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DUNGEON SIEGE
FAQ/Walkthrough by Tom Church
Last Modified: Tuesday, June 18, 3:12 PM
Version: 2.1
E-mail: tessera189@hotmail.com
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Table of Contents:
1. Introduction
2. Version History
3. Game System/Rules
4. FAQs
5. Walkthrough (Single Player)
5.1 Walkthrough, Jr.
5.2 Characters
5.3 Books
5.4 Items
5.5 Bestiary
6. Walkthrough (Multiplayer)
7. Modes/Menus
8. Cheats/Tricks/Secrets
9. Disclaimer
10. Closing
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1. Introduction
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Welcome to Dungeon Siege, the new RPG from Gas Powered Games and Chris Taylor.
I made this guide because I was looking around on the internet, and from what
I could see, there weren't any guides for this great game anywhere. (There're
a couple others up, but none of them are complete.) So, here I am, here you
are, and here it is. I think you can figure out what to do. And remember,
if you come to a fork in the path, take it.
Also, this is by necessity a work in progress. So if I don't have the
walkthrough for Chapter 8 up yet, it's not because I never will. But, this
is also a FAQ for you. It's meant to help the people who need help, and that's
what I've tried to do with it. But I inevitably forget things, or I missed
it, or a number of other things. So, if there's something that you would like
to see in the FAQ, or a question that you have, please feel free to e-mail
me about it. I'll either add it in the next update, or explain to you why
a list of every tree and bush in the game is impossible.... =)
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2. Version History
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2.1 - Tuesday, June 18 3:12 PM
I've been getting a lot of reader submissions, so I figured I'd update it in
case people were still wondering about these things. New info all over the
place, but nothing too big.
SEMI-IMPORTANT NOTE: As far as I know, I've gotten everything that I can,
but I'm not infallible. If there's anything in the single-player campaign
that I missed, email me about it. Any armor, weapons, modifiers, spells,
books, quests, or characters would be a great help. Of course, I don't think
I've missed any characters, but I've been wrong before, and will again. Plus,
you get the satisfaction of knowing you're smarter than me. And that's
something that only about 90% of the world can say.... =)
2.0 - Wednesday, June 12 11:17 PM
I've finally realized that no one cares about the version history. Including
me. So it's gone. This is the final version of the walkthrough as far as I'm
concerned - if I get any more reader submissions I may update it, but my work
here is done. And I thank God for that. =)
0.1 - Thursday, April 18 2:31 AM
Everything has been started, got the basic setup done, plus the first few
areas of the walkthrough.
Future Updates: Unless someone's going to send me the text to Gregor's quest,
just assorted submissions that readers send in. Multiplayer also might get a
walkthrough this fall. It's possible. Any reader submissions will languish on
my hard drive until I get enough to warrant an update.
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3. Game System/Rules
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Now, I bet that at first you're a bit confused by the way that leveling up
works in this game. (Maybe you're not, but you have to listen anyway. ^_^)
So, the first thing you need to know is that you have 4 skills and 3 stats.
Melee
Ranged
Nature Magic
Combat Magic
These skills level up as you use the associated skills. Melee means attacking
from close up. Swords, axes, staffs, clubs, mauls, mallets, what have you.
Ranged is ranged weapons, mostly bows. (Guns, though rare, also do ranged
damage.) Nature Magic and Combat Magic are pretty simple - cast a spell, gain
some experience. Healing, buffs, revives, things like that do give you a bit
of experience, but you'll get a lot more from attacking. Levels in Combat
and Nature Magic will enable you to use more powerful spells.
Strength
Dexterity
Intelligence
Strength is the primary requirement on most melee weapons and armor.
Dexterity is the primary requirement on bows and guns. Intelligence is the
primary requirement of staffs and robes. The way these stats level up is
slightly different. All statistics will level up at the same time, but some
level up much faster than others. What this means is that if you, say, attack
with a bow you will gain experience in all three skills. But, your dexterity
will level up about three times as fast. (The exact percentages are below.)
What this means is that if you're a melee fighter, your dex and int will level
up, but never enough to do you very much good. Fortunately, you won't need
them as much. For a fighter, you don't need dex and int very much if at all,
and the same goes for the rest. Their most valuable roles are just to fulfill
item requirements.
An update, because someone was wondering - shields only give you their bonus
when they're visible. This means that if you're using a two-handed weapon,
(see the item list to see whether a particular item is two-handed or not)
you won't get the armor bonus, or the "10% Block Melee". You will, however,
receive bonuses like +1 to Strength, +12 to Health, etc...so if you've got
a two-handed weapon user, or a ranged fighter, you want to look at the bonuses
on shields. (MeTh0DiX, from the GameFAQs message boards, was the person who
answered this question when it was asked.)
From here down, the information is less important. It's more technical, but
if you like that sort of thing, read on... =)
(NOTE: I was given these numbers by someone on a message board, but I have
been unable to contact them. If you are the finder of these percentages,
please e-mail me so that I can properly credit you.)
Melee Ranged Nature Magic Combat Magic
STR 64% 25% 9% 13%
DEX 27% 62% 18% 17%
INT 9% 13% 73% 70%
For your health pool, it is proportional to your strength, dexterity, and
intelligence - but by far the most important is strength. Well, they're
actually proportional to your level's difference from 10, plus 1. (So that
at level 10, you have a multiplier of 1, at 11, of 2, etc.) An easy way to
get this number is just to subtract 9 from your level. Then we apply the
proportionality constants and multiply by 14 to actually achieve the correct
values. The final formula, which turns out to be equal to the one at Dungeon
Siege Heaven, (thanks guys) is below.
