platform near the Northern Greilyn Jungle teleporter.

4. Lesser Chant of Strength (Elevato Vigorum Es)
- Gives a small boost to the strength of all party members
(3.0 + (6 * #character_level * 0.1) for 180 seconds).
- On a platform near the Northern Greilyn Jungle teleporter.

5. Mysterious Chant (Rando Conjurum Es)
- Produces a random, low-level item.
- In the Tranquil Cave in the Northern Greilyn Jungle.

6. Lesser Chant of Casting (Incanta Rapida Es)
- Party members will instantly recover all mana for a short duration
(180 seconds).
- Near the Hak'u usurper's house in the Western Greilyn Jungle.

7. Lesser Chant of Fighter Health (Vigorus Vitalis Es)
- Gives a small boost to the health regeneration rate of all fighters
in the party (+100% health regen for 180 seconds).
- In the Dryad outpost near the Western Greilyn Jungle teleporter.

8. Lesser Chant of Mage Health (Ingenus Vitalis Es)
- Gives a small boost to the health regeneration rate of all mages
in the party (+100% health regen for 180 seconds).
- Near the Hak'u usurper's house in the Western Greilyn Jungle.

9. Lesser Chant of Ranger Health (Agilus Vitalis Es)
- Gives a small boost to the health regeneration rate of all rangers
in the party (+100% health regen for 180 seconds).
- Near the Hak'u usurper's house in the Western Greilyn Jungle.

10. Lesser Chant of Fighter Power (Vigorus Adeptus Es)
- Instantly recharges powers for all fighters in the party for a short
duration (40 seconds).
- In the room with the Lost Sapphire in the Elven Shrine.

11. Lesser Chant of Mage Power (Ingenus Adeptus Es)
- Instantly recharges powers for all mages in the party for a short
duration (40 seconds).
- In the room with the Lost Sapphire in the Elven Shrine.

12. Lesser Chant of Prosperity (Dono Fortunam Es)
- Gives a small boost to the party's chance to find magic items and to
the amount of gold dropped (+50% magic find and +100% gold dropped for
180 seconds).
- Near the fountain in the Elven Shrine.

13. Lesser Chant of Ranger Power (Agilus Adeptus Es)
- Instantly recharges powers for all rangers in the party for a short
duration (40 seconds).
- In the room with the Lost Sapphire in the Elven Shrine.

14. Lesser Chant of Magic Awareness (Incantum Percepto Es)
- Gives a small boost to magic resistance for all party members
(+40% magic damage resistance for 180 seconds).
- Next to Vix in the tower where you first meet him.

15. Mysterious Chant (Magrum Erupto)
- Explodes your party; you probably don't want to use this one.
- Given by Thestrin as your initial reward for completing the
Family Heirloom quest.

16. Mysterious Chant (Requo Amicum Es)
- Summons a group of friendly, low-level animals.
- Given by Thestrin as an additional reward if you turn in the sword
after completing the Family Heirloom quest.

17. Lesser Chant of Ranged Awareness (Propelum Percepto Es)
- Gives a small boost to ranged resistance for all party members
(+40% ranged damage resistance for 180 seconds).
- Next to Vix in the tower where you first meet him.

18. Lesser Chant of Melee Awareness (Physium Percepto Es)
- Gives a small boost to melee resistance for all party members
(+20% melee damage resistance for 180 seconds).
- On the east wall of the Ancient Azunite Shrine's Inner Chamber.

19. Lesser Chant of Purity (Vexori Impedio Es)
- Gives all party members a full resistance to status altering effects
for a short duration (360 seconds).
- In a secret room near the entrance to the Ancient Azunite Shrine.

20. Mysterious Chant (Requo Malum Es)
- Summons a group of low-level enemies.
- In the multiple treasure room with the mimic as you enter the
Ancient Azunite Shrine.

21. Lesser Chant of Melee Skill (Vigorus Artifex Es)
- Gives a small boost to Melee skills for all party members
(+1 for 180 seconds).
- Windstone Fortress, Western Gatehouse.

22. Lesser Chant of Ranged Skill (Agilus Artifex Es)
- Gives a small boost to Ranged skills for all party members
(+1 for 180 seconds).
- Windstone Fortress barracks, in the same room as Private Nolan.

23. Lesser Chant of Magic Skill (Ingenus Artifex Es)
- Gives a small boost to Magic skills for all party members
(+1 for 180 seconds).
- One of the side rooms of the hallway leading from the
Eastern Gatehouse to Windstone Fortress.

24. Chant of Scholars (Dono Experium)
- Gives a boost to the amount of experience earned and a decrease to the
maximum health of all party members (increases XP by 50% and decreases
health by -0.20 * (50 + 10.6 * #character_level) for 300 seconds).
- Part of the treasure found when you complete the Secrets of Xeria's
Temple quest.

25. Chant of the Dead (Vox Mortem)
- Grants the ability to communicate with spirits (lasts 300 seconds).
- Gained when you complete the Dark Ohm quest.

26. Chant of Dexterity (Elevato Agilum)
- Gives a moderate boost to the dexterity of all party members
(5.5 + (12.6 * #character_level * 0.1) for 240 seconds).
- In a burned-out farmhouse along the northern stretch of the
Southern Vai'lutra Forest road.

27. Chant of Intelligence (Elevato Ingenum)
- Gives a moderate boost to the intelligence of all party members
(2.6 + (7.1 * #character_level * 0.1) for 240 seconds).
- In a burned-out farmhouse along the northern stretch of the
Southern Vai'lutra Forest road.

28. Chant of Strength (Elevato Vigorum)
- Gives a moderate boost to the strength of all party members
(4.5 + (9 * #character_level * 0.1) for 240 seconds).
- In a burned-out farmhouse along the northern stretch of the
Southern Vai'lutra Forest road.

29. Mysterious Chant (Rando Conjurum)
- Produces a random, mid-level item.
- In a hollow tree near the Southern Vai'lutra Forest (South) teleporter.

30. Chant of Fighter Health (Vigorus Vitalis)
- Gives a moderate boost to the health regeneration rate of all
fighters in the party (+150% health regen for 240 seconds).
- In the Levreth Estate.

31. Chant of Mage Health (Ingenus Vitalis)
- Gives a moderate boost to the health regeneration rate of all
mages in the party (+150% health regen for 240 seconds).
- In the Levreth Estate.

32. Chant of Ranger Health (Agilus Vitalis)
- Gives a moderate boost to the health regeneration rate of all
rangers in the party (+150% health regen for 240 seconds).
- In the Levreth Estate.

33. Chant of Casting (Incanta Rapida)
- Party members will instantly recover all mana for a moderate duration
(240 seconds).
- Vai'kesh Sanctuary, right after leaving the main auditorium.

34. Chant of Fighter Power (Vigorus Adeptus)
- Instantly recharges powers for all fighters in the party for a
moderate duration (60 seconds).
- Secret room on the east side of the main auditorium in the
Vai'kesh Sanctuary.

35. Chant of Mage Power (Ingenus Adeptus)
- Instantly recharges powers for all mages in the party for a moderate
duration (60 seconds).
- Secret room on the east side of the main auditorium in the
Vai'kesh Sanctuary.

36. Chant of Prosperity (Dono Fortunam)
- Gives a moderate boost to the party's chance to find magic items and to
the amount of gold dropped (+75% magic find and +150% gold dropped for
240 seconds).
- Part of the reward for Act III Secondary Quest #1: Dwarven Song of Ore.

37. Chant of Ranger Power (Agilus Adeptus)
- Instantly recharges powers for all rangers in the party for a moderate
duration (60 seconds).
- Vai'kesh Sanctuary, main auditorium, behind a ranged sanctuary door.

38. Chant of Fortification (Dono Armorum)
- Gives a moderate boost to the armor rating of all party members
(+40% armor for 240 seconds).
- In the cave where you witness the ritual that reveals the
Chant of the Dead.

39. Chant of Master Self-Awareness (Ipsum Percepto Ixo)
- Gives each party member the highest resistance to their primary damage
type (+95% damage resistance to primary damage type for 300 seconds).
- In a crypt next to the portal in the Garden of the Ancients.

40. Chant of Melee Awareness (Physium Percepto)
- Gives a moderate boost to melee resistance for all party members
(+30% melee damage resistance for 240 seconds).
- At the top of a tower in the Garden of the Ancients secondary plateau--
the one you reach by going through the Azunite Burial Grounds.

41. Chant of Ranged Awareness (Propelum Percepto)
- Gives a moderate boost to Ranged resistance for all party members
(+60% ranged damage resistance for 240 seconds).
- At the top of a tower in the Garden of the Ancients secondary plateau--
the one you reach by going through the Azunite Burial Grounds.

42. Chaotic Chant of Might (Elevato Rando Ixo)
- Gives all party members a huge boost to a random primary stat.
Duration is 240 seconds. Randomly gives:
> 7 + (14 * #character_level * 0.1) Strength bonus
> 8 + (18 * #character_level * 0.1) Dexterity bonus
> 6 + (10 * #character_level * 0.1) Intelligence bonus
- Azunite Burial Grounds, in the large cavern with the ice falling from
the ceiling. The chant is hidden behind some ice stalagmites to the
east of the natural bridge over the chasm.

43. Chant of Purity (Vexori Impedio)
- Gives all party members a full resistance to status-altering effects
for a moderate duration (420 seconds).
- In Letiso's tomb.

44. Chant of Magic Awareness (Incantum Percepto)
- Gives a moderate boost to magic resistance for all party members
(+60% magic damage resistance for 240 seconds).
- At the top of a tower just north of the first bridge in
Snowbrook Valley.

45. Chant of Ranged Skill (Agilus Artifex)
- Gives a moderate boost to Ranged skills for all party members
(+2 for 240 seconds).
- Outside the stone doors in the Snowbrook Grotto.

46. Chant of Magic Skill (Ingenus Artifex)
- Gives a moderate boost to Magic skills for all party members
(+2 for 240 seconds).
- Outside the stone doors in the Snowbrook Grotto.

47. Chant of Melee Skill (Vigorus Artifex)
- Gives a moderate boost to Melee skills for all party members
(+2 for 240 seconds).
- In a ruined house at the western end of the Snowbrook Foothills.

48. Mysterious Chant (Requo Amicum)
- Summons a group of friendly, mid-level animals.
- In the Snowbrook Haven Servant's Quarters, in the same room
as Spirit of Aranna #8.

49. Mysterious Chant (Requo Malum)
- Summons a group of mid-level enemies.
- In the Snowbrook Haven Living Quarters, at the bottom of the lift
from the Servant's Quarters, in the southeast room.

50. Greater Chant of Dexterity (Elevato Agilum Ix)
- Gives a large boost to the dexterity of all party members
(7 + (16 * #character_level * 0.1) for 300 seconds).
- Located next to the Snowbrook Haven Reliquary teleporter.

51. Greater Chant of Intelligence (Elevato Ingenum Ix)
- Gives a large boost to the intelligence of all party members
(4 + (9 * #character_level * 0.1) for 300 seconds).
- Located next to the Snowbrook Haven Reliquary teleporter.

52. Greater Chant of Strength (Elevato Vigorum Ix)
- Gives a large boost to the strength of all party members
(6.0 + (12 * #character_level * 0.1) for 300 seconds).
- Located next to the Snowbrook Haven Reliquary teleporter.

53. Chant of Health (Multus Vitalis)
- Gives a moderate boost to the health regeneration rate of all
party members (+150% health regen for 240 seconds).
- In the Magical Oasis in the Northern Plain of Tears, part of
Deru's Treasure Hunt.

54. Greater Chant of Prosperity (Dono Fortunam Ix)
- Gives a large boost to the party's chance to find magic items and to
the amount of gold dropped (+100% magic find and +200% gold dropped
for 300 seconds).
- Given as a reward from Historian Leontia if you bring her the Mythril
stanza from the Dwarven Song of Ore.

55. Mysterious Chant (Rando Conjurum Ix)
- Produces a random, high-level item.
- In the third vault of Soranith's Vaults.

56. Greater Chant of Purity (Vexori Impedio Ix)
- Gives all party members a full resistance to status altering effects
for a large duration (600 seconds).
- In a secret room at the bottom of Prospector Gareth's tower, near the
Northern Plain of Tears teleporter.

57. Greater Chant of Mage Health (Ingenus Vitalis Ix)
- Gives a large boost to the health regeneration rate of all mages
in the party (+200% health regen for 300 seconds).
- In a square tower just west of the Eastern Plain of Tears teleporter.

58. Greater Chant of Ranger Health (Agilus Vitalis Ix)
- Gives a large boost to the health regeneration rate of all rangers
in the party (+200% health regen for 300 seconds).
- In a square tower west of the Eastern Plain of Tears incantation shrine.

59. Greater Chant of Fighter Health (Vigorus Vitalis Ix)
- Gives a large boost to the health regeneration rate of all fighters
in the party (+200% health regen for 300 seconds).
- In a square tower just after you enter the Ruins of Okaym.

60. Greater Chant of Casting (Incanta Rapida Ix)
- Party members will instantly recover all mana for a long duration
(300 seconds).
- In the same room as Darek, Mage Boden's apprentice.
See Act III, Secondary Quest #5: The Mage's Apprentice.

61. Greater Chant of Fighter Power (Vigorus Adeptus Ix)
- Instantly recharges powers for all fighters in the party for a
long duration (75 seconds).
- In the same room as Darek, Mage Boden's apprentice.
See Act III, Secondary Quest #5: The Mage's Apprentice.

62. Greater Chant of Mage Power (Ingenus Adeptus Ix)
- Instantly recharges powers for all mages in the party for a
long duration (75 seconds).
- In the main treasure room of the Large Abandoned Shelter in the
Ruins of Okaym.

63. Greater Chant of Ranger Power (Agilus Adeptus Ix)
- Instantly recharges powers for all rangers in the party for a
long duration (75 seconds).
- In the main treasure room of the Large Abandoned Shelter in the
Ruins of Okaym.

64. Greater Chant of Fortification (Dono Armorum Ix)
- Gives a large boost to the armor rating of all party members
(+50% armor for 300 seconds).
- Inside the Ancient Vault you loot after finishing Act III
Secondary Quest #8: The Morden Riders.

65. Greater Chant of Melee Awareness (Physium Percepto Ix)
- Gives a large boost to melee resistance for all party members
(+40% melee damage resistance for 300 seconds).
- In the first, upper set of ruins on the western plateau of the
Desert of Kaderak (near the entrance to the Mines).

66. Greater Chant of Ranged Awareness (Propelum Percepto Ix)
- Gives a large boost to Ranged resistance for all party members
(+80% ranged damage resistance for 300 seconds).
- In the second, lower set of ruins on the western plateau of the
Desert of Kaderak (near the entrance to the Mines).

67. Greater Chant of Magic Awareness (Incantum Percepto Ix)
- Gives a large boost to magic resistance for all party members
(+80% magic damage resistance for 300 seconds).
- In a side room south of the Upper Mines of Kaderak (East) teleporter.

68. Mysterious Chant (Requo Amicum Ix)
- Summons a group of friendly, high-level animals.
- Near the floodgate controllers for the northern waterway in the
Agallan Trial.

69. Mysterious Chant (Requo Malum Ix)
- Summons a group of high-level enemies.
- Behind the mana shrine near the eastern waterway in the
Agallan Trial area.

70. Greater Chant of Magic Skill (Ingenus Artifex Ix)
- Gives a large boost to magic skills for all party members
(+3 for 300 seconds).
- Inside either the combat mage or the nature mage sanctuary room
in Lower Zaramoth's Horns (there are two copies, one in each room).

71. Greater Chant of Melee Skill (Vigorus Artifex Ix)
- Gives a large boost to Melee skills for all party members
(+3 for 300 seconds).
- Inside the melee sanctuary room in Lower Zaramoth's Horns.

72. Greater Chant of Ranged Skill (Agilus Artifex Ix)
- Gives a large boost to Ranged skills for all party members
(+3 for 300 seconds).
- Inside the ranged sanctuary room in Lower Zaramoth's Horns.

73. Chant of Power (Multus Adeptus)
- Instantly recharges powers for all party members for a moderate
duration (60 seconds).
- In Zaramoth's Horns, from the multiple-elevator platform,
take the southwest elevator to enter the treasure room with the chant.

74. Chant of Chaotic Skill (Rando Artifex Ixo)
- Gives all party members a huge boost to random class' skills
(gives +4 to random class' skills for 300 seconds).
- Behind a secret door next to the incantation shrine you use
for the final Spirit of Aranna.

75. Mysterious Chant (Letiso)
- Opens the door to the lich Letiso's tomb.
- Given by Rahvan at the beginning of Rahvan's Curse.

76. Mysterious Chant (Arcesso Arcanum)
- Powers the Soul Staff at the Nexus caverns.
- Given by Nora at the beginning of the Kalrathian Nexus quest.


===========
[5.4] Books
===========

All the books you can collect, in the order in which they are listed in your
journal.

1. Tome of Smithing: "A book that appears to teach armor construction using
ancient Dryad methods."
- Located in the Great Hall of Eirulan

2. The Hak'u: "A book bound in wood, written in the Dryad style."
- Found in the room behind the barkeep at the Eirulan tavern

3. The Mothers of Eirulan: "A book bound in woven grass, written in the Dryad
style."
- Located in the Great Hall of Eirulan

4. Tattered Diary: "A moldy book. It appears to be quite old, and of Elven
make."
- Near the ghost in the Hak'u Caves in North Greilyn

5. Razka's Riddle: "Use the key in the frozen heart of the corrupted forest."
- Received in Razka's Ruins as part of Deru's Treasure Hunt

6. The Skath: "A book written in the Human style. It gives advice on desert
combat, particularly against Skath. An inscription on the Inner flap reads,
'Lore of Aranna, volume 6.'"
- Located in the tower where you first meet Vix

7. The Deeds of Xeria: "A book written in the Human style. It tells the story
of the life of Xeria, the Human goddess of war. An inscription on the Inner
flap reads, 'Lore of Aranna, volume 7.'"
- Located in Windstone Fortress' Western Gatehouse

8. The Death of Xeria: "A book written in the Human style. It tells the story
of the death of Xeria, the Human goddess of war. An inscription on the Inner
flap reads, 'Lore of Aranna, volume 8.'"
- Located in Xeria's Temple, north room

9. Living and Working with Half-Giants: "A Practical Guide to Preserving
Friendly Relations with our Mysterious Tall Cousins."
- Located in the Eastern Gatehouse of Windstone Fortress

10. The War of Legions: "A book written in the Human style. It is a record of
the event known to Humans as the War of Legions. An inscription on the Inner
flap reads, 'Lore of Aranna, volume 9.'"
- Located in Xeria's Temple, north room

11. Letter from Drevin: "This letter looks as if Drevin wrote it while on
some kind of moving transport. In the dark. However, you know his writing
well enough to make it out."
- Received from his sister, Drianjul in Aman'lu

12. The Legend of Arinth the Mad: "As Recorded by Kur'glithiel son of
Gismarin, son of Istaril, son of Isteru the Sorcerer. An inscription on the
Inner flap reads, 'Lore of Aranna, volume 10.'"
- Received from Eolanda when you get the Arinth's Legendary Staff quest

13. Turmanar and its Aftermath: "Tales Collected by Drevisil the Elder. An
inscription on the Inner flap reads, 'Lore of Aranna, volume 5.'"
- in Alt'orn Hall in Aman'lu

14. The Dryads and their Customs: "Studies by Sylvanil the Adept. An
inscription on the Inner flap reads, 'Lore of Aranna, volume 11.'"
- Eolanda's house in Aman'lu, on the table

15. Zaramoth's Ascendance and Downfall: "A History of the Last Star Emperor
by Essilina the Watchful. An inscription on the Inner flap reads, 'Lore of
Aranna, volume 12.'"
- Aman'lu magic shop, 2nd floor

16. Elandir's Life and Teachings: "Translated from the original language by
Belerin the Heedful. An inscription on the Inner flap reads, 'Lore of Aranna,
volume 13.'"
- Aman'lu Inn, 2nd floor

17. Valdis and His Armies: "An investigation by Aethelwine the Younger. An
inscription on the Inner flap reads, 'Lore of Aranna, volume 4.'"
- Tywlis' house in Aman'lu

18. Fables of Ancient Artifacts: "A treatise on magical objects by Columba
the Diviner. An inscription on the Inner flap reads, 'Lore of Aranna, volume
14.'"
- Eolanda's house in Aman'lu, on the floor

19. Symbology of the Azunites: "Life, Sight, Blindness, Death: An Analysis by
Pavillus the Enlightened. An inscription on the Inner flap reads, 'Lore of
Aranna, volume 15.'"
- Aman'lu magic shop 2nd floor balcony

20. Downfall of the Manu Ostar: "A warning, by Lorantia the Seeress. An
inscription on the Inner flap reads, 'Lore of Aranna, volume 3.'"
- Alar'ithil's house, southwest Aman'lu, beyond the bridge

21. Taclak Perversity: "A study of the forest folk by Ferslin the Arcadian"
- Aman'lu Blacksmith

22. The Path of Life: "An ancient Azunite book describing the Creed of
Healers. An inscription on the Inner flap reads, 'Lore of Aranna, volume
17.'"
- Shrine of Life, part of Amren's Vision

23. The Path of Sight: "An ancient Azunite book describing the Creed of
Diviners. An inscription on the Inner flap reads, 'Lore of Aranna, volume
18.'"
- Shrine of Sight, part of Amren's Vision

24. The Path of Death: "An ancient Azunite book describing the Creed of
Warriors. An inscription on the Inner flap reads, 'Lore of Aranna, volume
19.'"
- Shrine of Death, part of Amren's Vision

25. The Path of Blindness: "An ancient Azunite book describing the Creed of
Sorcerers. An inscription on the Inner flap reads, 'Lore of Aranna, volume
20.'"
- Shrine of Blindness, part of Amren's Vision

26. Guard's Report: "A tattered document describing the murder of Master
Levreth. Written by Tamwen, a guard of the House of Levreth."
- Servant's Haunt quest, given by Edoriath when he gives you the quest

27. A Burned Letter: "A charred letter left inside the fireplace of Lady
Levreth."
- Servant's Haunt quest, one of the clues in the Levreth Estate

28. The Dark Wizards: "A history of Zaramoth's most devoted servants by
Eralin the Peacemaker. An inscription on the Inner flap reads, 'Lore of
Aranna, volume 2.'"
- Vai'kesh Sanctuary, on a table on the stairway just past the first
altar room

29. Razka's Second Riddle: "Seek water in the heart of the desert."
- Deru's Treasure Hunt

30. Kings and Queens of the Northern Reaches: "A book written in the Human
style. It details the succession of the royal family of the Northern Reaches,
dating from the cataclysm. An inscription on the Inner flap reads, 'Lore of
Aranna, volume 1.'"
- Snowbrook Haven Servant's Quarters

31. Elves and Elven Culture: "A book written in the Human style. It claims to
be a definitive work on Elven life and thought, though you detect some
inaccuracies."
- Located in Kalrathia in a house on the north side of town

32. The Legacy of Azunai: "A book written in the Human style. It is a
religious work praising Azunai and his rebellion. It has the tone of
resistance propaganda, as it does not seem to be very accurate; you suspect
that it is contraband, as the Morden must surely have banned all such
materials. An inscription on the Inner flap reads, 'Lore of Aranna, volume
16.'"
- Room along the north wall of Kalrathia

33. The Morden: Allies or Enemies?: "A book written in the Human style, about
3 decades ago. It urges skepticism toward the Morden, and advises against
joining Valdis' armies, no matter how good the pay. For a moment, you wish
this book had fallen into your possession much earlier, but you know that it
is unlikely that it would have affected your decision to enlist."
- Cellar beneath the Kalrathian tavern, use the lift in the room behind
the barkeep

34. The Mercenary and the Scholar: "A tale of a kind mercenary and a handsome
scholar"
- "Reward" for the Lore of Aranna quest

35. Journal of the Mage's Apprentice: "This is the journal that belongs to
Mage Boden, which you acquired when you rescued his apprentice."
- Part of The Mage's Apprentice quest

36. The Meaning of the Obelisks: "A book explaining the purpose of the
Agallan Obelisks. It appears to have been written by the Agallans themselves,
though no author is named."
- Agallan Peaks, lying on a table


=================
[5.5] Quest Items
=================

The Quest Items you collect, in the order in which they are listed in your
journal.

1. Drevin's Medallion; received from Drevin during Act I, Chapter 1

2. Basket of Sharpening Stones; received from Telinu during I.2

3. Morden Gate Key; opens the Dryad's cage at the end of I.2

4. Eirulan Teleporter Activation Stone; received at the beginning of I.2

5. Dryad Outpost Gate Key; received at the beginning of I.3

6. Morden Elevator Gear; found by Finala after destroying the four secret
Morden towers

7. Empty Vial; given by Taar at the end of I.3

8. Lost Sapphire of the Elves; located in a secret room in the Elven Shrine

9. Filled Vial; obtained when you reach the Elven Shrin fountain

10. Garganturax Head; obtained when you kill the Garganturax

11. Hak'u Headdress; gained when you kill the Hak'u usurper

12. Silver Riddle-Inscribed Key; part of Deru's Treasure Hunt

13. Feldwyr's Anvil; obtained as part of Feldwyr's quest

14. Feldwyr's Mithril Ore; obtained as part of Feldwyr's quest

15. Feldwyr's Hammer; obtained as part of Feldwyr's quest

16. Severed Head of the Kithraya Hive Queen; gained when you kill the queen

17. Stela of Blindness; taken off a Skath Guardian in the Azunite Desert

18. Stela of Life; taken off a Skath Guardian in the Azunite Desert

19. Stela of Death; taken off a Skath Guardian in the Azunite Desert

20. Stela of Sight; taken off a Skath Guardian in the Azunite Desert

21. Silver Mirror; found in the Inner Chamber of the Azunite Shrine

22. Azunite Artifact; found in the Inner Chamber of the Azunite Shrine

23. Focusing Stone; part of Arinth's Legendary Staff, obtained in the Elven
Reliquary below Isteru's Caves

24. Windstone Fortress Outer Vault Key; received from Captain Dathry

25. Windstone Fortress Inner Vault Key; looted from the corpse of Dathry's
lieutenant

26. Dusty Key; reward for completing the Missing Squadron quest

27. Activated Azunite Artifact; received after getting to the Windstone
Fortress Inner Vault

28. Aman'lu Teleporter Activation Stone; received when you start Act II

29. Liantir Stone; found in a house southwest of the Aman'lu pet shop

30. Black Key of the First; reward from Aman'lu Arena

31. Blue Key of the Second; reward from Aman'lu Arena

32. Turquoise Key of the Third; reward from Aman'lu Arena

33. Green Key of the Fourth; reward from Aman'lu Arena

34. Yellow Key of the Fifth; reward from Aman'lu Arena

35. Orange Key of the Sixth; reward from Aman'lu Arena

36. Red Key of the Seventh; reward from Aman'lu Arena

37. Purple Key of the Eighth; reward from Aman'lu Arena

38. Iron Key of the Ninth; reward from Aman'lu Arena

39. Daesthai's Gold Key; reward from Aman'lu Arena

40. Prospector's Key; part of Deru's Treasure Hunt

41. Bridge Activation Crystal; given by Finala to extend the bridges of the
Elen'lu Isles

42. Carved Rod; part of Arinth's Legendary Staff, located in the Elven
Reliquary beneath the Northern Vai'lutra Forest

43. First Small Prism Refractor Crystal; part of Elen'lu Isles main quest

44. Second Small Prism Refractor Crystal; part of Elen'lu Isles main quest

45. Third Small Prism Refractor Crystal; part of Elen'lu Isles main quest

46. Fourth Small Prism Refractor Crystal; part of Elen'lu Isles main quest

47. Large Prism Refractor Crystal; part of Elen'lu Isles main quest

48. Elven House Key; key to Magrus' house (Lothar's Innocence quest)

49. Roland's Golden Cloak; received during Lothar's Innocence quest

50. A Portrait of the Lady of the Estate; part of Servant's Haunt quest

51. A Lock of Golden Hair; part of Servant's Haunt quest

52. The Jewels of the Levreth Estate; part of Servant's Haunt quest

53. Bronze Vai'kesh Jail Key; part of Evangeline's Folly quest

54. Silver Vai'kesh Jail Key; part of Evangeline's Folly quest

55. Gold Vai'kesh Jail Key; part of Evangeline's Folly quest

56. Golden Riddle-Inscribed Key; Deru's Treasure Hunt

57. Aegis of Death; obtained at the end of Act I

58. Champion's Death Mask; in a crypt in the Garden of the Ancients

59. Champion's Death Mask; in a crypt in the Garden of the Ancients

60. Champion's Death Mask; in a crypt in the Garden of the Ancients

61. Champion's Death Mask; in a crypt in the Garden of the Ancients

62. Rahvan's Soulstone; received after killing the lich Letiso

63. Jeweled Shaft; part of Arinth's Legendary Staff, located in the Elven
Reliquary in Snowbrook Valley

64. Display Case Key; obtained from the Snowbrook Haven throne room

65. Snowbrook Haven Reliquary Key; given by the Snowbrook Haven Commander

66. Aegis of Blindness; obtained at the end of Act II

67. Kalrathia Teleporter Activation Stone; given by the Azunite Scholar at
the end of Act II

68. Golden Mirror; given when you begin The Mage's Apprentice quest

69. Stone Key; part of the Legendary Mace of Agarrus quest

70. Stone Tablet Fragment; part of Legendary Mace of Agarrus quest

71. Repaired Stone Tablet; part of Legendary Mace of Agarrus quest

72. Key to the District of the Sword; off the Patrol Leader when you first
enter Darthrul

73. Key to the District of the Crossbow; from City Lieutenant in District of
the Sword

74. Key to the District of the Lance; from City Lieutenant in District of the
Crossbow

75. Key to the District of the Shield; from City Lieutanent in cellar beneath
the District of the Lance

76. Key to the District of the Chief; from City Lieutenant in District of the
Lance

77. Head of the Morden Chief; from the Morden Chief at the end of III.3

78. Darthrul Supply Key; part of Morden Riders quest

79. Morden Tent; part of Morden Riders quest

80. Sack of Morden Rations; part of Morden Riders quest

81. Pack of Klask Rations; part of Morden Riders quest

82. Morden Wrench; part of Finala's Contempt quest

83. Morden Teleporter Activation Stone; activates teleporter in Southern
Desert of Kaderak, received from Tehruth at the end of III.3

84. Aegis of Sight; received from Lord Kalrathia at the end of III.3

85. Morden Battle Plans; part of Finala's Contempt quest

86. Silver Stanza of the Dwarven Song of Ore; part of quest

87. Iron Stanza of the Dwarven Song of Ore; part of quest

88. Gold Stanza of the Dwarven Song of Ore; part of quest

89. Mythril Stanza of the Dwarven Song of Ore; part of quest

90. Sigil of the Kalrathian Nexus; part of Kalrathian Nexus quest

91. Dwarven Mythril Ring; part of Mark of the Assassin quest

92. Aegis of Life; found after the fight with the Dark Wizards in III.5

93. Kalrathian Crystal; taken from the corpse of Kynos

94. Kalrathian House Key; taken from the corpse of Kynos

95. The Shield of Azunai; reforged for you by the Agallan Giants

96. Mysterious Stone; dropped by ??? if you take all his health


==================================
[5.6] Weapon Suffixes and Prefixes
==================================

Dungeon Siege established a treasure system where magic bonuses attached to
items are dependent on the name of the item. DS2 continues this tradition.

