Silverfall

Silverfall

14.10.2013 22:58:50
Silverfall FAQ/Walkthrough

Version 1.0

By Matt P

Email: Elementalizard at aol dot com.

Welcome to Silverfall! This game is a Diablo clone (with elements of
Arcanum sans RP) which stands fairly well on its own legs. However,
parts of the game can be fairly frustrating, so this FAQ will help you
in your quest to bring back the city of Silverfall.

Currently I am playing a tech-aligned melee human. I previously played
as a nature-aligned archer elf, and the walkthrough is written mostly
from the nature-aligned perspective. Some quests change with a tech
character, as will the play experience.
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Contents:
1. Starting the Game
2. Walkthrough
3. Skills
4. Statistics
5. Strategy
6. Equipment
7. Companions
8. Quests

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1. STARTING THE GAME

You can choose from four major races: Human, Elf, Troll, and Goblin.
In general, Humans can do most anything, elves excel as magicians,
trolls are excellent fighters, and goblins are good technologists
(especially with guns). Male and female don't seem to matter much.

You start out in the city of Silverfall in control of an archmage.
Kill everything and make your way to the marker. Fight the boss. You
then get control of your own character. Some major hints:

1) TURN OFF THE DEMO THROUGH THE OPTIONS MENU. Don't bother playing it
again, unless you really, really want to.
2) If you're stuck on a quest, go into your quest menu and click on the
quest. It'll move your green marker to the location where the quest is
at. This doesn't work for hunting quests though (i.e. kill five
eagles), but works for pretty much every other quest in the game.
3) Choose either a Nature or Technology path and stick with it. You
get access to a few more skills and, most importantly, expanded
equipment.
4) Equipment drops are rated White-Yellow-Green-Blue-Gold-Red, with
white fairly mundane and Red unique. That said, often white items will
be quite powerful in terms of armor or damage compared to their
improved counterparts. Pick up everything at the start of the game so
as to get acquainted with what's what. Also, pay attention to the
"Level" of a weapon to figure out what's worth picking up later on. A
level 30 white sword is always better than a level 3 blue sword.
5) Warp from map to map by clicking on the small target sign on your
main map (M). This will save you from backtracking.
6) Constitution is always worth increasing. In addition to the bonus
to HP you get for increasing constitution, you also get resistance to
interruption (having an attack or spell interrupted), which is useful
for all characters.
7) Get your companions early. Talking with them at plot-specific
points in the game has a nice bonus to your tech/nature alignment.

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2. WALKTHROUGH

MAP:

+-----+
|S | S- Silverfall Passage
| |
| C W C- Camp, W- Cloudworks desert
| |
|R | R- Flooded Ruins Passage
+--M--+ M- Mangrove
| |
|E | E- Elf Village
+-----+
Refugee Camp
This is the starting point where you first get to control your
character. As always, you have pretty much nothing. Go ahead and talk
with Kara/Kaharon to get your main quest- to kill some zombies around
the perimeter of the camp. Also go ahead and get a few more quests
from the people nearby (green dots). REMEMBER: If you don't know how
to complete a quest, touch its name in the quest sheet and a guiding
arrow should pop up!
Probably the most important side quest to perform is to heal Morka,
as Morka will join you as a healer. Once you talk with Morka, talk
with Lissae to learn how to heal Morka. You will need to find three
red mushrooms (all of which are located to the north). Return to
Lissae with the mushrooms, then give the potion to Morka. You now have
a valuable healer who can also use ice magic to freeze your foes. For
any fighter/melee attacker, Morka is invaluable, and makes the intro
area much less tedious. Also, with Morka on your team, you can
increase your nature/technology alignment by engaging him in
conversation at some points in the game.
Chalnuk the blacksmith has a quest to cap off some gas vents (this is
a technology quest). The vents and their guardians are to the west.
Complete this quest if you'd like for him and you'll get a second quest
(which won't be completed for a bit). This quest is to build a
zeppelin port in Silverfall. You will complete this when you make it
to Cloudworks (tech helmet for a reward). Chalnuk will also trade with
you.
His assistant wants you to get some fossils (also a technology
quest). The fossils won't be found for quite a while, in a mine at the
cloudworks desert. Completion of this quest improves your tech rating
and gets you a tech-based weapon.
Salma will ask you to do some nature quests for her. First she wants
you to scare off the buffalo hunters to the east. Do so and you'll get
a potent necklace (alternatively you can side with the buffalo hunters
to change this into a technology quest). Then she asks you to meet
with the beastman shaman to the south (in Mangrove). Completion of
that quest gets you some weak boots.
If you side with the buffalo hunters you'll be asked to kill three
nearby buffalo. Do so for a rifle (which may be the first you
encounter in the game).
Lilitip is a goblin who asks you to retrieve his magic chest. Also
open the chest nearby to get a few nice minor items. His magic chest
is located to the north. Bring it to him and you can store your extra
goods for free. You can also buy "Life Insurance" if you desire.
Klisiere the alchemist will give you one more quest- to get three
megaspider eggs. The spiders are fairly common on this board and look
like giant insects. You'll find them in the wettest areas of the map.
Kill some and have him make you a potion for +1 to strength.
Lissae gives you a quest to kill a tree dragon and take its bark to
make a potion. There are a few tree dragons around on this board, to
the N, S, and W at the edges. Kill one (they have good drops as well!)
for a bunch of potions. Lissae will give you one more quest- to rescue
some refugees to the NE. Go do so for some cash.

When you're ready, explore the northern perimeter of camp and kill
the zombies. Kill about 10 and return to Kara/Kaharon. Kara/Kaharon
gives you some gold then and tells you to buy yourself something.
Check with Chalnuk for goods, then head back. Kara/Kaharon then tells
you to go to Mangrove and meet with the elves to procure their help.

Enemies:
Zombies: These are the most common enemy on the board. They aren't
especially difficult, but are annoying, especially the bow-users. Take
them out as best you can.
Skeletons: Similar enough to zombies, these are similarly weak
opponents.
Ghouls: Probably the nastiest enemy on the board, as they are
moderately common and can hit hard. Use freezing attacks to keep them
in place. Usually occur in groups of two with a bow-using zombie.
Water Spiders: Live in the water in the swamp. You need to kill a
few of these in order to get eggs for Klisiere's quest. Usually occur
in batches of three, with two large spiders and a very large spider.
Not too difficult.
Qje-Shi: These plants usually occur in batches of three. Use your
bow if at all possible, if it has adequate range you should be able to
kill them without taking any damage whatsoever.
Tree Dragons: There are about three of these on the board- one far
north, one far east, one far south. Kill one of them for the Lissae
"Tree Dragon Bark" quest. They're not too difficult, but heal up if
they start to do too much damage. They may summon smaller versions
during the fight. Try to focus your attention on the large dragon, and
kill the mini-dragon afterwards if you can.
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Mangrove
Your goal here is to make it to the elf camp to the SW. However, I'd
also recommend picking up Danselame, the mercenary fighter. He's
located to the center west of the map. He requests that you check up
on his prior contract, a cartographer. Go to where he points you, it
turns out the cartographer has been slain by the Mangrove Fairy Queen.
Kill it and return, Denselame will join you.
Make your way to the southwest. Talk with the elf leader and he will
agree to Kara/Kaharon's conditions, but will warn you that they can not
help much with the Necrophage blocking the way. Also while you're
here, grab the quests from Elona (if Nature) or Hurgol (if Tech).
Elona wants you to destroy ten boxes on an island which houses an
altar. Do so for 15 nature points. Hurgol wants you to retrieve a
boat-building kit. Do so for 10 tech points, and some tech items.
Also while you're here, head to the shaman Salma told you about. The
shaman will want you to kill some of the necroraiders here, in exchange
for his help. Do so if you're nature, and return to Salma for your
reward.
When you're ready take on the Necrophage. I'd recommend a level 15
or higher. Farm tree dragons for their loot if you're not at that
level yet, and to augment your character's equipment. I also found my
first unique (orange) item here. Head to the Necrophage, and try to
ignore the zombies it spits at you, and hit it with weapons or fire.
It will go down without too much of a hassle. Return to Kara/Kaharon
once it's dead.

Enemies:
Zombies
Skeletons
Ghouls
Water Spiders
Qje-Shi
Tree Dragons
Mangrove Fairies: These foes are fast and bat-like. They're not
that difficult. They are led by the Mandrake queen.
Necro Raiders: There's a small batch of these foes in the south-
central portion of the map. They are the target of a nature quest, but
you can kill them even if you're technology-focused.
Egg-layer: One of the more obnoxious enemies of the game, this foe
will spawn piranhas to attack you. Try to kill it first so as to stop
the flow of piranhas.
Piranha: Very weak foes which swarm you. One hit should kill them.
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Ruins

Kara/Kaharon now sends you to some ruins located in the SW corner of
the refugee camp. Head down there. Make your way to the center of
this area, and prepare for battle. I'd recommend being level 18-20
before attempting this fight. You'll find a dragon-riding zombie
captain. Kill it, and listen to what it has to say. Report back to
Kara/Kaharon and you'll now be sent to Cloudworks.