1.4 * ((STR-9) * 21) + ((DEX-9) * 7) + ((INT-9) * 7)
For mana points, it seems to go along the same lines, but with different
numbers....
(STR-9) + ((DEX-9) * 4) + ((INT-9) * 25)
Formulas like these aren't really all that hard to figure out, if you're
interested in this sort of thing. For these, I just created new characters,
checked their HP and MP, leveled them up once and wrote it down again, and
then just figured it out from there. When you figure out that each point of
INT always gives you 25 more mana, you're already halfway there.
Here's a list of the experience that you need for every single level in the
game, all ripped directly out of the game's code. Thanks to Csimbi for getting
me hooked on hacking the code.
0 - 0 76 - 805297430
1 - 70 77 - 983791930
2 - 650 78 - 1202447693
3 - 1450 79 - 1470301002
4 - 2350 80 - 1798421306
5 - 3350 81 - 2200368678
6 - 4650 82 - 2692754209
7 - 6650 83 - 3295926485
8 - 9450 84 - 4034812522
9 - 12950 85 - 4939947918
10 - 17100 86 - 6048738778
11 - 22000 87 - 7407007581
12 - 27800 88 - 9070886865
13 - 34300 89 - 11109138988
14 - 41300 90 - 13605997839
15 - 49191 91 - 16664649931
16 - 58327 92 - 20411498744
17 - 68882 93 - 25001388540
18 - 81054 94 - 30624003540
19 - 95071 95 - 37511706915
20 - 111190 96 - 45949143550
21 - 129706 97 - 56285003427
22 - 150954 98 - 68946431776
23 - 175317 99 - 84456681504
24 - 203567 100 - 103456737421
25 - 236338 101 - 126731805919
26 - 274352 102 - 155243764829
27 - 318449 103 - 190170914494
28 - 369600 104 - 232956672834
29 - 428936 105 - 285369226800
30 - 497766 106 - 349574605408
31 - 577609 107 - 428226194203
32 - 670226 108 - 524574390477
33 - 777662 109 - 642600930913
34 - 902288 110 - 787183442946
35 - 1046855 111 - 964297020188
36 - 1214551 112 - 1181261152309
37 - 1409080 113 - 1447042214156
38 - 1634732 114 - 1772624014920
39 - 1896489 115 - 2171461720855
40 - 2200128 116 - 2660037910626
41 - 2552348 117 - 3258543743095
42 - 2960924 118 - 3991713387870
43 - 3434872 119 - 4889846202719
44 - 3984651 120 - 5990058900910
45 - 4622395 121 - 7337819456193
46 - 5362179 122 - 8988826136414
47 - 6220327 123 - 11011309319686
48 - 7215779 124 - 13488851219194
49 - 8370504 125 - 16523840046091
50 - 9709985 126 - 20241701359039
51 - 11263782 127 - 24796081467402
52 - 13066188 128 - 30375197100145
53 - 15156978 129 - 37209613750256
54 - 17582294 130 - 45581774146643
55 - 20395661 131 - 55837670632215
56 - 23659167 132 - 68401143827042
57 - 27444833 133 - 83791398490705
58 - 31836207 134 - 102644460453692
59 - 36930200 135 - 125739461358351
60 - 42839232 136 - 154030837466559
61 - 49780637 137 - 188687773199113
62 - 58283859 138 - 231142519471492
63 - 68700306 139 - 283149583655156
64 - 81460453 140 - 346858237280144
65 - 97091634 141 - 424901337970755
66 - 116239830 142 - 520504136316754
67 - 139696370 143 - 637617564290602
68 - 168430631 144 - 781081513558566
69 - 203630102 145 - 956824851411821
70 - 246749453 146 - 1172110440282060
71 - 299570658 147 - 1435835286648100
72 - 364276635 148 - 1758898223446500
73 - 443541456 149 - 2154650321024540
74 - 540640862 150 - 2639446640557650
75 - 659587634
For stats, it starts at 10, of course, so you'd need 70 exp to get to STR
11. For skills, each has its own counter, and they all level up separately.
For stats, though, there is an "uber-level" counter. Your uber-level is
simply the level of the sum of all your experience. If you're at 30 in both
Melee and Ranged, your uber-level would be 35. (See above chart.) To get one
point to your stats, you have to level up your _uber level_ by one level.
So if you're only leveling up one skill, you need one level in that skill
to get one level to your stats. (That one level is then split up among the
different stats.) But if you're at level 50 in melee, say, you'd need to get
to level 37 in ranged before you would get even a single point to your stats.
This is why a lot of people have been complaining that they can't level up
secondary stats. The only solution is to level all areas up equally from the
beginning, really, because if you don't have the str/dex to equip something,
of the mana (from int) to cast a spell, being Level 50 in it's pretty
worthless. I know it sucks, but what can you do? (Except hack the code and
recompile it - but I don't think I'm supposed to endorse that... ^_^)
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4. FAQs
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Q) What should I focus on?
Q) I'm in
and I can't find Merik's Warding
Staff/Fortress Kroth! Where is it?
Q) What's the deal with those shrines in the Alpine Caverns?
Q) How does the Transmute spell work?
Q) How do I disband characters from my party?