+-------------------+--------------------+----------+--------------------+
| SUFFIXES |
|-------------------+--------------------+----------+--------------------|
| Suffix | Bonus | Level | Modifies |
|-------------------+--------------------+----------+--------------------|
| of Hardiness | +1 Strength | Level 2 | weapon, armor, |
| | | | ring, amulet |
|-------------------+--------------------+----------+--------------------|
| of Sturdiness | +3 Strength | Level 10 | '' |
|-------------------+--------------------+----------+--------------------|
| of Vigor | +7 Strength | Level 19 | '' |
|-------------------+--------------------+----------+--------------------|
| of Tenacity | +12 Strength | Level 28 | '' |
|-------------------+--------------------+----------+--------------------|
| of Force | +20 Strength | Level 38 | '' |
|-------------------+--------------------+----------+--------------------|
| of Virulence | +30 Strength | Level 48 | '' |
|-------------------+--------------------+----------+--------------------|
| of Might | +42 Strength | Level 59 | '' |
|-------------------+--------------------+----------+--------------------|
| of Prominence | +56 Strength | Level 70 | '' |
|-------------------+--------------------+----------+--------------------|
| of Colossus | +72 Strength | Level 82 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Swift | +1 Dexterity | Level 1 | weapon, body, |
| | | | helm, gloves, |
| | | | boots, ring, |
| | | | amulet |
|-------------------+--------------------+----------+--------------------|
| of the Spry | +4 Dexterity | Level 9 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Nimble | +9 Dexterity | Level 18 | '' |
|-------------------+--------------------+----------+--------------------|
| of Proficiency | +16 Dexterity | Level 27 | '' |
|-------------------+--------------------+----------+--------------------|
| of Expertise | +27 Dexterity | Level 37 | '' |
|-------------------+--------------------+----------+--------------------|
| of Finesse | +40 Dexterity | Level 47 | '' |
|-------------------+--------------------+----------+--------------------|
| of Deftness | +57 Dexterity | Level 58 | '' |
|-------------------+--------------------+----------+--------------------|
| of Adroitness | +76 Dexterity | Level 69 | '' |
|-------------------+--------------------+----------+--------------------|
| of Effortlessness | +100 Dexterity | Level 81 | '' |
|-------------------+--------------------+----------+--------------------|
| of Awareness | +1 Intelligence | Level 3 | weapon, body, |
| | | | helm, gloves, |
| | | | boots, ring, |
| | | | amulet, spellbook |
|-------------------+--------------------+----------+--------------------|
| of Insight | +3 Intelligence | Level 11 | '' |
|-------------------+--------------------+----------+--------------------|
| of Judgment | +6 Intelligence | Level 20 | '' |
|-------------------+--------------------+----------+--------------------|
| of Foresight | +10 Intelligence | Level 29 | '' |
|-------------------+--------------------+----------+--------------------|
| of Acumen | +16 Intelligence | Level 39 | '' |
|-------------------+--------------------+----------+--------------------|
| of Knowledge | +24 Intelligence | Level 49 | '' |
|-------------------+--------------------+----------+--------------------|
| of Brilliance | +33 Intelligence | Level 60 | '' |
|-------------------+--------------------+----------+--------------------|
| of Enlightenment | +45 Intelligence | Level 71 | '' |
|-------------------+--------------------+----------+--------------------|
| of Omniscience | +60 Intelligence | Level 83 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Rate | +4 Health | Level 1 | armor, ring, |
| | | | amulet, spellbook |
|-------------------+--------------------+----------+--------------------|
| of the Weasel | +9 Health | Level 8 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Fox | +15 Health | Level 13 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Badger | +24 Health | Level 18 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Panther | +36 Health | Level 24 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Ram | +50 Health | Level 30 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Boar | +67 Health | Level 36 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Wolf | +90 Health | Level 43 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Tiger | +116 Health | Level 50 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Horse | +150 Health | Level 58 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Bear | +188 Health | Level 66 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Lion | +237 Health | Level 75 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Toad | +4 Mana | Level 1 | weapon, body, |
| | | | helm, gloves, |
| | | | boots, ring, |
| | | | amulet, spellbook |
|-------------------+--------------------+----------+--------------------|
| of the Hawk | +13 Mana | Level 9 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Lizard | +21 Mana | Level 13 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Eagle | +30 Mana | Level 17 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Serpent | +43 Mana | Level 22 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Falcon | +59 Mana | Level 27 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Raven | +81 Mana | Level 33 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Owl | +107 Mana | Level 39 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Griffon | +136 Mana | Level 45 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Hydra | +175 Mana | Level 52 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Phoenix | +218 Mana | Level 59 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Dragon | +274 Mana | Level 67 | '' |
|-------------------+--------------------+----------+--------------------|
| of Wounding | +1 Max damage | Level 1 | melee weapon |
|-------------------+--------------------+----------+--------------------|
| of Pain | +4 Max damage | Level 11 | '' |
|-------------------+--------------------+----------+--------------------|
| of Torment | +12 Max damage | Level 24 | '' |
|-------------------+--------------------+----------+--------------------|
| of Injury | +25 Max damage | Level 40 | '' |
|-------------------+--------------------+----------+--------------------|
| of Mutilation | +45 Max damage | Level 56 | '' |
|-------------------+--------------------+----------+--------------------|
| of Torture | +72 Max damage | Level 74 | '' |
|-------------------+--------------------+----------+--------------------|
| of Accuracy | +1 Max damage | Level 1 | ranged weapon |
|-------------------+--------------------+----------+--------------------|
| of Focus | +4 Max damage | Level 11 | '' |
|-------------------+--------------------+----------+--------------------|
| of Sighting | +11 Max damage | Level 24 | '' |
|-------------------+--------------------+----------+--------------------|
| of Precision | +25 Max damage | Level 40 | '' |
|-------------------+--------------------+----------+--------------------|
| of Seeking | +44 Max damage | Level 56 | '' |
|-------------------+--------------------+----------+--------------------|
| of Mastery | +72 Max damage | Level 74 | '' |
|-------------------+--------------------+----------+--------------------|
| of Affliction | +3 Min damage | Level 3 | melee weapon |
|-------------------+--------------------+----------+--------------------|
| of Disaster | +4 Min damage | Level 7 | '' |
|-------------------+--------------------+----------+--------------------|
| of Grief | +6 Min damage | Level 13 | '' |
|-------------------+--------------------+----------+--------------------|
| of Misery | +9 Min damage | Level 21 | '' |
|-------------------+--------------------+----------+--------------------|
| of Calamity | +13 Min damage | Level 33 | '' |
|-------------------+--------------------+----------+--------------------|
| of Desolation | +18 Min damage | Level 48 | '' |
|-------------------+--------------------+----------+--------------------|
| of Piercing | +3 Min damage | Level 3 | ranged weapon |
|-------------------+--------------------+----------+--------------------|
| of Driving | +4 Min damage | Level 7 | '' |
|-------------------+--------------------+----------+--------------------|
| of Puncturing | +6 Min damage | Level 13 | '' |
|-------------------+--------------------+----------+--------------------|
| of Boring | +9 Min damage | Level 21 | '' |
|-------------------+--------------------+----------+--------------------|
| of Perforating | +13 Min damage | Level 33 | '' |
|-------------------+--------------------+----------+--------------------|
| of Penetrating | +18 Min damage | Level 48 | '' |
|-------------------+--------------------+----------+--------------------|
| of Reversal | 10% Physical | Level 10 | armor |
| | Damage Reflected | | |
| | to Enemy | | |
|-------------------+--------------------+----------+--------------------|
| of Punishment | 20% Physical | Level 24 | '' |
| | Damage Reflected | | |
| | to Enemy | | |
|-------------------+--------------------+----------+--------------------|
| of Vengeance | 30% Physical | Level 38 | '' |
| | Damage Reflected | | |
| | to Enemy | | |
|-------------------+--------------------+----------+--------------------|
| of Retribution | 40% Physical | Level 52 | '' |
| | Damage Reflected | | |
| | to Enemy | | |
|-------------------+--------------------+----------+--------------------|
| of the Parasite | 3% Health Steal | Level 6 | weapon |
|-------------------+--------------------+----------+--------------------|
| of the Predator | 5% Health Steal | Level 24 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Vampire | 7% Health Steal | Level 42 | '' |
|-------------------+--------------------+----------+--------------------|
| of Blood | 8% Health Steal | Level 60 | '' |
|-------------------+--------------------+----------+--------------------|
| of Consumption | Restores 2 Health | Level 12 | weapon |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Gorging | Restores 6 Health | Level 34 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Feasting | Restores 14 Health | Level 56 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Devouring | Restores 23 Health | Level 78 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of the Phantom | 3% Mana Steal | Level 6 | weapon |
|-------------------+--------------------+----------+--------------------|
| of the Ghost | 5% Mana Steal | Level 24 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Specter | 7% Mana Steal | Level 42 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Wraith | 8% Mana Steal | Level 60 | '' |
|-------------------+--------------------+----------+--------------------|
| of Candlelight | Restores 2 Mana | Level 12 | weapon |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Moonlight | Restores 6 Mana | Level 34 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Daylight | Restores 14 Mana | Level 56 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Starlight | Restores 23 Mana | Level 78 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Mending | +4% Health | Level 10 | armor, ring, |
| | Regeneration | | amulet (fighter, |
| | | | ranger only) |
|-------------------+--------------------+----------+--------------------|
| of Reconstruction | +6% Health | Level 25 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Suturing | +10% Health | Level 40 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Regeneration | +12% Health | Level 55 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Brightening | +4% Mana | Level 8 | armor, ring, |
| | Regeneration | | amulet, spellbook |
| | | | (mages only) |
|-------------------+--------------------+----------+--------------------|
| of Illumination | +6% Mana | Level 20 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Awakening | +10%% Mana | Level 32 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Visions | +12% Mana | Level 46 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Repulsion | +5% Chance to | Level 6 | shield |
| | Block Melee Attack | | |
|-------------------+--------------------+----------+--------------------|
| of Prevention | +10% Chance to | Level 22 | '' |
| | Block Melee Attack | | |
|-------------------+--------------------+----------+--------------------|
| of Obstruction | +15% Chance to | Level 38 | '' |
| | Block Melee Attack | | |
|-------------------+--------------------+----------+--------------------|
| of Deflection | +5% Chance to | Level 6 | shield |
| | Block Ranged | | |
| | Attack | | |
|-------------------+--------------------+----------+--------------------|
| of Interception | +12% Chance to | Level 26 | '' |
| | Block Ranged | | |
| | Attack | | |
|-------------------+--------------------+----------+--------------------|
| of Defense | +20% Chance to | Level 46 | '' |
| | Block Ranged | | |
| | Attack | | |
+-------------------+--------------------+----------+--------------------+

+-------------------+---------------------+----------+--------------------+
| PREFIXES |
|-------------------+---------------------+----------+--------------------|
| Prefix | Bonus | Level | Modifies |
|-------------------+---------------------+----------+--------------------|
| Cruel | +10% Damage | Level 2 | melee weapon |
|-------------------+---------------------+----------+--------------------|
| Wicked | +15% Damage | Level 8 | '' |
|-------------------+---------------------+----------+--------------------|
| Callous | +20% Damage | Level 14 | '' |
|-------------------+---------------------+----------+--------------------|
| Heartless | +25% Damage | Level 21 | '' |
|-------------------+---------------------+----------+--------------------|
| Vicious | +32% Damage | Level 28 | '' |
|-------------------+---------------------+----------+--------------------|
| Ruthless | +40% Damage | Level 36 | '' |
|-------------------+---------------------+----------+--------------------|
| Rancorous | +48% Damage | Level 44 | '' |
|-------------------+---------------------+----------+--------------------|
| Excruciating | +56% Damage | Level 53 | '' |
|-------------------+---------------------+----------+--------------------|
| Sharp | +10% Damage | Level 1 | ranged weapon |
|-------------------+---------------------+----------+--------------------|
| Honed | +15% Damage | Level 10 | '' |
|-------------------+---------------------+----------+--------------------|
| Stinging | +20% Damage | Level 16 | '' |
|-------------------+---------------------+----------+--------------------|
| Jagged | +26% Damage | Level 23 | '' |
|-------------------+---------------------+----------+--------------------|
| Fine | +33% Damage | Level 30 | '' |
|-------------------+---------------------+----------+--------------------|
| Serrated | +40% Damage | Level 38 | '' |
|-------------------+---------------------+----------+--------------------|
| Keen | +48% Damage | Level 46 | '' |
|-------------------+---------------------+----------+--------------------|
| Razor | +56% Damage | Level 55 | '' |
|-------------------+---------------------+----------+--------------------|
| Feral | +4% Nature Magic | Level 3 | mage weapon |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Savage | +8% Nature Magic | Level 8 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Wild | +10% Nature Magic | Level 13 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Ferocious | +12% Nature Magic | Level 19 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Bestial | +15% Nature Magic | Level 25 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Rabid | +18% Nature Magic | Level 34 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Overgrown | +22% Nature Magic | Level 43 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Arboreal | +25% Nature Magic | Level 52 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Destructive | +4% Combat Magic | Level 2 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Eradicating | +8% Combat Magic | Level 9 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Ruinous | +12% Combat Magic | Level 17 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Devastating | +15% Combat Magic | Level 27 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Annihilating | +20% Combat Magic | Level 37 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Demolishing | +24% Combat Magic | Level 48 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Obliterating | +28% Combat Magic | Level 59 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Tragic | +32% Combat Magic | Level 72 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Chilling | Adds 3 to 4 Ice | Level 18 | melee weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Shivering | Adds 5 to 8 Ice | Level 27 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Frigid | Adds 8 to 14 Ice | Level 37 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Arctic | Adds 13 to 22 Ice | Level 49 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Glacial | Adds 19 to 32 Ice | Level 61 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Boreal | Adds 27 to 45 Ice | Level 74 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Frosted | Adds 3 to 4 Ice | Level 18 | ranged weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Snowy | Adds 5 to 8 Ice | Level 27 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Icy | Adds 8 to 14 Ice | Level 37 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Frozen | Adds 13 to 22 Ice | Level 49 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Wintery | Adds 19 to 32 Ice | Level 61 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Polar | Adds 27 to 45 Ice | Level 74 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Scorching | Adds 2 to 4 Fire | Level 15 | melee weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Burning | Adds 4 to 6 Fire | Level 25 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Searing | Adds 10 to 12 Fire | Level 37 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Flaming | Adds 16 to 20 Fire | Level 50 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Blistering | Adds 25 to 30 Fire | Level 64 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Cremating | Adds 36 to 46 Fire | Level 80 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Heated | Adds 3 to 3 Fire | Level 15 | ranged weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Smoking | Adds 4 to 6 Fire | Level 25 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Cauterizing | Adds 10 to 12 Fire | Level 37 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Igneous | Adds 16 to 20 Fire | Level 50 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Carbonizing | Adds 25 to 30 Fire | Level 64 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Incinerating | Adds 36 to 46 Fire | Level 80 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Jolting | Adds 2 to 5 | Level 18 | melee weapon |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Electrified | Adds 4 to 12 | Level 29 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Charged | Adds 6 to 20 | Level 37 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Shocking | Adds 12 to 32 | Level 42 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Thundering | Adds 16 to 50 | Level 70 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Storming | Adds 24 to 70 | Level 85 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Glimmering | Adds 2 to 5 | Level 18 | ranged weapon |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Glowing | Adds 4 to 12 | Level 29 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Radiating | Adds 6 to 20 | Level 37 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Dazzling | Adds 12 to 32 | Level 42 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Suffused | Adds 16 to 50 | Level 70 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Incandescent | Adds 24 to 70 | Level 85 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Grim | Adds 4 to 6 Death | Level 22 | melee weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Corrupt | Adds 6 to 12 Death | Level 32 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Vile | Adds 10 to 18 Death | Level 42 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Gruesom | Adds 16 to 28 Death | Level 55 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Depraved | Adds 24 to 40 Death | Level 70 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Necromantic | Adds 35 to 58 Death | Level 85 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Somber | Adds 4 to 6 Death | Level 22 | ranged weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Dispiriting | Adds 6 to 12 Death | Level 32 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Mournful | Adds 10 to 18 Death | Level 42 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Desolate | Adds 16 to 28 Death | Level 55 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Caliginous | Adds 24 to 40 Death | Level 70 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Stygian | Adds 35 to 58 Death | Level 85 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Stout | +2 Armor | Level 1 | armor, ring, |
| | | | amulet |
|-------------------+---------------------+----------+--------------------|
| Repellant | +4 Armor | Level 6 | '' |
|-------------------+---------------------+----------+--------------------|
| Stable | +6 Armor | Level 12 | '' |
|-------------------+---------------------+----------+--------------------|
| Enforced | +8 Armor | Level 18 | '' |
|-------------------+---------------------+----------+--------------------|
| Tough | +10 Armor | Level 25 | '' |
|-------------------+---------------------+----------+--------------------|
| Hardened | +15 Armor | Level 32 | '' |
|-------------------+---------------------+----------+--------------------|
| Durable | +22 Armor | Level 40 | '' |
|-------------------+---------------------+----------+--------------------|
| Rugged | +30 Armor | Level 48 | '' |
|-------------------+---------------------+----------+--------------------|
| Fortified | +40 Armor | Level 57 | '' |
|-------------------+---------------------+----------+--------------------|
| Impenetrable | +52 Armor | Level 66 | '' |
|-------------------+---------------------+----------+--------------------|
| Masterwork | +68 Armor | Level 76 | '' |
|-------------------+---------------------+----------+--------------------|
| Adamantine | +85 Armor | Level 86 | '' |
|-------------------+---------------------+----------+--------------------|
| Steadfast | +26% Armor | Level 4 | armor |
|-------------------+---------------------+----------+--------------------|
| Vigilant | +40% Armor | Level 12 | '' |
|-------------------+---------------------+----------+--------------------|
| Resolute | +52% Armor | Level 20 | '' |
|-------------------+---------------------+----------+--------------------|
| Persistent | +65% Armor | Level 28 | '' |
|-------------------+---------------------+----------+--------------------|
| Unremitting | +78% Armor | Level 36 | '' |
|-------------------+---------------------+----------+--------------------|
| Relentless | +90% Armor | Level 44 | '' |
|-------------------+---------------------+----------+--------------------|
| Abiding | +100% Armor | Level 52 | '' |
|-------------------+---------------------+----------+--------------------|
| Eternal | +115% Armor | Level 60 | '' |
|-------------------+---------------------+----------+--------------------|
| Twilight | +5% Magic Damage | Level 9 | amulet, spellbook |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Dusk | +8% Magic Damage | Level 21 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Midnight | +12% Magic Damage | Level 33 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Dawn | +15% Magic Damage | Level 45 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Azure | +10% Ice Resistance | Level 6 | armor, ring, |
| | | | amulet, spellbook |
|-------------------+---------------------+----------+--------------------|
| Beryl | +14% Ice Resistance | Level 17 | '' |
|-------------------+---------------------+----------+--------------------|
| Blue | +18% Ice Resistance | Level 28 | '' |
|-------------------+---------------------+----------+--------------------|
| Cerulean | +22% Ice Resistance | Level 39 | '' |
|-------------------+---------------------+----------+--------------------|
| Sapphire | +25% Ice Resistance | Level 50 | '' |
|-------------------+---------------------+----------+--------------------|
| Crimson | +10% Fire | Level 6 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Scarlet | +14% Fire | Level 17 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Red | +18% Fire | Level 28 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Bloodshot | +22% Fire | Level 39 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Ruby | +25% Fire | Level 50 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Pale | +10% Lightning | Level 6 | armor, ring, |
| | Resistance | | amulet, spellbook |
|-------------------+---------------------+----------+--------------------|
| Ivory | +14% Lightning | Level 17 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| White | +18% Lightning | Level 28 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Crystalline | +22% Lightning | Level 39 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Pearl | +25% Lightning | Level 50 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Indigo | +10% Death | Level 7 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Lavender | +14% Death | Level 19 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Purple | +18% Death | Level 31 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Violet | +22% Death | Level 43 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Amethyst | +25% Death | Level 56 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Noble | +3% Melee & Ranged | Level 15 | shield, amulet |
| | Resistance | | (fighter only) |
|-------------------+---------------------+----------+--------------------|
| Regal | +5% Melee & Ranged | Level 26 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Imperial | +7% Melee & Ranged | Level 37 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Sovereign | +10% Melee & Ranged | Level 48 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Formidable | +5% Melee | Level 11 | armor |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Imposing | +7% Melee | Level 22 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Daunting | +9% Melee | Level 33 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Intimidating | +11% Melee | Level 44 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Fearsome | +14% Melee | Level 55 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Disorienting | +8% Ranged | Level 11 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Obscuring | +12% Ranged | Level 22 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Blurring | +15% Ranged | Level 33 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Confounding | +18% Ranged | Level 44 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Displacing | +20% Ranged | Level 55 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Rousing | +5% Power Recharge | Level 20 | melee, ranged, |
| | Rate | | amulet |
|-------------------+---------------------+----------+--------------------|
| Energizing | +7% Power Recharge | Level 32 | '' |
| | Rate | | |
|-------------------+---------------------+----------+--------------------|
| Invigorating | +10% Power Recharge | Level 50 | '' |
| | Rate | | |
|-------------------+---------------------+----------+--------------------|
| Warrior's | +1 to Melee Skills | Level 40 | melee, amulet |
| | | | (fighter only) |
|-------------------+---------------------+----------+--------------------|
| Champion's | +2 to Melee Skills | Level 65 | '' |
|-------------------+---------------------+----------+--------------------|
| Adventurer's | +1 to Ranged Skills | Level 40 | ranged, amulet |
| | | | (ranger only) |
|-------------------+---------------------+----------+--------------------|
| Ranger's | +2 to Ranged Skills | Level 65 | '' |
|-------------------+---------------------+----------+--------------------|
| Watcher's | +1 to Nature Magic | Level 40 | melee, amulet, |
| | Skills | | spellbook (mage |
| | | | only) |
|-------------------+---------------------+----------+--------------------|
| Druid's | +2 to Nature Magic | Level 65 | '' |
| | Skills | | |
|-------------------+---------------------+----------+--------------------|
| Ravager's | +1 to Combat Magic | Level 40 | melee, amulet, |
| | Skills | | spellbook (mage |
| | | | only) |
|-------------------+---------------------+----------+--------------------|
| Apocalyptic | +2 to Combat Magic | Level 65 | '' |
| | Skills | | |
|-------------------+---------------------+----------+--------------------|
| Knight's | +2 to Barricade, | Level 30 | melee, amulet |
| | Toughness, and | | (fighter only) |
| | Reinforced Armor | | |
|-------------------+---------------------+----------+--------------------|
| Templar's | +3 to Barricade, | Level 55 | '' |
| | Toughness, and | | |
| | Reinforced Armor | | |
|-------------------+---------------------+----------+--------------------|
| Paladin's | +4 to Barricade, | Level 80 | '' |
| | Toughness, and | | |
| | Reinforced Armor | | |
|-------------------+---------------------+----------+--------------------|
| Brawler's | +2 to Fortitude, | Level 30 | '' |
| | Overbear, and Smite | | |
|-------------------+---------------------+----------+--------------------|
| Barbarian's | +3 to Fortitude, | Level 55 | '' |
| | Overbear, and Smite | | |
|-------------------+---------------------+----------+--------------------|
| Berserker's | +4 to Fortitude, | Level 80 | '' |
| | Overbear, and Smite | | |
|-------------------+---------------------+----------+--------------------|
| Duelist's | +2 to Critical | Level 30 | '' |
| | Strike, Dual Wield, | | |
| | and Alacrity | | |
|-------------------+---------------------+----------+--------------------|
| Slayer's | +3 to Critical | Level 55 | '' |
| | Strike, Dual Wield, | | |
| | and Alacrity | | |
|-------------------+---------------------+----------+--------------------|
| Hurricane's | +4 to Critical | Level 80 | '' |
| | Strike, Dual Wield, | | |
| | and Alacrity | | |
|-------------------+---------------------+----------+--------------------|
| Wanderer's | +2 to Critical | Level 30 | ranged, amulet |
| | Shot, Dodge, and | | (ranger only) |
| | Survival | | |
|-------------------+---------------------+----------+--------------------|
| Nomad's | +3 to Critical | Level 55 | '' |
| | Shot, Dodge, and | | |
| | Survival | | |
|-------------------+---------------------+----------+--------------------|
| Vagabond's | +4 to Critical | Level 80 | '' |
| | Shot, Dodge, and | | |
| | Survival | | |
|-------------------+---------------------+----------+--------------------|
| Archer's | +2 to Biting Arrow, | Level 30 | '' |
| | Far Shot, and | | |
| | Shockwave | | |
|-------------------+---------------------+----------+--------------------|
| Marksman's | +3 to Biting Arrow, | Level 55 | '' |
| | Far Shot, and | | |
| | Shockwave | | |
|-------------------+---------------------+----------+--------------------|
| Sniper's | +4 to Biting Arrow, | Level 80 | '' |
| | Far Shot, and | | |
| | Shockwave | | |
|-------------------+---------------------+----------+--------------------|
| Assassin's | +2 to Quick Draw, | Level 30 | '' |
| | Bleed, Penetrate | | |
|-------------------+---------------------+----------+--------------------|
| Tempest's | +3 to Quick Draw, | Level 55 | '' |
| | Bleed, Penetrate | | |
|-------------------+---------------------+----------+--------------------|
| Fusillier's | +4 to Quick Draw, | Level 80 | '' |
| | Bleed, Penetrate | | |
|-------------------+---------------------+----------+--------------------|
| Caller's | +2 to Summon | Level 30 | melee, amulet, |
| | Fortitude, Summon | | spellbook (mage |
| | Might, Summon Bond | | only) |
|-------------------+---------------------+----------+--------------------|
| Summoner's | +3 to Summon | Level 55 | '' |
| | Fortitude, Summon | | |
| | Might, Summon Bond | | |
|-------------------+---------------------+----------+--------------------|
| Beastwalker's | +4 to Summon | Level 80 | '' |
| | Fortitude, Summon | | |
| | Might, Summon Bond | | |
|-------------------+---------------------+----------+--------------------|
| Rime | +2 to Aquatic | Level 30 | '' |
| | Affinity, Arctic | | |
| | Mastery, Freezing | | |
|-------------------+---------------------+----------+--------------------|
| Winter | +3 to Aquatic | Level 55 | '' |
| | Affinity, Arctic | | |
| | Mastery, Freezing | | |
|-------------------+---------------------+----------+--------------------|
| Aquamancer's | +4 to Aquatic | Level 80 | '' |
| | Affinity, Arctic | | |
| | Mastery, Freezing | | |
|-------------------+---------------------+----------+--------------------|
| Advocate's | +2 to Nurturing | Level 30 | '' |
| | Gift, Enveloping | | |
| | Embrace, Feral | | |
| | Wrath | | |
|-------------------+---------------------+----------+--------------------|
| Protector's | +3 to Nurturing | Level 55 | '' |
| | Gift, Enveloping | | |
| | Embrace, Feral | | |
| | Wrath | | |
|-------------------+---------------------+----------+--------------------|
| Warden's | +4 to Nurturing | Level 80 | '' |
| | Gift, Enveloping | | |
| | Embrace, Feral | | |
| | Wrath | | |
|-------------------+---------------------+----------+--------------------|
| Vanquisher's | +2 to Debilitation, | Level 30 | melee, amulet, |
| | Grim Necromancy, | | spellbook (mage |
| | Vampirism | | only) |
|-------------------+---------------------+----------+--------------------|
| Necromancer's | +3 to Debilitation, | Level 55 | '' |
| | Grim Necromancy, | | |
| | Vampirism | | |
|-------------------+---------------------+----------+--------------------|
| Blightwalker's | +4 to Debilitation, | Level 80 | '' |
| | Grim Necromancy, | | |
| | Vampirism | | |
|-------------------+---------------------+----------+--------------------|
| Luminous | +2 to Brilliance, | Level 30 | '' |
| | Amplified | | |
| | Lightning, Arcing | | |
|-------------------+---------------------+----------+--------------------|
| Blinding | +3 to Brilliance, | Level 55 | '' |
| | Amplified | | |
| | Lightning, Arcing | | |
|-------------------+---------------------+----------+--------------------|
| Shining | +4 to Brilliance, | Level 80 | '' |
| | Amplified | | |
| | Lightning, Arcing | | |
|-------------------+---------------------+----------+--------------------|
| Blazing | +2 to Devastation. | Level 30 | '' |
| | Searing Flames, | | |
| | Ignite | | |
|-------------------+---------------------+----------+--------------------|
| Incendiary | +3 to Devastation. | Level 55 | '' |
| | Searing Flames, | | |
| | Ignite | | |
|-------------------+---------------------+----------+--------------------|
| Pyromancer's | +4 to Devastation. | Level 80 | '' |
| | Searing Flames, | | |
| | Ignite | | |
|-------------------+---------------------+----------+--------------------|
| Fortunate | +4% Chance to Find | Level 20 | ring, amulet, |
| | Magic Items | | spellbook |
|-------------------+---------------------+----------+--------------------|
| Charmed | +8% Chance to Find | Level 30 | '' |
| | Magic Items | | |
|-------------------+---------------------+----------+--------------------|
| Lucky | +16% Chance to Find | Level 40 | '' |
| | Magic Items | | |
|-------------------+---------------------+----------+--------------------|
| Fated | +25% Chance to Find | Level 50 | '' |
| | Magic Items | | |
|-------------------+---------------------+----------+--------------------|
| Serendipitous | +45% Chance to Find | Level 60 | '' |
| | Magic Items | | |
|-------------------+---------------------+----------+--------------------|
| Glittering | +5% Gold Dropped | Level 20 | melee, ranged, |
| | | | ring, amulet, |
| | | | spellbook |
|-------------------+---------------------+----------+--------------------|
| Wealthy | +15% Gold Dropped | Level 25 | '' |
|-------------------+---------------------+----------+--------------------|
| Opulent | +40% Gold Dropped | Level 35 | '' |
|-------------------+---------------------+----------+--------------------|
| Affluent | +70% Gold Dropped | Level 45 | '' |
+-------------------+---------------------+----------+--------------------+