Enemies:
Zombies
Skeletons
Ghouls
Troll Zombies: More powerful than your standard zombie, these are
still manageable. Champions can put the hurt on, so be careful around
them.
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Cloudworks Desert
+-----+
| S | S- Sewer
| U | U- Upper Cloudworks
R | R- Refugee Camp,
| M | M- Abandoned Mine
| |
+-----+

Finally, a new set of foes and different environment! Head to the
north. You'll probably encounter several goblin fighters, mechanical
dragons, reapers, and buffaloes along the way. Get practiced fighting
them.
As you make your way to Cloudwork, you'll find a goblin who is being
threatened by other goblins, because they claim he is a were-beast. If
you want to support nature, beat up the threateners (for some item
reward and a bonus to your nature alignment), otherwise kill the were-
beast to boost your tech alignment (I got a gun as a reward).
Before you enter Cloudworks if you're doing Chalnuk's zeppelin quest
you'll find Sharptik. Sharptik thinks building a zeppelin port would
be a fine idea, but won't do it unless you get him some body parts.
The body parts are found on goblins nearby. Kill standard goblin
pillagers for a chance to get corpse parts (5 needed), and wheeled
goblins for a chance to get metal (1 needed). Return and Sharptik will
be happy (increasing your tech alignment). Tell Chalnuk of your
success.
You'll find plenty to do in Cloudworks. Of major note first are two
new companions- Dril the mechalchemist goblin, who wants you to recover
some notes located in the higher portion of the city, and Tanya, who
you can get to by performing the "Cloudworks Bandits" quest. If you'd
like Tanya, head to the arrow and challenge the bandits. Take out the
challenger, and request the bandits disband. You can then get Tanya to
join you. Tanya is a sharpshooter specializing in guns.
Talk with Kara/Kaharon. He tells you to talk with the guard, do so,
then talk with Nekol. Nekol wants you to give some alcohol to Nob, but
to do so you must go through the sewers. Go ahead and enter.
While talking with Kara/Kaharon, Danselame will ask your opinion on
nature/science. Give it to improve your alignment with the answer
given.

Enemies:
Goblins: These guys are the grunts of the level, but include wheeled
goblins. Not too difficult. Many have guns and will try to snipe you
from a distance.
Reapers: Beetles that hide in the ground and spit at you when they
come up. You can only damage them from up close, or
Mechanical Dragons: The strongest foe on this board, mechanical
dragons have lots of HP and can hit you with some nasty fireballs.
They have excellent drops, however.
Buffalo: Buffalo are strong melee fighters, but can be avoided if
you like. They have the ability to knock you down, effectively
disabling you. Watch out!

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Sewers
The Sewers are loaded with foes, primarily goblins. Immediately NW
of the entrance is the archeologist who will give you a quest to
recover the "Founder's Tomb". Head to the arrow and grab the skull,
bring it back for a random item (probably a backpack). Make your way
to the exit of this level, the only thing of note here is the large
quantities of foes for now.

Enemies:
Egg-layers
Goblins: Now you get to face flying goblins, which aren't that much
different from the rest.
Spider Goblins: Nastier than other goblins, these have more HP and
do more damage.
Sentinels: The guardians of the exit, these are about as tough as
spider goblins.
Were-rat: Nasty melee foes for which you will get a bounty.

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Cloudworks Desert
You return to the desert city, but up top. Make your way to Nob,
give him the alcohol, and he will give you the task of ending the
goblin strike. Head to talk with Binard, and give him the demands.
Return to Nob and he'll let you explore the upper city. Also, you can
now access the lower city via some stairs that get repaired.
In the meantime, finish off a few of the quests around here. Garilda
is a goblin who wants you to retrieve some mushrooms from the sewers.
Do so for a free point in strength.
The rat-killer is a goblin who will pay you every time you kill 10
were-rat goblins. The were-rat goblins are in the sewers. This quest
is repeatable.
Panix will ask you to retrieve his engagement ring from some thug
goblins located in the sewers. Do so for some items.
Teoussa wants you to retrieve her lost caravan. Head into the desert
and SLOWLY walk the caravan back to her for some cash or something.
Chopit wants you to figure out what the problem is for the goblins on
strike. Talk with them- it turns out they don't want to work any more
and want to go free and join nature. If you want to improve your
nature, side with the workers and kill Chopit- you'll get a minor item
reward as a bonus. Otherwise, kill the druid who is inciting the
goblins. To kill the druid, you'll have to leave by the east of the
town (essentially straight east through the door from Binard). Head
south then, and curl around to the west and you'll find the druid.
Kill him and return for your reward.

-----------------------------------------------------------------------
Mine
There is a mine to the south or SE of the cloudworks desert map. Go
into it and claim your fossils if you'd like to complete this quest
which started so long ago. You'll have to fight some nasty enemies
though. There are more than 12 bones scattered throughout this map.
Try heading east first and you'll find a bunch.

Enemies
Zombies
Troll Zombies
-----------------------------------------------------------------------
Upper Cloudworks
Go make your way to Lord Urdu and talk with him. Then head back to
this area. There are a few quests to do here, but ONLY ACCEPT THEM IF
YOU ARE FOLLOWING SCIENCE/TECH. I found out the obnoxious way that
accepting them will hurt your nature alignment. Oh well.
One quest is from Razia, who wants you to kill some goblin terrorists
who are threatening her forge in the cloudworks desert (upper level of
the city). If you're tech, take the quest and go down near to the
sewer exit, and kill the terrorists for some gold (and probably tech
improvement, though my character was maxed out by this point).
Brock gives you two quests. The first is to kill some beastmen
located on the refugee camp map. Head there and wipe out 10 of them
for a magic weapon. The second quest is to eliminate Brock's
competition. Brock's competition consists of a few guards and a bunch
of boxes located NE on this same map (Upper Cloudworks). Go there and
destroy everything, then report back to Brock. Brock will send wood
and ore to Silverfall now.
-----------------------------------------------------------------------
Lady Zokor's Palace
Lots of tech foes here, including some new ones. Make your way
slowly to the SE corner of the map and beat up Zokor till she
surrenders. Yup, she was taken over by an evil spirit. Oooh, big plot
twist there. Go back and talk with Urdu.

Enemies:
Goblins
Trolls: Melee fighters that are stronger than goblins, but otherwise
not too noticeable.
Robot Bombs: Kills these foes with missiles if you can, or else they
will wander over right next to you and do a bunch of fire damage.
Destroyers: Nasty tank like things with lots of HP. The champions
are especially scary.
-----------------------------------------------------------------------
Robot Factory
Urdu will send you to the robot factory. Head back to the desert and
talk with the goblin. Kill the troll zombies threatening the goblin in
the center, then enter the factory. This area is fairly confusing, but
make your way to the marker. You'll have to fight the shadow of death,
and then watch as Kara/Kaharon dies of a sort. You are then sent to
Silverfall. For my nature character Salma did the summoning. For tech
characters, Chalnuk does the summoning.

Enemies
Goblins
Robot Bombs
Destroyers
Spider Goblins
-----------------------------------------------------------------------
Silverfall
The looks of this city strongly reflect the quests done and alignment
of your character. Nature-aligned characters will find a very organic
environment with water, trees, and greenery, whereas tech-aligned
characters will find it more industrial with train tracks and large-
gear buildings.
There's a fair bit to do here in this ruined city. You will find a
bunch of the old crowd from the refugee camp, and as you fix things
around the city, it will start to look better for you.
First you can talk with Lissae, the potion maker she wants you to get
a gland from an Urguln, a flying monster from the country. Do so for a
bunch of potions, and her gratitude.
Talk with Klissiere to get another stat-potion quest, this time to
collect ten lionroot claws for a point of agility. The claws may drop
from any of the lionroot beasts you find on the next board.
Talk with the "Priest" for another useful quest- this time, you need
to recover a stone that was stolen from the temple. You won't come
across this for some time, so keep this quest in mind for later in the
game. Once you have it, you get some decent minor items.
A "hunter" will give you a repeatable quest to kill 10 beastmen. Do
so for some XP and cash. There are plenty in need of killing in the
next board or so.
The Silverfall guard will ask you to get some protection for the
city. There are some mercenaries on the next map who you can recruit,
return for some sort of minor reward.
Bedaud will come across you (for one of the most humorous exchanges
in the game, in my opinion) and will tell you that Silverfall needs a
blacksmith. For nature users he tells you to go get Sylvo, a nature-
making blacksmith. Do this long and involved quest to bring Sylvo back
to Silverfall, and you'll be able to buy some top of the line nature
equipment (and can get a minor commission reward from Bedaud, for what
it's worth). I'm pretty sure this quest increases your nature
alignment, too. For tech-aligned you will be told to find Loke Iron,
who is located in Graybay Cemetery.
Salma gives you the main quest of the level (at least for Nature-
users anyways), to go get some pure water from the Druids of Gaian.
Chalnuk does the telling for tech-users. Let's head to Gaian next.
-----------------------------------------------------------------------
Gaian
You start in the wilds here. There are lots of new enemies. I first
recommend heading to the town proper to get a few quests.
Inside of the town you will find Sormyr, an alchemist. He will
request (after a long but interesting dialogue) that you retrieve
several beastman runes for him. In exchange he will give you a potion
that will increase your intelligence by a point. There are plenty of
beastmen on this map, check around the dark crater-like region. You'll
find what you need (and will also clear the Silverfall hunter's quest).
You will also find Portiz, who can become a companion if you retrieve
his clothes. He is an archer, but I've not used him yet. You'll get a
fresh batch of choices on the next few maps in terms of potential
companions.
Another "hunter" here will give you a quest to kill five eagles. The
eagles must be killed on this map (you'll encounter some later, but
only the ones here count). You'll get some gold for your troubles, and
this quest is repeatable.
Go talk with the druids. They will agree to help (reluctantly for
the tech aligned), but do not have the water to cure Silverfall. They
will tell you to explore an abandoned mine and get the water from the
beastmen within (who aren't quite friendly).
Another potential companion quest is given to you a random townsman.
He tells you of Hulart, who is a hierophant druid located to the far
east of this map. Head to Hulart and talk with him. If you are
nature-aligned, he will agree to join with you if you can break his vow
to nature. The vow can be broken by heading back to Gaian and going
nearby the druids. You'll have to fight a foe. Then return to Hulart
and he will agree to join with you (and gives you a nature necklace).
Note that the quest marker doesn't move from the tree, but Hulart will
still accept it as finished when you've destroyed the beast. I've not
tried Hulart yet. This only happens for nature users.
One of the easiest things to do here is to find an Urguln to kill for
Lissae. They're dragon-like fireball-spitting flying beasts. Kill one
and it'll drop the needed ingredient.
Lionroot foes are fairly common throughout this map. Collect ten
claws from them and give them to Klissiere for a free point in agility.
Head near the center of the map and you'll find some mercenaries that
Silverfall would like to hire for protection. You'll have to fight one
of them however. Do so and they'll move back to Silverfall.