Q) Are my guys dead? Or unconscious? What's the difference?
Q) Did I just beat the game? Was that it?
Q) Where are the save files located?
Q) What do I do with the Fury's Eye?
Q) How do the titles of the characters work?
Q) What should I focus on?
A) Really, it doesn't matter. You can beat the game easily with any character,
and the rest of your party should compliment you no matter which path you
take. Just one warning, though - if you plan to "multi-class', or focus on
more than one statistic, you must do it at the beginning. The problem is that
if your strength, say, is very high, your intelligence isn't going to increase
very much at all _even when casting spells_. This is a function of the way
that the game works, but it means that you need to start focusing on both
equally from the beginning. Otherwise, your Level 60 Melee fighter can get
Combat Magic to 50 pretty easily, but he may have only 13 or 14 int. So he'll
be unable to cast any spells; the same goes for other classes. The only
multiclass (and I do use the term lightly) that you can do this in without
worrying is Nature/Combat Mage, because they both use the same stat, int,
so this problem doesn't arise.
Q) I'm in and I can't find Merik's Warding
Staff/Fortress Kroth! Where is it?
A) Don't worry about either of these. For some reason, the game tells you
about these two quests 2 or 3 chapters before you ever get there. Trust me,
you won't miss either of them, they're both right in your way.
Q) What's the deal with those shrines in the Alpine Caverns?
A) Well, the short answer is that there are three of them, and if you use
the first two in order, you'll have access to the third. If you're one of
those picky people who actually wants to know how to get there, directions
are in the walkthrough for Chapter 3. =)
Q) How does the Transmute spell work?
A) Well, the first thing that you need to do is DROP THE ITEM ON THE GROUND.
Now, select the character with the spell, and make sure it's on the right
spell slot. Now, just put your mouse over the item and press the Cast Spell
button. (The default is C.) Now, either repeat for all the other items, or
just pick up your newly-minted gold.
Q) How do I disband characters from my party?
A) While the character is selected, either hit the Disband button on the Field
Commands menu in the bottom right corner (pull it up with F) or use CTRL+D.
It should give you a window asking to confirm, and if you do so they'll be
out of your party. They'll stand there until you come back.
Q) Are my guys dead? Or unconscious? What's the difference?
A) If their portrait is simply red, they're just unconscious. They need to
have all of their health healed, though. If you cast healing spells you can
quicken the progress, or if you wait long enough the small natural healing
will bring them back to life. If their picture has a tombstone and it looks
like an enemy just exploded like a pinata full of items, then they're dead.
For this, you need either a Resurrect scroll, usable by anyone, or the Nature
spell, Resurrect, the Combat spell, Revive, or any of the higher-level
versions. (Sharg's Revive, Full Resurrect, etc.)
Q) Did I just beat the game? Was that it?
A) I've seen two people asking this so far, and as I won't be at the end of
the walkthrough for a little while, I thought I'd add it here for the meantime.
And the answer is yes and no. If you saw the (admittedly crappy) ending, then
you're done with the Castle of Ehb campaign. You can run around the word some
more if you're really bored, or you can import your character to multiplayer.
(Or start over, of course.) You can replay the single-player campaign with
only one character if you want, though in my experience it's not really all
that fun. My advice would be to check out the Utrean Peninsula campaign,
specially designed for multiplayer. You can easily double your time with this
game if you want, and I've kept going past there....
Q) Where are the save files located?
A) For some strange reason, the save files for Dungeon Siege are located in
your My Documents folder.
For Windows XP, it's at:
C:\Documents and Settings\YOUR NAME\My Documents\Dungeon Siege\Save
For other operating systems, I don't know the exact location, but I would
assume that it's:
*\My Documents\Dungeon Siege\Save
Ali Tayyab sent me an email explaining why, exactly, the save files are in
such a strange location. It turns out it's in case people with more than one
account play. That way, they'll each have their own save files in their own
My Documents folder, and not have access to those of the other users. Seems
a bit too much trouble for me, but maybe that's why I'm not Bill Gates. =)
Anyway, it's nice to have that cleared up. Thanks for sending that it.
Q) What do I do with the Fury's Eye?
A) See Michael Wu's great Chicken Level FAQ on GameFAQs for more information.
http://db.gamefaqs.com/computer/doswin/
file/dungeon_siege_chicken_level.txt
(REMOVE SPACE)
Q) How do the titles of the characters work?
A) There's a great guide for this up at GameFAQs, check out Heat's FAQ:
http://db.gamefaqs.com/computer/doswin/file/dungeon_siege_titles.txt
It has all of the titles that are possible for any character in it.
If you have any questions, feel free to e-mail me. I'll do my best to answer
it, and I'll add it to this section if it's something that a lot of people
might ask.
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5. Walkthrough (Single Player)
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~={| C A S T L E E H B |}=~
This is the walkthrough for the Castle of Ehb campaign. While it is available
for play in multiplayer, I will refer to it as the single-player campaign
to avoid confusion with the Utrean Peninsula campaign. A note for experienced
players - I'm trying to start this out as simply as possible, for people who
may have never played an RPG before. Just skim over the sections on HP, for
example, and trust me that I'll be picking up the pace pretty soon. Writing
may be fun, (debatable) but that doesn't mean that I can't get bored
explaining how to pick up items... =)
"A long time ago, on the continent of Aranna, the once-magnificent Empire
of Stars had crumbled into oblivion...paralyzed by its own power-hungry
Legions, and torn asunder by an ancient and merciless evil. But the 10th
Legion, the dying Empire's most valiant soldiers, and most trusted, withdrew
far to the west to a land called Ehb, seeking to preserve what their Empire
had lost. Here, in the rugged mountains and rich valleys of their new home,
they founded the Kingdom of Ehb, a Kingdom that has embraced peace and freedom
for 300 years. But... there was a price. Few now remember the evil that opposed
them. Fewer still recall the dark sorceries cast to save them. And who could
predict that one humble farmer would stand between a vengeance from the past,
and the survival of the Kingdom?"