==================
[5.7] Unique Items
==================

Unique items listed in this format:
* Item name, Item type (item level): Enhancements

AMULETS
* Hunter's Mark, Talisman (36): +25 Dexterity, +12 Max Damage, , +20 Armor,
+1 to Ranged Skills

* Hero's Amulet, Amulet (5): Magic Damage Reduced by 4%


ARMOR - COMBAT MAGE
* Traveler's Robe, Apprentice Robe (16): +25 Health, +35 Mana, +14% Ice
Resistance, +3% Melee and Ranged Resistance

* Inferno Mantle, Elementalist Robe (28): +10 Intelligence, +56 Health, +18
Armor, +18% Fire Resistance, +18% Lightning Resistance

* Serpent Vestment, Adept Robe (44): +165 Mana, +16% Health Regeneration,
+120% Armor, +1 to Combat Magic Skills

* The Encrusted Masterpiece, Sorcerer Robe (65): +42 Intelligence, +65 Armor,
+18% Magic Damage Resistance, +3 to Brilliance, Amplified Lightning, and
Arcing

* Bloodspeaker Robe, Warlock Robe (74): +20% Combat Magic Damage, 6% Health
Steal, +25% Mana Regeneration, +180% Armor, +25% Death Resistance

* Entropy, Archmage Robe (85): +60 Intelligence, +525 Mana, +200% Armor, +2
to Combat Magic Skills

* Arinth's Robe , Archmage Robe (32): +77 Mana, +18 Armor, +20% Fire
Resistance, +35% Chance to Find Magic Items


ARMOR - FIGHTER
* Dusk, Leather Jerkin (16): +8 Armor, +13% Lightning Resistance, +13% Death
Resistance, +6% Chance to Dodge Melee Attacks, +18% Chance to Find Magic
Items

* Ravager's Skin, Studded Tunic (25): +10 Strength, +50 Health, 20% of
Physical Damage Reflected to Enemy, +80% Armor

* Lescanza Skin, Chain Mail (40): +22 Armor, +12% Chance to Dodge Ranged
Attacks, +22% Lightning Resistance, +1 to Melee Skills

* Resplendent Mail, Full Plate (60): +42 Strength, +20% Health Regeneration,
+120% Armor, +25% Fire Resistance

* Forgotten Armor, Obsidian Armor (70): +200 Health, +58 Armor, +20% Magic
Damage Resistance, +2 to Barricade, Toughness, and Reinforced Armor, +50%
Chance to Find Magic Items

* The Radiant Sun, Mythril Armor (85): +78 Strength, +300 Health, +140% Armor,
+10% Melee and Ranged Resistance, +2 to Melee Skills


ARMOR - NATURE MAGE
* Sylvan Garb, Woven Tunic (18): +5 Intelligence, +30 Health, +10% Mana
Regeneration, +14% Death Resistance

* Prongtotem, Tribal Armor (29): +85 Mana, 25% of Physical Damage Reflected
to Enemy, +12 Armor, +18% Ice Resistance, +40% Chance to Find Magic Items

* Trickster Feathers, Raven Armor (41): +18 Intelligence, +115% Armor, +22%
Fire Resistance, +1 to Nature Magic Skills

* Wildclaw, Ancestral Armor (61): +205 Health, +22% Health Regeneration, +58
Armor, +10% Melee and Ranged Resistance

* Ancient's Majesty, Dragon Armor (75): +240 Health, +20% Nature Magic Damage,
+25% Mana Regeneration, +180% Armor

* Nature's Avatar, Mystic Armor (85): +60 Intelligence, +525 Mana, +200%
Armor, +2 to Nature Magic Skills


ARMOR - RANGER
* Lunar Petals, Leaf Jerkin (20): +10 Dexterity, +8% Health Regeneration,
+15% Ice Resistance, +15% Fire Resistance

* Oakcase, Carved Tunic (26): +50 Health, +13 Armor, +16% Death Resistance,
+6% Melee Resistance

* Artech's Rainment, Explorer Armor (37): +30 Dexterity, +105% Armor, +14%
Magic Damage Resistance, +1 to Ranged Skills

* Etched Spirit, Elven Armor (57): +160 Health, +145% Armor, +22% Fire
Resistance, +3 to Critical Shot, Dodge, and Survival

* Woodland Finery, Arboreal Armor (71): +5% Health Regeneration, +60 Armor,
+25% Ice Resistance, +25% Chance to Dodge Ranged Attacks

* The Ageless Hunter, Twilight Armor (85): +110 Dexterity, +300 Health, +200%
Armor, +2 to Ranged Skills

* Amren Family Armor, Twilight Armor (22): +12 Dexterity, +8 Armor, +10% Fire
Resistance


BOOTS - COMBAT MAGE
* Wanderer's Boots, Apprentice Boots (8): +2 Intelligence, +5% Mana
Regeneration, +10% Ice Resistance, +25% Gold Dropped

* Stormdancers, Elementalist Boots (14): +22 Health, +12% Lightning
Resistance, +12% Chance to Dodge Ranged Attacks, +2 to Brilliance, Amplified
Lightning, and Arcing

* Chimaera Tracks, Adept Boots (25): +8 Intelligence, +45 Health, +15 Armor,
+16% Fire Resistance

* Sapphire Boots, Sorcerer Boots (40): +125 Mana, +20% Mana Regeneration,
+110% Armor, +22% Ice Resistance, +45% Chance to Find Magic Items

* Corrupting Wake, Warlock Boots (56): +155 Health, 40% of Physical Damage
Reflected to Enemy, +50 Armor, +24% Death Resistance

* Planar Travelers, Archmage Boots (78): +56 Intelligence, +390 Mana, +70
Armor, +2 to Combat Magic Skills


BOOTS - FIGHTER
* Grace of Night, Leather Boots (8): +12 Health, +4 Armor, +12% Ice
Resistance, +8% Chance to Dodge Ranged Attacks

* Grimstomp, Studded Boots (14): +5 Strength, +6% Health Regeneration, +8
Armor, +13% Fire Resistance

* Infused Boots, Chain Boots (22): +8 Strength, +12 Armor, +16% Lightning
Resistance, +6% Chance to Dodge Melee Attacks, +70% Gold Dropped

* Norick's Preservation, Plate Greaves (44): +90 Health, +16% Health
Regeneration, +90% Armor, +3 to Barricade, Toughness, and Reinforced Armor,
+50% Chance to Find Magic Items

* Kale's Resolve, Obsidian Greaves (56): +38 Strength, +130 Health, 40% of
Physical Damage Reflected to Enemy, +40 Armor, +25% Death Resistance

* Dawntread, Mythril Greaves (78): +240 Health, +60 Armor, +30% Fire
Resistance, +10% Melee Resistance, +4 to Fortitude, Overbear, and Smite


BOOTS - NATURE MAGE
* Lifewalk, Woven Boots (7): +10 Health, 4% Health Steal, +5% Health
Regeneration, +10% Fire Resistance

* Panther's Paw, Tribal Boots (11): +16 Health, +6% Mana Regeneration, +12%
Death Resistance, +3% Chance to Dodge Ranged and Melee Attacks

* Companion's Wisdom, Raven Boots (23): +8 Intelligence, +12 Armor, +8% Magic
Damage Resistance, +2 to Summon Fortitude, Summon Might, and Summon Bond

* Feral Stalkers, Ancestral Boots (37): +16 Intelligence, +18% Mana
Regeneration, +105% Armor, +3 to Nurturing Gift, Enveloping Embrace, and
Feral Wrath, +45% Chance to Find Magic Items

* Wyrmriders, Dragon Boots (49): +125 Health, +20% Health Regeneration, +40
Armor, +24% Lightning Resistance, +3 to Summon Fortitude, Summon Might, and
Summon Bond

* Growth of Ages, Mystic Boots (72): +50 Intelligence, +340 Mana, +25% Mana
Regeneration, +70 Armor, +4 to Aquatic Affinity, Arctic Mastery, and Freezing


BOOTS - RANGER
* Grovestep, Leaf Boots (7): +3 Dexterity, +5% Health Regeneration, +5%
Chance to Dodge Melee Attacks, +20% Gold Dropped

* Nimblefoot, Carved Boots (11): +5 Dexterity, +5 Armor, +12% Lightning
Resistance, +10% Chance to Dodge Ranged Attacks

* Farwalkers, Explorer Boots (23): +40 Health, +10% Health Regeneration, +12
Armor, +2 to Quick Draw, Bleed, and Penetrate

* Tracker's Boots, Elven Boots (41): +115% Armor, +22% Ice Resistance, +22%
Fire Resistance, +3 to Critical Shot, Dodge, and Survival, +45% Chance to
Find Magic Items

* Forest Dancers, Arboreal Boots (49): +48 Dexterity, +125 Health, +40 Armor,
+12% Chance to Dodge Melee Attacks

* Gilded Striders, Twilight Boots (76): +96 Dexterity, +25% Health
Regeneration, +70 Armor, +20% Magic Damage Resistance


GLOVES - COMBAT MAGE
* Prestidigitators, Apprentice Gloves (12): +25 Mana, 4% Mana Steal, +12%
Death Resistance, +10% Chance to Dodge Ranged Attacks, +15% Chance to Find
Magic Items

* Phosphorsilk, Elementalist Gloves (19): +6 Intelligence, 18% of Physical
Damage Reflected to Enemy, +15% Fire Resistance, +2 to Devastation, Searing
Flames, and Ignite

* Wyrmscale Gloves, Adept Gloves (32): +12% Combat Magic Damage, 7% Mana
Steal, +20 Armor, +8% Power Recharge Rate

* Ruby Gauntlets, Sorcerer Gloves (52): +200 Mana, +135% Armor, +22% Fire
Resistance, +10% Power Recharge Rate, +3 to Devastation, Searing Flames, and
Ignite

* Culling Touch, Warlock Gloves (60): 12% Mana Steal, +40 Armor, +24% Death
Resistance, +12% Power Recharge Rate, +3 to Debilitation, Grim Necromancy,
and Vampirism

* Runes of Command, Archmage Gloves (81): +60 Intelligence, +25% Combat Magic
Damage, +70 Armor, +20% Magic Damage Resistance, +14% Power Recharge Rate


GLOVES - FIGHTER
* Gloamhand, Leather Gloves (6): Adds 3 to 5 Weapon Damage, +3 Armor, +10%
Death Resistance, +20% Gold Dropped

* Ragetalon, Studded Leather Gloves (10): +3 Strength, +15 Health, Restores 2
Health per Hit, +1 to Fortitude, Overbear, and Smite

* Stormhold, Chain Gloves (28): +12 Strength, Adds 4 to 12 Weapon Damage, +12
Armor, +18% Lightning Resistance, +5% Power Recharge Rate

* Noblegrip, Plate Gauntlets (36): Restores 8 Health per Hit, +80% Armor,
+20% Fire Resistance, +1 to Melee Skills, +80% Gold Dropped

* Shattering Gauntlets, Obsidian Gauntlets (48): +30 Strength, Adds 14 to 23
Weapon Damage, +30 Armor, +25% Ice Resistance, +3 to Fortitude, Overbear, and
Smite

* Gauntlets of Cleansing Fire, Mythril Gauntlets (75): Adds 36 to 44 Weapon
Damage, 10% Health Steal, +50 Armor, +14% Power Recharge Rate, +4 to Critical
Strike, Dual Wield, and Alacrity


GLOVES - NATURE MAGE
* Verdant Touch, Woven Gloves (9): +18 Mana, 4% Mana Steal, +5 Armor, +12%
Ice Resistance

* Wolfspirit, Tribal Gloves (16): +5 Intelligence, +10% Nature Magic Damage,
+10% Mana Regeneration, +12% Ranged Resistance

* Bloodtalons, Raven Gloves (26): +70 Mana, 6% Health Steal, +15 Armor, +18%
Fire Resistance, +5% Power Recharge Rate

* Beastguards, Ancestral Gloves (45): +110 Health, 8% Mana Steal, +18% Health
Regeneration, +120% Armor, +8% Power Recharge Rate

* Scaled Blessing, Dragon Gloves (57): +40 Armor, +24% Death Resistance, +10%
Power Recharge Rate, +3 to Nurturing Gift, Enveloping Embrace, and Feral
Wrath

* Protector's Oath, Mystic Gloves (79): +58 Intelligence, +25% Nature Magic
Damage, +70 Armor, +14% Power Recharge Rate, +4 to Summon Fortitude, Summon
Might, and Summon Bond

* Moon Needle, Leaf Gloves (13): +6 Max Damage, +10% Nature Magic Damage,
Restores 3 Health per Hit, +8% Health Regeneration, +12% Ice Resistance


GLOVES - RANGER
* Thief's Finesse, Carved Gloves (17): +8 Dexterity, Adds 2 to 6 Weapon
Damage, +8 Armor, +25% Chance to Find Magic Items, +50% Gold Dropped

* Horizon's Reach, Explorer Gloves (33): +65 Health, +22 Armor, +7% Power
Recharge Rate, +2 to Quick Draw, Bleed, and Penetrate

* Archer's Tradition, Elven Gloves (53): +55 Dexterity, Restores 15 Health
per Hit, +140% Armor, +10% Power Recharge Rate, +3 to Biting Arrow, Far Shot,
and Shockwave

* Ethaniel's Gloves, Arboreal Gloves (66): +200 Health, Adds 24 to 40 Weapon
Damage, +25% Health Regeneration, +52 Armor, +12% Power Recharge Rate

* Exalted Mastery, Twilight Gloves (82): +110 Dexterity, +95 Max Damage, 12%
Health Steal, Restores 15 Health per Hit, +70 Armor, +14% Power Recharge Rate


HELMETS - COMBAT MAGE
* Vagabond's Hood, Apprentice Hood (6): +2 Intelligence, +4% Health
Regeneration, +10% Fire Resistance, +5% Melee Resistance

* Soulchannel, Elementalist Cap (10): +54 Mana, 4% Health Steal, +5% Mana
Regeneration, +12% Death Resistance

* Devilhorn, Adept Helm (22): +6 Intelligence, +40 Health, +75% Armor, +15%
Fire Resistance, +2 to Debilitation, Grim Necromancy, and Vampirism

* Diamond Mask, Sorcerer Cowl (36): +105 Mana, +10% Combat Magic Damage, +25
Armor, +22% Lightning Resistance, +2 to Brilliance, Amplified Lightning, and
Arcing

* Calix's Mask, Warlock Mask (48): +25 Intelligence, 35% of Physical Damage
Reflected to Enemy, +125% Armor, +22% Ice Resistance, +3 to Devastation,
Searing Flames, and Ignite

* The Omniscient Oracle, Archmage Hood (70): +45 Intellligence, +15% Combat
Magic Damage, +25% Mana Regeneration, +65 Armor, +2 to Combat Magic Skills


HELMETS - FIGHTER
* Nightwolf Crest, Leather Helm (12): +6% Health Regeneration, +12% Fire
Resistance, +5% Chance to Dodge Melee Attacks, +1 to Fortitude, Overbear, and
Smite

* Chaos Glare, Studded Helm (19): +8 Strength, +30 Health, 18% of Physical
Damage Reflected to Enemy, Restores 3 Health Per Hit

* Elfhame, Chain Helm (32): +15 Strength, +15 Armor, +20% Lightning
Resistance, +40% Chance to Find Magic Items

* Pulsing Horns, Plate Helm (52): +120 Health, 8% Health Steal, +35 Armor, +1
to Melee Skills

* Glacial Crown, Obsidian Helmet (65): +180 Health, +20% Health Regeneration,
+120% Armor, +28% Ranged Resistance, +2 to Melee Skills

* Helm of Glory, Mythril Helmet (81): +72 Strength, +90 Max Damage, +70 Armor,
+20% Magic Damage Resistance, +2 to Barricade, Toughness, and Reinforced
Armor


HELMETS - NATURE MAGE
* Forest Shroud, Woven Hood (13): +3 Intelligence, +12% Lightning Resistance,
+10% Ranged Resistance, +12% Chance to Dodge Ranged Attacks

* Sight of the Eagle, Tribal Headdress (20): +6 Intelligence, +50 Mana, 5%
Mana Steal, +12 Armor

* Gram's Relic, Raven Cap (33): +70 Health, +100% Armor, +18% Death
Resistance, +2 to Aquatic Affinity, Arctic Mastery, and Freezing, +40% Chance
to Find Magic Items

* Untamed Eyes, Ancestral Helm (53): +30 Intelligence, +10% Nature Magic
Damage, +20% Mana Regeneration, +46 Armor, +24% Ice Resistance

* Tyrant's Horns, Dragon Helm (66): 12% Health Steal, 12% Mana Steal, +160%
Armor, +30% Fire Resistance, +45% Chance to Find Magic Items

* Harmony of All, Mystic Helm (82): +60 Intelligence, +15% Nature Magic
Damage, +75 Armor, +20% Magic Damage Resistance, +2 to Nature Magic Skills


HELMETS - RANGER
* Rogue's Hood, Leaf Hood (9): +15 Health, 10% of Physical Damage Reflected
to Enemy, +11% Lightning Resistance, +15% Chance to Find Magic Items

* Arborwood, Carved Cap (15): +24 Health, Restores 2 Health per Hit, +14% Ice
Resistance, +6% Melee Resistance, +1 to Critical Shot, Dodge, and Survival

* Restless Gaze, Explorer Helm (29): +18 Dexterity, +18 Armor, +6% Chance to
Dodge, +2 to Critical Shot, Dodge, and Survival

* Wyrmskin Cowl, Elven Helm (45): +110 Health, 10% Health Steal, +35 Armor,
+1 to Ranged Skills

* Thicket Horns, Arboreal Horns (61): +66 Dexterity, +24% Health Regeneration,
+150% Armor, +2 to Ranged Skills

* Polaris, Twilight Hood (79): +105 Dexterity, Restores 25 Health per Hit,
+70 Armor, +15% Melee and Ranged Resistance


RINGS
* Xeria's Seal, Silver Ring (22): +5 Strength, +6 Max Damage, , Restores 3
Health Per Hit, +10 Armor

* Rahvan's Fist, Gold Ring (32): +10 Strength, +10 Max Damage, , +12 Armor,
+8% Magic Damage Resistance

* Stoutgrip, Gold Ring (38): +15 Strength, +65 Health, +5% Power Recharge
Rate, +40% Gold Dropped

* Gleamstone, Jeweled Ring (30): +40 Health, +40 Mana, +25% Gold Dropped,
+15% Chance to Find Magic Items

* Queen's Husk, Elaborate Ring (15): +6 Armor, 2% Health Steal, +10 Health,
+10% Death Resistance

* Soulreaver, Adorned Ring (28): +30 Health, Adds 3 to 5 Weapon Damage, +15%
Fire Resistance, +4% Melee and Ranged Resistance

* Outrider's Signet, Gilded Ring (12): +4 Dexterity, +3 Intelligence, +5%
Mana Regeneration, +8% Ice Resistance

* Spellbinder, Ornate Ring (36): +12 Intelligence, +75 Mana, +5% Combat Magic
Damage, +5% Nature Magic Damage

* Hero's Ring, Ring (0): +5 Armor, +10 Health


SHIELDS
* Glimmerhold, Buckler (10): +15 Health, +12% Lightning Resistance, +8%
Chance to Block Melee Attacks, +15% Chance to Find Magic Items

* Utraean Bulwark, Small Shield (20): +8 Strength, +35 Health, +8% Health
Regeneration, +10% Chance to Block Ranged Attacks

* Flame of Ibsen Yamas, Heater Shield (32): Adds 9 to 11 Weapon Damage, +15
Armor, +20% Fire Resistance, +10% Chance to Block Melee Attacks

* Flechette Ward, Large Shield (44): +25 Strength, +90% Armor, +22% Ranged
Resistance, +15% Chance to Block Ranged Attacks

* Razor Mane of Culahn, Tower Shield (56): 40% of Physical Damage Reflected
to Enemy, +40 Armor, +20% Death Resistance, +12% Chance to Block Melee
Attacks, +20% Chance to Block Ranged Attacks

* Will of the Justiciar, Kite Shield (68): +200 Health, +120% Armor, +16%
Magic Damage Resistance, +15% Chance to Block Melee Attacks

* Rowain's Indomitability, Ceremonial Shield (80): +70 Strength, +70 Armor,
+8% Melee and Ranged Resistance, +20% Chance to Block Melee Attacks, +25%
Chance to Block Ranged Attacks


WEAPONS - 1H AXES
* Champion's Edge, Battle Axe (19): +8 Strength, +16 Health, +10 Armor, +4%
Melee and Ranged Resistance, +2 to Barricade, Toughness, and Reinforced Armor

* Grimsteel Reaver, Forest Pick (31): +18 Strength, +30% Damage, Adds 12 to
Death Damage, 10% Health Steal, -75% Health Regeneration, +20% Death
Resistance

* Silver Dawn, Elven Axe (54): +42 Strength, Adds 34 to Lightning Damage,
+24% Death Resistance, +3 to Barricade, Toughness, and Reinforced Armor

* Addiction, Vai'Kesh Cleaver (69): +200 Health, +26 Min Damage, 16% Health
Steal, -25% Death Resistance, +20% Power Recharge Rate

* Desert Fire, Rift Axe (78): +68% Damage, Adds 47 to Fire Damage, 12%
Health Steal, +18% Magic Damage Resistance


WEAPONS - 2H AXES
* Soulburn, War Axe (28): +66 Health, +30% Damage, Adds 9 to Fire Damage,
25% of Physical Damage Reflected to Enemy, +20% Ice Resistance

* Istaura's Justice, Viper Axe (74): +65 Strength, Adds 48 to Ice Damage,
+64 Armor, +3 to Melee Skills


WEAPONS - BOWS
* Lyssa's Bow, Short Bow (6): +4 Dexterity, Adds 2 to Fire Damage, +10%
Chance to Find Magic Items, +15% Gold Dropped

* Demonstring, Scout Bow (12): +6 Max Damage, Adds 3 to Death Damage, 15% of
Physical Damage Reflected to Enemy, 6% Health Steal, -75% Health Regeneration

* Lunar Grace, Dryad Bow (18): +11 Dexterity, +24% Damage, Restores 3 Health
per Hit, +2 to Critical Shot, Dodge, and Survival

* Purestrike, Composite Bow (31): +35% Damage, Adds 14 to Lightning Damage,
+20% Death Resistance, +2 to Biting Arrow, Far Shot, and Shockwave

* The Blood Rose Thorn, Curve Bow (45): +40 Dexterity, Adds 21 to Ice Damage,
10% Health Steal, +18% Health Regeneration

* Despair of the Void, Stalker Bow (59): +54% Damage, Adds 33 to Death
Damage, +24% Ice Resistance, +3 to Critical Shot, Dodge, and Survival

* Venerable Hunter, Elven Longbow (66): +300 Health, Restores 20 Health per
Hit, +25% Health Regeneration, +65 Armor

* Dalziel's Forsaker, Ironwood Bow (72): +88 Dexterity, Adds 41 to Fire
Damage, +18% Magic Damage Resistance, +4 to Biting Arrow, Far Shot, and
Shockwave

* Starfall, Swift Bow (84): +30 Min Damage, Adds 60 to Ice Damage, +20%
Magic Damage Resistance, +4 to Critical Shot, Dodge, and Survival

* Virtuous Rebellion, Bow (35): +24 Dexterity, +35% Damage, Adds 6 to 17
Lightning Damage, +2 to Biting Arrow, Far Shot, and Shockwave


WEAPONS - CESTUS
* Rubicon's Bracers, Arcane Cestus (18): +37 Health, +10% Health Regeneration,
+9 Armor, +4% Melee and Ranged Resistance

* Druid's Companions, Arcane Cestus (35): +100 Mana, +18% Mana Regeneration,
+20% Death Resistance, +2 to Summon Fortitude, Summon Might, and Summon Bond,
+1 to Fortitude and Toughness

* Reckless, Arcane Cestus (37): +112 Mana, +18% Mana Regeneration, +20%
Lightning Resistance, +14% Power Recharge Rate, +3 to Summon Alacrity and
Quickened Casting

* Ancestor's Hands, Cryptic Cestus (51): 10% Health Steal, +24% Mana
Regeneration, +22% Fire Resistance, +16% Power Recharge Rate, +50% Chance to
Find Magic Items

* Genesis, Cryptic Cestus (54): +200 Mana, +20% Mana Regeneration, +14% Magic
Damage Resistance, +3 to Summon Fortitude, Summon Might, and Summon Bond, +3
to Nurturing Gift, Enveloping Embrace, and Feral Wrath

* Archon's Grip, Cryptic Cestus (60): +175 Health, +250 Mana, 40% of Physical
Damage Reflected to Enemy, +15% Magic Damage Resistance, +3 to Brilliance,
Amplified Lightning, and Arcing

* Apocalypse, Spirit Cestus (66): +42 Intelligence, +35% Combat Magic Damage,
+2 to Combat Magic Skills, +3 to Debilitation, Grim Necromancy, and Vampirism,
+3 to Brilliance, Amplified Lightning, and Arcing, +3 to Devastation, Searing
Flames, and Ignite

* Endless Memory, Spirit Cestus (85): +65 Intelligence, +40% Nature Magic
Damage, +40% Combat Magic Damage, +3 to Nature Magic Skills, +3 to Combat
Magic Skills


WEAPONS - CLUBS
* Heartwood Cudgel, Club (6): +30 Health, +50% Damage, +15% Health
Regeneration

* Thorn, Spiked Club (35): +22 Max Damage, 25% of Physical Damage Reflected
to Enemy, +20% Fire Resistance, +18% Ranged Resistance


WEAPONS - CROSSBOWS
* Spikeshell, Mercenary Crossbow (8): +16 Health, Adds 2 to Ice Damage, +5%
Health Regeneration, +5 Armor

* Siegebolt, Light Crossbow (24): +42 Health, +15 Max Damage, +18% Fire
Resistance, +2 to Biting Arrow, Far Shot, and Shockwave

* Undermountain Catapult, Heavy Crossbow (38): +20 Strength, +25 Max Damage,
+42% Damage, +15% Power Recharge Rate, +100% Gold Dropped