Enemies:
Reapers
Mandrake Fairies
Wererat Goblins
Werelion Elves: A bit tougher than wererats, werelions will charge
you to engage in melee attacks.
Minotaurs: Bullish enemies that are even tougher than werelions,
these with the two above tend to form groups in the north. These foes
can knock you down.
Beastmen: Here the beastmen come in three varieties- soldiers
(meleers), archers, and shaman (weak mages). The first two will engage
you in melee, whereas shaman will run from you and should probably be
killed from a distance if at possible. Most beastmen are found around
the gray crater location of the map. Later you will also find beastman
leaders, who are tougher melee foes.
Lionroots: Come in three varieties- young, female, and male.
They're melee foes that aren't especially noteworthy.
Urguln: Nasty foes that look like dragons and spit fireballs.
Freezing them helps.
Eagles: Big flying birds that are hard to hit unless you provoke
them. You're best off fighting them in melee if you can.
Damned Tree Dragons: darker versions of their swampy cousins, these
foes spit fire at you but don't summon mini-tree dragons. They have
some of the best drops on the board, and aren't too tough to kill.
They are often accompanied by a single lionroot.

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Abandoned Mine
This level is full of beastmen, lionroots, and were-creatures, and is
fairly convoluted and maze-like. Make your way to the hidden spring
and you'll find the beastmen leaders. They will ask you to kill some
zombies to the east in exchange for the water if you follow nature.
Make your way to the zombies and kill ten of them (there is no apparent
leader), and go back to the beastmen. Otherwise you will have to duel
the khan if you are tech aligned. They will give you the water, and
you can warp back to Gaian.

Enemies
Wererats
Werelions
Beastmen
Lionroots
-----------------------------------------------------------------------
Gaian
You travel back to the main town, only to find it occupied by corrupt
elves. Kill them and make your way to the center of the map. The
druids will ask your help to purge the druid tree of the elves. Head
to the center and kill the elves, especially the boss elf. Once you
do, the druids will take your water and charge you with killing the
leader-prince of the dark elves who is two maps north. Time to head
out!

Enemies
Corrupted Elves: These foes will be the staple of the next few maps.
They come in three varieties- foot soldiers, mounted calvary, and
eagle-mounted elves. In all three cases, they are approximately equal
in terms of melee ability, and can really put the hurt on, so be
careful around them. Champion level elves are especially nasty.
Several elves appear to be immune to air attacks (keep this in mind for
your spell suite!).

-----------------------------------------------------------------------
Forest
Your main goal on this map is to head north. There are elves,
minotaurs and buffalo throughout this map, and it will probably take
you some time to make it through to the top.
Near the south west portion of the map you will find Alina, who is
being accosted by several corrupted elves. Kill the elves and Alina
will thank you, and will be a companion if you have room in your party.
If not, you can always pick her up later.
Also of note on this map is Sylvo, the nature blacksmith. Sylvo will
join you in Silverfall only if you can recover his hammer for him,
which is located on the map to the north.

Enemies
Corrupted Elves
Buffalo
Minotaurs
-----------------------------------------------------------------------
Camp of Corrupt Elves
Make your way to the center of the camp. Be sure to grab the temple
stone and Sylvo's hammer if you're doing those quests. Then head and
take out the prince. He first rides an eagle, but then attacks you on
ground subsequently. Kill him and you'll get a bit more action. Also,
at this point Delselame gave me a new quest to find vengeance on the
one who exiled him. You'll find the goal in Graybay.
Head back to Gaian, grab the water, then head back to Silverfall.
You'll be crowned regent of Silverfall then will have to head to
Graybay.

Enemies
Corrupted Elves
-----------------------------------------------------------------------
Graybay
You can get here by two means- on foot or by boat. Note that
necroraiders surround the area either way, so choose whichever you find
least annoying. In order to get here by foot you must go through the
Forest map and head east. Independent of how you get here, try to make
it to Graybay proper (with the target mark) so that you won't have to
backtrack if you quit the game. You can only take the boat once,
though. Head to the city, slaying all sorts of necroraiders. When you
reach Graybay you'll find it under siege by a bunch of necroraiders.
Kill them and enter the city.
When you arrive here, Dril will pipe up and ask you to check up on
her family. Head to the docks and you'll find necroraiders attacking
her kin. Kill the necroraiders and Dril will be happy.
Jarnak is a scientist who will ask you to explore the land to find
several nature shrines for study. This is a technology-aligned quest,
so only do it if you are tech-aligned. The three shrines you need to
visit are in Mangrove (where you kill the necroraiders), in Cloudworks
Desert (where you killed the druid), and in Gaian (where you find
Hulart). Completion of this quest gets you some tech points (I think)
and magical items.
There is a "Hunter" here who wants you to kill five necro-brains.
They're found throughout this map. 2000 gold and some experience are
your reward.
Lord Gort is a powerful melee fighter who will only join you if you
are tech-aligned. If you are nature-aligned he'll make fun of the way
you smell (and you'll do the same in retaliation). Gort asks you to
find out who has the necroraider's serum. Go talk with the serpent-
tongued fellow, pay him 2000 gold, and you'll have to head to the
cemetery to finish this quest. Completion will net you a technology
weapon and Gort, if you'd like him.
Your goal here is to talk with the serpent-tongued person to the SW.
You will have to pay him 10000 gold to get him to talk, at which point
he'll direct you north to the land of solitude. Let's head there now.

Enemies:
Necroraiders: Necroraiders come in several varieties. The first is
a standard grunt with tail who will either attack you from afar, or
engage in melee. Very similar to 70% of the rest of the enemies in the
game. The second is the Necro-brain who also appears to primarily
engage you in melee. Flying Necroraiders have decent dodging skills
but are also primarily melee foes. Giant necroraiders are considerably
more frightening as far as fights are concerned, as they have a healthy
damage capacity and can hit hard. Finally, necro-cannons are very
obnoxious ranged foes who can do decent damage. They're probably the
most fearsome of these foes.
-----------------------------------------------------------------------
Solitude
Not too much here to do (unless you have Danselame, at which point
you should try to complete his quest). Head to the map, killing the
necroraiders and enter their laboratory.

Enemies:
Necroraiders
-----------------------------------------------------------------------
Necroraider Laboratory
This level is fairly straightforward to migrate, but you may get a
bit confused by the level layout. Ramps make up the majority of the
elevation change here, so if you're confused, look for a hatched
pattern and follow it up. You'll exit to Solitude, and will then be
able to board the zeppelin.

Enemies:
Necroraiders
-----------------------------------------------------------------------
Necroraider's Zeppelin
More necroraiders. Make your way to the front of the ship, and
you'll find the captain. He'll send a large, kind of scary giant
necroraider on you. Kill it then kill him. As usual the captain dies,
but you'll find a map on his body that leads you to a cave.

Enemies:
Necroraiders
-----------------------------------------------------------------------
Great Cemetary Wastelands
Head to the marker from the south. You'll find a door, and will need
to kill a necroraider captain. Kill it and you'll get a tablet. It
informs you that you need to explore Iznahel's crypt, which is also on
this map to the NE. Head there now.
Also here is the blacksmith Loke Iron for technologists. The
blacksmith will not go to Silverfall unless you bring him 10
necroraider skulls. Go kill a bunch of necroraiders until you retrieve
the skulls, then return. He'll be happy and will head to Silverfall.
Also, Gort's target, the necroraider inventor is here. Kill him and
return to Gort for your reward.

Enemies
Necroraiders: You now face some more human-like necroraiders. They
are not significantly different than the rest.
Ghosts: Barely substantial, these melee foes float and attack you.
Not too tough.
-----------------------------------------------------------------------
Iznahel's Crypt
Iznahel taunts you 3-4 times as you proceed through the crypt. Kill
the necroraiders and make your way to the end of the map. You'll find
Iznahel and the elf princess-ghoul. You must first kill the elf
princess ghoul, then must kill Iznahel. You are then told to go to
Steelight. Sheesh. You can get there from Graybay by heading into the
cemetery, then going south around the main fort and east.

Enemies
Necroraiders
Ghosts
-----------------------------------------------------------------------
Steelight Duchy

+N---L+ N- Snowy Forest, L- Lozrun Labyrinth
| | S- Silverfall Passage
| |
| S M S- Steelight City, M- Rocky Mountains
| |
| |
+-----+
Ah, the requisite snow world. Make your way around the snow and
towards Steelight proper. Once you enter, you can do most of the
normal requisite stuff, including trading with merchants, changing
NPCs, and working with the skillmaster.
Also here is another "Hunter" who will give you a quest to kill five
ice "elements", actually ice monsters. Do so for some cash.
Fero near the entrance of the palace is a bit of a perv and will ask
you to steal something of the duchess's. When you do, come back for
some cash. This is a fairly odd quest.
If you have Morka, then Morka will finally break down and tell you
why she is so goofy. It turns out that she worked for the Duchess and
was with her son when he was killed in battle. Go and speak with the
duchess to get Morka's main quest.
When you're ready enter the palace.