Watch the intro, then listen as the man whom you rush to says his piece.
"The Krug are attacking! I couldn't hold them back... You have long been my
friend, but... you can do nothing more for old Norick. Go to Stonebridge.
Find Gyorn. If the Krug have elsewhere betrayed us, your bravery will be
needed by the King. Go now!"
-{ CHAPTER 1: STONEBRIDGE }-
So, you start out at the very, very beginning as a humble farmer. You can
pick up the tools around this area if you want, but they're not very powerful
at all. Your best bet is the knife you start out with. Now, first familiarize
yourself with the controls. Click on the ground to move there. Move your mouse
to the edge of the screen to rotate, to the top and bottom to pitch. Click
on items to pick them up, on barrels and chests to open them. As a test, pick
up the hoe by the field. Now, walk over to the house and kick open the barrels.
(Your cursor will turn to a hammer.) You may find some gold in one, so just
click on it and it will be added to your inventory. Now, open the door to
the house. (Your cursor turns to a hand.) Click on the door to the house,
and walk inside by clicking on the ground on the inside. Immediately, you'll
notice that the roof becomes transparent so that you can still see what you're
doing.
Now, let's see if we can find someone to fight. Walk over to the bridge that
Norick died on. It's to the west. (By the way, throughout this walkthrough
I'll make reference to the compass directions. Your compass can be found in
the top right corner of your screen.) But wait! What's that item there, in
orange lettering? Fireshot is a spell. To use this spell, click on the item
to pick it up. Then open your inventory (default: I) and move it from your
inventory to your Spell Book. (default: B) You want to put it into the slot
marked Active Spell 1. When you do this, notice that on the left hand side,
the picture of the knife changes to a red spiral drawing. (GPG says it looks
like fire. I disagree. ^_^) This means that your active "weapon" is Fireshot.
So, if you were to attack, you would use Fireshot. To change this, exit by
pressing I again, and look at the top left corner of your screen. There should
be four slots, the first and third of which are filled - and look, there's
the knife and Fireshot! If you want to use the knife, click on it. If you
want to use Fireshot, leave it the way it is.
Now, you should see some zombie-looking things shambling around. Pause the
game by hitting the spacebar. You can still change your inventories, weapons,
spells, the camera, etc. while the game is paused - time just doesn't pass.
This gives us a little while to peruse the situation. When you put your mouse
over one of the "zombies", at the bottom or your screen, you should see:
"Krug Scavenger: Health 8/8"
This is pretty simple. The enemy is a Krug Scavenger, and its health is 8.
(Also referred to as HP.) For those who haven't played RPGs before, I'll
explain. Everything has a base health value. They will usually start out full.
As you do damage, the enemy loses health. You do 2 damage to something with
10 health, now it has 8. When their health reaches 0, they die. Be aware that
this applies to you as well. If you open your inventory, you can see that
you currently have 49 health yourself. The same rules apply to you; damage
done subtracts from this, if you reach 0 you'll die. I wouldn't recommend
that. =)
Underneath that message, it will either say "Left-click to attack" if you
have the knife selected, or "Fireshot, Mana Cost: 2" if you have Fireshot
selected. This is just to tell you what attack you will use if you click on
the enemy. At this point, it's just preference, so use whichever attack you
want. Unpause the game, then click on an enemy to attack them. I'd go for
one that's alone, because you'll be safer, but you're probably not going to
die right now anyway.
I want to make a recommendation now that will serve you very, very well in
the future. _RIGHT_ click on enemies to attack them. It works exactly as left
clicking, with just one difference - you can't select characters with the
right click. In battle, if you use left click, I promise you that at some
point you will try to attack, but instead you'll select your own guy and not
notice. Then, when you attack the next group, he's left all alone to die.
This is not a good thing. To avoid it, simply right-click when you attack,
and you'll never have this problem. You don't know what you're missing.
Once you've clicked on it, you'll keep attacking until it's dead or you click
on something else. Just wait while you attack until it finally dies. Now,
look at all of the loot that it dropped! Gold is most likely, but also weapons,
spells, potions, armor, jewelry...the enemies in this game drop a wide
variety of items. Of course, from this one all you'll probably get is some
gold and perhaps a spell, but have patience. You could pick it all up by
clicking on it, or you could take a shortcut. The "Collect Loot" command tells
your characters to pick up anything that isn't nailed down, so let's try it.
The default button is Z, so hit Z and watch your character pick up everything.
Learn to love this command.