* Crystal Cloudstrike, Arbalest (52): Adds 32 to Lightning Damage, +45 Armor,
+20% Lightning Resistance, +3 to Biting Arrow, Far Shot, and Shockwave

* Warmaker, Ballista (78): +68% Damage, +90 Armor, +25% Fire Resistance, +2
to Ranged Skills


WEAPONS - DAGGERS
* Assassin's Kiss, Dagger (8): +4 Strength, +4 Dexterity, +4 Max Damage,
Restores 2 Health per Hit, +18% Gold Dropped

* Heartseeker, Royal Dagger (82): +55% Damage, Restores 12 Health per Hit,
+6% Chance to Dodge Melee Attacks, +3 to Critical Strike, Dual Wield, and
Alacrity

* Hak'u Ceremonial Blade, Hak'u Ceremonial Blade (1): Imbued with Hak'u Magic


WEAPONS - 1H HAMMERS
* Fortune's Favor, Hammer (10): +20% Damage, +6% Chance to Dodge Melee
Attacks, +15% Chance to Find Magic Items, +25% Gold Dropped

* Earthcrafter, Dryad Hammer (27): +65 Health, +15 Max Damage, +30% Damage,
+12% Health Regeneration, +20% Lightning Resistance

* Gregor's Diligence, Spiked Hammer (82): +72 Strength, +250 Health, +78
Armor, +4 to Barricade, Toughness, and Reinforced Armor


WEAPONS - 2H HAMMERS
* Bloodpounder, Sledge (9): +4 Strength, +4 Max Damage, Restores 3 Health per
Hit, +3% Melee and Ranged Resistance

* Dragonheart, Soldier Hammer (46): +100 Health, Adds 19 to Fire Damage,
+18% Health Regeneration, +1 to Melee Skills


WEAPONS - MACES
* Purgestone, Mace (15): Adds 4 to Fire Damage, +8% Health Regeneration, +8
Armor, +15% Death Resistance

* Gravecage, Flanged Mace (59): +124 Health, Adds 33 to Ice Damage, +44
Armor, +25% Ice Resistance

* Mace of Agarrus, Mace (34): +30 Strength, +40% Damage, +22 Max Damage


WEAPONS - STAFF (FIGHTER)
* Fury of the Elements, Fighter Staff (14): Adds 2 to 4 Ice Damage, Adds 3 to
4 Fire Damage, Adds 2 to 5 Lightning Damage, +7% Magic Damage Resistance

* Crimson Hunter, Bladed Staff (56): +65 Max Damage, 12% Health Steal, +12%
Chance to Dodge Melee Attacks, +12% Chance to Dodge Ranged Attacks


WEAPONS - STAFF (MAGE)
* Gnarlcharm, Ritual Staff (6): +2 Intelligence, +17 Mana, +5% Mana
Regeneration, +10% Chance to Find Magic Items

* The Curving Stream, Ritual Staff (26): +10 Intelligence, +15% Nature Magic
Damage, +18% Ice Resistance, +2 to Aquatic Affinity, Arctic Mastery, and
Freezing

* Ruin's Herald, Ritual Staff (22): +8 Intelligence, +15% Combat Magic Damage,
+18% Fire Resistance, +2 to Devastation, Searing Flames, and Ignite

* The Soul Vortex, Druid Staff (12): +4 Intelligence, 5% Mana Steal, +6 Armor,
+8% Magic Damage Resistance

* Oakheart Gift, Druid Staff (42): +100 Health, 10% Health Steal, +32 Armor,
+22% Ranged Resistance

* Manastorm Spire, Elven Staff (31): +13 Intelligence, +105 Mana, +15% Nature
Magic Damage, +15% Combat Magic Damage, +20% Lightning Resistance

* Nightmarrow, Elven Staff (48): +25 Intelligence, 10% Health Steal, 10% Mana
Steal, +24% Death Resistance, +3 to Debilitation, Grim Necromancy, and
Vampirism

* Rimen's Dragoneye Staff, Yearling Staff (67): +45 Intelligence, +35% Nature
Magic Damage, +50% Ice Resistance, +2 to Nature Magic Skills, +4 to Aquatic
Affinity, Arctic Mastery, and Freezing

* Isteru's Wisdom, Yearling Staff (75): +52 Intelligence, +360 Mana, 12% Mana
Steal, +12% Melee Resistance

* Blight, Staff (28): +62 Mana, 20% of Physical Damage Reflected to Enemy, 7%
Health Steal, +8% Melee Resistance

* Arinth's Staff, Staff (30): +10 Intelligence, +20% Combat Magic Damage, +2
to Devastation, Searing Flames, and Ignite

* Twylis' Grandfather's Broken Staff, Staff (15): +25 Health, +8% Chance to
Find Magic Items

* Twylis' Grandfather's Staff, Staff (32): +12 Intelligence, +65 Health, +18%
Death Resistance, +45% Chance to Find Magic Items

* Soul Staff, Staff (36)

* Soul Staff of the Nexus, Staff (36): +16 Intelligence, +32 Mana, +10%
Nature Magic Damage, Adds 12 to Ice Damage, +20% Ice Resistance, +25 Armor


WEAPONS - 1H SWORDS
* Claw of Kajj, Short Sword (12): +7 Min Damage, +20% Damage, 5% Health Steal,
+20% Chance to Find Magic Items

* Frost Talon, Dryad Sword (23): +11 Strength, +26% Damage, Adds 8 to Ice
Damage, +17% Fire Resistance, +2 to Critical Strike, Dual Wield, and Alacrity

* Gemcrust, Gladius (39): +20 Strength, +12% Magic Damage Resistance, +14%
Power Recharge Rate, +45% Chance to Find Magic Items, +80% Gold Dropped

* Mourneblade, Long Sword (44): +32 Max Damage, Adds 20 to Death Damage, +26
Armor, +22% Fire Resistance

* Feanden's Lash, Elven Sword (64): +60 Max Damage, Adds 45 to Lightning
Damage, +15% Chance to Dodge Ranged Attacks, +3 to Critical Strike, Dual
Wield, and Alacrity

* Bloodletter, Broad Sword (74): +80 Max Damage, +64% Damage, Adds 48 to
Death Damage, +10% Melee Resistance

* Xeria's Fury, Katana (85): +11 Strength, Adds 74 to Lightning Damage, +30%
Lightning Resistance, +4 to Critical Strike, Dual Wield, and Alacrity


WEAPONS - 2H SWORDS
* Galeblade, Bastard Sword (20): +9 Min Damage, Adds 3 to 8 Lightning Damage,
7% Health Steal, +8% Lightning Resistance, +2 to Fortitude, Overbear, and
Smite

* Blackened Tooth of Karsha, Totem Sword (36): +15 Min Damage, Adds 15 to
Death Damage, Restores 8 Health per Hit, +22 Armor

* Frenzy, Hunter Sword (65): +55 Strength, +85% Damage, Restores 18 Health
per Hit, -40 Armor, +3 to Fortitude, Overbear, and Smite

* Rahvan's Sunsword, Hero's Sword (83): +260 Health, Adds 52 to Fire Damage,
+25% Health Regeneration, +14% Melee Resistance, +4 to Fortitude, Overbear,
and Smite

* Heirloom Sword, Sword (6): +15 Max Damage


WEAPONS - THROWING WEAPONS
* Spellbreaker, Throwing Knife (10): +6 Min Damage, +8% Magic Damage
Resistance, +6% Power Recharge Rate, +15% Chance to Find Magic Items

* Rogue's Spirit, Throwing Axe (20): +13 Dexterity, Adds 8 to Lightning
Damage, +4% Melee and Ranged Resistance, +2 to Quick Draw, Bleed, and
Penetrate

* Blastspine, Throwing Crescent (32): +35% Damage, Adds 11 to Fire Damage,
30% of Physical Damage Reflected to Enemy, Restores 7 Health per Hit, +12%
Power Recharge Rate

* Abyssal Avatar, Throwing Star (46): +112 Health, Adds 19 to Fire Damage,
Adds 22 to Death Damage, +24% Death Resistance

* Balance, Glaive (60): +65 Dexterity, +22 Min Damage, +25% Ranged Resistance,
+3 to Quick Draw, Bleed, and Penetrate

* Circle of the Night, Chakram (72): +75 Max Damage, Adds 46 to Ice Damage,
12% Health Steal, +25% Ice Resistance

* Flawless, Throwing Shiv (84): +112 Dexterity, +100 Max Damage, +72% Damage,
+14% Melee Resistance, +4 to Quick Draw, Bleed, and Penetrate


===============
[5.8] Item Sets
===============

Items sets are special groups of matched equipment that provide additional
bonuses if you equip two or more items from the same set. Most of the sets
are intended for specific specializations within each class; however, that
does not preclude other specialties from using the equipment. For example, a
dual-wielder could wear the Fire King's helmet and armor, even if he wasn't
going to use the two-handed maul that goes with the set.

Some sets include only non-weapon items, these are listed as "Armor Sets"
(even though they may not contain any armor). There are also a few sets that
are general-purpose sets useable by any class. They are listed under
Miscellaneous Sets. Sets are broken down by the specialty for which they are
intended and are listed in ascending order of average level for the equipment.
Thus Night's Shadow (low level dual-wield) is listed before Furious Tempest
(high level dual-wield).

Also note that Armor bonuses are already included in the Armor rating. So,
for example, Nightspirit shows Armor 28 and +12 Armor. The +12 is already
included in the 28 figure, so the gloves provide a total of 28 armor, not 40.

[5.8.1] Melee Sets
------------------
DUAL-WIELD SETS

Night's Shadow (5 pcs)
----------------------
* Shadowstep (boots) * Nightspirit (gloves)
- Requires melee 16 - Requires melee 22
- Armor 20 - Armor 28
- +7 Armor - +9 Strength
- +8% Melee resistance - +12 Armor
- +12% Chance to dodge - +16% Fire resistance
ranged attacks - +75% Gold dropped
- +15% Chance to find
magic items

* Smokes Cowl (helm) * Whisper (dirk)
- Requires melee 13 - Requires melee 19
- Armor 15 - Fast attack speed
- +16 Health - +12 Max damage
- +5% Heath regeneration - +25% Damage
- +12% Death resistance - Adds 4 to 7 death damage
- +4% Power Recharge rate - +5% Chance to dodge melee attacks

* Phantom Razor (falchion)
- Requires melee 29
- Fast attack speed
- +14 Strength
- Adds 7 to 12 ice damage
- +2 to Critical Strike, Dual Wield and Alacrity
- 8% Health steal

* Bonus for 2 equipped items:
- +3% Health steal
- +4% chance to dodge melee
- +20% chance to find magic items
- +3 melee damage

* Bonus for 3 equipped items:
- +4% Health steal
- +6% chance to dodge melee
- +1 to Critical Strike, Dual Wield and Alacrity
- +25% chance to find magic items
- +5 melee damage
- +2 Armor

* Bonus for 4 equipped items:
- +5% Health steal
- +10% chance to dodge melee
- +1 to Critical Strike, Dual Wield and Alacrity
- +30% chance to find magic items
- +8 melee damage
- +4 Armor

Bonus for 5 equipped items:
- +7% Health steal
- +12% chance to dodge melee
- +2 to Critical Strike, Dual Wield and Alacrity
- +40% chance to find magic items
- +14 melee damage
- +6 Armor


Luun's Deathblades (2pcs)
-------------------------
These swords are dropped by the assassin Luun at the end of The Mark of the
Assassin quest.

* Citaa (long sword) * Giethaa (short sword)
- Requires melee 34 - Requires melee 34
- Fast attack speed - Fast attack speed
- +28 Dexterity - +18 Strength
- +42% Damage - +67 Health
- Adds 9 to 15 death damage - Adds 9 to 15 death damage
- +2 to Critical Strike, Dual Wield
and Alacrity

* Bonus for 2 equipped items:
- Adds 10 to 16 death damage
- 8% Health steal
- +6% Power recharge rate
- +2 to Critical Strike, Dual Wield and Alacrity


Furious Tempest (4 pcs)
-----------------------
* Thunderstroke (1h axe) * Windstep (boots)
- Requires melee 44 - Requires melee 48
- Fast attack speed - Armor 62
- +28 Strength - +30 Armor
- Adds 9 to 26 lightning damage - +25% Lightning resistance
- +20% Lightning resistance - +25% Chance to dodge ranged
- +2 to Barricade, Toughness and attacks
Reinforced Armor - +2 to Critical Shot, Dodge
and Survival

* Torrent (1h sword) * Eye of the Tempest (amulet)
- Requires melee 51 - +43 Strength
- Fast attack speed - +150 Health
- +125 Health - +8% Melee resistance
- Restores 12 health per hit - +15% Magic damage resistance
- +20% Health regeneration
- +3 to Critical Strike, Dual Wield
and Alacrity

* Bonus for 2 equipped items:
- +20 Strength
- +5% Health regeneration
- +4% Melee resistance
- +1 to Melee skills
- +3 Melee damage

* Bonus for 3 equipped items:
- +35 Strength
- +10% Health regeneration
- +6% Melee resistance
- +2 to Melee skills
- +6 Melee damage

* Bonus for 4 equipped items:
- +50 Strength
- +15% Health regeneration
- +10% Melee resistance
- +2 to Melee skills
- +10 Melee damage


TWO-HANDED SETS

Frostheim's Trappings (4 pcs)
-----------------------------
* Frostheim (two-handed sword) * Frostheim's Grip (gauntlets)
- Requires melee 27 - Requires melee 30
- Requires Overbear 1 - +55 Health
- Slow attack speed - +15 Armor
- +18% Fire resistance - +20% Ice resistance
- +16 Strength - +2 to Fortitude, Overbear and
- +35% Damage Smite
- Adds 6 to 11 ice damage

* Frostheim's Binding (ring) * Frostheim's Claw (ring)
- Requires melee 33 - Requires melee 21
- +36 Max damage - +8 Strength
- +12% Health regeneration - Adds 5 to 8 weapon damage
- +20% Ice resistance - 20% of physical damage reflected
- +6% Power recharge rate to enemy
- 7% Health steal

* Bonus for 2 equipped items:
- +12 Strength
- Adds 5 to 9 ice damage
- +15% Ice resistance
- +4 Armor

* Bonus for 3 equipped items:
- +18 Strength
- Adds 7 to 12 ice damage
- +20% Ice resistance
- +1 to Melee skills
- +8 Melee damage
- +5 Armor

* Bonus for 4 equipped items:
- +25 Strength
- Adds 9 to 15 ice damage
- +25% Ice resistance
- +2 to Melee skills
- +15 Melee damage
- +8 Armor


Legend of the Fire King (4 pcs)
-------------------------------
* Fire King's Will (ring) * Fire King's Crown (helm)
- Requires melee 43 - Requires melee 51
- +20% Health regeneration - Armor 77
- +25% Fire resistance - 40% of physical damage
- +6% Power recharge rate reflected to enemy
- +1 to Melee skills - +32 Armor
- +25% Fire resistance
- +10% Melee resistance

* Fire King's Trappings (armor) * Fire King's Foecrusher (2h maul)
- Requires melee 54 - Requires melee 60
- Armor 240 - Requires Overbear 1
- +40 Strength - Slow attack speed
- +140 Health - Adds 24 to 29 fire damage
- +100% Armor - +45 Strength
- +14% Ranged resistance - +65% Damage
- +3 to Fortitude, Overbear and
Smite

* Bonus for 2 equipped items:
- +20 Strength
- +35 Max melee damage
- +10 Min melee damage
- Adds 10 to 15 fire damage
- +20% Fire resistance
- +1 to Fortitude, Overbear and Smite

* Bonus for 3 equipped items:
- +40 Strength
- +50 Max melee damage
- +15 Min melee damage
- Adds 20 to 25 fire damage
- +25% Fire resistance
- +3 to Fortitude, Overbear and Smite

* Bonus for 4 equipped items:
- +56 Strength
- +65 Max melee damage
- +25 Min melee damage
- Adds 29 to 36 fire damage
- +30% Fire resistance
- +4 to Fortitude, Overbear and Smite


WEAPON + SHIELD SETS

Lorethal's Legacy (8 pcs)
-------------------------
* Lorethal's Honor (amulet) * Lorethal's Grace (gauntlets)
- Requires melee 3 - Requires melee 6
- +7 Health - Armor 12
- Adds 1 to 2 weapon damage - +3 Strength
- +3 Armor - +5 Armor
- +8% Chance to find magic items - +10% Lightning resistance
- +3% Power recharge rate

* Lorethal's Nobility (helmet) * Lorethal's Sacrifice (1h mace)
- Requires melee 9 - Requires melee 15
- Armor 15 - Fast attack speed
- 5% Health steal - +6 Strength
- +33% Armor - +8 Max damage
- +12% Death resistance - +25% Damage
- +1 to Barricade, Toughness - Adds 4 to 5 fire damage
and Reinforced Armor

* Lorethal's Determination (boots) * Lorethal's Command (shield)
- Requires melee 12 - Requires melee 24
- Armor 17 - Requires Barricade 1
- +22 Health - Armor 78
- +7 Armor - +10% Health regeneration
- +12% Ice resistance - +80% Armor
- +12% Fire resistance - +12% Ranged resistance
- +26% Chance to block melee attacks

* Lorethal's Courage (armor) * Lorethal's Eminence (ring)
- Requires melee 28 - Requires melee 18
- Armor 136 - 6% Health steal
- +14 Strength - +12% Health regeneration
- +100% Armor - +8% Magic damage resistance
- +6% Melee resistance - +1 to Barricade, Toughness and
- +1 to Melee skills Reinforced Armor

* Bonus for 2 equipped items:
- +3 Strength
- +5 Armor
- +2% Magic damage resistance

* Bonus for 3 equipped items:
- +5 Strength
- +12 Armor
- +4% Magic damage resistance

* Bonus for 4 equipped items:
- +6 Strength
- +18 Armor
- +6% Magic damage resistance
- +1 to Barricade, Toughness and Reinforced Armor

* Bonus for 5 equipped items:
- +8 Strength
- +25 Armor
- +8% magic damage resistance
- +1 to Barricade, Toughness and Reinforced Armor
- +5 Melee damage

* Bonus for 6 equipped items:
- +10 Strength
- +35 Armor
- +10% magic damage resistance
- +1 to Melee skills
- +1 to Barricade, Toughness and Reinforced Armor
- +10 Melee damage

* Bonus for 7 equipped items:
- +14 Strength
- +50 Armor
- +12% magic damage resistance
- +1 to Melee skills
- +2 to Barricade, Toughness and Reinforced Armor
- +20 Melee damage

* Bonus for 8 equipped items:
- +18 Strength
- +65 Armor
- +15% magic damage resistance
- +2 to Melee skills
- +3 to Barricade, Toughness and Reinforced Armor
- +27 Melee damage


Vistira's Undoing (4 pcs)
-------------------------
* Mirror of Vistira (shield)
- Required: melee 40, Barricade 1
- 30% physical damage reflected
- +90% armor
- +24% death resistance
- +15% chance to block melee attacks

* Skin of Vistira (greaves)
- Required: melee 36
- +16% health regen
- +20 armor
- +15% magic damage resistance
- +1 to melee skills

* Fangs of Vistira (gauntlets)
- Required: melee 43
- +28 strength
- +33 max damage
- 11% health steal
- +6% power recharge

* Serpent of Vistira (helm)
- Required: melee 48
- +120 health
- 40% physical damage reflect
- +30 armor
- +3 to barricade, toughness, reinforced armor

* Bonus for 2 items equipped items:
- +50 health
- 20% physical damage reflect
- +4% magic damage resistance
- +1 to barricade, toughness, reinforced armor
- +4 armor

* Bonus for 3 items equipped items:
- +100 health
- 30% physical damage reflect
- +8% magic damage resistance
- +2 to barricade, toughness, reinforced armor
- +8 armor

* Bonus for 4 items equipped items:
- +150 health
- 45% physical damage reflect
- +12% magic damage resistance
- +3 to barricade, toughness, reinforced armor
- +18 armor


MELEE ARMOR SETS

Treasures of the Dwarven Lords (3 pcs)
--------------------------------------
* The Iron Crown (helm) * Stonecase (layered plate)
- Requires melee 36 - Requires melee 42
- +20 Strength - +95 Health
- +25 Max damage - +20 Armor
- +20 Armor - +75% Armor
- +8% Melee resistance - +3 to Barricade, Toughness and
Reinforced Armor

* Forge Gauntlets
- Requires melee 47
- +32 Strength
- +30 Armor
- +15% Ranged resistance
- +2 to Melee skills

* Bonus for 2 equipped items:
- +20 Strength
- +50 Health
- +6% Melee resistance
- +8% Chance to find magic items
- +4 Armor

* Bonus for 3 equipped items:
- +40 Strength
- +100 Health
- +10% Melee resistance
- +15% Chance to find magic items
- +12 Armor


Undying Warlord (5 pcs)
-----------------------
* The Warlord's Sign (ring) * The Warlord's Tread (greaves)
- Requires melee 52 - Requires melee 58
- +125 Health - Armor 78
- Adds 20 to 25 weapon damage - +160 Health
- +15% Magic damage resistance - 45% of Physical damage
- +10% Power recharge rate reflected to enemy
- +3 to Critical Strike,
Dual Wield and Alacrity

* The Warlord's Horns (helm) * The Warlord's Crest (amulet)
- Requires melee 61 - Requires melee 66
- Armor 98 - +54 Strength
- Adds 15 to 44 weapon damage - +10% Melee resistance
- 12% Health steal - +67 Max damage
- +45 Armor - +2 to Melee skills
- +3 to Fortitude, Overbear
and Smite

* The Warlord's Cage (scaled plate)
- Requires melee 72
- Armor 343
- +62 Strength
- Adds 29 to 48 weapon damage
- +120% Armor
- +4 to Barricade, Toughness and Reinforced Armor

* Bonus for 2 equipped items:
- +20 Strength
- +30 Max melee damage
- +4% Melee and ranged resistance
- +1 to Melee skills
- +30 Armor

* Bonus for 3 equipped items:
- +40 Strength
- +50 Max melee damage
- +7% Melee and ranged resistance
- +2 to Melee skills
- +50 Armor

* Bonus for 4 equipped items:
- +60 Strength
- +70 Max melee damage
- +10% Melee and ranged resistance
- +3 to Melee skills
- +70 Armor

* Bonus for 5 equipped items:
- +76 Strength
- +90 Max melee damage
- +12% Melee and ranged resistance
- +4 to Melee skills
- +100 Armor


[5.8.2] Ranged Sets
-------------------

BOW SETS

Olimarch's Bane (4 pcs)
-----------------------
* Savior's Trail (boots) * Skewer of Olimarch (long bow)
- Requires ranged 4 - Requires ranged 16
- Armor 4 - Faster attack speed
- +8 Health - Two-handed weapon
- +10% Fire resistance - Range 10 meters
- +5% Chance to dodge melee attacks - +9 Dexterity
- +8% Chance to find magic items - +22% Damage
- Adds 2 to 7 lightning damage
- +1 to Biting Arrow, Far Shot and
Shockwave

* Savior's Halo (ring) * Savior's Signal (gloves)
- Requires ranged 7 - Requires ranged 10
- +25 Health - Armor 7
- 5% Health steal - +6 Dexterity
- +5% Health regeneration - +12% Ice resistance
- +12% Lightning resistance - +3% Power recharge rate
- +2 to Critical Shot, Dodge and
Survival

* Bonus for 2 equipped items:
- +5 Dexterity
- +3% Magic damage resistance
- +4 Max ranged damage

* Bonus for 3 equipped items:
- +8 Dexterity
- +6% Magic damage resistance
- +6 Max ranged damage
- +2 Armor
- +1 to Critical Shot, Dodge and Survival
- +1 to Biting Arrow, Far Shot and Shockwave

* Bonus for 4 equipped items:
- +12 Dexterity
- +10% Magic damage resistance
- +9 Max ranged damage
- +6 Armor
- +1 to Critical Shot, Dodge and Survival
- +2 to Biting Arrow, Far Shot and Shockwave


Bloody Vengeance (4 pcs)
------------------------
* Ire (amulet) * Vengeance (composite bow)
- Requires ranged 42 - Faster attack speed
- +35 Dexterity - Range 10 meters
- 35% of Physical damage reflected - Requires ranged 48
to enemy - +52% Damage
- +20% Health regeneration - Adds 15 to 25 death damage
- +7% Power recharge rate - +2 to Ranged skills
- +3 to Biting Arrow, Far Shot
and Shockwave

* Spite (helmet) * Envy (gloves)
- Requires ranged 55 - Requires ranged 55
- Armor 74 - +57 Dexterity
- +100 Health - Restores 14 health per hit
- +36 Max damage - +3 to Barricade, Toughness
- 35% of Physical damage reflected and Reinforced Armor
to enemy - +3 to Critical Shot, Dodge
- +35 Armor and Survival

* Bonus for 2 equipped items:
- Adds 10 to 20 death damage
- 5% Health steal
- +1 to Ranged skills
- +2 to Biting Arrow, Far Shot and Shockwave
- +2 Armor

* Bonus for 3 equipped items:
- Adds 15 to 25 death damage
- 8% Health steal
- +1 to Ranged skills
- +3 to Biting Arrow, Far Shot and Shockwave
- +4 Armor

* Bonus for 4 equipped items:
- Adds 21 to 36 death damage
- 12% Health steal
- +2 to Ranged skills
- +4 to Biting Arrow, Far Shot and Shockwave
- +14 Ranged damage
- +12 Armor


CROSSBOW SETS

Fallen Soldier's Gift (3 pcs)
-----------------------------
* Soldier's Vigilance (gloves) * Soldier's Reborn Shroud (armor)
- Requires ranged 28 - Requires ranged 32
- Armor 31 - Armor 120
- +18 Dexterity - +100% Armor
- +15 Armor - +22% Death resistance
- +12% Magic resistance - +8% Melee and ranged resistance
- +6% Power recharge rate - +3 to Critical Shot, Dodge and
Survival

* Soldier's Justice (arbalest)
- Slow attack speed
- Damage 68 to 135
- Requires ranged 37
- Requires Biting Arrow 1
- +30 Dexterity
- +26 Max damage
- +45% Damage
- Adds 12 to 15 fire damage
- +2 to Ranged skills

* Bonus for 2 equipped items:
- +75 Health
- Adds 11 to 13 fire damage
- +2 to Critical Shot, Dodge and Survival
- +25 Armor

* Bonus for 3 equipped items:
- +100 Health
- Adds 13 to 16 fire damage
- +3 to Critical Shot, Dodge and Survival
- +40 Armor


THROWN WEAPON SETS

Winds of Kel'drassil (5 pcs)
----------------------------
* Wind of Calamity (ring) * The Fourth Wind (glaive)
- Requires ranged 22 - Normal attack speed
- +13 Max ranged damage - Damage 27 to 62
- +10 Min ranged damage - Requires ranged 26
- 20% of physical damage reflected - Requires Quick Draw 1
to enemy - +16 Dexterity
- +1 to Quick Draw, Bleed and - +16 Max damage
Penetrate - +33% Damage
- +2 to Quick Draw, Bleed and
Penetrate

* Wind of Recovery (ring) * Gale Raiment (armor)
- Requires ranged 29 - Requires ranged 34
- +55 Health - Armor 105
- Restores 6 health per hit - +10 Dexterity
- +15% Health regeneration - +65% Armor
- +6% Power recharge rate - +15% Health regeneration
- +5% Power recharge rate
- +1 to Ranged skills

* Wind of Omens (ring)
- Requires ranged 46
- +18 Armor
- +8% Chance to dodge melee attacks
- +2 to Critical Shot, Dodge and Survival
- +40% Chance to find magic items

* Bonus for 2 equipped items:
- +12 Dexterity
- Restores 4 health per hit
- +1 to Ranged skills
- +1 to Quick Draw, Bleed and Penetrate

* Bonus for 3 equipped items:
- +18 Dexterity
- Restores 6 health per hit
- +1 to Ranged skills
- +1 to Quick Draw, Bleed and Penetrate

* Bonus for 4 equipped items:
- +24 Dexterity
- Restores 8 health per hit
- +2 to Ranged skills
- +2 to Quick Draw, Bleed and Penetrate
- +4 Armor

* Bonus for 5 equipped items:
- +32 Dexterity
- Restores 10 health per hit
- +2 to Ranged skills
- +3 to Quick Draw, Bleed and Penetrate
- +14 Armor


RANGED ARMOR SETS

Eternal Grace (4 pcs)
---------------------
* Eternal Dignity (armor) * Eternal Elegance (boots)
- Requires ranged 12 - Requires ranged 25
- Armor 42 - Armor 23
- +15 Health - +9 Dexterity
- +50% Armor - +9 Armor
- +1 to Biting Arrow, Far Shot - +15% Fire resistance
and Shockwave - +12% Chance to dodge melee attacks
- +1 To Quick Draw, Bleed and
Penetrate

* Eternal Finesse (gloves) * Eternal Beauty (hood)
- Requires ranged 14 - Requires ranged 20
- Armor 17 - Armor 27
- +13 Dexterity - 5% Health steal
- +8 Max damage - +12% Health regeneration
- 7% Health steal - +70% Armor
- +8 Armor - +1 to Critical Shot, Dodge and
- +8% Power recharge rate Survival

* Bonus for 2 equipped items:
- +8 Dexterity
- +12 Armor
- +6% Melee resistance

* Bonus for 3 equipped items:
- +14 Dexterity
- +20 Armor
- +8% Melee resistance
- +1 to Ranged skills

* Bonus for 4 equipped items:
- +22 Dexterity
- +35 Armor
- +10% Melee resistance
- +1 to Ranged skills


Plainswalker's Journey (5 pcs)
------------------------------
* Plainswalker's Legend (amulet) * Plainswalker's Travelers (boots)
- Requires character level 51 - Requires ranged 42
- +45 Dexterity - +38 Dexterity
- +130 Health - +25% Ice resistance
- +25% Lightning resistance - +12% Chance to dodge
- +2 to Ranged skills melee attacks
- +3 to Quick Draw, Bleed
and Penetrate

* Plainswalker's Relic (ring) * Plainswalker's Heroism (helm)
- Requires ranged 46 - Requires ranged 58
- Adds 9 to 28 weapon damage - Armor 92
- 11% Health steal - +54 Max damage
- +25% Death resistance - +52 Armor
- +10% Power recharge rate - +25% Magic damage resistance
- +4 to Biting Arrow, Far Shot
and Shockwave

* Plainswalker's Passing (armor)
- Requires ranged 70
- Armor 302
- +150% Armor
- +16% Magic damage resistance
- +12% Melee and ranged resistance
- +4 to Critical Shot, Dodge and Survival

* Bonus for 2 equipped items:
- +30 Dexterity
- +30 Max ranged damage
- +5% Magic damage resistance
- +8% Chance to dodge attacks
- +1 to Ranged skills

* Bonus for 3 equipped items:
- +52 Dexterity
- +50 Max ranged damage
- +8% Magic damage resistance
- +10% Chance to dodge attacks
- +2 to Ranged skills
- +8 Armor

* Bonus for 4 equipped items:
- +76 Dexterity
- +70 Max ranged damage
- +10% Magic damage resistance
- +3 to Ranged skills
- +20 Armor

* Bonus for 5 equipped items:
- +100 Dexterity
- +90 Max ranged damage
- +12% Magic damage resistance
- +16% Chance to dodge attacks
- +4 to Ranged skills
- +45 Armor

**NOTES** One piece of this set is useable by any character. Equipping 4
items causes you to lose the bonus to dodge attacks. These may be mistakes
made in the set definition files and could be fixed in a patch.