Enemies:
Boars: Fairly generic melee foes, these are actually less tough than
the smaller Lozruns.
Lozruns: Come in elite form (soldiers), and plain form (Wizards?
Archers?). For something so small and abundant, they can take a lot of
punishment. These are the most abundant foe in the next few worlds.

-----------------------------------------------------------------------
Duchess' Palace
Go and talk with the Duchess. If you have Morka you can get a quest
to go kill some nasty monster to the SW, which will rectify Morka in
the judgment of the Duchess. Once you've killed the beast and enter
another above-ground layer, Morka will be happy and will tell you that
everything is just peachy. Finally.
The Duchess will not give you the jewel willingly. She will send you
on a quest to find the heir of Steelight, a bastard child to the north.
Let's head north now. You can get to the key area by exiting Steelight
to the south, then heading east and north all the way to the next area.

-----------------------------------------------------------------------
Lozrun Labyrinth
Lots of Lozruns here. Make your way over to Hob and talk with him.
Then talk with Veyra, who tells you that her son, Ilio, was kidnapped
by the Lozruns. Head to the north and you'll find the Lozrun King.
Kill it, and you'll find Ilio. Head back to Veyra, then head to the
Duchess (use the map to save time!), and the Duchess will direct you to
the family crypt.

Enemies
Lozruns

-----------------------------------------------------------------------
Snowy Forest
Get here from the NW of Steelight. It's a fairly convoluted path to
get to the crypt, but if you get close enough you can use the map to
travel their instantly. Otherwise it'll take a while. Oh well, you'll
probably build up a healthy amount of experience.

Enemies
Lozruns
Boars
-----------------------------------------------------------------------
Steelight Crypt
Make your way to the tomb. You're greeted by a ghost, who will give
you the crystal willingly. You try to heal Kara/Kaharon, only to find
that someone else is blocking your attempt. Kill the dwarf foe who
tries to prevent you, and you'll get some more of the backstory (if you
care). Back to Steelight.

Enemies
Ghosts
Knights of Darkness: Little dwarf-like foes that are melee like 70%
of the rest. Kill them.
-----------------------------------------------------------------------
Steelight Duchy
Steelight is under attack by druids! Head south, killing the enemies
as you find them. Head to the SW, and you'll find the boss, a haunted
mound (a cool looking tree-dragon thing). Whack it until it dies, then
you're accosted by the druids from Gaian. Tell them what's going on,
and they send you to Silverfall. Go speak with Salma, then head to the
Rocky Mountains just east of Steelight.

Enemies
Lozrun
Werelions
Beastmen

-----------------------------------------------------------------------
Rocky Mountains
This area is unique for its enemies. You have to fight the first
(and only) ice user, the ice monster. Kill five for the Steelight
hunter. They're not too difficult, but will freeze you fairly easily.
Make your way up the path and you'll find an entrance to the
subterranean world.

Enemies
Lozrun
Urguln
Ice Monsters

-----------------------------------------------------------------------
Subterranean World
You'll immediately see the goblin Xilipp fleeing from some Guekheness
bugs. Kill the bugs and Xilipp will tell you that if you want to go to
Koroziom's palace, you'll have to rescue his brother Klirix. That's
our next objective apparently. Note that this area does have a small
town (Dripp) to the south with a merchant.
Make your way east and north. Eventually you'll come to a purple
area. Go into it and you'll find the Guekheness hive.

Enemies
Qje-Shi
Zombies
Zombie Trolls
Guekheness: Bug like melee fighters. They can take a beating, but
are actually less difficult but faster than the larva.
Guekheness Larva: Slow foes that have high resistances (at least to
air). Kill them from a distance.
Rayne: Alien-like beasts that are fast but weak.
-----------------------------------------------------------------------
Guekheness Hive
Make your way to the NW. You'll find Klirix, free him and you'll be
warned. Immediately the "Larva Boss" attacks. It has a lot of HP and
resistances, but doesn't seem to be that much more difficult than your
average boss. Kill it and talk to Klirix again, but he'll run away to
Dripp. Head back to Dripp in the Subterranean Underworld and speak
with him. He'll send you east to reach the dwarves.

Enemies
Guekheness
Guekheness Larva
Rayne
-----------------------------------------------------------------------
Dwarf Town
This level is full of nasty dwarves, which are tough foes that rush
you. Additionally, you'll find some other enemies. Luckily this area
is straightforward enough if you just want to go kill everything. Head
south and get to Koroziom's Palace.

Enemies
Ghouls
Knights of Darkness
Dwarves: Melee and missile foes that aren't that hard, but can be
pains in the butt.
-----------------------------------------------------------------------
Koroziom's Palace
This area is swarming with foes. Make your way to Koroziom and he'll
run away to Blazis. Kill everything around you then enter the portal.

Enemies
Dwarves
Knights of Darkness
-----------------------------------------------------------------------
Blazis
First head to the camp to the west. Salma (for nature characters)
greets you and tells you of the situation. Yikes! Things aren't going
well. Then head north through the town of Blazis proper. Kill the
magma beings and go into the elemental palace.

Enemies
Dwarves
Knights of Darkness
Troll Zombies
Magma: These are some of the more interesting foes in the game, and
include large arms and heads. They have pretty good drops so try
hunting them down here.
-----------------------------------------------------------------------
Elemental Palace
Run to the center of the map. Koroziom is sacrificed bringing up the
Avatar of the dark god (or something). Dodge the avatar's first few
attacks (red globes), and kill it. It has some nasty ice spells it
uses on you, as well as big globes of red energy. Get your summons and
companions to distract it for added effect. It should go down without
too much hassle.

You are crowned king of the land, and the end game sequence starts.

Now you can wait for Silverfall Earth's Awakening (which supposedly
improves on a lot of the less than good features of the game, including
interface and camera, and includes two new races and new items). If
you enjoyed Silverfall 1, you will probably enjoy the expansion.
=======================================================================
////////////////////////////////////\\\\\\\\\\\\\\\\\\
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=======================================================================
3. SKILLS: The meat and potatoes of your character, these influence
what you can do and how you can do it. There are three sets of skills-
combat, magic and other, each with three subsets. There are two types
of skills- passive and active. Passive skills provide a constant
benefit to your character, whereas active skills must be mapped to a
specific type of attack. In general, passive skills [P] are a bit more
valuable to have one point in, and active skills [A] should be
concentrated in. Active skills tend to cost mana, and are further
divided to buffs [B] which give bonuses to your fighter, replacement
main attacks [R], which can be placed into one of the three main attack
types you have available (and don't cost SP to use), and summons [S],
which call support for help. Necessary starting levels are given in
parentheses.

Skills are divided into General skills (not in skill trees) and
specialized skills which are in skill trees. Useful Skills, those
skills of use for all characters, are denoted by ****. Note that you
can only have as many points in a high-level skill as the lowest level
of the skill tree (in other words, in the first skill of a skill tree
has two points, the maximum the second and third skills can have is two
points), so invest wisely.

=======================================================================
COMBAT SKILLS
These skills influence your ability to do damage with weapons. They
include several skills of use for all characters, and even magic-users
will probably want to specialize in at least one of these categories so
as to not dilute your character significantly.
-----------------------------------------------------------------------
Melee
In general, these skills are the ones for fighters. You have 3-5
options for fighters- 1) One-handed + shield, 2) Hand weapons (either
two or plus a shield), 3) Two-handed weapons, 4) Defensive, 5)
Berserker. 1-3 are the most exclusive, and I would recommend that if
you want to have a fighter, choose one and stick with it. In general,
trolls seem to favor option 3), whereas the smaller races are well-
suited for 1 & 2. That said, anyone can wield a two-handed weapon.

General Skills:
**** Hand to Hand [R] (1): Passively increases the damage of your
melee attacks. If you're going to be hitting with melee weapons, max
this out. The bonus is substantial.

One-handed Skills:
Double Attack [A] (1): The default attack for sword-and-shield
(or axe/mace/etc.), this attack does two hits in a row. It's fairly
potent, and worth it for characters who like shields. The cheapest of
the weapon skill spells.
Critical Knowledge [P] (10): Increases your chance of doing
double damage. If you're going for double attack or any one-handed
weapon, this is icing on the cake.
Master of Small Arms [P] (20): Increases your to hit%, your
damage, and your chance of a critical hit. If you use one-handed
weapons, this is an excellent skill.


Two-handed Skills:
Circular Attack [A] (1): Swings your big weapon all around you.
If you're using a two-handed weapon, this is the skill for you. Useful
for clearing crowds, though the damage output isn't that great.
Stun Knowledge [P] (10): Gives you a chance to stun your foes.
Effectively "freeze" with weapons. Makes two-handed weapons
impressive.
Master of Heavy Weapons [P] (20): Increases your to hit%, your
damage, and your chance of a critical hit. If you use Two handed
weapons, this is an excellent skill.


Hand Weapon Skills:
Volley of Punches [A] (1): Attacks five times in a row. If you
want to dual-wield hand weapons, this is the skill for you. One to two
hits will kill most weak foes. Note that the five attacks Sweet!
Maxed out this skill is essentially five fast normal attacks (no
penalty!).
Knowledge of Injuring Attacks [P] (10): Gives you a chance to do
bleeding damage (note that most everything can be bled or poisoned, so
it's better than in some games). Still, not quite as cool as some of
the other middle skills.
Master of Hand Weapons [P] (20): Increases your to hit%, your
damage, and your chance of a critical hit. If you use hand weapons,
this is an excellent skill.