Now, let's walk along the path to the west and see if we can kill anything
else. One of these enemies may have dropped another spell, whose name would
be written in green - Zap. Zap is also a spell, like Fireshot, but there is
an important difference. While Fireshot is Combat Magic, Zap is Nature Magic;
two different schools of learning. Proficiency in one doesn't imply
proficiency in the other. So, while it is entirely possible to use both Nature
and Combat, just be wary that you don't confuse them. Anyway, for now just
stick Zap into the slot, Active Spell 2. If you've found a bow (it'd be a
Peasant Shot Bow) it should already be equipped, as you weren't carrying a
bow before. If you were to find a hat now, for instance, it would equip
automatically. But boots wouldn't, since you're already wearing a pair. Don't
rely on items to equip themselves, and you should be fine.
Look around, and you should see a few more Krug Scavengers. Kill them, and
see what they drop. One will probably drop a Spiked Club, which is more
powerful than the Knife you're using. Click on the Spiked Club in your
inventory, drag it over the knife, and click. Now they're switched; just place
the knife somewhere in your inventory. Run down the hill to the west, and
take out the two Scavengers there. They should drop some potions, so pick
them up. Potions in Dungeon Siege work slightly differently from in other
games, so you may need a quick primer. Basically, each potion heals a set
amount of health or mana. (Red potions heal health, blue potions heal mana.)
But, and this is the key difference, you don't use the whole thing. If you
take a Small Health Potion, which heals 200 health, and use it when you're
at 10/50 health, the potion will still have 160 left in it. They also work
instantaneously, so that's another thing you don't have to worry about. To
have everyone in your group drink a healing potion, hit H, and to drink a
mana potion hit M.
Keep walking along the path until the game says "Auto-saving" with a little
progress bar. This means that it's automatically making a savegame that you
could load back to this point. Don't be fooled, though, this only happens
about 8 times during the entire game. For the most part, you'll need to save
it yourself. For this, there are two methods. Hit Escape, then select Save
Game, and hit OK. Or, to do a Quick Save, just hit F9. This one writes over
itself every time, though, so you may not want to depend on it exclusively.
Anyway, continue fighting the next couple Scavengers, until you encounter
a new enemy - the Farm Skrubb. They also have 8 HP, but at least they make
for a little variety.
Kill it, and walk onto the bridge. Now, you may not know this yet, but there's
a rule about this game. Put simply, it goes "Every single time you cross a
bridge, you MUST look straight down and marvel at how incredible the graphics
in this game are." So, do so. Right now. =) Once you've had your fill, continue
across. More enemies, and one new one, the Phrak. A bit weaker at 6 HP, but
they can still be really annoying. Not annoying in that they ever do any real
damage to you, just...annoying.
Up ahead, there's another one, the 4-HP Phrak Piercer. (From now on, I'm going
to stop announcing new enemies, I think you get the point.) Kill it, and a
couple scavengers in the immediate area. Now, if you've been attacking
constantly with one skill, (i.e. melee or combat magic) you should be pretty
close to leveling up in it. When you do, a message will be displayed at the
top of your screen, and an icon will appear above your head. For magic, it's
a spellbook, for melee, an axe and mace, and for ranged an arrow in a target.
Also, if you open your inventory you can see that your skill in that area
is now 1. Enjoy. =)
Now, I think it's time for you to try out the megamap. To access it, hit TAB
while paused. (You really don't have to be paused, I just wouldn't want you
to die while looking at the map. ^_^) Look at it, and you can see the path
as it winds through the woods. You can click on the megamap, and if you hit
space to unpause it you can move around. You can even attack on the megamap,
although it's harder and certainly doesn't look as cool... =)
Anyway, through the forest and down to the pond we go, where we'll find some
new enemies. The Snapper, 7 HP, and the Krug Dog, 12 HP, are both relatively
easy to defeat, although they could be dangerous in large numbers. But you
should encounter them mostly one at a time, so you should be fine. Walk to
the house on the right side of the path, and start taking out Krugs. There
are a lot of them, but you should come out all right. If you've taken damage,
it will slowly heal with time, so don't bother with a potion. Walk upstairs,
and watch as the floor fades in. Get the Magic Armor spell from the table,
even though you can't use it yet. Now, if you haven't lately, you may want
to save your game (Either CTRL+S or F9) so you don't have to redo this whole
section.
Along here, you've got a choice. If you walk off to your right through the
trees, you'll see a cave. Inside is a Bear, but the big guy's got 50 HP. He's
actually easier than you'd think, plus he's got some nice armor that I
wouldn't say no to. Better than almost anything else you'll be seeing for
a while. Make a quick bear hunting run for the Altan's Leather, then come
back to the main path.
Walk along the path, (I don't think I need to tell you to fight anymore) until
you see a Pitchfork left on the ground. You should pick it up, but now you
need to make a choice. If you've got a Spiked Club, it does 3-6 damage with
a Fast attack speed. The Pitchfork will do 6-10, but it has Slower attack
speed...it's up to you, although I'd take the pitchfork. The "10% Chance to
Block Melee Attack" is an added bonus. Plus it looks cool to be stabbing Krug
with a pitchfork. Damn cool. ^_^
In the house that you come to up ahead, talk to the man sitting on the bed.
He'll give you a quest to clear out his basement in return for any supplies
you find down there. Go around to the side of his house and click on the cellar
doors to open them. Go forwards, killing the Krug in the first room and opening
the barrels, then walk into the next room and stand on the grate. It'll move
downwards, leading to a room with a boss, Brankar the Scavenger. Take down
his 24 HP and complete Edgaar's quest. Now loot the dumb bastard's cellar
of anything that isn't nailed down. =) You may need to drop a couple things
to make room for it all, so just drop some of the weak weapons and things.