[5.8.3] Mage Sets
-----------------

COMBAT MAGE SETS

Chaos' Avatar (3 pcs)
---------------------
* Endbringer's Vestment (armor) * Unraveler's Boots
- Requires combat magic 22 - Requires combat magic 26
- Armor 52 - Armor 33
- +48 Mana - +12% Mana regeneration
- 20% of physical damage reflect - +22 Armor
to enemy - +12 Intelligence
- +2 to Brilliance, Amplified - +2 to Debilitation, Grim
Lightning and Arcing Necromancy and Vampirism

* Chaos Grips (cestus, 2h weapon)
- Requires combat magic 32
- Slow attack speed
- +14 Intelligence
- +20% Combat magic damage
- +6% Power recharge rate
- +2 to Devastation, Searing Flames
and Ignite

* Bonus for 2 equipped items:
- +80 Mana
- +12% Combat magic damage
- +3% Power recharge rate
- +1 to Combat magic skills
- +4 Armor

* Bonus for 3 equipped items:
- +110 Mana
- +20% Combat magic damage
- +6% Power recharge rate
- +2 to Combat magic skills
- +13 Armor


Lich's Carcass (4 pcs)
----------------------
* The Lich's Tooth (ring) * The Lich's Eye (hood/crown)
- Requires combat magic 50 - Requires combat magic 54
- +10% Combat magic damage - +30 Intelligence
- Restores 14 mana per hit - +48 Armor
- +8% Power recharge rate - +15% Magic damage resistance
- +3 to Devastation, Searing - +3 to Brilliamce, Amplified
Flames and Ignite Lightning and Arcing

* The Lich's Heart (amulet) * The Lich's Hands (cestus)
- Requires combat magic 58 - Requires combat magic 61
- +160 Health - Slow attack speed
- +25% Death resistance - +35% Combat magic damage
- +12% Melee and ranged resistance - 12% Health steal
- +3 to Combat magic skills - 12% Mana steal
- +3 to Debilitation, Grim
Necromancy and Vampirism
* Bonus for 2 equipped items:
- +20 Intelligence
- 10% Mana steal
- +20% Death resistance
- +2 to Debilitation, Grim Necromancy and Vampirism
- +1 to Devastation, Searing Flames and Ignite

* Bonus for 3 equipped items:
- +35 Intelligence
- 13% Mana steal
- +25% Death resistance
- +3 to Debilitation, Grim Necromancy and Vampirism
- +1 to Brilliance, Amplified Lightning and Arcing
- +2 to Devastation, Searing Flames and Ignite

* Bonus for 4 equipped items:
- +50 Intelligence
- 16% Mana steal
- +30% Death resistance
- +4 to Debilitation, Grim Necromancy and Vampirism
- +2 to Brilliance, Amplified Lightning and Arcing
- +3 to Devastation, Searing Flames and Ignite


NATURE MAGE SETS

Thena's Serenity (4 pcs)
------------------------
* Thena's Companion (staff) * Thena's Tranquil Path (boots)
- Requires nature magic 8 - Requires nature magic 4
- +3 Intelligence - Armor 8
- +12 Health - +5% Mana regeneration
- +10% Nature magic damage - +5 Armor
- +10% Chance to find - +10% Ice resistance
magic items - +10% Fire resistance

* Thena's Calming Gaze (hood) * Thena's Soothing Touch (gloves)
- Requires nature magic 16 - Requires nature magic 12
- Armor 18 - Armor 6
- +6 Intelligence - +22 Mana
- 6% Mana steal - Restores 2 mana per hit
- +80% Armor - +12% Death resistance
- +1 to Summon Fortitude, Summon - +1 to Nurturing Gift, Enveloping
Might and Summon Bond Embrace, and Feral Wrath

* Bonus for 2 equipped items:
- +3 Intelligence
- +20 Mana
- +3% Magic damage resistance

* Bonus for 3 equipped items:
- +5 Intelligence
- +30 Mana
- +6% Magic damage resistance
- +1 to Summon Fortitude, Summon Might and Summon Bond
- +1 to Nurturing Gift, Enveloping Embrace and Feral Wrath
- +2 Armor

* Bonus for 4 equipped items:
- +8 Intelligence
- +40 Mana
- +10% Magic damage resistance
- +2 to Summon Fortitude, Summon Might and Summon Bond
- +2 to Nurturing Gift, Enveloping Embrace and Feral Wrath
- +5 Armor


North Keeper's Vestments (3 pcs)
--------------------------------
* Soul of the North (amulet) * Mantle of the North (robe)
- Requires nature magic 45 - Requires nature magic 49
- 10% Mana steal - Armor 148
- +15% Magic damage resistance - +125% Armor
- +8% Power recharge rate - +25 Intelligence
- +1 to Nature magic skills - +25% Ice resistance
- +3 to Aquatic Affinity, Arctic
Mastery and Freezing

* Guardian of the North (staff)
- Requires nature magic 56
- Two-handed weapon
- Slow attack speed
- +150 Health
- +30% Nature magic damage
- +48 Armor
- +3 to Nurturing Gift, Enveloping Embrace and Feral Wrath

* Bonus for 2 equipped items:
- +20% Nature magic damage
- +18% Ice resistance
- +20% Ranged resistance
- +2 to Aquatic Affinity, Arctic Mastery and Freezing
- +2 to Nurturing Gift, Enveloping Embrace and Feral Wrath

* Bonus for 3 equipped items:
- +30% Nature magic damage
- +25% Ice resistance
- +25% Ranged resistance
- +3 to Aquatic Affinity, Arctic Mastery and Freezing
- +3 to Nurturing Gift, Enveloping Embrace and Feral Wrath


MAGE ARMOR SETS

Silks of the Master (4 pcs)
---------------------------
* Magesilk Gloves * Master's Insight (ring)
- Requires combat magic 9 - Requires combat magic 13
or nature magic 9 or nature magic 13
- Armor 11 - +5 Intelligence
- +15 Mana - +6% Magic damage resistance
- +5% Mana regeneration - +4% Power recharge rate
- +6 Armor - +1 to Devastation, Searing
- +12% Fire resistance Flames and Ignite

* Master's Focusing Charm (amulet) * Magesilk Boots
- Requires combat magic 20 - Requires combat magic 6
or nature magic 20 or nature magic 6
- +10% Nature magic damage - Armor 9
- +10% Combat magic damage - +3 Intelligence
- 6% Mana steal - +5% Health regeneration
- +1 to Aquatic Affinity, Arctic - +5 Armor
Mastery and Freezing - +10% Lightning resistance

* Bonus for 2 equipped items:
- +3 Intelligence
- +10% Nature magic damage
- +10% Combat magic damage
- 4% Mana steal
- +2 Armor

* Bonus for 3 equipped items:
- +5 Intelligence
- +15% Nature magic damage
- +15% Combat magic damage
- 6% Mana steal
- +4 Armor

* Bonus for 4 equipped items:
- +8 Intelligence
- +20% Nature magic damage
- +20% Combat magic damage
- 8% Mana steal
- +8 Armor


Circle of Four (4 pcs)
----------------------
* Corum of Four's Helm * Kreya of Four's Pendant (amulet)
- Requires combat magic or - Requires combat magic or
nature magic 13 nature magic 35
- Armor 38 - +18 Intelligence
- +14 Intelligence - +25% Nature magic damage
- +22% Combat magic damage - +1 to Nature magic skills
- +20 Armor - +2 to Aquatic Affinity, Arctic
- +2 to Brilliance, Amplified Mastery and Freezing
Lightning and Arcing

* Treil of Four's Boots * Azuka of Four's Robe
- Requires combat magic or - Requires combat magic or
nature magic 37 nature magic 46
- Armor 40 - Armor 136
- 10% Mana steal - +150 Mana
- +25 Armor - +120% Armor
- +1 to Combat magic skills - +3 to Summon Fortitude, Summon
- +2 to Devastation, Searing Might and Summon Bond
Flames and Ignite - +3 to Nurturing Gift, Enveloping
Embrace and Feral Wrath

* Bonus for 2 equipped items:
- +100 Mana
- 8% Health steal
- +15% ranged resistance
- +2 to Summon Fortitude, Summon Might and Summon Bond
- +2 Armor

* Bonus for 3 equipped items:
- +150 Mana
- 10% Health steal
- +20% ranged resistance
- +3 to Summon Fortitude, Summon Might and Summon Bond
- +4 Armor

* Bonus for 4 equipped items:
- +200 Mana
- 12% Health steal
- +25% ranged resistance
- +4 to Summon Fortitude, Summon Might and Summon Bond
- +15 Armor


Keh's Regalia (4 pcs)
---------------------
* Keh's Liberators (gloves) * Keh's Might (ring)
- Requires combat magic 52 - Requires combat magic 55
or nature magic 52 or nature magic 55
- Armor 66 - +15% Nature magic damage
- +46 Armor - +10% Combat magic damage
- +25% Death resistance - 12% Mana steal
- +8% Power recharge rate - +20% Health regeneration
- +15% Melee resistance

* Keh's Majesty (robe) * Keh's Rulership (ring)
- Requires combat magic 60 - Requires combat magic 66
or nature magic 60 or nature magic 66
- Armor 197 - +45 Intelligence
- +35 Intelligence - +275 Mana
- +160 Health - +16% Magic damage resistance
- +150% Armor - +2 to Nature magic skills
- +25% Fire resistance - +2 to Combat magic skills

* Bonus for 2 equipped items:
- +20 Intelligence
- +10% Mana regeneration
- +8% Power recharge rate
- +1 to Nature magic skills
- +1 to Combat magic skills

* Bonus for 3 equipped items:
- +40 Intelligence
- +15% Mana regeneration
- +12% Power recharge rate
- +2 to Nature magic skills
- +2 to Combat magic skills

* Bonus for 4 equipped items:
- +52 Intelligence
- +20% Mana regeneration
- +15% Power recharge rate
- +3 to Nature magic skills
- +3 to Combat magic skills


[5.8.4] Miscellaneous Sets
--------------------------
Nature's Vigilance (4 pcs)
--------------------------
These pieces are located in specific places in Act I...

* Vigilant Gloves * Vigilant Hauberk (armor)
- Requires character level 3 - Requires character level 4
- Armor 5 - Armor 20
- +4% Nature magic damage - +4 Strength
- +5% Mana regeneration - +12 Health
- +4% Lightning resistance Found in the Tranquil Cave
Located in a hidden chest just in the Northern Greilyn
north of the first Dryad outpost, Jungle
follow the boarbest west and click
the totem to reveal the chest

* Vigilant Boots * Vigilant Crest (helmet)
- Requires character level 6 - Requires character level 8
- Armor 11 - Armor 11
- +4 Dexterity - +4 Intelligence
- +5% Health regeneration - +20 Mana
- +4 Armor - +5% Death resistance
In a chest west of the Hak'u Part of the treasure in
usurper's house in the a small cave just east
Western Greilyn Jungle of Razka's Ruins, on the
south side of the main path

* Bonus for 2 equipped items:
- +5% Lightning resistance

* Bonus for 3 equipped items:
- +6 Armor
- +8% Lightning resistance

* Bonus for 4 equipped items:
- +20 Health
- +15 Armor
- +10% Lightning resistance


Jewels of the Nexus (5 pcs)
---------------------------
* Jewel of Fire (ring) * Jewel of Lightning (ring)
- Requirew character level 4 - Requires character level 12
- +4 Strength - +6 Dexterity
- Adds 1 to 2 weapon damage - Adds 2 to 5 weapon damage
- +10% Fire resistance - +12% Lightning resistance
- +8% chance to find magic items - +60% Gold dropped

* Jewel of Ice (ring) * Jewel of Death (ring)
- Requires character level 19 - Requires character level 27
- Adds 4 to 7 weapon damage - +10 Intelligence
- +8 Armor - Adds 6 to 11 weapon damage
- +16% Ice resistance - Restores 5 health per hit
- +14% Ranged resistance - +18% Death resistance

* Nexus Prism (amulet)
- Requires character level 34
- +68 Health
- +12% Magic damage resistance
- +1 to Barricade, Toughness and Reinforced Armor
- +1 to Critical Shot, Dodge and Survival
- +1 to Aquatic Affinity, Arctic Mastery and Freezing
- +1 to Devastation, Searing Flames and Ignite

* Bonus for 2 equipped items:
- Adds 2 to 4 ice damage
- Adds 3 to 4 fire damage
- Adds 2 to 5 lightning damage
- Adds 2 to 4 death damage

* Bonus for 3 equipped items:
- Adds 4 to 7 Ice damage
- Adds 5 to 6 Fire damage
- Adds 3 to 8 Lightning damage
- Adds 4 to 7 Death damage

* Bonus for 4 equipped items:
- Adds 7 to 12 Ice damage
- Adds 8 to 10 Fire damage
- Adds 5 to 14 Lightning damage
- Adds 7 to 12 Death damage
- +1 to Melee skills
- +1 to Ranged skills
- +1 to Combat magic skills
- +1 to Nature magic skills

* Bonus for 5 equipped items:
- Adds 10 to 16 Ice damage
- Adds 12 to 14 Fire damage
- Adds 6 to 19 Lightning damage
- Adds 10 to 16 Death damage
- +2 to Melee skills
- +2 to Ranged skills
- +2 to Combat magic skills
- +2 to Nature magic skills


Secrets of the Forgotten (3 pcs)
--------------------------------
This is the set of jewelry you receive for completing The Lost Jewels of
Soranith (Act III, Secondary Quest #3).

* Soranith's Silver Ring * Soranith's Gold Ring
- Requires character level 32 - Requires character level 32
- +27 Dexterity - +20 Strength
- Adds 4 to 6 weapon damage - Adds 4 to 6 weapon damage
- +20% Lightning resistance - +20% Fire resistance

* Soranith's Amulet
- Requires character level 32
- +15 Intelligence
- +15% Mana regeneration
- +15% Death resistance

* Bonus for 2 equipped items:
- 3% Health steal
- +4% Magic damage resistance
- +20% Chance to find magic items

* Bonus for 3 equipped items:
- 5% Health steal
- +6% Magic damage resistance
- +40% Chance to find magic items


Ghostly Visions (3 pcs)
-----------------------
You receive this set as rewards while performing the Spirits of Aranna quest
(Act II, Secondary Quest #3)

* Spirit of Rest (ring) * Spirit of Unrest (ring)
- Requires character level 26 - Requires character level 26
- +35 Health - Adds 4 to 6 weapon damage
- +35 Mana - 5% Health steal
- +12% Mana regeneration - 20% of physical damage reflected
- +12% Health regeneration to enemy
- +15% Death resistance

* Spirit of Repose (amulet)
- Requires character level 38
- +80 Health
- +80 Mana
- +3% Power damage
- +6% Power recharge rate

* Bonus for 2 equipped items
- +8% Health regeneration
- +8% Mana regeneration
- +8 Armor
- +4% Magic damage resistance

* Bonus for 3 equipped items
- +15% Health regeneration
- +15% Mana regeneration
- +20 Armor
- +8% Magic damage resistance


__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [6] CHARACTERS )
\__ \___________________________________________________ /
|,-'

=====================
[6.1] Character Races
=====================

Human:
* 2 Unspent skill points
* +2 Strength
* +1 Dexterity
* +1 Intelligence
* +10% chance to find magic items

Humans are the jack-of-all-trades race in DS2. With small bonuses in all
three ability scores and no preset skills, humans can easily excel at any
class. (You get to spend the two skill points at the first character level
increase.) Human should be the race of choice if you do not know beforehand
what class you want to be...or you just don't like the look of the other
races. Humans have no specific strength other than they neither have any
specific weakness. Human characters can be either male or female.


Dryad:
* 1 point in Natural Bond
* 1 point in Dodge
* -2 Strength
* +4 Dexterity
* +2 Intelligence
* +10% Death Magic resistance
* Only female

Dryads excel at archery and can also do well at magic. Dryads will not be
good fighters at low levels. A Dryad character can, from the begining of the
game, harvest mana bushes for additional mana potions with the 1 point in
Natural Bond skill. Dryads also automatically receive 1 point in Dodge, which
allows characters to have a chance to dodge physical damage. You can only
play as a female Dryad.


Elf:
* 1 point in Critical Strike
* 1 point in Brilliance
* +1 Dexterity
* +3 Intelligence
* +5% mana recovery

An elf can work well in any class; but, they are really geared towards being
mages, especially combat mages. While they start with Critical Strike in the
melee skill tree, they have no Strength bonus to help them fight. They do get
a nice Intelligence boost and the Brilliance combat magic skill. And, of
course, they could also go ranged with their +1 Dexterity. In short, elves
are almost as versatile as humans. Elf characters can be either male or
female.


Half-Giant:
* 2 points in Fortitude
* +6 Strength
* -2 Dexterity
* +5% health regeneration
* Only male

Half-giants are designed to be fighters and should be the first choice of any
player that just wants to get down-and-dirty with enemies. They are natural
tanks, poor at archery and just average at magic. You can only play as a male
half-giant.

While each race has its strengths, these strengths mainly come into play only
in the early game. By Chapter 5 of Act I, your primary ability score will
have risen into the 40s or 50s. By Act III, expect your primary ability score
to be around 200. Thus, the starting differential in ability scores rather
quickly becomes statistically insignificant. Choose your race based on what
you think looks best--after all, you're going to be staring at your avatar
for the next 30 to 40 hours...


==============================
[6.2] Classes, Skills & Powers
==============================

There are four primary classes in DS2:
* Melee Combat (fighter)
* Ranged Combat (ranger)
* Combat Mage
* Nature Mage

For each class there is a related ability score:
* Strength for fighter
* Dexterity for ranger
* Intelligence for mages

When you use a particular type of attack, your level in that class increases
as does the related stat. Thus, if you spend a lot of time shooting a bow,
your ranger class level and dexterity will both increase rapidly. Non-related
ability scores will also increase, but much more slowly than the related
ability. Other classes will not increase at all unless you switch to that
class' type of attack.

Versatility in one character is not highly prized nor useful in Dungeon Siege
2. Pick a class and focus on it. Most classes can benefit from a few levels
in related classes in order to get good skills; however, you'll find being a
true multi-classed character in DS2 is just a recipe for disaster.

Decide in advance what class you want to follow and stick with it. Early in
the game, there's really not much point in adding a few extra levels of other
classes. Variety of abilities is why you can have up to a six-member party,
so don't try to turn your character into a jack-of-all-trades.

Later in the game, or early in Veteran difficulty, you might want to add a
few levels of another class in order to get access to some basic skills from
that class. For example, all classes can benefit from Dodge (requires Ranger
1), Survival (Requires Ranger 5) and Fortitude (requires Fighter 1). Nature
Mages should pick up points in Brilliance (requires Combat Mage 1) and Combat
Mages should pick up points in Natural Bond (requires Nature Mage 1).
Summoners (Nature Mages concentrating in summoning) can benefit from 12
levels of Combat Mage for access to Summon Alacrity.

You can see your class levels, your progress toward your next level, your
ability scores and your progress to an ability score increase on the
Inventory tab of your Character Window.

For each character, there is also a character level. Your character level
increases as you gain experience from killing monsters. It is not directly
related to your class levels. Each time your character level increases, you
gain 1 skill point to spend on the skills shown on the Specialties tab of the
Character Window. You can see your current character level and your progress
toward your next level on the Character Window. You can also see your
character level progress bar next to your character portrait.

Each class has skill paths that can increase the power of the character with
specific types of attacks. For example, combat mages can focus skill points
in fire, lightning or death magic. The types of skills you buy determine the
types of hero powers you receive.


[6.2.1] Fighter
---------------
Skill Paths:
* Weapon + Shield
* Two-handed Weapon
* Dual Wield (two one-handed weapons)

The weapon + shield fighter is your basic tank that sacrifices damage
potential for extra defense. A common use for such a warrior is to send him
into the middle of a mob and use his Provoke power to cause the monsters to
focus their attacks on him. While he's standing there taking the hits--which
aren't doing much damage because of his extra armor rating--rangers and
casters can stand around picking off the mobs.

Both two-handed weapon and dual wielding fighters are damage-dealers that
can't take quite as much punishment as a weapon + shield tank. The primary
difference between the two--other than style--is two-handed weapon fighters
have powers focused on stunning enemies, while dual-wielding skills and
powers are focused on increasing the number of attacks. Also, a two-handed
weapon wielder will get more mileage from front-loaded powers, such as brutal
attack.

FIGHTER SKILL TREE

Level 1 Level 5 Level 12 Level 24 Level 36

Barricade-------------------Reinforced-------Rebuke
/ Armor
/
Fortitude------------------Toughness
\
\
Overbear--------------------Smite
/
/
Critical--------------------------------------------------Deadly
Strike \ Strike
\
Dual----------Alacrity------Fierce
Wield Renewal



FIGHTER SKILLS TABLES

FORTITUDE: "Ancient Half-Giant warriors developed grueling training regimens
to toughen their bodies, allowing them to withstand an unnatural amount of
punishment."

* Requires Melee level 1
* Increases maximum health

Percentage Increase in Max Health
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 6 | 6 | 24 | 11 | 34 | 16 | 41 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 10 | 7 | 26 | 12 | 36 | 17 | 42 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 14 | 8 | 28 | 13 | 38 | 18 | 43 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 18 | 9 | 30 | 14 | 39 | 19 | 44 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 21 | 10 | 32 | 15 | 40 | 20 | 45 |
|---------------------------------------------------------------|


CRITICAL STRIKE: "Using techniques developed by Elven masters, skillful
warriors can occasionally slip their weapons through weaknesses in their
enemies' defenses, dealing double damage with a single attack."

* Requires Melee level 1
* Provides Chance of a Critical Hit
* Critical hits do 200% damage unless modified by Deadly Strike

Percentage Chance of Critical Hit
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 28.5 | 11 | 40 | 16 | 47 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 14 | 7 | 31 | 12 | 41.5 | 17 | 48 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 18 | 8 | 33.5 | 13 | 43 | 18 | 49 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 22 | 9 | 36 | 14 | 44.5 | 19 | 49.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 25.5 | 10 | 38 | 15 | 46 | 20 | 50 |
|---------------------------------------------------------------|


BARRICADE: "The training of Snowbrook Haven elite knights teaches them to
wield their shields with unparalleled strength and tenacity. Phalanxes of
knights can turn away nearly any attack."

* Requires Fortitude level 1
* Requires Melee level 5
* Character can equip shields
* Increases shield defense
* Increases chance to block melee and ranged attacks

Percentage Increase in Shield Armor
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 20 | 6 | 70 | 11 | 98 | 16 | 114 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 35 | 7 | 76 | 12 | 102 | 17 | 116 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 45 | 8 | 82 | 13 | 106 | 18 | 118 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 55 | 9 | 88 | 14 | 109 | 19 | 119 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 63 | 10 | 93 | 15 | 112 | 20 | 120 |
|---------------------------------------------------------------|

Percentage Increase in Chance to Block Melee Attack
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 2 | 6 | 10 | 11 | 15 | 16 | 18 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 4 | 7 | 11 | 12 | 16 | 17 | 18.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 6 | 8 | 12 | 13 | 16.5 | 18 | 19 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 8 | 9 | 13 | 14 | 17 | 19 | 19.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 9 | 10 | 14 | 15 | 17.5 | 20 | 20 |
|---------------------------------------------------------------|

Percentage Increase in Chance to Block Ranged Attack
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 2 | 6 | 10 | 11 | 15 | 16 | 18 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 4 | 7 | 11 | 12 | 16 | 17 | 18.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 6 | 8 | 12 | 13 | 16.5 | 18 | 19 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 8 | 9 | 13 | 14 | 17 | 19 | 19.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 9 | 10 | 14 | 15 | 17.5 | 20 | 20 |
|---------------------------------------------------------------|


OVERBEAR: "Warriors who have mastered this skill can channel all their rage
and anger into their attacks, adding huge power to every devastating two-
handed blow."

* Requires Critical Strike level 1
* Requires Melee level 5
* Character can equip two-handed melee weapons
* Increases two-handed melee weapon damage

Percentage Increase in 2h Weapon Damage
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 28.5 | 11 | 40 | 16 | 47 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 14 | 7 | 31 | 12 | 41.5 | 17 | 48 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 18 | 8 | 33.5 | 13 | 43 | 18 | 49 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 22 | 9 | 36 | 14 | 44.5 | 19 | 49.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 25.5 | 10 | 38 | 15 | 46 | 20 | 50 |
|---------------------------------------------------------------|


DUAL WIELD: "Elven warriors have long known techniques for wielding melee
weapons in both hands. They require strength, coordination, and a reckless
mindset willing to sacrifice defense for an extra blade."

* Requires Critical Strike level 1
* Requires Melee level 5
* Character can equip one-handed melee weapons in both hands
* Increases dual-wield weapon damage

Percentage Increase in Dual Wield Damage
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 36 | 11 | 55 | 16 | 66 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 15 | 7 | 40 | 12 | 58 | 17 | 67 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 21 | 8 | 44 | 13 | 60 | 18 | 68 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 26 | 9 | 48 | 14 | 62 | 19 | 69 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 31 | 10 | 52 | 15 | 64 | 20 | 70 |
|---------------------------------------------------------------|


TOUGHNESS: "Tales tell of a Half-Giant wanderer who could survive in any
climate and shrug off many attacks entirely. He taught his secrets to those
he met on his journeys, and they live on long after he has disappeared."

* Requires Fortitude level 1
* Requires Melee level 12
* Increases physical damage resistance

Percentage Increase in Physical Damage Resistance
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 3 | 6 | 12.5 | 11 | 19 | 16 | 24 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 5 | 7 | 14 | 12 | 20 | 17 | 24.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 7 | 8 | 15.5 | 13 | 21 | 18 | 25 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 9 | 9 | 17 | 14 | 22 | 19 | 25.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 11 | 10 | 18 | 15 | 23 | 20 | 26 |
|---------------------------------------------------------------|


ALACRITY: "Gifted Elven Blademasters can harness the wind itself to hasten
their attacks. Masters of this skill appear to be no more than a blur as they
cut through their opponents."

* Requires Dual Wield level 1
* Requires Melee level 12
* Increases melee weapon attack speed

Percentage Increase in Melee Attack Speed
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 3 | 6 | 11 | 11 | 16 | 16 | 21 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 5 | 7 | 12 | 12 | 17 | 17 | 22 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 7 | 8 | 13 | 13 | 18 | 18 | 23 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 9 | 9 | 14 | 14 | 19 | 19 | 24 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 10 | 10 | 15 | 15 | 20 | 20 | 25 |
|---------------------------------------------------------------|


REINFORCED ARMOR: "The soldiers of Windstone Fortress learned to modify their
armor to enhance its effectiveness and often emerged unscathed from even the
most catastrophic battles."