Berserker Skills:
Berserker [R] (5): Your attacks become more powerful in exchange
for decreased defense. This one could work well coupled to Vampire Hit
to restore HP lost by decreased defense. Fighters may want to give
this one some consideration.
Berserker Charge (15)
Knockdown (25)


Defensive Skills:
Defensive Stance [R] (5): Your attacks become less powerful in
exchange for increased defense. Slower killing by melee means more
damage in the long run. Myeh, it may work for less fighting-intensive
characters (for instance, mages).
Counter Attack (15)
Smash (25):

-----------------------------------------------------------------------
Shooting
The shooting skills influence your abilities with bows, crossbows, and
guns. These are your three major choices for weapons. Goblins receive
a large bonus when fighting with guns, so keep that in mind (this also
means goblins will find the technology route to be useful).

General Skills:
**** Long-range Shot [R] (1): The equivalent of hand-to-hand for
missile weapons, this one improves your missile abilities across the
board. Worth it if you want to use any sort of missile weapons.

Aiming Skills:
**** Aiming Stance [R] (5): If you're going to use missile weapons,
you can't go wrong with this skill. This skill will augment ALL of
your attacks, including to hit %, damage, and critical chance, with NO
detriment. However, don't go any further along this tree!
Head Shot [P] (15): OK, this is where this skill evens out. Head
shot decreases your attack rate in exchange for increased damage, which
is why I don't recommend getting too far advanced here, unless you're
interested in the following skill.
Element Shot [A] (25)

Reflex Skills:
Rapid Fire [R] (5)
Reflex Shot (15)
Multiple Shots (25)

Bow and Arrow skills:
Disabling Arrow [A] (1):
Wounding Arrow (10)
Master of Bow and Arrow [P] (20): Increases your to hit%, your
damage, and your chance of a critical attack. If you use bows, this is
an excellent skill.


Crossbow Skills:
Destabilizing Quarrel [A] (1): A blast from your crossbow has a
good chance of knocking a foe down and doing extra damage. If you like
crossbows, this is the skill for you. Knockdown doesn't work on large
foes, bosses, or flying foes, but should work on nearly everything
else.
Explosive Quarrel [P] (10): Gives your crossbow quarrels a chance
of doing explosion damage (which does damage to nearby enemies as
well). If you like crossbows, go for it, if only to max out the next
skill.
Master of Crossbow [P] (20): Gives you increased damage,
increased to hit %, and increased critical chance with crossbows.
Again, if you like crossbows, this is quite useful.

Firearm Skills:
Weakening Shot [A] (1):
Stun Shot (10)
Master of Firearms [P] (20): Increases your to hit %, your
damage, and your chance of a critical attack. If you use guns, this is
an excellent skill.


-----------------------------------------------------------------------
Techniques
Technique skills are primarily passive abilities that give substantial
bonuses to fighting. Some of these are useful for pretty much all
characters. Others will be primarily useful for only some characters.

General Skills:
**** Glimpse [P] (1): Increases your chance of getting magic items.
Worth maxing out for everyone, as equipment can make or break a
character. With this skill maxed out about 1/10-1/5 drops will be a
magical drop. About 1-2% will be orange, 2-4% will be blue, 30% will
be green and 65% will be yellow. I have found all of 2 unique items in
all my gameplay.
Speed [P] (1): Increases your movement speed by a portion. Not
too bad, especially if you're being hit a lot, or find yourself needing
to run away from battles.
**** Deadly Weapons [P] (5): Increases the damage from all weapons.
If you're playing anything non-magical, max this out.
Master of Parrying [P] (5): Increases your chance of parrying an
attack (a blue bolt that blocks an attack completely). Cool for at
least one point. Best probably with shield-users or for melee
fighters. Don't bother if you are an archer (or a magician using a
bow), as the bonus doesn't apply to anything non-melee.
**** Master of Armor [P] (10): Increases the strength of your armor
(hence decreases the damage you take). Well worth at least a point,
probably worth maxing out.
Master of Dodging [P] (10): Increases your chance of dodging an
attack completely (denoted by a blue "Dodge!" on screen). Nice to have
a point in at the very least.
Rapid Missiles [P] (15): Makes you missiles fly faster and with
better precision. Not too bad for missile users, not too interesting
for anyone else.
Reflexes [P] (15): Provides a bonus to your dodge and parry
chances, and decreases the likelihood of a critical hit against you
(contrary to the manual). Well worth getting a few points in for most
characters.
**** Armor Penetration [P] (20): Gives you a chance to ignore the
armor of your foe, getting higher damage. Effectively another serving
of "Deadly Weapons". Worth it for everyone.
Endurance [P] (20): Gives you resistance to stunning attacks.
Nice and useful place to dump spare skill points.
**** Master of Critical Blows [P] (25): Cool- gives a nice bonus to
your critical attack chance. Worth getting a few points in, when it
becomes available.

Poison Skills:
Poisoned Weapons [P] (1): Gives you a slight chance (10%-15% at
max) of poisoning a foe. Does increased damage with higher level, as
well as a slightly better chance. Good for one point. Only increase
if you like the damage from subsequent points. Works really well with
rapid attacks (for instance, from hand weapons/volley of blows). In
general, poisoning does piddly damage, but the next two skills give
some good debilitating effects.
Corrosive Poison [P] (5): Reduces the armor of a poisoned foe.
If you've got poisoning already, go ahead and get this, it's a nice
small bonus.
Weakening Poison [P] (15): Slows and weakens (Strength and
agility go down) poisoned foes. This is even nicer for poison. Go
ahead and get it if you have any points in this tree.
Concentrated Poison [P] (25): Increases the chance and duration
of poisoning. Not as useful, since it's still a very small chance of
poisoning, even when maxed out (and that costs lots of skill points
tossed into less useful skills). Still, with this tree completely
maxed out, you'll be taking most foes down fairly fast, as the poison
will do damage and severely weaken and slow them.
=======================================================================
MAGICAL SKILLS
These skills provide spells and influence your magical abilities. Some
are buffs, meaning they make your spells and attacks stronger but don't
do damage, others are active spells which hit your enemies with
specific affects, still others summon help. Still others are passive
and provide bonuses by other means. There are three subsets of magic
skills- elemental, which do damage with elemental attacks, light, which
heals and buffs you, and dark, which includes shadow magic, evil
summons, curses and similar types of attacks.

-----------------------------------------------------------------------
Elemental
Elemental skill include damaging and delaying skills, and also one of
your generic attacks. Ice damage and freezing is very useful in this
game, and well worth augmenting. You can also access several buffing
spells which provide healthy bonuses to resistances.

General Skills
Servant [S] (20): An impressive summon that will cast several
different elemental spells on your opponents, including fiery rain and
ice spells. Probably one of the better summons out there, both in
terms of damage done, and impressiveness.
Master of Elements [P] (25): The best route to increasing your
elemental damage, fully buffed this gives +50%. If you use elemental
spells for damage, definitely increase/max this one out.

Elemental Projectile Skills:
Elemental Projectiles [R] (1): These are your default attack #3,
and fire a small bolt of elements at your foes. At increased level,
you will get more bolts (to a maximum of 5). As far as damage alone,
these suck. Even with shooting five, you'll only do about 50-100
damage. The best thing this skill does is increase the range of your
other spells, and that's the primary reason you'd want to augment this
skill. Non-magicians can probably ignore it, and replace this skill
with a replacement skill in their skill lineup.
Applied Spells [P] (10): Increases your chance of critical hits
with elemental spells. If you use elemental spells, this is great and
useful.

Ice Spells:
**** Ice Ball [A] (1): This is the most useful for spell early in the
game. With this spell, you will freeze an opponent in their tracks,
and can kill them with ease. Note that nearly all foes can be frozen,
even undead. It doesn't do much damage, but that's not the reason to
get this skill. First time players will probably really like this
spell to overcome the feeling of being swarmed.
Cold Ring [A] (5): Freezes all the foes around you, allowing you
to pick them off one at a time. Very useful if you're a mage, still
fairly useful even if you're not.
Ice Crown [B] (15): Increases your armor, ice resistance, and can
freeze melee attackers. A decent buff for fighters.
Tornado [A] (20):

Fire Spells:
Fire Blood [B] (5): A buffing spell that increases your fire
damage significantly, and increases your fire resistance. A decent
low-level buff.
Fireball [A] (10): Sends a bolt of fire at your foe, damaging
them with fire damage. Mix it with fire blood for a potent spell.
Costs a lot of SP though. Does a lot of damage if maxed out. Good for
magicians as a staple damage spell.
Combustion [A] (15):
Fire Rain [A] (25):

Air Spells:
Lightning [A] (1): Zaps foes with lightning. Pretty dang slow,
and not that powerful, since the damage can get pretty low. Several
enemies are immune as well. As far as the elemental spells, this one
stinks.
Wind Spell [B] (10): Decreases the casting time of spells so that
you can cast faster and are less likely to be interrupted, and
increases your air resistance. Good for magicians, not good for
everyone else.
Shockwave [A] (20): Sends a bolt of energy outwards from you,
damaging your foes. Supposedly it also stuns them, but that doesn't
seem to work so well. Not that great.
Shock [A] (25):

-----------------------------------------------------------------------
Light
Light spells are those spells that heal and/or buff your character.
They are quite useful, and it's worth investing in a few points here
and there. This set also includes several passive skills that increase
or alter the rate at which you gain HP and SP back.