Go talk to Edgaar again for another health and mana potion. Save right here.
My current game time: 0:15:38. Doesn't matter if yours is higher or lower,
just to serve as a reference point of sorts. (i.e. "I'm now one eightieth
of the way through the campaign! Yippee-kai-yai-yay!" ^_^)
Head down along that lonesome road to the southeast, murdering all the
helpless Krug as you see them. One tip, though - when you hear growls, pause
and look around. Especially if you're using magic or ranged weapons, the
earlier you attack, the better. Sometime along here you'll notice that your
strength, dexterity, or intelligence has gone up. Your health and mana will
go up too, though the amount will differ. Anyway, this doesn't really affect
you much yet, so let's keep going. If you're watching the megamap, look to
your left and wait for the wall to disappear. If not, just wait until a path
of sorts appears to your left. (It's really just an empty spot in the trees.)
Walk over, and you'll see a cave in the mountain. Kill the 3 or 4 scouts around
the entrance, then take out Klandank, the "boss" of this little cave. Look
into the back of the cave, where you just need to kill some Farm Skrubbs and
a Krug Apprentice - who uses Zap on you! Still no trouble for a farmer such
as yourself...loot the cave and head back to the main road. Clearing out such
hotbeds of debauchery is fun, of course, but never forget that you've got
a quest to complete. Go until you can see the chasm up ahead...and look! The
bridge to Stonebridge! We're almost there!
..
Or maybe not. Go talk to Skartis, who'll tell you that you have to take the
path through the Crypts. Sounds like fun. So, check out the signpost and
continue to the Crypt of the Sacred Blood. Along the way, you'll be fighting
Gray Wolves, who aren't much harder than Krug Apprentices...except that
they're fast and travel in packs. You can still take them down pretty easily,
though. When you see the stone sign for the crypts, continue to the right
just a bit. Even if you have full health, the effects of the Life Shrine are
too pretty to miss. (It's the thing that looks like Stonehenge writ small.)
While you're standing here, you'll probably be attacked by a pack of Gray
Wolves and an Alpha Wolf. The Alpha Wolf can do some serious damage...but
if you're standing on the Life Shrine, you're practically invincible! Kill
'em and take their gold - and don't bother asking how they held it; you really
don't want to know. =)
Down the kill, there's a Krug camp of sorts...take out all the Krug, then
just for fun, free the Phrak. (Say that three times fast. ^_^) Then kill them
too, just to be mean. When you see the sign that points you in the right
direction, turn so you're facing it, then walk straight ahead. (You'll be
going to the right of the path.) When you see a statue you can click on, do
so, and then walk into the secret passageway that is opened. Turn the statue
at the end, and you'll meet your first Skeletons - why do I get the feeling
we'll be seeing a lot of these in the crypt? Kill them both to get the Fuller
Staff, not a bad weapon on the whole.
Go back out to the main path and take a right, along the direction that the
sign points you. When you see a Krug Shaman shooting Fireshots at you, don't
despair. That means that right up ahead is...
The Crypt of Sacred Blood!
*scary music plays*
Now, this place may be confusing at first, so don't forget your megamap. In
the first room, the wall straight ahead of you is a door. There are lots of
doors throughout disguised like this, so remember what it looks like. In the
next room, on the right wall is a Health Fountain, and on the left is a Mana
Fountain, so drink deep. In the next couple rooms, if you're low on health,
just run back to the fountain and save your potions, if you want. In the right
room there's some free gold, and the top room's got some skeletons, but you
need to head to the left to keep going. Up the stairs, you'll find the Skeleton
Captain, who has...68 HP?!? If you're using a bow or magic, I would advise
attacking as long as you can, then retreating in a straight line, then attack
again. If you're using a melee weapon, just get right up there and hope your
potions stand you in good stead. You may need to lead him back to the health
fountains if you're not doing too well, but eventually you should beat him.
Go up to the end of the hall, and if you want, turn and look at the corner
you just passed. You should see a lever on the far side; pull it to lower
the floor and grant access to a new area. There's nothing much in here except
some enemies and a strange room at the end. In that room, there's some gold
just sitting on the floor in the middle. Pick it up, and the faces in the
walls start spitting fireballs at you. Make your way out of here if you even
came in, back to the end of the hallway, and look to your left. There should
be a brick at just above head-height in the wall next to the door. Press the
brick in, and the door opens. Press the lever on the left wall to lower the
stairs, then go down. At the end, turn left and GO STRAIGHT. At the end, once
everything is dead, pick up the Healthy Boots, +15 to Health - they'll be
better than most for a while. Now, if you want, go back and pick up the items
on the squares in the last room. (If you had picked them up before, you
couldn't have gotten to the Healthy Boots. If you've picked them up
accidentally, just drop some gold on the squares to keep them down.)
Backtrack all the way back to the hallway, and go through the door. In the
next room, the faces that shoot fire aren't attackable, so just run through
them all. (Pick up the Health and Mana potions if you want.) In the next room,
when you pick up the empty spell book on the pedestal, some doors will open
and a LOT of skeletons, gargoyles, and jade gargoyles will come out. There's
a good chance you'll die if you just stand there at the beginning. I would
recommend that if you want to take it, you grab the book then retreat to the
back of the room. (The side you came in on.) If lucky, you'll be able to take
out the skeletons and gargoyles in the left room before those in the right
room even notice you. If they call come at you at once, you could be killed,
so divide and conquer.