* Requires Barricade level 1
* Requires Melee level 24
* Increases armor rating

Percentage Increase in Armor
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 4 | 6 | 17 | 11 | 26 | 16 | 32 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 7 | 7 | 19 | 12 | 27.5 | 17 | 33 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 10 | 8 | 21 | 13 | 29 | 18 | 34 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 13 | 9 | 23 | 14 | 30 | 19 | 34.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 15 | 10 | 24.5 | 15 | 31 | 20 | 35 |
|---------------------------------------------------------------|


SMITE: "In the days after the cataclysm, a roaming band of barbarians used
focused attacks from two-handed weapons to stun prey. Would-be thieves
discovered they were equally effective on human opponents."

* Requires Overbear level 1
* Requires Toughness level 1
* Requires Melee level 24
* Can only be used with a two-handed melee weapon
* Gives chance to stun target

Percentage Chance to Stun with 2h Weapon Attack
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 5 | 6 | 25 | 11 | 38 | 16 | 46 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 10 | 7 | 28 | 12 | 40 | 17 | 47 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 14 | 8 | 31 | 13 | 42 | 18 | 48 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 18 | 9 | 34 | 14 | 44 | 19 | 49 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 22 | 10 | 36 | 15 | 45 | 20 | 50 |
|---------------------------------------------------------------|

Stun Duration in Seconds
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 1 | 6 | 1.25 | 11 | 1.5 | 16 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 1 | 7 | 1.25 | 12 | 1.5 | 17 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 1 | 8 | 1.25 | 13 | 1.5 | 18 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 1 | 9 | 1.25 | 14 | 1.5 | 19 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 1 | 10 | 1.25 | 15 | 1.5 | 20 | 2 |
|---------------------------------------------------------------|


FIERCE RENEWAL: "Berserkers are always on the verge of flying into a blinding
rage. They do not see this as a liability, but use their anger to recover
from their most powerful attacks more quickly than normal."

* Requires Alacrity level 1
* Requires Melee level 24
* Increases recovery rate of melee powers

Percentage Increase in Melee Power Recovery Rate
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 3 | 6 | 14 | 11 | 22 | 16 | 26 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 6 | 7 | 16 | 12 | 23 | 17 | 27 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 8 | 8 | 17.5 | 13 | 24 | 18 | 28 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 10 | 9 | 19 | 14 | 25 | 19 | 29 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 12 | 10 | 20.5 | 15 | 26 | 20 | 30 |
|---------------------------------------------------------------|


REBUKE: "The final stage in the training of Snowbrook Haven elite soldiers is
learning to use their shield as a weapon, striking back at those whose
attacks they block and knocking them senseless."

* Requires Reinforced Armor level 1
* Requires Melee level 36
* Rebukes opponent (causes damage and stuns target) when character blocks a
melee attack

Rebuke Damage Multiplied by Melee Level
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 0.4 | 6 | 1.45 | 11 | 1.98 | 16 | 2.34 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 0.7 | 7 | 1.6 | 12 | 2.06 | 17 | 2.38 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 0.9 | 8 | 1.7 | 13 | 2.14 | 18 | 2.42 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 1.1 | 9 | 1.8 | 14 | 2.22 | 19 | 2.46 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 1.3 | 10 | 1.9 | 15 | 2.3 | 20 | 2.5 |
|---------------------------------------------------------------|

Rebuke Stun Time in Seconds
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 1 | 6 | 1.25 | 11 | 1.5 | 16 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 1 | 7 | 1.25 | 12 | 1.5 | 17 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 1 | 8 | 1.25 | 13 | 1.5 | 18 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 1 | 9 | 1.25 | 14 | 1.5 | 19 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 1 | 10 | 1.25 | 15 | 1.5 | 20 | 2 |
|---------------------------------------------------------------|


DEADLY STRIKE: "Expert warriors learn to take every opportunity they can, as
each could be their last. Whenever Elven Blademasters breach their enemies'
defenses, the strike is incredibly devastating."

* Requires Critical Strike level 1
* Requires Melee level 36
* Increases critical hit damage

Critical Hit Damage (in Percent)
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 224 | 6 | 288 | 11 | 322 | 16 | 343 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 242 | 7 | 296 | 12 | 327 | 17 | 346 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 256 | 8 | 303 | 13 | 332 | 18 | 348 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 268 | 9 | 310 | 14 | 336 | 19 | 349 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 279 | 10 | 316 | 15 | 340 | 20 | 350 |
|---------------------------------------------------------------|


FIGHTER POWERS

BRUTAL ATTACK: "Though originated by Half-Giant warriors, many warriors learn
this technique. Focusing all their strength into their next attack, fighters
deal massive damage with a single, brutal strike."

* Can only be used with a melee weapon
* Automatically Enhances Next Attack
* Fast Recharge

Level 1
* Requires Critical Strike 1
* Damage % Bonus 1500 + 25 * Melee Level

Level 2
* Requires Critical Strike 5
* Damage % Bonus 1750 + 48 * Melee Level

Level 3
* Requires Critical Strike 8
* Damage % Bonus 2000 + 60 * Melee Level


PROVOKE: "Knights protect their allies by using their shields to provoke
nearby enemies, causing them to become angry and attack the knight. The
knight's concentration also temporarily increases his armor."

* Can only be used when equipped with a shield
* Automatically Provokes Enemies around Self
* Fast Recharge

Level 1
* Requires Barricade 1
* Radius 6 meters
* Armor bonus 25%
* Armor bonus duration 5 seconds

Level 2
* Requires Barricade 6
* Requires Toughness 4
* Radius 7 meters
* Armor bonus 30%
* Armor bonus duration 8 seconds

Level 3
* Requires Barricade 10
* Requires Toughness 10
* Requires Rebuke 5
* Radius 8 meters
* Armor bonus 50%
* Armor bonus duration 10 seconds


WHIRLING STRIKE: "A legendary fighter known only as the Tempest of Tel'kilae
originated this technique, in which the fighter whirls his weapons in a
circle, damaging and briefly stunning all nearby enemies."

* Can only be used with a melee weapon
* Automatically Strikes Enemies around Self
* Stuns enemies for 1.5 seconds
* Normal Recharge

Level 1
* Requires Critical Strike 6
* Requires Fortitude 8
* Radius 3 meters
* Damage percentage 920 + 9 * Melee Level

Level 2
* Requires Critical Strike 8
* Requires Fortitude 10
* Requires Reinforced Armor 6
* Radius 3.5 meters
* Damage percentage 1070 + 15.4 * Melee Level

Level 3
* Requires Critical Strike 12
* Requires Fortitude 12
* Requires Reinforced Armor 12
* Radius 4 meters
* Damage percentage 1400 + 19 * Melee Level


STAGGERING BLOW: "When a two-handed weapon master activates this ability, his
next attack will be a Staggering Blow. He slams his weapon into his target,
creating a shockwave that stuns any enemies caught within it."

* Can only be used with a two-handed melee weapon
* Automatically Enhances Next Attack
* Normal Recharge

Level 1
* Requires Overbear 1
* Stun duration 6 seconds
* Stun radius 2.75 meters
* Damage percentage 400 + 7 * Melee Level

Level 2
* Requires Overbear 5
* Requires Toughness 4
* Stun duration 8 seconds
* Stun radius 3.25 meters
* Damage percentage 425 + 10 * Melee Level

Level 3
* Requires Overbear 12
* Requires Toughness 10
* Requires Smite 8
* Stun duration 10 seconds
* Stun radius 4 meters
* Damage percentage 800 + 12 * Melee Level


WARCRY: "Barbarians of the Plain of Tears can unleash a deafening war cry,
energizing themselves and terrifying their enemies, causing them to run in
fear and leave their defenses open for a short time."

* Can only be used with a melee weapon
* Cone Effect Targets an Enemy or Terrain
* Enemies Flee in Fear
* Effects Last for 20 Seconds
* Normal Recharge

Level 1
* Requires Critical Strike 8
* Requires Smite 1
* Enemy armor reduced by 35%
* 8% of attacks are critical hits

Level 2
* Requires Critical Strike 12
* Requires Smite 8
* Requires Deadly Strike 2
* Enemy armor reduced by 50%
* 12% of attacks are critical hits

Level 3
* Requires Critical Strike 12
* Requires Smite 12
* Requires Deadly Strike 8
* Enemy armor reduced by 60%
* 16% of attacks are critical hits


WAVES OF FORCE: "A student of Elven dual-weapon techniques learns to perform
a beautiful sequence of rapid swings, each creating a wave of force that
rushes out in front of her, tearing apart enemies caught in its wake."

* Can only be used when dual-wielding two weapons
* Targets an Enemy or Terrain
* 5 Waves
* Normal Recharge

Level 1
* Requires Dual Wield 1
* Damage percentage per Wave 200 + 3.6 * Melee Level

Level 2
* Requires Dual Wield 5
* Requires Alacrity 4
* Damage percentage per Wave 280 + 7 * Melee Level

Level 3
* Requires Dual Wield 10
* Requires Alacrity 10
* Requires Deadly Strike 8
* Damage percentage per Wave 490 + 9 * Melee Level


ELEMENTAL RAGE: "The highest art of the Elven Blademaster is a meditative
frenzy that causes elemental energy to manifest in his weapons and speeds his
attacks. Ignoring his own defense, he leaps into battle."

* Can only be used when dual-wielding two weapons
* Automatically Enhances Self
* Power Duration 15 Seconds
* Adds Fire, Ice and Lightning Damage to Attacks
* Increases Rate of Attacks
* Increases Vulnerability to Melee and Ranged Damage
* Slow Recharge

Level 1
* Requires Critical Strike 8
* Requires Fierce Renewal 2
* Attack rate bonus 10%
* Melee and ranged damage vulnerability 12%
* Min damage (3.7 + 0.90 * Melee Level) * (2.0 + 0.015 * Melee Level)
* Max damage (6.2 + 1.54 * Melee Level) * (2.0 + 0.015 * Melee Level)

Level 2
* Requires Critical Strike 10
* Requires Fierce Renewal 6
* Requires Deadly Strike 1
* Attack rate bonus 15%
* Melee and ranged damage vulnerability 15%
* Min damage (3.6 + 0.87 * Melee Level) * (2.0 + 0.029 * Melee Level)
* Max damage (5.9 + 1.48 * Melee Level) * (2.0 + 0.029 * Melee Level)

Level 3
* Requires Critical Strike 14
* Requires Fierce Renewal 12
* Requires Deadly Strike 12
* Attack rate bonus 20%
* Melee and ranged damage vulnerability 20%
* Min damage (3.4 + 0.83 * Melee Level) * (2.5 + 0.036 * Melee Level)
* Max damage (5.7 + 1.42 * Melee Level) * (2.5 + 0.036 * Melee Level)


[6.2.2] Ranger
--------------
Skill Paths:
* Bow/Crossbow
* Throwing Weapons

While bows and crossbows seem to be quite different weapons, they share the
same skill tree and have roughly equal damage output. Crossbows do more
damage per strike, but have a slower rate of fire. If you're depending on
front-loaded powers or skills, you'll want a crossbow to maximize damage. If
you're depending on fast attacks, you'll want to use a bow for increased fire
rate. Overall, of two weapons of equal level, the bow is more likely to have
a higher DPS rating.

The other main skill path for rangers is thrown weapons. Thrown weapon
mastery leads to skills and powers that are able to affect multiple enemies
with one throw.

In addition to their ranged weapon skills, rangers also get access to a
couple of defensive skills, Dodge and Survival. Survival also allows rangers
to harvest health potions from health bushes. The higher the level of
Survival, the larger the potions harvested.


RANGER SKILL TREE

Level 1 Level 5 Level 12 Level 24 Level 36

Shockwave
/
Biting /
Arrow---------Far Shot----------------------Mortal Wound
/ /
/ /
Critical---- Penetrate---
Shot \ \
\ \
Quick---------Bleed-------------------------Ricochet
Draw \
\
Dodge Survival Cunning Renewal



RANGER SKILL TABLES

CRITICAL SHOT: "Skilled adventurers practice a form of battle meditation,
focusing their mind and allowing them to occasionally strike vulnerable areas,
dealing twice-normal damage with any ranged weapon."

* Requires Ranged level 1
* Provides Chance of a Critical Hit
* Critical Hits do 200% Damage Unless Modified by Mortal Wound

Percentage Chance of Critical Hit
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 28.5 | 11 | 40 | 16 | 47 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 14 | 7 | 31 | 12 | 41.5 | 17 | 48 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 18 | 8 | 33.5 | 13 | 43 | 18 | 49 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 22 | 9 | 36 | 14 | 44.5 | 19 | 49.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 25.5 | 10 | 38 | 15 | 46 | 20 | 50 |
|---------------------------------------------------------------|


DODGE: "Dryad hunters look with some amusement upon all the armor warriors
wear to survive an attack. They feel it's best to simply move out of the
way."

* Requires Ranged level 1
* Chance to Dodge Melee or Ranged Attacks

Percentage Chance to Dodge an Attack
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 4 | 6 | 18 | 11 | 28 | 16 | 36 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 7 | 7 | 20 | 12 | 30 | 17 | 37 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 10 | 8 | 22 | 13 | 32 | 18 | 38 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 13 | 9 | 24 | 14 | 34 | 19 | 39 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 16 | 10 | 26 | 15 | 35 | 20 | 40 |
|---------------------------------------------------------------|


BITING ARROW: "When a student of archery chooses to master the bow and
crossbow, his battle meditation takes on a new purpose. His arrows seem
propelled by unseen winds and strike with thunderous force."

* Requires Ranged level 5
* Requires Critical Shot level 1
* Character can Equip Crossbow
* Bow and Crossbow Damage Increased

Percentage Increase in Bow/Crossbow Damage
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 28.5 | 11 | 40 | 16 | 47 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 14 | 7 | 31 | 12 | 41.5 | 17 | 48 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 18 | 8 | 33.5 | 13 | 43 | 18 | 49 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 22 | 9 | 36 | 14 | 44.5 | 19 | 49.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 25.5 | 10 | 38 | 15 | 46 | 20 | 50 |
|---------------------------------------------------------------|


QUICK DRAW: "A Dryad hunter's training is considered complete only when she
can accurately throw three daggers in the space of a single breath."

* Requires Ranged level 5
* Requires Critical Shot level 1
* Character can Equip Thrown Weapons
* Thrown Weapon Firing Rate Increased

Percentage Increase in Attack Speed with Thrown Weapon
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 3 | 6 | 11 | 11 | 16 | 16 | 21 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 5 | 7 | 12 | 12 | 17 | 17 | 22 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 7 | 8 | 13 | 13 | 18 | 18 | 23 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 9 | 9 | 14 | 14 | 19 | 19 | 24 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 10 | 10 | 15 | 15 | 20 | 20 | 25 |
|---------------------------------------------------------------|


FAR SHOT: "It is said that the archers of the Elven town of Haelea can put an
arrow through the eye of a foe that is barely visible on the horizon. Archers
have traveled there for generations to learn their secrets."

* Requires Ranged level 12
* Requires Biting Arrow level 1
* Bow and Crossbow Range Increased

Percentage Increase in Bow/Crossbow Range
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 6 | 6 | 25 | 11 | 40 | 16 | 52 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 10 | 7 | 28 | 12 | 43 | 17 | 54 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 14 | 8 | 31 | 13 | 46 | 18 | 56 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 18 | 9 | 34 | 14 | 48 | 19 | 58 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 22 | 10 | 37 | 15 | 50 | 20 | 60 |
|---------------------------------------------------------------|


BLEED: "Thrown weapon masters prefer to get close to their targets so they
can aim at major veins and arteries. An accurate strike causes their target
to bleed away health for several seconds after the attack"

* Requires Ranged level 12
* Requires Quick Draw level 1
* Gives Chance to Cause Bleed Damage
* Bleed Duration 4 Seconds

Percentage Chance of Causing Bleed Damage
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 10 | 6 | 25 | 11 | 25 | 16 | 25 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 15 | 7 | 25 | 12 | 25 | 17 | 25 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 18 | 8 | 25 | 13 | 25 | 18 | 25 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 22 | 9 | 25 | 14 | 25 | 19 | 25 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 25 | 10 | 25 | 15 | 25 | 20 | 25 |
|---------------------------------------------------------------|

Bleed Damage Multiplied by Dexterity
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 0.06 | 6 | 0.26 | 11 | 0.38 | 16 | 0.46 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 0.11 | 7 | 0.29 | 12 | 0.4 | 17 | 0.47 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 0.15 | 8 | 0.315 | 13 | 0.42 | 18 | 0.48 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 0.19 | 9 | 0.34 | 14 | 0.435 | 19 | 0.49 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 0.23 | 10 | 0.36 | 15 | 0.45 | 20 | 0.5 |
|---------------------------------------------------------------|


SURVIVAL: "Since their travels take them far from home, rangers train to
survive long periods in the wild. They develop a resistance to extreme
weather and learn to distill certain berries and fruits into health potions."

* Requires Ranged level 5
* Increases Fire, Ice and Lightning Resistance
* Character can Harvest Health Potions
- Small potions at skill levels 1 - 4
- Medium potions at skill levels 5 - 8
- Large potions at skill levels 9 - 11
- Super potions at skill levels 12 - 15
- Colossal potions at skill levels 16 - 19
- Twice as many colossal potions at skill level 20

Percentage Increase in Fire, Ice and Lightning Damage Resistance
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 10 | 6 | 35 | 11 | 49 | 16 | 57 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 17 | 7 | 38 | 12 | 51 | 17 | 58 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 22 | 8 | 41 | 13 | 53 | 18 | 59 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 27 | 9 | 44 | 14 | 55 | 19 | 59.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 31 | 10 | 46.5 | 15 | 56 | 20 | 60 |
|---------------------------------------------------------------|


SHOCKWAVE: "A master archer can cause damaging shockwaves when his arrows
travel a certain distance. Scholars wonder if the ability is magical or not,
but archers who rely on it only care that it is useful."

* Requires Ranged level 24
* Requires Far Shot level 1
* Shockwave When Arrow or Bolt Travels Farther Than a Certain Distance

Percentage Increase in Damage from Shockwave
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 26 | 11 | 36 | 16 | 46 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 12 | 7 | 28 | 12 | 38 | 17 | 47 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 16 | 8 | 30 | 13 | 40 | 18 | 48 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 20 | 9 | 32 | 14 | 42 | 19 | 49 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 23 | 10 | 34 | 15 | 44 | 20 | 50 |
|---------------------------------------------------------------|

Minimum Distance (in Meters) for Shot to Cause Shockwave
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 9.0 | 6 | 8.0 | 11 | 7.5 | 16 | 7.0 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 9.0 | 7 | 8.0 | 12 | 7.0 | 17 | 7.0 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 9.0 | 8 | 8.0 | 13 | 7.0 | 18 | 7.0 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 8.5 | 9 | 7.5 | 14 | 7.0 | 19 | 7.0 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 8.5 | 10 | 7.5 | 15 | 7.0 | 20 | 7.0 |
|---------------------------------------------------------------|


PENETRATE: "The ranger Lyssa could shoot an arrow or throw a knife that would
pass through three blocks of wood before striking its target. Her enemies
feared experiencing her skill firsthand."

* Requires Ranged level 24
* Gives Chance Projective Will Pass Through Target

Percentage Chance to Penetrate Target
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 12 | 6 | 46 | 11 | 63 | 16 | 72 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 22 | 7 | 50 | 12 | 65 | 17 | 73 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 30 | 8 | 54 | 13 | 67 | 18 | 74 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 36 | 9 | 57 | 14 | 69 | 19 | 74.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 41 | 10 | 60 | 15 | 70.5 | 20 | 75 |
|---------------------------------------------------------------|


CUNNING RENEWAL: "Thrown weapon masters dive into battle with reckless
abandon. They all relish the rush of danger and adrenaline, but only the
greatest know how to channel that rush into restoring their skills."

* Requires Ranged level 24
* Requires Bleed level 1
* Increases Power Recovery Rate

Percentage Increase in Ranged Power Recovery Rate
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 3 | 6 | 14 | 11 | 22 | 16 | 26 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 6 | 7 | 16 | 12 | 23 | 17 | 27 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 8 | 8 | 17.5 | 13 | 24 | 18 | 28 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 10 | 9 | 19 | 14 | 25 | 19 | 29 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 12 | 10 | 20.5 | 15 | 26 | 20 | 30 |
|---------------------------------------------------------------|


MORTAL WOUND: "There is no special secret to striking an enemy's most
vulnerable point, but it requires tremendous focus, meditation, and
experience. An archer who perfects it is regarded as a legend in his own
time."

* Requires Ranged level 36
* Requires Far Shot level 1
* Requires Penetrate level 1
* Increases Damage of Critical Hits for Bows and Crossbows

Critical Hit Damage (in Percent)
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 224 | 6 | 288 | 11 | 322 | 16 | 343 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 242 | 7 | 296 | 12 | 327 | 17 | 346 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 256 | 8 | 303 | 13 | 332 | 18 | 348 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 268 | 9 | 310 | 14 | 336 | 19 | 349 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 279 | 10 | 316 | 15 | 340 | 20 | 350 |
|---------------------------------------------------------------|


RICOCHET: "Foes facing the Dryad chakram-master Kaara never knew whether her
next attack would come directly from her hand or from a chakram bouncing off
one of their own comrades."

* Requires Ranged level 36
* Requires Bleed level 1
* Requires Penetrate level 1
* Thrown Weapon Critical Hits Ricochet to a Nearby Enemy

Ricochet Damage (in Percent)
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 66 | 6 | 107 | 11 | 130 | 16 | 144 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 78 | 7 | 112 | 12 | 133 | 17 | 146 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 86 | 8 | 117 | 13 | 136 | 18 | 148 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 94 | 9 | 122 | 14 | 139 | 19 | 149 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 101 | 10 | 126 | 15 | 142 | 20 | 150 |
|---------------------------------------------------------------|


RANGER POWERS

TAKE AIM: "Dryad archers conceal themselves to surprise their enemies, but
their first shot reveals their position. They learn to focus their
concentration and take careful aim, making their next shot as devastating as
possible."

* Can only be used with a bow, crossbow, or thrown weapon
* Automatically Enhances Next Attack
* Fast Recharge

Level 1
* Requires Critical Shot 1
* Damage % Bonus 1500 + 25 * Melee level

Level 2
* Requires Critical Shot 5
* Damage % Bonus 1700 + 48 * Melee level

Level 3
* Requires Critical Shot 8
* Requires Penetrate 1
* Damage % Bonus 2500 + 60 * Ranged level

**NOTE** The code in the game data files uses Melee level rather than Ranged
level for Take Aim levels 1 and 2. Hopefully this will be fixed in an
upcoming patch.


THUNDEROUS SHOT: "A thunderous arrow or crossbow bolt travels faster than the
eye can see, punching through all enemies in its path and leaving them
stunned. Azunai's archers turned many battles with this attack."

* Can only be used with a bow or crossbow
* Targets an Enemy or Terrain
* Normal Recharge

Level 1
* Requires Biting Arrow 1
* Damage % Bonus 530 + 9 * Ranged level
* Stun Duration 6 Seconds

Level 2
* Requires Biting Arrow 8
* Requires Far Shot 1
* Damage % Bonus 1025 + 16 * Ranged level
* Stun Duration 8 Seconds

Level 3
* Requires Biting Arrow 12
* Requires Far Shot 8
* Requires Mortal Wound 5
* Damage % Bonus 1225 + 21 * Ranged level
* Stun Duration 10 Seconds


SILENCE: "Azunai's armies relied on Dalziel, one of the Champions of the
Northern Reaches, to destroy Zaramoth's mages. Dalziel's hatred of their
magic manifested as an ability to silence them temporarily, preventing them
from casting spells."

* Area of Effect Targets an Enemy or Terrain
* Fast Recharge
* Prevents Monsters from Casting Damage, Heal, Summon, Enhancement, Curse, or
Resurrect Spells

Level 1
* Requires Dodge 5
* Requires Survival 3
* Silence Radius 4 meters
* Silence Duration 15 Seconds

Level 2
* Requires Dodge 10
* Requires Survival 6
* Requires Mortal Wound 1
* Silence Radius 5 meters
* Silence Duration 20 Seconds

Level 3
* Requires Dodge 14
* Requires Survival 10
* Requires Mortal Wound 12
* Silence Radius 6 meters
* Silence Duration 25 Seconds


CHARGED SHOTS: "Elves have a talent for magic, so it is no surprise that
their rangers discovered how to charge their arrows with magic. For a short
time, every enemy they hit is also struck by lightning."

* Can only be used with a bow or crossbow
* Automatically Enhances Self
* Slow Recharge
* Adds Lightning Damage to Shots

Level 1
* Requires Critical Shot 8
* Requires Shockwave 4
* Charged Shots Duration 12 Seconds
* Min Damage (18 + 4.5 * Ranged level) * (2.0 + 0.015 * Ranged level)
* Max Damage (30 + 7.5 * Ranged level) * (2.0 + 0.015 * Ranged level)

Level 2
* Requires Critical Shot 10
* Requires Shockwave 8
* Requires Mortal Wound 8
* Charged Shots Duration 14 Seconds
* Min Damage (15 + 3.6 * Ranged level) * (2.6 + 0.029 * Ranged level)
* Max Damage (25 + 6.25 * Ranged level) * (2.6 + 0.029 * Ranged level)

Level 3
* Requires Critical Shot 14
* Requires Shockwave 12
* Requires Mortal Wound 12
* Charged Shots Duration 15 Seconds
* Min Damage (13.8 + 3.5 * Ranged level) * (2.9 + 0.036 * Ranged level)
* Max Damage (23 + 5.8 * Ranged level) * (2.9 + 0.036 * Ranged level)


SHRAPNEL BLAST: "When this thrown weapon strikes a target, a blast shatters
it into many pieces that fly in all directions. Stories of a single ranger
defeating a crowd of foes are often tales of this power in action."

* Can only be used with a thrown weapon
* Targets an Enemy or Terrain
* Normal Recharge

Level 1
* Requires Quick Draw 1
* Number of Missiles 5
* % Normal Damage to Enemies 950 + 17 * Ranged level
* Explosion Damage 80 + 1.5 * Ranged level

Level 2
* Requires Quick Draw 5
* Requires Bleed 5
* Number of Missiles 7
* % Normal Damage to Enemies 1450 + 24 * Ranged level
* Explosion Damage 130 + 3.0 * Ranged level

Level 3
* Requires Quick Draw 10
* Requires Bleed 8
* Requires Penetrate 6
* Number of Missiles 9
* % Normal Damage to Enemies 1700 + 30 * Ranged level
* Explosion Damage 200 + 3.6 * Ranged level


REPULSE: "The Crimson Hunter Laethel liked to get close to his enemies, but
developed this ability to survive when they got too close. Repulse knocks
enemies away from the ranger and stuns them."

* Automatically Repulses Enemies around Self
* Long Recharge
* Stun Duration 1.5 Seconds

Level 1
* Requires Dodge 4
* Requires Survival 3
* Radius 3 meters
* Power Duartion 12 Seconds

Level 2
* Requires Dodge 10
* Requires Survival 6
* Requires Ricochet 1
* Radius 3.5 meters
* Power Duartion 16 Seconds

Level 3
* Requires Dodge 14
* Requires Survival 10
* Requires Ricochet 12
* Radius 4 meters
* Power Duartion 20 Seconds


FLURRY: "Elven adventurers learn to focus their strength into a burst of
energy, temporarily allowing them to throw multiple weapons at a rapid rate;
but the increase in speed comes at the cost of accuracy."

* Can only be used with a thrown weapon
* Automatically Enhances Self
* Long Recharge
* Decreased Accuracy
* Power Duration 15 Seconds

Level 1
* Requires Critical Shot 8
* Requires Cunning Renewal 4
* Attack Rate Multiplier 1.2
* % Normal Damage to Enemies 180 + 1.4 * Ranged level

Level 2
* Requires Critical Shot 10
* Requires Cunning Renewal 8
* Requires Ricochet 8
* Attack Rate Multiplier 1.4
* % Normal Damage to Enemies 205 + 2.2 * Ranged level

Level 3
* Requires Critical Shot 14
* Requires Cunning Renewal 12
* Requires Ricochet 12
* Attack Rate Multiplier 1.5
* % Normal Damage to Enemies 210 + 2.6 * Ranged level


[6.2.3] Combat Mage
-------------------
Skill Paths:
* Fire Magic
* Lightning Magic
* Death Magic

Combat mages are damage-dealers. Almost all their spells are focused at
hurting the enemy. Even their beneficial (buffing) spells work by draining
the power from enemies. Combat mages also have curses (de-buffs), which can
be quite effective. Drown and Infect, especially, work well on low-level mobs
as you can kill the mobs just with the curse.

Combat mages can also summon creatures, but, on the whole, these are weaker
than a nature mage's summons. Of the three destructive elements dealt by
combat mages, fire is probably the most versatile as few enemies are
resistant to it. On the other hand, while a lot of enemies are resistant to
death magic, that line has the best powers (Corrosive Eruption, especially).
Using Infect to weaken resistances can make a necromancer quite potent.

COMBAT MAGE SKILL TREE

Level 1 Level 5 Level 12 Level 24 Level 36

Debilitation Summon
Alacrity
Quickened
Brilliance---------------------------------Casting--------Arcane Fury

Grim
---------------Necromancy-----Vampirism
/
/ Searing
Devastation---Flames-----------------------Ignite
\
\ Amplified
Lightning-----------------------------------Arcing



COMBAT MAGE SKILL TABLES

BRILLIANCE: "Through intense introspection, adventurers may extend their mind
beyond physical constraints, vastly multiplying their capacity for magical
energies."