General Skills:
**** Serenity [P] (1): Will cause rapid healing and regeneration of SP
when you are standing still for about 5 seconds. This is one of the
best skills in the game, as you can effectively heal completely if
you're willing to wait a few seconds after every fight. Add at least
one point to everyone, more is not necessary, but doesn't hurt.
Pure Light [P] (5): Increases the affect of healing spells on you
(so you will gain the amount of HP increased by said percentage. Not
too bad, but there are more interesting skills out there.
**** Resurrection [A] (10): This spell will heal your companions if
they are killed. Get at least one point in case of emergency. It
takes a LONG time to cast though, so make sure you're done fighting.
You never know when a companion is going to get killed! Increasing the
skill points devoted to this skill decreases the casting time and
increases the HP the dead companion regains, which isn't worth the exra
skill points.
Rapid Recovery [P] (15): Increases your HP regeneration rate.
Nice, but not that impressive. If you can be a bit patient, serenity
is by far superior.
Power Regeneration [P] (20): Increases your SP regeneration rate.
About the same as rapid recovery. If you can be a bit patient,
serenity is by far superior.
Transmutation [P] (25): If you have full health but not full
spell points, then your health regeneration augments your spell
regeneration, and vice versa. Thoroughly mediocre, in my opinion. If
you have a large difference between constitution and intelligence it
could be useful, though.


Healing Spells
Healing [A] (1): The generic healing spell, this one increases
your HP in exchange for SP. You may find it useful, but since Morka is
available very early, there are better paths to go.
Rapid Healing [P] (5): Decreases casting time of healing spell,
so that the spell is cast faster. Makes healing spells slightly more
useful in the midst of battle, otherwise not that helpful.
Applied Healing [P] (15): Gives a chance of a "critical hit" with
health- doubling the HP recovered. Not so bad.
Health Absorption [P] (20): Absorbs HP from nearby foes when you
cast healing spells. Bleh, hit them with sharp things instead.
Healing spells shouldn't be damage spells.
Master of Healing [P] (25): Increases HP from health spells, and
decreases spell point cost. If you like healing spells go for it,
otherwise ignore it.

Illumination Spells
Illumination [B] (5): The illumination buff spells are among the
most potent in the game. Illumination will give you a bonus to damage,
to your chance of hitting, and gives you a resistance to shadow damage.
This spell branch is one of the strongest buff spells (though also
fairly skill-point intensive).
Fervent Prayer [P] (10): Makes illumination last a bit longer.
Not too shabby if you use illumination, though there are better uses of
skill points.
Sacred Shield [P] (15): Increases armor by a fixed amount with
each casting of illumination. OK. The armor bonus is less important
later in the game, as 50 armor points doesn't make that big of a
difference.
Reverend's Prayer [P] (20): Also casts illumination on all your
allies. Only increases it to the level of this skill, unfortunately.
Probably not worth bothering with, since most companions have their own
spells they cast.
Superior Benediction [P] (25): Increases your statistics while
under the illumination spell. Icing on the cake for this spell tree.

-----------------------------------------------------------------------
Shadow
These spells are the opposite of light spells and consist of damaging
and debuffing spells to cast on foes. It also includes some of the
earliest available summons, which can be useful. If you're not a
magician, you can skip most of these and be fine.

General Skills:
Shadow Rage [A] (1): A generic shadow-casting damage spell. Sort
of the equivalent of elemental strike, but doing shadow damage instead.
A bit more powerful than elemental strike, but also much more expensive
(20 SP vs 0!).
Damnation [B] (5): Increases your armor substantially and
increases your shadow damage. However, you lose a lot of resistance to
elemental attacks, making it easier for some foes to hurt you.
Master of Death [P] (25): Increases the Constitution and
Intelligence of your (shadow?) summons, as well as their damage. If
you like summons, go for it.
Master of Necromancy [P] (25): Increases your shadow damage. If
you like shadow spells, go for it.

Cursing Spells:
Putrefaction [A] (1):
Amplified Curses [P] (5):
Power Leak [A] (10):
Contagion [A] (15):
Element Curse [A] (20):

Abomination Spells:
Abomination [S] (5): The cheapest and earliest summon available,
this one calls forth a zombie to fight at your side. It's not too
tough nor that strong, but serves as an excellent distraction. If you
want any sort of summon, this is great, otherwise, skip it.
Education [P] (10): Increases the damage done by the abomination.
If you like the abomination, you'll like this follow-up.
Reconstitution [P] (20): Gives your abomination some vampiric
abilities, so that it regenerates health with each successful hit. The
amount regenerated isn't worth writing home about though, and it won't
make much difference in any fight of length. You can skip this.

Lost Soul Spells:
Lost Soul [S] (15): Summons a ghost who will cast shadow rage for
you. If you like the spell shadow rage, or if you'd like an archer
companion, then this spell will double your firepower. Otherwise skip
it. This is probably the least useful summon, though it will still be
nice for summoners.
After-Life [P] (20): Increases the spell strength of the Lost
Soul's casting. This gives the lost soul and increased "shadow rage"
skill, which shoots more bolts and does more damage. While nice, the
damage is never that great.

Vampirism Spells:
Health Drain [A] (15): Gives you five life-draining attacks. You
don't actually get any of the HP unless you've invested in the next
ability. At max you'll do 250 damage per casting. Not good.
Vampire Hit [P] (20): Passively gives your attacks some minor
life-draining abilities. Doesn't seem to work on non-melee attacks,
which is lame, or else this one would be cool. Works really well for
melee fighters.


=======================================================================
OTHER SKILLS
These skills are available based on race and on alignment
(tech/nature). You can only access one of technology or nature, and
they have alignment and level requirements (listed in parentheses).
Racial skills are available based on race.

-----------------------------------------------------------------------
Nature

General Skills:
Master Druid [P] (25, 100% Nature): Increases the durations of
several skills and spells in the nature school, and decreases their
cost. If you find yourself using nature spells a lot, or if you like
the werewolf, then this is a fine passive skill to invest in. Else
you'll probably just want to add a point or two and leave it at that.

Wild Skills:
**** Wild Marks [P] (5, 10% Nature): Increases your strength and
agility by one point. Stat points are a bit rarer than skill points in
this game, and with 2 points per skill point invested, you get a decent
bonus. Plus, you can access the subsequent skills.
Nature's Help [S] (10, 25% Nature): Summons a Lion-root beast to
fight on your side. Kind of looks like the demon dogs from
Ghostbusters. Not that great of a summon, though, as it's fairly weak
in terms of damage. It has lots of HP, but is primarily a melee
attacker. If you don't have any summons, it's not too bad though.
Lycanthropy [B] (15, 50% Nature): Probably the best single buff
in the game, lycanthropy gives a huge bonus to constitution, to hit%,
damage, attack speed, and movement. You are stuck with physical
attacks and no other attacks, not even spells, but get a special
ability- lacerate, which seems similar to volley of blows in terms of
affect. This is an excellent skill for melee fighters as they get some
really potent attacks and start with decent strength. Otherwise, it
probably won't fit into your playing style. Note that you can become a
werewolf and transform back fairly easily. Also note that under
lycanthropy, your weapon skills are not in effect (like stun
knowledge), so keep that in mind for your character types.
Acid Blood [P] (20, 75% Nature): Returns a percentage of damage
back to a foe. Doesn't return a lot of damage (300% when fully maxed,
which may be 30-100 points), which makes this skill less than useful.
I think it also only returns melee damage (as the description states),
but it may also return a small amount of other damage types too. I'm
not sure.
Survival [P] (25, 100% Nature): Gives you a chance of ignoring an
attack. Kind of like dodge, I suppose. Not a very large bonus, but
worth it for late-game fights.

Nature Power Skills:
Protective Bark [B] (10, 25% Nature): Increases fire, ice, air,
shadow, and even poison resistance when cast. A potent buffing spell
for certain occasions. Still, very few places have enemies that use
elemental attacks exclusively.
Ancestral Power [B] (20, 75% Nature): Rapidly regenerates your SP
when cast. Good for magicians, everyone else can probably skip it.

Swarm Skills:
Swarm [A] (5, 10% Nature): Sends a hoard of insects against your
foes. Doesn't do too much damage in the late game (~50 per second),
may be OK in the early part of the game. I would say to ignore it.
Rust [A] (15, 50% Nature): Does "a lot of damage" to mechanical
enemies, in other words, robots. There are very few areas rich in
robots, and the damage isn't that great. You may want to use it in
Cloudworks, then remove the points and use them someplace else through
a skill master.

-----------------------------------------------------------------------
Technology

General Skills:
Master Engineer [P] (25, 100% Tech): Improves the duration of
mechanical slave, overload, and shield, and decreases the cost of their
casting. The time bonus is nice when coupled to overload, and the rest
is ok.

Implant Skills:
**** Implants [P] (5, 10% Tech): Increases your intelligence and
constitution by one point. Stat points are a bit rarer than skill
points in this game, and with 2 points per skill point invested, you
get a decent bonus. Plus, you can access the subsequent skills.
Intelligence and Constitution are quite valuable for most characters,
too.
Mechanical Slave [S] (10, 25% Tech): Summons a small robot melee
fighter to help you in battles. The robot isn't terribly impressive,
but still serves as an excellent distraction.
**** Overload [B] (15, 50% Tech): Wowza, this is a powerful buff. It
increases your damage, attack speed, and several of your stats (above
and beyond illumination). Tech characters are quite lucky to get this
buff, for certain. The power of overload just may merit addition of
points into master engineer, if only to make it last longer.
Magnetic Shield [P] (20, 75% Tech): Provides some damage
cancellation. Kind of like some added armor. Not bad.
Neural Modification [P] (25, 100% Tech): Adds bonuses to parry
and dodge. Go for reflexes first, as the return per skill point is
superior.