Continue to the right to a long featureless hallway. Well, almost
featureless. Halfway through on the left wall is a brick. You get three
guesses what to do with it, and the first two...ah, whatever, just push the
thing. Go to the end, grab the hammer, kill the 4 skeletons that pop up.
There's nothing back here but free experience...but hey, who says no to free
experience? Back out to the hall and turn left, you'll find another room with
lots of enemies, but this room's easier than the earlier one. Once you're
finished, the left room's got some loot, but there's a dead end. So take the
right path into yet another room of skeletons. From here, you'll find a
hallway into a room, and at the far end is the other side of that cave-in
we saw before. So head up those stairs on your right, into a circular room
with some very cool-looking candles.
Through the door you'll take a right, up some stairs, through a hallway, and
finally into a room where a Ruby Gargoyle awaits you. (To the layman, a
"Gargoyle with a frickin' laser beam attached to its head!") If you hang back
at the beginning, though, you should be able to take out a lot of the Jade
Gargoyles before the big one notices you. This guy hits fast, so be prepared
to use a lot of potions. Once you take him out, he'll drop the Heart Stopper,
a bow that you can't use yet. But it's nice...real nice. Walk into the next
room, where you'll see...a person? In here? Go over and ask what a nice girl
like her is doing in a place like this. Ulora tells you her story, and then
asks you if you want her to accompany you. I think you know the answer. When
she starts out, she's not much of a specialist in anything, so you can make
her whatever you want.
Open the last door, make your way up the stairs, and greet the light once
again. (It does raise the question of why Ulora couldn't make it that far
by herself, but... ^_^) First order of business - turn around. No, not back
into the crypts; behind them. As you head back there, you'll first see a few
more Phraks than you'd invite to a dinner party, followed by a couple Gray
Wolves. Anyway, you need to get to the source of these guys, and if you walk
a bit farther back towards the wall, you'll find a Black Skrubb hiding in
a little nook. (It could be a cranny, I could never tell the difference...
^_^) If he focuses on one of your characters, they'll start getting hit hard
and fast, but if you have your potions ready, (H) the other should be able
to knock down his health while he's busy. Once dead, loot his pathetic little
trove and make your way back out in front of the exit to the crypts.
Watch out up here, Ulora's not as strong as you are...keep her in the back
or she's got a good chance of death. Watch out for the Krug Grunts - they
look like the other Krug, but they take a lot more punishment. Make your way
to the Krug camp and clear it out. (Watch the Krug when you kill them; the
one eating drops Meat, the one by the fire drops the Fire Poker... ^_^) The
tower on your left has Huskar the Shaman guarding the top, but he's not too
bad. Grab the Rough Linen before you leave. Now head on to Stonebridge. (Check
the signpost in front of the Krug camp if you can't find the direction.) At
the next camp, Futak the Trainer greets you, but you should still be fine.
Check out that beautiful water, then head up the hill. Take out everyone along
this path, until you sight the towering wooden gates up ahead. The gates of
Stonebridge.
-----------------------
ENEMIES IN THIS CHAPTER
-----------------------
(credited in order of appearance)
Krug Scavenger HP 8
Farm Skrubb HP 8
Phrak HP 6
Phrak Piercer HP 4
Krug Scout HP 12
Snapper HP 7
Phrak Ballista HP 15
Krug Apprentice HP 12
Gray Wolf HP 18
Skeleton HP 20
Krug Shaman HP 19
Gargoyle HP 9
Jade Gargoyle HP 8
Skeleton Guard HP 28
Krug Grunt HP 28
Krug Grunt HP 11
Brankar the Scavenger HP 24
Bear HP 50
Klandank the Krug HP 28
Alpha Wolf HP 30
Skeleton Captain HP 68
Ruby Gargoyle HP 45
Black Skrubb HP 55
Huskar the Shaman HP 44
Futak the Trainer HP 56
-{ CHAPTER 2: JOURNEY TO THE OVERSEER }-
"With only a name given by a dying friend, our beleaguered hero entered the
battle-worn gates of Stonebridge. Who could know then that the arrival of
one humble farmer from the fields would change the very course of the
Kingdom?"
Speak to Gyorn, the man standing next to the catapult. After all, that's what
Norick wanted, right? But look, he wants to join your party! Well, as I always
say, "Never let an eager old man who would like to become a melee fighter
in your party and accompany you to the next town walk away empty-handed."
And yes, I say that. =) Right now, you want to quicksave, just in case you
need some more money after your purchases and want to try it again. But what
should you buy, you ask?
- A pack mule. You don't _need_ one, but you'll be glad you bought him.
- A new character. Hire the mage in the inn, the archer in the
temple, or the fighter on the second floor of the inn, it's up to
you. But you'll want to have one of them.
- New spells. If any of your characters is a mage, that is. =)
- New weapons/armor. It's not as important as the spells, but it's a
good idea to pick something up.
==[RESTOCK POINT]==
So, first off you can anything you're not going to be using. The closest place
is Blackhammer Forge, the third building you come to. Sell anything you don't
need, and hope you have over 1220. If so, run to the inn and hire Zed, the
nature mage. Then, if you've got over 320 left, run outside into the pasture.