* Requires Combat Magic level 1
* Increases maximum mana

Percentage Increase in Max Mana
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 7 | 6 | 44 | 11 | 83 | 16 | 121 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 14 | 7 | 52 | 12 | 90 | 17 | 129 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 21 | 8 | 60 | 13 | 97 | 18 | 136 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 28 | 9 | 68 | 14 | 105 | 19 | 143 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 36 | 10 | 76 | 15 | 113 | 20 | 150 |
|---------------------------------------------------------------|


DEVASTATION: "Combat Magic is an exercise in precision. The more accurate a
mage's motions and the more practiced his incantations, the more energy and
destruction he can channel into his attacks."

* Requires Combat Magic level 1
* Increased combat magic damage

Percentage Increase in Combat Magic Damage
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 10 | 6 | 35 | 11 | 49 | 16 | 57 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 17 | 7 | 38 | 12 | 51 | 17 | 58 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 22 | 8 | 41 | 13 | 53 | 18 | 59 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 27 | 9 | 44 | 14 | 55 | 19 | 59.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 31 | 10 | 46.5 | 15 | 56 | 20 | 60 |
|---------------------------------------------------------------|


DEBILITATION: "There is power in disease and decay. Mages who study it risk
their health and sanity, but learn to inflict crippling curses on their
foes."

* Requires Combat Magic level 5
* Increases curse power and duration

Percentage Increase in Curse Spell Power
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 24 | 6 | 86 | 11 | 121 | 16 | 142 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 42 | 7 | 94 | 12 | 126 | 17 | 145 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 54 | 8 | 102 | 13 | 131 | 18 | 147 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 66 | 9 | 109 | 14 | 135 | 19 | 149 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 77 | 10 | 115 | 15 | 139 | 20 | 150 |
|---------------------------------------------------------------|

Percentage Increase in Curse Spell Duration
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 32 | 6 | 114 | 11 | 160 | 16 | 188 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 56 | 7 | 124 | 12 | 166 | 17 | 192 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 72 | 8 | 134 | 13 | 172 | 18 | 196 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 88 | 9 | 144 | 14 | 178 | 19 | 198 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 102 | 10 | 152 | 15 | 184 | 20 | 200 |
|---------------------------------------------------------------|


SEARING FLAMES: "Convectus the Red spent a lifetime communing with Lava
Spirits and learning the secrets of the Inner flame. His students are still
famous for the intensity of their fire magic."

* Requires Combat Magic level 5
* Requires Devastation level 1
* Increases fire magic damage

Percentage Increase in Fire Spell Damage
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 32 | 11 | 46 | 16 | 56 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 14 | 7 | 36 | 12 | 48 | 17 | 57 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 20 | 8 | 39 | 13 | 50 | 18 | 58 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 24 | 9 | 42 | 14 | 52 | 19 | 59 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 28 | 10 | 44 | 15 | 54 | 20 | 60 |
|---------------------------------------------------------------|


AMPLIFIED LIGHTNING: "Dwarven mages were known to revel in the power of
conducting electrical energy. They had to develop techniques to increase how
much of it their bodies could withstand."

* Requires Combat Magic level 5
* Requires Devastation level 1
* Increases lightning magic damage

Percentage Increase in Lightning Spell Damage
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 32 | 11 | 46 | 16 | 56 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 14 | 7 | 36 | 12 | 48 | 17 | 57 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 20 | 8 | 39 | 13 | 50 | 18 | 58 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 24 | 9 | 42 | 14 | 52 | 19 | 59 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 28 | 10 | 44 | 15 | 54 | 20 | 60 |
|---------------------------------------------------------------|


SUMMON ALACRITY: "Mages who study this skill can accelerate the metabolism of
the creatures they summon and agitate them to a frenzy, drastically
increasing their attack rate."

* Requires Combat Magic level 12
* Increases summoned creature attack speed

Percentage Increase in Summons Attack Speed
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 7 | 6 | 24 | 11 | 32.5 | 16 | 38 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 12 | 7 | 26 | 12 | 34 | 17 | 38.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 16 | 8 | 28 | 13 | 35 | 18 | 39 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 19 | 9 | 29.5 | 14 | 36 | 19 | 39.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 22 | 10 | 31 | 15 | 37 | 20 | 40 |
|---------------------------------------------------------------|


GRIM NECROMANCY: "Practitioners of this discipline commune with dark forces
and master spells that tear the life out of their enemies. Many mages wonder
if any end is worth such means."

* Requires Combat Magic level 12
* Requires Devastation level 1
* Increases death magic damage

Percentage Increase in Death Spell Damage
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 32 | 11 | 46 | 16 | 56 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 14 | 7 | 36 | 12 | 48 | 17 | 57 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 20 | 8 | 39 | 13 | 50 | 18 | 58 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 24 | 9 | 42 | 14 | 52 | 19 | 59 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 28 | 10 | 44 | 15 | 54 | 20 | 60 |
|---------------------------------------------------------------|


QUICKENED CASTING: "When the legendary archer Alamus became too old to string
his bow, he sought a new life in magic and learned that principles of battle
meditation could drastically increase the rate of his casting."

* Requires Combat Magic level 24
* Requires Brilliance level 1
* Increases magic attack speed

Percentage Increase in Speed of Magic Attacks
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 4 | 6 | 15.5 | 11 | 21 | 16 | 24 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 7 | 7 | 17 | 12 | 21.75 | 17 | 24.25 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 10 | 8 | 18 | 13 | 22.5 | 18 | 24.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 12 | 9 | 19 | 14 | 23 | 19 | 24.75 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 14 | 10 | 20 | 15 | 23.5 | 20 | 25 |
|---------------------------------------------------------------|


VAMPIRISM: "While most death mages are content with the ability to tear the
life force from their victims, some have secretly learned to channel some of
that stolen vitality into their own restoration."

* Requires Combat Magic level 24
* Requires Grim Necromancy level 1
* Adds death magic damage to health

Percentage of Death Magic Damage Added to Health
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 3 | 6 | 14 | 11 | 19 | 16 | 23 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 6 | 7 | 15 | 12 | 20 | 17 | 23.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 8 | 8 | 16 | 13 | 21 | 18 | 24 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 10 | 9 | 17 | 14 | 22 | 19 | 24.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 12 | 10 | 18 | 15 | 22.5 | 20 | 25 |
|---------------------------------------------------------------|


IGNITE: "No one can truly say they have bested a mage trained in these arts,
as the lingering flames continue to burn deeply long after the battle is over,
and the unmistakable scars will always tell the tale."

* Requires Combat Magic level 24
* Requires Searing Flames level 1
* Chance to Ignite enemy
* Duration 3 seconds

Percentage Chance of Igniting Target with Fire Spell
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 5 | 6 | 17 | 11 | 23.5 | 16 | 28 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 8 | 7 | 18.5 | 12 | 24.5 | 17 | 28.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 11 | 8 | 20 | 13 | 25.5 | 18 | 29 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 13 | 9 | 21.5 | 14 | 26.5 | 19 | 29.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 15 | 10 | 22.5 | 15 | 27.25 | 20 | 30 |
|---------------------------------------------------------------|

DPS of Ignite Multiplied by Intelligence
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 0.08 | 6 | 0.28 | 11 | 0.39 | 16 | 0.46 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 0.14 | 7 | 0.31 | 12 | 0.41 | 17 | 0.47 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 0.18 | 8 | 0.33 | 13 | 0.43 | 18 | 0.48 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 0.22 | 9 | 0.35 | 14 | 0.44 | 19 | 0.49 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 0.25 | 10 | 0.37 | 15 | 0.45 | 20 | 0.5 |
|---------------------------------------------------------------|


ARCANE FURY: "Overexposure to elemental channeling often results in the mage
becoming a conduit for the raw power of mana itself, which, though painful,
can greatly increase the intensity of their attacks."

* Requires Combat Magic level 36
* Requires Quickened Casting level 1
* Increases damage of Combat and Nature Magic powers

Percentage Increase in Magic Power Damage
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 3 | 6 | 14 | 11 | 22 | 16 | 26 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 6 | 7 | 16 | 12 | 23 | 17 | 27 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 8 | 8 | 17.5 | 13 | 24 | 18 | 28 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 10 | 9 | 19 | 14 | 25 | 19 | 29 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 12 | 10 | 20.5 | 15 | 26 | 20 | 30 |
|---------------------------------------------------------------|


ARCING: "It is said that the mage who created the Galeblade was capable of
channeling so much energy into his lightning spells that arcs of it sometimes
jumped from his primary target to other nearby foes."

* Requires Combat Magic level 36
* Requires Amplified Lightning level 1
* Chance for lightning spells to arc to multiple opponents

Percentage Chance that Lightning Spell will Arc
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 5 | 6 | 17 | 11 | 23.5 | 16 | 28 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 8 | 7 | 18.5 | 12 | 24.5 | 17 | 28.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 11 | 8 | 20 | 13 | 25.5 | 18 | 29 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 13 | 9 | 21.5 | 14 | 26.5 | 19 | 29.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 15 | 10 | 22.5 | 15 | 27.25 | 20 | 30 |
|---------------------------------------------------------------|

Damage of Arcing Lightning Multiplied by Intelligence
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 0.18 | 6 | 0.58 | 11 | 0.81 | 16 | 0.94 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 0.30 | 7 | 0.63 | 12 | 0.84 | 17 | 0.96 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 0.38 | 8 | 0.68 | 13 | 0.87 | 18 | 0.98 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 0.45 | 9 | 0.73 | 14 | 0.90 | 19 | 0.99 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 0.52 | 10 | 0.77 | 15 | 0.92 | 20 | 1.00 |
|---------------------------------------------------------------|


COMBAT MAGE POWERS

ENERGY ORB: "The Elven mage Arinth could summon a ball of energy that hovered
above him and shot fire at his enemies. He later perfected it, learning to
weave additional types of energy into the orb."

* Automatically Summons Orb Above Self
* Fast Recharge
* Duration 20 seconds

Level 1
* Requires Brilliance 1
* Min damage (20 + 5 * CM level) * (0.82 + 0.015 * CM level)
* Max damage (30 + 7.5 * CM level) * (0.82 + 0.015 * CM level)

Level 2
* Requires Brilliance 5
* Requires Devastation 2
* Min Damage (20 + 5 * CM level) * (1.00 + 0.029 * CM level)
* Max Damage (30 + 7.5 * CM level) * (1.00 + 0.029 * CM level)

Level 3
* Requires Brilliance 8
* Requires Devastation 4
* Min Damage (20 + 5 * CM level) * (1.20 + 0.036 * CM level)
* Max Damage (30 + 7.5 * CM level) * (1.20 + 0.036 * CM level)


FLAME NEXUS: "Convectus the Red communed with Lava Spirits, learning to
summon and launch them as weapons in battle. The Spirit gleefully reaches out
with tendrils of fire to burn any nearby enemies."

* Targets an Enemy or Terrain
* Normal Recharge

Level 1
* Requires Devastation 2
* Requires Searing Flames 1
* Damage (40 + 10 * CM level) * (0.82 + 0.015 * CM level)

Level 2
* Requires Devastation 5
* Requires Searing Flames 4
* Damage (40 + 10 * CM level) * (1.15 + 0.029 * CM level)

Level 3
* Requires Devastation 12
* Requires Searing Flames 8
* Damage (40 + 10 * CM level) * (2.00 + 0.036 * CM level)


DETONATION: "The greatest power of the fire mage is a dangerous weapon. The
mage recklessly gathers more energy than he can control, releasing it in a
massive conflagration that burns his enemies."

* Area of Effect Targets an Enemy or Terrain
* Slow Recharge

Level 1
* Requires Searing Flames 8
* Requires Ignite 1
* Radius 3 meters
* Damage (67.5 + 16.9 * CM level) * (2.0 + 0.015 * CM level)

Level 2
* Requires Searing Flames 12
* Requires Ignite 6
* Radius 3.5 meters
* Damage (67.5 + 16.9 * CM level) * (2.0 + 0.029 * CM level)

Level 3
* Requires Searing Flames 16
* Requires Ignite 10
* Requires Arcane Fury 8
* Radius 4 meters
* Damage (67.5 + 16.9 * CM level) * (2.7 + 0.036 * CM level)


CORROSIVE ERUPTION: "Enemies caught within this noxious cloud are infected by
gasses that rot them from the inside out. Corrosive fumes violently erupt
from victims when they die, burning and poisoning nearby foes."

* Area of Effect Targets an Enemy or Terrain
* Normal Recharge

Level 1
* Requires Debilitation 1
* Duration 30 seconds
* Curse radius 4 meters
* Eruption radius 2.5 meters
* Damage 45% of Victim's Max Health

Level 2
* Requires Debilitation 5
* Requires Grim Necromancy 4
* Duration 60 seconds
* Curse radius 5 meters
* Eruption radius 2.5 meters
* Damage 60% of Victim's Max Health

Level 3
* Requires Debilitation 12
* Requires Grim Necromancy 10
* Requires Arcane Fury 4
* Duration 300 seconds
* Curse radius 6 meters
* Eruption radius 2.5 meters
* Damage 70% of Victim's Max Health


HARVEST SOUL: "A deadly attack invented by the vilest mages in history, this
dark ritual creates a gigantic scythe that cuts away the life force of the
mage's enemies, allowing his allies to absorb it and heal themselves."

* Area of Effect Targets an Enemy or Terrain
* Normal Recharge
* Radius 3 meters

Level 1
* Requires Devastation 6
* Requires Grim Necromancy 5
* Damage (40 + 10 * CM level) * (1.5 + 0.015 * CM level)

Level 2
* Requires Devastation 8
* Requires Grim Necromancy 8
* Requires Vampirism 4
* Damage (40 + 10 * CM level) * (2.0 + 0.029 * CM level)

Level 3
* Requires Devastation 10
* Requires Grim Necromancy 12
* Requires Vampirism 10
* Damage (40 + 10 * CM level) * (2.5 + 0.036 * CM level)


CHAIN LIGHTNING: "A favored attack of young Combat Mages, Chain Lightning
hurls a bolt of lightning that shocks the nearest enemy then jumps to other
nearby foes. The bolt deals reduced damage with each jump."

* Automatically Targets Nearest Enemy
* Fast Recharge

Level 1
* Requires Devastation 2
* Requires Amplified Lightining 1
* Hits 3 enemies
* Damage decreases 38% each hit
* Damage (66.4 + 16.6 * CM level) * (0.82 + 0.015 * CM level)

Level 2
* Requires Devastation 5
* Requires Amplified Lightining 4
* Hits 5 enemies
* Damage decreases 22% each hit
* Damage (40.9 + 10.2 * CM level) * (1.20 + 0.029 * CM level)

Level 3
* Requires Devastation 12
* Requires Amplified Lightining 8
* Requires Arcing 5
* Hits 7 enemies
* Damage decreases 15% each hit
* Damage (29.5 + 7.40 * CM level) * (2.00 + 0.036 * CM level)


GATHERED BOLT: "The mage gradually builds up a massive electrical charge on
the ground, causing a tremendous bolt of lightning to crash down, devastating
all enemies it hits."

* Area of Effect Targets an Enemy or Terrain
* Long Recharge

Level 1
* Requires Amplified Lightining 8
* Requires Quickened Casting 1
* Radius 3.5 meters
* Damage (70 + 17.5 * CM level) * (1.85 + 0.015 * CM level)

Level 2
* Requires Amplified Lightining 10
* Requires Quickened Casting 6
* Requires Arcane Fury 1
* Radius 4 meters
* Damage (70 + 17.5 * CM level) * (2.00 + 0.029 * CM level)

Level 3
* Requires Amplified Lightining 14
* Requires Quickened Casting 12
* Requires Arcane Fury 6
* Radius 5 meters
* Damage (70 + 17.5 * CM level) * (2.5 + 0.036 * CM level)


[6.2.4] Nature Mage
-------------------
Skill Paths:
* Healing/Buffing
* Summoning
* Ice Magic

Nature mages are largely intended as a support character. They can deal
massive amounts of damage with ice-based spells; however, there are whole
areas of the game where all the enemies are resistant to ice damage. (Adding
a combat mage with the Drown curse in auto-cast helps with this problem.) Ice
spells are also handy for the Freezing ability, which is a big help against
mini-bosses.

Regardless of which skill path you choose, you don't want to neglect your
nature mage's healing and buffing skills (Nurturing Gift, Enveloping Embrace
and Feral Wrath) and all nature mage's should have one healing and one
buffing spell or two buffing spells in their auto-cast slots. (Don't auto-
cast summons.) When it comes to powers, Aether Blast is highly destructive,
though a bit hard to use effectively because you can't directly control your
summons.


NATURE MAGE SKILL TREE

Level 1 Level 5 Level 12 Level 24 Level 36

Summon Summon Summon
Fortitude-----Might-------------------------Bond

Natural Arcane
Bond---------------------------------------Renewal

Enveloping Feral
Embrace-------Wrath--------
\________________Absorption
Nurturing /
----------------Gift---------
/
Aquatic /
Affinity--
\
\ Arctic
--Mastery----------------------Freezing


NATURE MAGE SKILL TABLES

NATURAL BOND: "Dryads share an instinctive affinity with all living things.
They can cast spells using less of their mana by drawing from the life force
of their surroundings. They have also learned to create mana potions from
certain plants."

* Requires Nature Magic level 1
* Decreases mana cost of spells
* Can harvest mana potions
- Small potions at skill levels 1 - 4
- Medium potions at skill levels 5 - 8
- Large potions at skill levels 9 - 11
- Super potions at skill levels 12 - 15
- Colossal potions at skill levels 16 - 19
- Twice as many colossal potions at skill level 20

Percentage Decrease in Spell Mana Cost
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 6 | 6 | 30 | 11 | 45 | 16 | 55 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 12 | 7 | 34 | 12 | 47 | 17 | 57 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 17 | 8 | 37 | 13 | 49 | 18 | 58 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 22 | 9 | 40 | 14 | 51 | 19 | 59 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 26 | 10 | 43 | 15 | 53 | 20 | 60 |
|---------------------------------------------------------------|


AQUATIC AFFINITY: "Nature Mages cultivate a shamanistic bond with water, the
life blood of the world. They channel its strength for both healing and
offense."

* Requires Nature Magic level 1
* Increases healing power
* Increases ice damage

Percentage Increase in Power of Healing Spells
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 5 | 6 | 21 | 11 | 32 | 16 | 42 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 9 | 7 | 24 | 12 | 34 | 17 | 44 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 12 | 8 | 26 | 13 | 36 | 18 | 46 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 15 | 9 | 28 | 14 | 38 | 19 | 48 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 18 | 10 | 30 | 15 | 40 | 20 | 50 |
|---------------------------------------------------------------|

Percentage Increase in Damage of Nature Magic Spells
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 5 | 6 | 22 | 11 | 30.5 | 16 | 36 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 10 | 7 | 24 | 12 | 32 | 17 | 37 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 14 | 8 | 26 | 13 | 33 | 18 | 38 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 17 | 9 | 27.5 | 14 | 34 | 19 | 39 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 20 | 10 | 29 | 15 | 35 | 20 | 40 |
|---------------------------------------------------------------|


SUMMON FORTITUDE: "Dryad summoners are taught to respect the companions they
call and are constantly developing methods to increase their creatures'
ability to survive in combat."

* Requires Nature Magic level 5
* Increases summoned creature's health

Percentage Increase in Summons Max Health
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 16 | 6 | 57 | 11 | 80 | 16 | 94 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 28 | 7 | 62 | 12 | 83 | 17 | 96 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 36 | 8 | 67 | 13 | 86 | 18 | 98 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 44 | 9 | 72 | 14 | 89 | 19 | 99 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 51 | 10 | 76 | 15 | 92 | 20 | 100 |
|---------------------------------------------------------------|


ENVELOPING EMBRACE: "The essence of hardwoods and vines, known for their
ability to endure, is often invoked by empathic mages who wish to strengthen
their protective Embrace spells, which protect their party in battle."

* Requires Nature Magic level 5
* Increases Embrace spell power and duration

Percentage Increase in Embrace Spell Power
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 20 | 6 | 78 | 11 | 118 | 16 | 142 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 36 | 7 | 88 | 12 | 124 | 17 | 144 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 48 | 8 | 96 | 13 | 130 | 18 | 146 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 58 | 9 | 104 | 14 | 134 | 19 | 148 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 68 | 10 | 112 | 15 | 138 | 20 | 150 |
|---------------------------------------------------------------|

Percentage Increase in Embrace Spell Duration
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 32 | 6 | 114 | 11 | 160 | 16 | 188 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 56 | 7 | 124 | 12 | 166 | 17 | 192 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 72 | 8 | 134 | 13 | 172 | 18 | 196 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 88 | 9 | 144 | 14 | 178 | 19 | 198 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 102 | 10 | 152 | 15 | 184 | 20 | 200 |
|---------------------------------------------------------------|


ARCTIC MASTERY: "Rimen the White spent half his life in self-imposed exile in
the frozen north. He learned ways to combine water and air magic to make all
manner of ice do his bidding."

* Requires Nature Magic level 5
* Requires Aquatic Affinity level 1
* Increases ice magic damage

Percentage Increase in Damage of Ice Spells
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 32 | 11 | 46 | 16 | 56 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 14 | 7 | 36 | 12 | 48 | 17 | 57 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 20 | 8 | 39 | 13 | 50 | 18 | 58 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 24 | 9 | 42 | 14 | 52 | 19 | 59 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 28 | 10 | 44 | 15 | 54 | 20 | 60 |
|---------------------------------------------------------------|


SUMMON MIGHT: "Elves discovered that magic could be woven around the teeth
and claws of summoned creatures to create an effect not unlike the tempering
of steel. Though short-lived, it proved quite effective."

* Requires Nature Magic level 12
* Requires Summon Fortitude level 1
* Increases summoned creature damage per second

Percentage Increase in Summons DPS
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 24 | 6 | 86 | 11 | 121 | 16 | 142 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 42 | 7 | 94 | 12 | 126 | 17 | 145 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 54 | 8 | 102 | 13 | 131 | 18 | 147 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 66 | 9 | 109 | 14 | 135 | 19 | 149 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 77 | 10 | 115 | 15 | 139 | 20 | 150 |
|---------------------------------------------------------------|


FERAL WRATH: "The dangerous, wild essence of thorns, nettles, and cacti can
be harnessed by skilled mages to magnify the potency of their offensive Wrath
enchantments, which increase their party's strength."

* Requires Nature Magic level 12
* Requires Enveloping Embrace level 1
* Increases Wrath spell power and duration

Percentage Increase in Wrath Spell Power
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 20 | 6 | 78 | 11 | 118 | 16 | 142 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 36 | 7 | 88 | 12 | 124 | 17 | 144 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 48 | 8 | 96 | 13 | 130 | 18 | 146 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 58 | 9 | 104 | 14 | 134 | 19 | 148 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 68 | 10 | 112 | 15 | 138 | 20 | 150 |
|---------------------------------------------------------------|

Percentage Increase in Wrath Spell Duration
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 32 | 6 | 114 | 11 | 160 | 16 | 188 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 56 | 7 | 124 | 12 | 166 | 17 | 192 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 72 | 8 | 134 | 13 | 172 | 18 | 196 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 88 | 9 | 144 | 14 | 178 | 19 | 198 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 102 | 10 | 152 | 15 | 184 | 20 | 200 |
|---------------------------------------------------------------|


NURTURING GIFT: "Shamans that focus on the restorative arts can eventually
wield healing magic that is nothing short of miraculous in its
effectiveness."

* Requires Nature Magic level 12
* Requires Aquatic Affinity level 1
* Increases healing magic power

Percentage Increase in Power of Healing Spells
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 42 | 11 | 70 | 16 | 90 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 16 | 7 | 48 | 12 | 75 | 17 | 93 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 24 | 8 | 54 | 13 | 79 | 18 | 96 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 30 | 9 | 60 | 14 | 83 | 19 | 98 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 36 | 10 | 65 | 15 | 87 | 20 | 100 |
|---------------------------------------------------------------|


ARCANE RENEWAL: "Through study and meditation, Nature Mages can draw on
reserves normally out of reach. This increased flow of energy revitalizes the
mage and restores his most powerful abilities."

* Requires Nature Magic level 24
* Requires Natural Bond level 1
* Increases the recovery rate of combat and nature magic powers

Percentage Increase in Magic Power Recovery Rate
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 3 | 6 | 14 | 11 | 22 | 16 | 26 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 6 | 7 | 16 | 12 | 23 | 17 | 27 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 8 | 8 | 17.5 | 13 | 24 | 18 | 28 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 10 | 9 | 19 | 14 | 25 | 19 | 29 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 12 | 10 | 20.5 | 15 | 26 | 20 | 30 |
|---------------------------------------------------------------|


FREEZING: "The ice magic of Nature Mages can be honed to freeze the moisture
in the air around their enemies into immobilizing blocks of ice."

* Requires Nature Magic level 24
* Requires Arctic Mastery level 1
* Gives chance to freeze enemies

Percentage Chance to Freeze Target
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 5 | 6 | 17 | 11 | 23.5 | 16 | 28 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 8 | 7 | 18.5 | 12 | 24.5 | 17 | 28.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 11 | 8 | 20 | 13 | 25.5 | 18 | 29 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 13 | 9 | 21.5 | 14 | 26.5 | 19 | 29.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 15 | 10 | 22.5 | 15 | 27.25 | 20 | 30 |
|---------------------------------------------------------------|

Frozen Duration (in Seconds)
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 1 | 6 | 1.25 | 11 | 1.5 | 16 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 1 | 7 | 1.25 | 12 | 1.5 | 17 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 1 | 8 | 1.25 | 13 | 1.5 | 18 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 1 | 9 | 1.25 | 14 | 1.5 | 19 | 2 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 1 | 10 | 1.25 | 15 | 1.5 | 20 | 2 |
|---------------------------------------------------------------|


SUMMON BOND: "The bond between the mage and a summoned creature can be
strengthened to the point that the creature will trade its own life force to
absorb damage dealt to the mage who called it."

* Requires Nature Magic level 36
* Requires Summon Might level 1
* Transfers injuries suffered by the mage to a summoned creature

Percentage of Damage done to Mage Transferred to Summons
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 12 | 6 | 39 | 11 | 52.5 | 16 | 61.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 20 | 7 | 42 | 12 | 54.5 | 17 | 63 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 26 | 8 | 45 | 13 | 56.5 | 18 | 64 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 31 | 9 | 47.5 | 14 | 58.5 | 19 | 65 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 35 | 10 | 50 | 15 | 60 | 20 | 66 |
|---------------------------------------------------------------|


ABSORPTION: "Nature Mages of legend were so attuned to magical energy that
they could absorb a portion of magical attacks and use it to restore their
mana. It is said the Dryads still hold this secret."

* Requires Nature Magic level 36
* Requires Nurturing Gift level 1
* Absorbs magic damage and transfers some to mana

Percentage of Magic Damage Absorbed
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 14 | 6 | 49 | 11 | 67 | 16 | 79 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 24 | 7 | 53 | 12 | 69.5 | 17 | 81 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 31 | 8 | 57 | 13 | 72 | 18 | 83 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 38 | 9 | 61 | 14 | 74.5 | 19 | 84 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 44 | 10 | 64 | 15 | 77 | 20 | 85 |
|---------------------------------------------------------------|

Percentage of Magic Damage Added to Mana
|---------------------------------------------------------------|
| Level | Value | Level | Value | Level | Value | Level | Value |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 1 | 8 | 6 | 28.5 | 11 | 40 | 16 | 47 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 2 | 14 | 7 | 31 | 12 | 41.5 | 17 | 48 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 3 | 18 | 8 | 33.5 | 13 | 43 | 18 | 49 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 4 | 22 | 9 | 36 | 14 | 44.5 | 19 | 49.5 |
|-------+-------+-------+-------+-------+-------+-------+-------|
| 5 | 25.5 | 10 | 38 | 15 | 46 | 20 | 50 |
|---------------------------------------------------------------|


NATURE MAGE POWERS

GRAVITY STONE: "The mage summons a monolithic stone of such density that its
gravitational force pulls enemy creatures toward it and holds them in place
until it collapses under itself."

* Area of Effect Targets an Enemy or Terrain
* Fast Recharge
* Range 10 meters

Level 1
* Requires Natural Bond 1
* Radius 4 meters
* Duration 4 seconds

Level 2
* Requires Natural Bond 5
* Radius 5 meters
* Duration 5 seconds

Level 3
* Requires Natural Bond 8
* Requires Arcane Renewal 6
* Radius 6 meters
* Duration 6 seconds


ICICLE BLAST: "A deadly attack inspired by the North Dragon's breath, Icicle
Blast launches shards of ice from the caster's fingers in a fan of
destruction, knocking enemies back and blasting them with cold."

* Cone Effect Targets an Enemy or Terrain
* Normal Recharge
* Range 10 meters

Level 1
* Requires Aquatic Affinity 2
* Damage (56 + 14 * NM level) * (0.82 + 0.015 * NM level)

Level 2
* Requires Aquatic Affinity 5
* Requires Arctic Mastery 5
* Damage (56 + 14 * NM level) * (1.3 + 0.029 * NM level)

Level 3
* Requires Aquatic Affinity 10
* Requires Arctic Mastery 10
* Requires Freezing 8
* Damage (56 + 14 * NM level) * (2.0 + 0.036 * NM level)


CIRCLE OF FROST: "Circle of Frost banishes all heat from an area. The ground
cracks as moisture turns to ice, the very air freezes, and any creature
unlucky enough to be caught in the circle is frozen until it thaws."