Steam Skills:
Steam Jets [A] (5, 10% Tech): Shoots jets of steam at a foe that
do damage. You get five jets of steam each cast or thereabouts. Not
that good in terms of damage or anything else.
Radiation [A] (15, 50% Tech):

Shield Skills:
Shield [B] (10, 25% Tech): Makes a shield that blocks all missile
attacks. Doesn't last long, but isn't really meant to. This could be
especially ideal when facing missile-focused enemies (Qje-Shi, goblin
pillagers, necrocannons, etc.). More useful for archers who trade
shots with foes.
Power Siphon [A] (20, 75% Tech): Drains power from foes. There
are very few casters in this game, so the offensive capabilities of
this spell are pretty minimal. It may be useful to fill up your SP,
however, power potions aren't that rare, and are pretty cheap.


-----------------------------------------------------------------------
Human
Humans get sizeable racial bonuses to magical attacks. They can make
strong magicians. However, they also get some really nice bonuses to
passive abilities, which can make them good warriors as well. All in
all a balanced set.

General Skills
Inspiration [A] (5):
**** Toughness [P] (10): Increases your interruption resistance.
Worthwhile for all humans, as all of your attacks can be interrupted
(including spells, melee, missile).
**** Knowledge [P] (15): Decreases SP cost of skills. Useful for
pretty much everyone, as you will be casting spells, or using special
attacks.
Invoker [P] (20): Increases the damage you do with spells. Good
for magicians, everyone else can skip it.
**** Tenacity [P] (25): Increases your chance of a critical attack or
spell (including doing double strength healing spells). Quite useful
for everyone.
-----------------------------------------------------------------------
Elf
Elves get some pretty decent bonuses to magical attacks. I've never
quite been able to get premeditation to work, or else it may be an
interesting enough skill. I'd recommend that a devoted mage try either
this or a human as their race.

Affinity with Magic [P] (5): Gives a chance of completely
ignoring a skill or spell's cost. Excellent for magicians, modestly
useful for everyone else.
Inflexible [P] (10): Increases your shadow resistance. I've not
yet encountered shadow magic, but maybe it's around. You can become
completely immune to shadow magic with this skill maxed out.
Premeditation [A] (15): Makes your next attack really powerful.
Myeh, just attack twice instead. Takes too long to switch back and
forth, anyway.
Amplification [P] (20): Increases your elemental damage. Master
of Elements is by far superior, but this one can be good for
elementalists late in the game with skill points to spare.
**** Agility [P] (25): Increases your chance of dodging and critically
hitting a foe. Excellent for all elves, especially when coupled with
some other passive abilities.
-----------------------------------------------------------------------
Troll
Trolls are the fighters of the game. They excel at killing things.
You can try to play a troll magician or archer, but it just doesn't fit
with their size or persona. Go for the up-close-and-personal damage
route, you'll get some healthy bonuses and can wipe the floor with most
enemies.

**** Fury [B] (5): An excellent buff spell that increases your attack
speed, firing speed, and damage. Lasts for either a set amount of time
or for a set amount of attacks, whichever runs out first. This buff
may be one of the few that stacks with other buffs.
**** Butcher [P] (10): Adds to your damage in melee. Seems to be
higher than "Deadly Weapons" so add to this skill first if you're a
melee troll.
Troll Strength [P] (15): Increases your strength multiplier.
Tactical Troll Vision [P] (20): Increases your chance of hitting
in melee. Useful for most troll fighters.
Channeled Strength [P] (25): Increases the bonus from your
strength in damage.
-----------------------------------------------------------------------
Goblin

**** Gunsmith [P] (5): Gives a sizeable bonus to you to hit %, firing
speed, and damage when using guns. If you're a goblin gunslinger, this
is the skill for you!
Resistance to Spells [P] (10): Gives you a small bonus to fire,
ice, air, and shadow resistances. Not too shabby, though there are
better skills available.
Thick Skin [P] (15): Increases your constitution modifier. ?
Evolved Armor [P] (20): Provides a bonus to your armor. Seems as
though it's better than "Master of Armor" which makes it quite useful.
Elusive [B] (25): A buff that increases your movement speed and
dodging ability. There are better buffs out there.


=======================================================================
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=======================================================================
4. STATISTICS:

There are four statistics in this game- strength, agility,
constitution, and intelligence.


Strength: Strength provides a bonus to the damage you can do, affects
what equipment you can wear, and your chance of interrupting enemy
attacks. If you use melee weapons, increase this one frequently, that
way you'll do more damage, and will be able to get better armor to
survive longer. If you don't use melee weapons and aren't in the thick
of it, you can neglect this stat without too nasty of repercussions.
Agility: Increases damage done by missile weapons, your chance of
hitting a foe, the chance of a critical hit, and the ability to dodge.
If you use bows/crossbows/guns, this is the skill for you. Useful for
melee fighters for the chance to dodge and get critical hits, and
should follow strength fairly well.
Constitution: Each point of constitution increases your HP by 10
points, increases your HP regeneration, and increases your resistance
to interruption. You will need HP, and the resistances are excellent.
I'd add at least one eighth of your points to this stat independent of
character type, and probably 1/4th.
Intelligence: Increases your SP by 10 points per point added, the
regeneration rate of your SP, and increases your chance of interrupting
spells, and resistance to interruption by spells. You do need SP, and
the resistance to interruption and ability to interrupt definitely
help. I'd add 1/4th of your points to this for mages at the least, and
1/8th to 1/12th for everyone else.

Melee fighters (not fighting-spell intensive): 4/12 to strength, 4/12
to agility, 3/12 to constitution, 1/12 to intelligence


=======================================================================
////////////////////////////////////\\\\\\\\\\\\\\\\\\
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=======================================================================
5. STRATEGY

Choose a character type early in the game and stick with it. I believe
there are three major types of characters- Mages, Fighters, and
Archers. Mages have it easy the first half of the game, fighters and
archers hold the later half a bit better. I would recommend that all
mages also become proficient with some sort of weapon, in those cases
where SP runs out or where the killing blow doesn't need a fireball.
Also, the late game has several foes resistant or immune to magic, and
spells don't as much damage as other things. Still, you can wait to
level 20-30 to start improving melee/missile abilities for mages.

At your first level up, add at least one point to "Glimpse", then add
one point to your main damage skill (e.g., long rang shot or hand to
hand or probably elemental strike or a spell). Then select a primary
right click option for rapid killing of foes (e.g., double hit, volley
of punches, etc.). Continue to add points to these skills as you level
up. Once you hit level 10, these skills should be maxed out, and you
can do the same for the next buff.
=======================================================================
Character builds:
Trollish Fighter: Max hand-to-hand, glimpse, fury early. Use fury as
your primary spell.

Goblin Sharpshooter: Max long range shot and well-aimed blow early.
Add points to firearms skills once you find your first gun, and keep on
the lookout for tech stuff.

Elvish Summoner

Human Fighter

=======================================================================

Comparison of Buffs:
There are several buffs available for characters. These buffs are
summarized below:

Name Maxed-out Bonus at Max-Out
Skill Point
Cost
-----------------------------------------------------------------------
Ice Crown 30 68 Spell point cast, 150
second duration, Armor +
85, Resist Ice 55%,
Freeze foes for 2.35
seconds

Fireblood 10 48 Spell point cast, 75
second duration, Fire
Damage + 10, Fire Damage
+30%, Resist Fire 55%

Wind Spell 20 53 Spell point cast, 33
second duration, +100%
Incantation Speed,
Resist Air 55%

Illumination 10-50 38 Spell point cast, 75
second duration, Damage
+ 30%, Resist Shadow 55%
OPTIONAL: Duration 170
seconds, Armor + 65, +5
to all stats

Damnation 10 34 Spell point cast, 120
second duration, Armor +
100%, Fire, Ice, Air
resistance - 100%, + 10
shadow damage

Lycanthropy 20-30 28 Spell point cast, 60
second duration,
Constitution + 25%, To
hit + 160%, Damage +
88%, Attack Speed + 68%,
Move Speed + 50%,
OPTIONAL: 160 second
duration

Protective Bark 10 68 Spell point cast, 120
second duration, All
resistances + 55%

Ancestral Power 20 48 Spell point cast, 28
second duration, SP
regeneration +190%

Fury 10 33 Spell point cast, 84
second duration or 28
attacks, +50% attack and
fire speed, +100% damage

Overload 20 39 Spell point cast, 70
second duration, +100%
damage, +50% attack and
fire speed, + 10 to all
stats

Shield 10



The most appropriate buff for you will depend on your character. Some
are only available for specific alignments, and others focus primarily
on spell casting abilities. For melee fighters the best buffs are
probably those that increase damage and armor. Illumination, ice
crown, damnation, and lycanthropy all work quite well. Illumination
does require a healthy skill point investment to max out, whereas these
others require less. Damnation comes with a nasty curse (loss of
resistances), so it's mostly useful under only some rare circumstances.
Ice crown is good for most, especially with the freezing ability.
Lycanthropy is probably on top, though it's designed only for certain
characters, and not for tech-aligned. Protective bark isn't that
interesting, all in all. Overload is excellent for tech characters and
should be purchased for all techies.

Mage focused buffs include Wind Spell and Ancestral Power. Fireblood
is also fairly powerful, especially for fire-focused elemental mages.
For this reason, most magicians will probably want to go Nature.

You can only have one buff active at a time.
=======================================================================

Comparison of Summons
There are also several summons available for characters.

Name Maxed-out Bonus at Max-Out
Skill Point
Cost
-----------------------------------------------------------------------
Servant 10 Ranged attacks
(elemental spells)

Abomination 10-30 Melee attacks.