* Area of Effect Targets an Enemy or Terrain
* Long Recharge
* Range 9 meters

Level 1
* Requires Natural Bond 5
* Requires Arctic Mastery 8
* Requires Freezing 1
* Duration 12 seconds
* Radius 3.5 meters
* Damage (13.3 + 3.3 * NM level) * (2.0 + 0.015 * NM level)

Level 2
* Requires Natural Bond 6
* Requires Arctic Mastery 10
* Requires Freezing 6
* Duration 15 seconds
* Radius 4 meters
* Damage (13.3 + 3.3 * NM level) * (2.0 + 0.029 * NM level)

Level 3
* Requires Natural Bond 8
* Requires Arctic Mastery 12
* Requires Freezing 12
* Duration 18 seconds
* Radius 4.5 meters
* Damage (13.3 + 3.3 * NM level) * (2.5 + 0.036 * NM level)


SUMMON PROVOKE: "With an Agallan rhyme, the mage provokes enemies around
himself to focus their wrath upon his summoned creature. Once provoked,
monsters won't always respond to additional provocation."

* Can only be used when mage has summoned a creature
* Automatically Provokes Enemies around Caster
* Fast Recharge

Level 1
* Requires Summon Fortitude 3
* Requires Summon Might 1
* Radius 6 meters

Level 2
* Requires Summon Fortitude 7
* Requires Summon Might 4
* Radius 7 meters

Level 3
* Requires Summon Fortitude 12
* Requires Summon Might 6
* Requires Summon Bond 6
* Radius 8 meters


AETHER BLAST: "Aether Blast channels a spike of magical energy through the
mage's link with his summoned creature, creating a devastating explosion. The
more powerful the creature, the more deadly the blast."

* Can only be used when mage has summoned a creature
* Automatically Blasts Enemies around Summoned Creature
* Normal Recharge

Level 1
* Summon Might 8
* Requires Arcane Renewal 1
* Blast radius 3.5 meters
* Stun time 5 seconds
* Damage (240 + 1.8 * NM level)

Level 2
* Summon Might 10
* Requires Arcane Renewal 6
* Requires Summon Bond 2
* Blast radius 4 meters
* Stun time 5 seconds
* Damage (240 + 3.5 * NM level)

Level 3
* Summon Might 14
* Requires Arcane Renewal 8
* Requires Summon Bond 12
* Blast radius 5 meters
* Stun time 5 seconds
* Damage (350 + 4.3 * NM level)


INVULNERABILITY: "The most powerful defensive magic a Nature Mage can possess,
Invulnerability protects the party so completely that no physical or magical
attack can harm them."

* Automatically Protects All Nearby Allies
* Normal Recharge

Level 1
* Requires Enveloping Embrace 1
* Duration 6 seconds

Level 2
* Requires Enveloping Embrace 6
* Requires Nurturing Gift 4
* Duration 8 seconds

Level 3
* Requires Enveloping Embrace 12
* Requires Nurturing Gift 8
* Requires Arcane Renewal 6
* Duration 12 seconds


GLACIAL AURA: "Nature Mages of frozen mountains can focus glacial power
around themselves, creating an aura that emits waves of frost that damage and
briefly freeze any enemies who draw near."

* Automatically Enhances Self
* Slow Recharge
* Radius 2 meters

Level 1
* Requires Feral Wrath 8
* Requires Freezing 4
* Aura duration 10 seconds
* Freeze duration 4 seconds
* Damage (2.6 + 0.65 * NM level) * (2.0 + 0.015 * NM level)

Level 2
* Requires Feral Wrath 12
* Requires Freezing 12
* Requires Absorption 6
* Aura duration 12 seconds
* Freeze duration 5 seconds
* Damage (2.2 + 0.54 * NM level) * (2.6 + 0.029 * NM level)

Level 3
* Requires Feral Wrath 14
* Requires Freezing 15
* Requires Absorption 12
* Aura duration 15 seconds
* Freeze duration 6 seconds
* Damage (1.7 + 0.44 * NM level) * (2.9 + 0.036 * NM level)


[6.2.5] TMI on Classes, Skills & Powers
---------------------------------------

FIGHTER
If you want to concentrate on melee and use your casters mainly for support
(combat mage for curses, nature mage for healing/buffs), then a dual-wielder
or two-handed weapon user is your best bet. Overall, the dual wielder will
give you more bang for your buck, but complementing him with a two-hander
would make for devastating melee attacks.

If, on the other hand, you want to concentrate on your casters or ranger,
leaving your tank as a basic meat shield, then you need to invest in the
weapon + shield skill line and powers to help keep the mobs off your back.
The defensive tank works better as a non-active character sent into the midst
of mobs and forgotten while you micromanage your combat mage or ranger (or
both). Your healer will help keep the tank alive--assuming he's ever really
in danger with his ridiculously high armor ratings.

A fighter would do well to take a level of ranger early on, to pick up the
Dodge skill and add to it--especially if she's not going to be using a shield.
Five levels of ranger would allow your fighter to level up the Survival skill,
which not only provides good elemental resistance, but will also let your
tank harvest health bushes, so you can do without a ranger.


RANGER
While there are no separate skill trees for bows and crossbows, they are
quite different in use--especially the powers you will use with them. Powers
that add a large amount of damage per shot, such as Charged Shots, work
better with a bow and its increased rate of fire. Powers that add percentages
to single shots, such as Take Aim or Thunderous Shot, work better with a
crossbow and its increased damage per strike.

Thrown weapons are more of a toss-up*. There's obviously some Xena, Warrior
Princess, vibe running through the skill tree--especially Richochet. The
primary goal for throwing weapon rangers is hitting multiple enemies, so
Shrapnel Blast and Ricochet should be prime targets on your list of powers
and skills. The big disadvantage to thrown weapons is the shorter range,
which puts your more lightly armored ranger near the heat of battle.

There also are no good throwing weapons until you get into Elite Difficulty.
At lower difficulties, bows and crossbows typically dish out more DPS than a
thrown weapon.

You can do a little multi-classing with your ranger, giving her some nature
magic levels every once in a while (or starting with about five to ten nature
mage levels before switching to archery). Your ranger can then act as the
healer of the party, as well as collect mana potions for the combat caster.

* Yes, the pun was intended.


COMBAT MAGE
Combat mages dish out incredible amounts of damage; thus, they draw
ridiculous amounts of aggro from the mobs you face. The hardest thing about
playing with a CM on your team is keeping said CM in an upright and mobile
state. While your CM may not outright die all that often, they are of no more
use when unconscious.

The most effective power of the CM is, probably, Corrosive Eruption. At the
highest level, the exploding corpses of your enemies will create chain
reactions of exploding corpses that can wipe out large mobs in very short
order. Conversely, focusing on death magic to get Corrosive Eruption plays
right into the hands of the DS2 developers--a lot of the more dangerous mobs
you face are resistant to death magic.

You can counteract this resistance with the Infect curse, but cursing draws
even more aggro--like you need that. Expect to spend a lot of time fiddling
with and tweaking your CM's skills and powers. And working like mad to keep
them conscious during large battles.

Combat mages can also summon critters, but they don't get near as many
summoning skills as nature mages, and no summons powers, so better not to
worry with summoning at all.


NATURE MAGE
Nature mages are seen primarily as support personnel; but, don't sell their
damage-dealing potential short. Powerful summons give you a defacto extra
party slot for each NM in the group. And Aether Blast is not a power to be
sneezed at. The only problem with it is you can't directly control a summons,
so you have to hope mobs will gather round it, ripe for the picking.

Of course, nature mages can also heal and resurrect other party members,
dispense buffs and dish out a fairly large amount of damage with ice spells.
If all you really need is a healer, you're probably better off with either a
dark or light naiad, as they are lower maintenance.

However, nature mages draw considerably less aggro than combat mages, so it
is easier to keep them on their feet. And the cumulative effect of buffs like
Spirit Embrace (immunity to curses, among other things) and Wrath of Ice
(chance to freeze for all your fighters and rangers, among other things)
cannot be overstated.


HOW TO BUY SKILLS
Skill points are not really at that much of a premium. In addition to the one
you get each character level, you can earn up to 9 in bonuses from finising
quests. In Merc difficulty alone, you should end up with over 50 skill points
to spend. Combine that with lots of bonuses from equipment and factor in the
diminishing return from higher skill levels and it's actually pretty easy to
spread skill points around.

Never buy more than 10 ranks in any skill unless you need to do so for a
power. Power pre-requisites are based on your natural (i.e. non-enhanced)
skill rank, so if you need Critical Shot 14 for Charged Shots level 3, then
buy 14 ranks of Critical Shot. However, you should seriously consider not
raising any Power to level 3 until Veteran difficulty. It won't be that much
more of a help in Merc, and it will weaken your other skills.

Even though a serious multi-classed character (i.e. melee 30/combat mage 30)
is not entirely tenable, don't "single-class" your character. IOW, don't make
your tank S&S only with no points in Overbear or Dual Wield. You might just
run into situations where more damage would help rather than more armor.
Conversely, don't deny your dual-wielder the chance to pick up a shield when
necessary.

Likewise, combat mages need an element to fall back on if their primary
element isn't working. And any nature mage needs at least a few points put
into the healing/buffing skills to really aid your party.

Plan out your skill point purchases by deciding which powers you want to use
and then figuring out the pre-reqs. Buy skill points accordingly. Leftover
skill points should be put wherever you think they will do the most good:
increasing damage skills is probably your best bet. The mobs you face
typically have ten times as much health as you, so you need to whittle them
down quickly.


MULTI-CLASSING
Small amounts of multi-classing can help any character. What mage couldn't
use a few ranks in Fortitude (requires Melee 1)? What character of any class
couldn't benefit from Dodge (Ranged 1) or Survival (Ranged 5)? High level
nature mages focusing on summons could use some ranks in Summon Alacrity
(Combat Mage 12). And both Nature Mages and Combat Mages would do well to
cross train a little bit so they can use both Natural Bond and Brilliance to
reduce the mana cost of spells while raising their max mana.

For the most part, you won't really have the skill points to spread around to
other class skills until you reach Vet. However, once you reach Vet, you
won't be able to buy the 0-level weapons and spells you need to raise an
untrained class. So, before leaving Merc, buy the necessary items and put
them in your storage vault to be used later; or, go use them in Merc by
running through Zaramoth's Horns a few times. You can level up untrained
classes very quickly--just be sure to multi-class one character at a time
since you won't be doing much damage with the untrained weaponry or spells.


__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [7] COMPANIONS )
\__ \___________________________________________________ /
|,-'

==============
[7.1] Henchmen
==============

When you first add a henchman to your party, they will be a certain level
(based on your position in the main story); but, most of their skill points
are unspent--so you can take them on any skill path you desire. The first two
henchmen, Deru and Lothar, are such low level they can be leveled in any
class you desire. Later henchmen are pretty much already set in their class
path; though, Taar could probably be leveled in a class other than nature
mage, if you start on it right away.

At Veteran and Elite difficulties, of course, main class levels are so high
you'll have to keep them in their primary class, only doing a bit of cross
training for the skills.

Henchmen do not level up if they are not in your party. When you add a
henchman to your party (either for the first time or re-adding via the Inn),
he/she will only level up if more than 20 levels less than your PC. If more
than 20 levels less than your PC, the henchman will level up to 2 levels
below your PC.


Deru
----
Race: Dryad
Class: Level 2 ranger, level 1 nature mage
Loc: Next to Eirulan North Gate at beginning of Act I, Chapter 2
Quest: Deru's Treasure Hunt (Act II, secondary quest #10)

Along with Lothar, Deru is your only choice for companion until Act I,
Chapter 5. She is set up to play as either a ranger or nature mage; but,
she's low enough level in both that she can go in any direction you like.
It's probably not worth making her a fighter, since Lothar is standing nearby.
Since you can probably wait on Taar to be available in Chapter 5, you should
only consider her as a ranger or combat mage. If you don't take either Deru
(or Lothar) as a combat mage now, assuming your character is not, it will be
a long wait until you can hire one.

In Veteran and Elite difficulties, Deru is a nature mage.


Lothar
------
Race: Half-giant
Class: Level 2 fighter, level 1 combat mage
Loc: Next to Eirulan North Gate at beginning of Act I, Chapter 2
Quest: Lothar's Innocence (Act II, secondary quest #9)

Along with Deru, Lothar is your only choice for companion until Act I,
Chapter 5. He is set up to play as either a fighter or combat mage; but, he's
low enough level in both that he can go in any direction you like. It's
probably not worth making him a ranger or nature mage since Deru is standing
nearby; and you'll get Taar as a nature mage in Chapter 5, so only take him
if you need a fighter or combat mage. If you don't take either Lothar (or
Deru) as a combat mage now, assuming your character is not, it will be a long
wait until you can hire one.

In Veteran and Elite difficulties, Lothar is a combat mage.


Taar
----
Race: Dryad
Class: Level 8 nature mage
Loc: Great Hall of Eirulan, available as a companion beginning in Act I,
Chapter 5
Quest: Taar's Investigation (Act I, secondary quest #9)

Taar removes your Ring of Submission at the end of Act I, Chapter 3 and sends
you on your Chapter 4 quest. You also end Chapter 4 and begin Chapter 5 by
speaking to her. During the conversation, you can choose to take her along.
She's a good support character, but with a total limit of 4 party members at
Mercenary difficulty level, you may not even want a nature mage on the team.
At the very least, add her to your party so you can do her side quest, which
you can do in Chapter 5. Also, Taar is your last chance at a nature mage
companion, so definitely add her to your party at least once so you can add
her back through the Inn, if needed.


Vix
---
Race: Human
Class: Level 12 ranger
Loc: In a tower between the Narrow Cavern and Upper Kithraya Caverns,
Act I, Chapter 6
Quest: Vix's Vengeance (Act III, Secondary Quest #9)

You first meet Vix as you're traveling to the Kithraya Caverns. If you blow
off his offer of help, he'll run off to the Eirulan Inn, so you can pick him
up whenever you want him. He's a ranger with Quick Draw already, so you can
keep him around if you're lacking a good ranged fighter in your party.


Sartan
------
Race: Half-Giant
Class: Level 19 fighter
Loc: In a pit in the Windstone Fortress, Act I, Chapter 9
Quest: Sartan's Suspicion (Act III, Secondary Quest #7)

By the time Sartan is available, near the end of Act I, you probably already
have at least one good melee fighter in your party. If not, you should add
Sartan right away. You might even want to add him as a second or third
fighter considering the Act I boss is especially weak to melee. Otherwise,
you can send packing to the Eirulan Inn.


Amren
-----
Race: Elf
Class: Level 20 ranger
Loc: At the Aman'lu Inn, beginning in Act II, Chapter 1
Quest: Amren's Vision (Act II, secondary quest #15)

Amren is the third ranger (if you consider Deru a ranger) you meet during
your travels. As such, you're probably full up on ranged fighters.
Fortunately, his personal quest involves almost no fighting, so you can leave
"Spock" at the Inn without worrying he'll lag in levels.


Finala
------
Race: Elf
Class: Level 22 combat mage
Loc: You can add her to your party once you complete Act II, Chapter 3
Quest: Finala's Contempt (Act II, secondary quest #16)

Finala is the first (and only) true combat mage you'll meet, though you could
have leveled either Deru or Lothar in that class. She can be a useful
addition to your party, but you should note mobs like to pick on the combat
mage. Make sure she is well-armored. Since her quest involves a lot of
fighting, it's probably best to keep her around and leveled up.


Eva
---
Race: Human
Class: Level 29 fighter
Loc: You rescue her at the end of Act II, Chapter 6
Quest: Evangeline's Folly (Act II, secondary quest #18)

Evangeline is set up as a dual wielding fighter, but has enough unspent skill
points that you can take her in any direction. Of course, by this point in
the game, you're probably well set for melee companions, so you may only want
her around for her quest, which you can do right after freeing her.


==========
[7.2] Pets
==========

Most pets can simply be purchased from a pet seller in town. The dire wolf,
mythrilhorn and light naiad require the completion of specific quests before
you can purchase one. All pets go through six stages of development. They
start as a baby, then grow to fledgling, juvenile, adolescent, young adult
and finally reach mature.

Once a pet reaches maturity, they will no longer grow. Pets begin with an
attack (which may be a spell) and four have another spell they can cast. The
four pets with a separate spell--dark/light naiads (healing), lap dragon
(buffing) and necrolithid (curse)--will autocast their spells.

When a pet reaches the juvenile stage, it will gain a power, which works just
like character powers. At maturity, the pet receives an emanation, which is
some type of bonus (or buff) applied to the pet and all within a certain
radius.

Pets grow by eating, and what they like to eat is the loot you collect. The
more valuable the swag you stuff down their throats, the faster they will
grow. They will also receive various bonuses to their stats and abilities
based on what you feed them. For a list, see Handbook Lesson #42.

Pets are always the same level as your player character. In order to progress
to different stages of development, pets (and, by extension, your PC) must be
a certain level. (Noted as Level Req in the pet stats.) Pets count as their
listed class for the purpose of opening sanctuary doors.


Dark Naiad
----------
Cost: 1,375 gold
Class: Nature Mage
Weapon: Duskbeam, "night energy" beam (death magic?), costs mana
Spell: Fade Wounds
Power: Arboreal Rejuvenation, casts healing/resurrecting magic in
radius around naiad; Normal Recharge
Emanation: Regeneration, increases health regeneration of companions
Acquired: Purchase from Aman'lu and Kalrathia pet stores
Level Req: Baby - 20, Fledgling - 22, Juvenile - 25,
Adolescent - 27, Young Adult - 30, Mature - 32

The dark naiad (and its cousin, the light naiad) are the only healing pets in
the game. Dark naiads are small, fairy-like creatures with OK attacks, a
healing spell that bounces from target-to-target and a healing power and
emanation. They make a capable replacement for a nature mage, but you lose
out on the summoning/buffing ability of the mage. The dark naiad has lower
level requirements for maturation than the light naiad and is available at a
much earlier level.


Dire Wolf
---------
Cost: 500 gold
Class: Fighter
Weapon: Bite
Spell: n/a
Power: Furious Howl, cone-effect sonic damage; Normal Recharge
Emanation: Vicious Counter, 60% physical damage reflected to enemy
Acquired: Complete the Dire Wolf quest in Act I (Secondary Quest #9), then
purchase from any pet seller
Level Req: Baby - 8, Fledgling - 10, Juvenile - 13,
Adolescent - 15, Young Adult - 18, Mature - 20

The dire wolf is your first really good pet, and makes an excellent addition
to your team. It's at least as good as any tank character, and can hold its
own in the thick of battle. If you're looking for a pet, this one is hard to
beat until you get much later in the game.


Fire Elemental
--------------
Cost: 1,000 gold
Class: Combat Mage
Weapon: Firestrike, costs mana
Spell: n/a
Power: Inferno, cone effect fire attack; Normal Recharge
Emanation: Fire Resistance, increases fire and magic damage resistance
of companions
Acquired: Purchase from Aman'lu and Kalrathia pet stores
Level Req: Baby - 20, Fledgling - 22, Juvenile - 25,
Adolescent - 27, Young Adult - 30, Mature - 32

The fire elemental is similar to its cousin, the ice elemental. Very good
when facing enemies that are not resistant to fire, not so good otherwise.
Their powers duplicate combat mages specializing in fire, but they are less
versatile than such mages. Their emanation is easily duplicated with good
equipment.


Ice Elemental
-------------
Cost: 500 gold
Class: Nature Mage
Weapon: Icestrike, costs mana
Spell: n/a
Power: Frost Aura, ice damage + freezing to nearby enemies;
Normal Recharge
Emanation: Ice Resistance, increases ice resistance and mana regeneration
of companions
Acquired: Purchase at any pet seller
Level Req: Baby - 3, Fledgling - 6, Juvenile - 9,
Adolescent - 12, Young Adult - 14, Mature - 16

Ice elementals are the combat side of the nature mage. Their attacks are
focused on ice damage and freezing enemies. Even though nature mage is their
class, they aren't really a replacement for a nature mage because they have
no healing, buffing or summoning magic. Their big advantage is their
emanation, which will essentially keep your mages casting all day long.


Lap Dragon
----------
Cost: 2,250 gold
Class: Nature Mage
Weapon: Dragon Fire, fireball, costs mana
Spell: Dragon Scales, party buff: protection from curses, lightning
resistance, death resistance, increased power recharge rate
Power: Draconic Inspiration, increases damage of powers; Slow Recharge
Emanation: Dragon Vitality, increases all ability scores
Acquired: Purchase from Kalrathia pet store
Level Req: Baby - 33, Fledgling - 35, Juvenile - 37,
Adolescent - 39, Young Adult - 41, Mature - 43

Don't be fooled by its name. A fully mature "lap" dragon is as big as a Half-
giant. Their power, spell and emanation are focused on buffing their
companions, making them a very good pet. You could build a very good party
around a naiad (either light or dark), a lap dragon and a mix of rangers and
fighters. You'll need plenty of mana potions, though, to keep the dragon's
weapons active.


Light Naiad
-----------
Cost: 1,375 gold
Class: Nature Mage
Weapon: Duskbeam, "night energy" beam (death magic?), costs mana
Spell: Fade Wounds
Power: Arboreal Rejuvenation, casts healing/resurrecting magic in
radius around naiad; Normal Recharge
Emanation: Regeneration, increases health regeneration of companions
Acquired: Purchase from Daesthai after beating the tenth, and final, round
of the Aman'lu Arena
Level Req: Baby - 36, Fledgling - 38, Juvenile - 41,
Adolescent - 43, Young Adult - 46, Mature - 48

The light naiad (and its cousin, the dark naiad) are the only healing pets in
the game. Light naiads are small, fairy-like creatures with OK attacks, a
healing spell that bounces from target-to-target and a healing power and
emanation. They make a capable replacement for a nature mage, but you lose
out on the summoning/buffing ability of the mage. As an advantage over the
dark naiad, the light naiad has magic resistance (20% at maturity) and a more
powerful Fade Wounds spell (+10% health restored).


Mythrilhorn
-----------
Cost: 1,750 gold
Class: Fighter
Weapon: Claw Strike
Spell: n/a
Power: Enrage, works like fighter power Provoke; Very Fast Recharge
Emanation: Defense Aura, increases party's armor ratings
Acquired: Purchase from Aman'lu or Kalrathia pet seller after completing
Mythrilhorn quest (Act II, Secondary Quest #7)
Level Req: Baby - 30, Fledgling - 32, Juvenile - 34,
Adolescent - 36, Young Adult - 38, Mature - 40

The mythrilhorn takes the place of a shield tank. It has heavy armor (that
can be increased by feeding it fighter armor), lots of health and a power
similar to Provoke. Even its normal attacks draw aggro from enemies. Its
emanation is a big help to mages, who can use all the armor bonus they can
get. If you need a meat shield and aggro-collector, the mythrilhorn is better
and lower maintenance than a weapon & shield tank.


Necrolithid
-----------
Cost: 2,250 gold
Class: Combat Mage
Weapon: Deathstrike, death energy attack, costs mana
Spell: Necrosis, curse causes enemy armor to weaken
Power: Decompose, infects enemies, when enemies die, some of their
essence heals party members; Normal Recharge
Emanation: Mana Steal, party members regenerate mana when they damage enemies
Acquired: Purchase from Aman'lu and Kalrathia pet stores
Level Req: Baby - 20, Fledgling - 22, Juvenile - 25,
Adolescent - 27, Young Adult - 30, Mature - 32

The necrolithid is a particularly ugly pet, but has a wide range of useful
abilities: death magic attack, curse, healing power and mana regeneration
aura. This pet would be especially handy for a mage-heavy party.


Pack Mule
---------
Cost: 300 gold
Class: Fighter
Weapon: Strong kick
Spell: n/a
Power: Staggering Kick, extra damage and a stunning effect;
Normal Recharge
Emanation: Reveal Treasure, opens all chests and boxes and breaks all
containers around mule
Acquired: Purchase from any pet seller
Level Req: Baby - 3, Fledgling - 5, Juvenile - 7,
Adolescent - 9, Young Adult - 11, Mature - 13

The pack mule's biggest advantage is its ability to carry stuff. At fledgling
level, the mule gets an additional page of Inventory (i.e. inventory space
doubles). At adolescent level, the mule gets a third page (inventory space
triples). Add to that the fact the mule can fight pretty well, and it becomes
a valuable resource for pack rats.

You can even use a mule (or mules) as storage vaults--filling up their
inventories and then disbanding them to the Inn, waiting to be re-added to
the party whenever you need your stuff. However, the mule's emanation is
pretty weak, unless you're lazy, and...well, they just don't look as cool as
the other pets.


Scorpion Queen
--------------
Cost: 350 gold
Class: Ranger
Weapon: Scorpion Sting
Spell: n/a
Power: Explosive Sting, an AoE ranged attack; Normal Recharge
Emanation: Evasion Aura, increase companions' chance to dodge attacks
Acquired: Purchase from any pet seller
Level Req: Baby - 3, Fledgling - 6, Juvenile - 9,
Adolescent - 12, Young Adult - 15, Mature - 18

The scorpion queen is the only ranger pet, as such it has a special place.
Its thunderous power can be very handy, as is Evasion Aura. As a replacement
for a ranger, the scorpion lacks a bit in versatility, but makes up for this
with its emanation and lack of requirement for equipment.


__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [8] VERSION HISTORY & CREDITS )
\__ \___________________________________________________ /
|,-'

v1.10 2005/09/20
- Added location of secret room in Thestrin's tower
- Chants list complete
- Books list expanded
- Item Sets list complete
- Added list of unique items
- Added Suffix/Prefix list
- More commentary throughout
- All skill and power lists complete, corrected and formatted
- More Mysterious Mystery Quest information added
- Added location of secret rooms in Feldwyr's hideout

v1.01 2005/09/06
- Added missing info to Evangeline's Folly
- Added the start of Amren's Vision to Chapter Walkthrough
- Added some more item sets (courtesy of Sven)
- Made corrections and added to pet stats
- Corrected a lot of typos and grammar mistakes

v1.00 2005/09/04
- Entire walkthrough is complete
- The book and quest item lists are complete
- The class skills & powers tables and charts are complete (but
still not formatted)

SPECIAL THANKS:

Per Sandstrom for suggesting adding the availability of fifth and sixth party
slots to the FAQ.

Ahmed Mohamed and Kevin Barr for pointing out that Vix will go to the Eirulan
Inn if you refuse his offer of help when you first meet him.

Anders Blomgren for mentioning that it would be a good idea to tell when you
will meet henchmen in the game.

Ceryle Gaehl, T1nk3rts5 and Sven for contributing several item set pieces

Burma27 who has given me a lot of information about tactics, strategy, and
game mechanics.

Mystikclaw for sending me his game notes, which have been a big help in
filling in the blanks.

Saed Swedan and Adythiel for sending me their completed save games so I could
dig through their journals and see what I was missing.

Kevin Sanders and Sven for submitting the puzzle solution for “The Lost
Jewels of Soranith”.

Sven for submitting puzzle solutions for “The Agallan Trial” and the
locations of some books.

Grey Wraith for pointing out where the Lesser Chant of Prosperity is located.

Scott Wellnitz for pointing out the skipping cutscene bug; too bad it had to
bite him for him to notify me of the problem.

GypsyLynx for telling me there’s a hidden room with a chant in Prospector
Gareth’s “Crumbling Ruins”.

Scott Hutchens for filling in Quest Item #89, Mythril Stanza of the Dwarven
Song of Ore.

Austin McDonald for pointing out the location of the fourth of Amren’s
mushroom rings.

Lulu for telling me about the secret room in Thestrin’s tower.

Samradar072 for pointing out the secret rooms in Feldwyr's hideout.

Ed VanDuser for pinpointing the location of "Elves and Elven Culture".

'Sonny’ Sonnemans for pinpointing the location of Chant #42.

Michael Tyler for clarifying the exact location of the book "Living and
Working with Half-Giants".

Kleomenis Politis and Gilles de Groof for mathematically reducing my DPS
formula.

Ronald van Uden for mentioning Eolanda will reward you for killing Arinth.

Adam Gifford and Ronald van Uden for solving the "Zork" game you play with
Chris Gorski in the Mysterious Cave.

Farsy for confirming locations of two of the Nature's Vigilance Set items.

Kirbysdl for pointing out some of my Powers lists were missing pre-reqs. I
solved this by copying the data out of the .gas file.

Maveric for telling my about the Hak'UBER Ceremonial Blade.

Michael Luna for providing several Chant locations.

NightFright for mentioning a problem with the level-up "formula" for henchmen.
I dug through the game data and found the correct formula.

Yannick Merlen for the stats on the Mysterious Mystery Quest rewards.


Written & Copyright 2005 by Barry Scott Will

This work is licensed under the Creative Commons Attribution-ShareAlike
License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/2.5/
or send a letter to
Creative Commons
559 Nathan Abbott Way
Stanford, California 94305, USA.
 
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