Lost Soul 10-20 Ranged attacks (shadow
spells)

Nature's Help 20 Melee attacks

Mechanical Slave 20 Melee attacks

You can have as many summons active as you want (up to 4, one of each).
I would recommend illumination (reverend's prayer) as your buff if you
want to be a summoner, as the damage bonus is quite helpful. With four
summons and two companions you probably won't need to do much in the
game. Of these, a maxed-out abomination is probably the strongest of
the melee summons, and the servant is clearly the strongest ranged
summon (and probably the best summon in the game).

=======================================================================
Technology or Nature?
In general, you can't go wrong choosing either one. The only way you
can go wrong is if you don't choose one and play middle-of-the-road.
In that case, you'll lose out on lots of bonuses. You can be a tech
mage, a nature archer, or many other variations in classes. There is a
slight bonus to go for nature for mages and technology for archers, but
you're fine if you want to go the opposite routes.

Nature has Nature Necklaces, for which there is no counterpart in the
technology tree. Nature necklaces have bonuses to Intelligence and
Constitution, and are probably the best necklaces in the game.

Technology has some of the cooler armor in the game, and a good portion
of it will make you look like a cyborg. Also, lots of the armor has
bonuses to constitution and intelligence, with no equivalent on the
nature tree (though the armor isn't always the most powerful).
Technology also gets overload, which is probably the best buff in the
game.

=======================================================================
////////////////////////////////////\\\\\\\\\\\\\\\\\\
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=======================================================================
6. EQUIPMENT

There are 8 (+1) slots for armor, and 2 (+1) slots for weapons. You
will want to equip something in nearly every spot, if only for the
small bonus provided. The exception here is the earring, necklace, and
ring spot, which don't provide any bonus unless the item is magical.

ARMOR:

Earring: Magical earrings are fairly rare and are not frequent drops.
That said, you can find a few over the course of the game. The only
ones with bonuses are colored yellow and higher.

Head: Head armor includes hats, helmets, and headbands. Headbands are
primarily useful for magicians as they often provide bonuses to
elemental, shadow, or healing spells.

Necklace: Magical Necklaces are also fairly rare drops. You will get
one for free if you complete Salma's first quest, however, that's a
Nature-only quest. I've found other Nature necklaces in the course of
play, and all have bonuses to intelligence and constitution, which
makes them fairly useful.

Arms: Arm armor consists primarily of gloves. They are pretty middle-
of-the-road as far as armor is concerned. Tech equipment here tends to
get a bit better bonuses than nature.

Armor: Your main route to increasing the armor score of your character
is through body armor (though shields are a close second). Body armor
is also a good route to augmenting other forms of damage, especially
magical damage.

Backpack: One of the more unusual pieces of armor is the backpack. You
can generally find backpacks at blacksmiths/equipment merchants.
Backpacks will tend to augment a statistic by a few points, add some
armor, or add a chance to your magic find % (the master's backpack).
It will depend on what your character type is as to what is most useful
for you. It does not seem that having a magic find backpack on a
companion helps, so don't bother with them for companions unless they
have a nice bonus attached (bonus to damage for a chosen element, or
bonus to heal).

Ring: Magical rings are fairly rare drops, but you will encounter some
in your course of play.

Legs: Primarily boots. Usually add a few points of armor, and will
have a bonus or two hear and there. Fairly similar to gloves and
helmets in terms of bonus.

TECH ONLY: Pilot's gear, mechanical, engineer's

NATURE ONLY: Animal skins, Shell, Druid's


Shield: The second best source of armor is your shield. Of course, if
you have a shield, you sacrifice the ability to use two-handed weapons,
or two one-handed weapons. Also, the bonus from shields is not active
for missile weapons, so if you are using a bow even if you have a
shield, your armor is as low as it is without the shield. Shields are
great for magicians, as the extra armor is always a plus.

TECH ONLY: Guild, Mechanical

NATURE ONLY: Feathered, Tribal


WEAPONS:
Missile Weapon: This can be a bow, a crossbow, or a gun. Select these
with the 2 key.

TECH ONLY: All Firearms, technology crossbows, some bows. If you are
going technology, you have a slight leg-up here on nature users, as
guns tend to be fairly powerful and have excellent range, though not
too diverse.

NATURE ONLY: There are a few bows and crossbows that are nature-
focused, but none that are truly exceptional.


Melee Weapon (1): This is your primary melee weapon.
Melee Weapon (2): If you choose to, you can equip a second weapon.
Doing so can mix up your damage types, and help you to fight faster.

HAND WEAPONS:

TECH ONLY:

NATURE ONLY:


ONE-HANDED WEAPONS:

TECH ONLY:

NATURE ONLY:


TWO-HANDED WEAPONS:

TECH ONLY:

NATURE ONLY:


UNIQUE ITEMS:
I have found a few unique items over my course of play. They are
listed below.

Lightning Crossbow
Damage 34-131
Attack: Very, very fast
Range: 10
+50% damage
Add 1-30 Air Damage
+50% weapon speed
This crossbow made my archer's day, since they found it in Mangrove,
and are still using it to the end of the game. Wow.

=======================================================================
////////////////////////////////////\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\///////////////////////////////////
=======================================================================
7. COMPANIONS

You can have up to two companions to accompany you on your journey.
Companions serve well as extra guns (either literally or as
spellcasters), as healers, and as melee fighters. Some companions do
not start with a significant alignment (Morka, Danselame) and will
slowly align their alignment with yours through conversation or
questing. Others start with a specific alignment and will either not
align with you, or won't even join you in some cases. Once you have
completed a quest to get a companion, they will follow you always, and
can be traded in and out at most major cities (probably areas marked
with the target sign on the map). Don't feel locked in to the first
two companions you meet, definitely experiment and see who matches your
style best.

Morka: Morka is the first companion you meet and is a troll healer.
She can cast healing spells, buff spells (likely illumination), and ice
spells which can be quite helpful both in delay foes from reaching you,
and as assistance in fights. Get her early, she has some good
dialogues too. Her ice spell repertoire increases through the game.
She augments melee fighters quite well. SUBQUEST: Once you make it to
Steelight, Morka will inform you of her backstory, and will ask
judgment from the Duchess. The Duchess has you and Morka kill a nasty
boar to the SW. She will eventually match your alignment.

Danselame: Danselame is an elf mercenary who specializes in hand
weapons and berserker. He is a potent fighter who uses volley of blows
and fireblood frequently. He is available fairly early in the game,
and complements range fighters (including magicians) quite well.
SUBQUEST: If you beat the corrupted elf prince with Danselame,
Danselame will ask you to strike vengeance against the one who banished
him, who is located in the Graybay/Solitude region. Danselame augments
mages and archers quite well. He will eventually match your alignment.

Dril the Mechalchemist: Dril is a goblin healer/caster who specializes
in tech and darkness attacks. She uses a number of dark-oriented
spells to buff (damnation) and weaken your foes (life drain). She can
also cast healing spells on you. Dril is the tech answer to Morka (who
isn't nature anyway, but oh well). Dril works well with any group that
needs a healer or caster. SUBQUEST: When you reach Graybay (or soon
thereafter) Dril will ask you to check in on her family. Head to the
docks and kill the necroraiders for a small reward. Dril will match
your alignment.

Tanya: Tanya is a bandit human who is specialized in using guns to blow
away her enemies. She's one of the better range fighters in the game,
but has a technology alignment, which may not work for nature fighters.
She casts Overload a lot.

Portiz: Portiz is a goblin archer.

Hulart: Hulart is a human druid. I believe he will join you only if
you have a nature alignment.

Alina: Alina is an elf mage.

Lord Gort: Lord Gort is a tech-aligned troll fighter and will only join
you if you are aligned with science. Otherwise you'll make fun of each
other's smells.


=======================================================================
////////////////////////////////////\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\///////////////////////////////////
=======================================================================
8. QUESTS

Nature quests:
Salma's run out the Buffalo Hunters (+15%, Refugee Camp)
Find the Shaman (+15%, Refugee Camp)
Stone to Rebuild Silverfall (+15%, Mangrove)
Avenge the Altar's Destruction (+10%, Mangrove)
Save the Werewolf (+10%, Cloudworks Desert)
The Supervisor must die in the name of Nature (+25%, Cloudworks
Desert)

Tech Quests:
Kill the Buffalo (+10%, Refugee Camp)
Fossils (+15%, Refugee Camp)
Gas Extractor (+10%, Refugee Camp)
Delivery of a Boat Kit (+10%, Mangrove)
Burn the Werewolf (+10%, Cloudworks Desert)
Zeppelin Port (+15%, Refugee Camp)
Body parts for Sharptik (+15%, Cloudworks Desert)
The Druid must die in the name of progress (+25%, Cloudworks Desert)
The Gaian Idols (Graybay)

Hunter Quests (get you a small amount of experience and a decent amount
of gold).
Kill 10 wererats (Cloudworks Desert)
Kill 10 beastmen (Silverfall)
Kill 5 eagles (Gaian)
Kill 5 necro-brains (Graybay)
Kill 5 ice monsters (Steelight)

Potion Quests:
Rock Potion (+1 Str, Refugee Camp)
Rabbit Potion (+1 Str, Cloudworks Desert)
Heron Potion (+1 Agility, Silverfall)
Intelligence Potion (+1 Intelligence, Gaian)


=======================================================================
////////////////////////////////////\\\\\\\\\\\\\\\\\\
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=======================================================================
Thanks for reading and for GameFAQs for hosting the FAQ.

If you're interested in the opposite end of the spectrum from this game
(i.e., games with strong plots and good gameplay but less-than-3D
graphics), try www.spidweb.com. Try their demos and you'll enjoy the
RPGing experience!
 
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