There, you should hire a mule if you've got the dough. A mule will really
help you out with looting dungeons, but it's worth the 320 gold just for all
of the "stupid ass" jokes that can be made. ^_^ (Keep going past the mule
pen, and down by the beach there are two Black Skrubbs, just sitting there
in the middle of town. You don't get anything for killing them, but that's
never stopped us before... ^_^) Now, you've got to pick out anything else
you want. I'd recommend you look at the spells first off. Having Firespray
for any Combat Mages and Flash for any Nature Mages will help out...it really
sucks to try to make your way through Wesrin Cross with Fireshot and Zap.
Remember to get some potions for your two new party members, too. Check out
the man by the burned building (to the right as you exit the temple) to get
the quest, Ordus' Axe. Upstairs in the inn, you can get the quest, A Sister's
Message. Talk to the soldier near the gates to get yet another one, Clear
Glitterdelve Pass. Now head out through the gates, feel appropriately awed
as the "Chapter 2" fades in, and then continue along your merry way. You've
got an Overseer to Journey To, and only an infinite amount of time to do it!
Get going!
Head on along the path until you see a Krug Shaman and a Krug Raider at the
top of some stairs. Be careful here, because Krug Dogs will come out from
the trees and unless you're careful, you can lose a character or two. The
next place that you need to watch out is at the top of a path that goes up
the side of a cliff; right at the top are two Krug Raiders and two Krug
Chuckers. If you run right up there, you're going to lose characters, so try
to coax them down the slope where you can pick them off one by one. But watch
out that you're not making yourself an easy target for the Chuckers, because
when 4 of them hit you at once, you die fast. Same idea when you encounter
a party near the bridge...back up and try to get out of the way of the Chuckers
and Shamans so you can take out the fighters first. Before you cross the
bridge, though, look to the left of the path to find the Northern Guard Tower.
Get everyone on the platform in the floor, then pull the lever. Clear out
the basement and get Ordus' Axe, which is better than anything you've got.
If you can equip it, do. Back to the surface and to the bridge that you saw
earlier. As you cross the bridge, look to the left - that's Wesrin Cross,
where you need to go. When you get to the signpost, you'll see that the gate
up ahead is blocked off. So take the path to the right, down the hill, to
Wesrin Cross. As you walk down a steep path, you'll hear screams...look to
the right of the path for two Black Skrubbs. There're more of them all over
this little clearing, so watch out. Talk to Ilandro under the bridge, then
walk around to the front of...
Wesrin Cross
Walk straight forward, and meet your new grunt enemy - the Arakun Spider.
They're not too bad...unless you meet 10 of them. Watch for another to the
left at the end of this room, then go on through the door. Little room on
the left that has way too many Skeletons...see if you can thin them out a
bit. If you wait up at this junction for a bit, you'll see Yellow Spiders
running along the walls, and then down to attack you. No, you didn't read
that wrong, they really only have 2 HP each. As far as I can tell, they're
the weakest enemies in the game. In the room to the right, there's a couple
Walking Corpses guarding the Ancient Corpse. There's also a Tortured Corpse
to the right. Back out in the main hall, the door on the other side leads
to a room with a LOT of enemies. If you can do anything to isolate some of
them back out in the hall, do so. Clear out this whole room, then go through
either door on the left wall. Hang back in this corridor and try to take out
the Skeletons from the room on the left in waves. After that, take the right
path, down the stairs, and finally meet some new guys - Vile Mucosas. Not
exactly beauty-pageant material, but... ^_^
Clear out this whole room and find the door on the right end of the back wall.
Down the stairs, and down the hall. Through here you've got to watch out on
the sides, because those Yellow Spiders that are oh-so-dangerous might hit
you for a whole 1 point of damage. The horror. The door at the end won't
open...hmm, I wonder what the lever right next to it does? Vile Mucosas
throughout here, but when the left wall ends, watch out. The Rector here uses
Fireskull, and two hits'll probably kill you. Lure everyone around him back
so that you can take on the Rector by himself. Just let all the Arakuns come
to you one by one, they die easier that way. Take a left at the end, but watch
out for the group of Vile Mucosas up here - if they focus on one character,
you won't be able to heal/potion them fast enough to keep them alive. At the
end of this hall, you have a gate that looks exactly like the last one you
went through. The only difference is what's behind it. A Mucosa is right at
the entrance, but it's not too hard; then turn your attention to the Skeleton
Archers. I guess this was a library, more books here than anywhere else in
this place. To the left is the passageway, but past the next door is a room
where they're not content to leave you with all the enemies already there,
they have to add insult to injury by sending Arakuns through the grates. Exit
at the far side, then take a left. There's another Rector here, but this one
isn't as difficult. Take a left and loop around near a wall backing on the
room you went through earlier. Blah blah blah, kill destroy etc. Hallway on
the right up here. It leads to a circular elevator with a lever. Now, since
we all know that this isn't a trap designed by our enemies to kill us, let's
pull the lever. VERY nice music greets our descent to the lower level.
Finally, new music, new items, and most importantly a new paragraph. Take
the door on the right side of this room to find a bigger room. The door at
the end here leads you to a passage where you can hear the tortured screams
of...spiders. They're coming from the holes in the wall; if you want to
explore, feel free...but it's long, frustrating, and I've never been a fan
of mazes anyway. But if that's your bag, baby, then hop on in. It's not very
complicated, as mazes go, and I'm going to stick to the main path. Finally,
up here we have a gate that is for once actually a gate, not this faux wooden
stuff they're so fond of down here. =) Take it slow, because walking past
the pedestal in the middle triggers about 10 Mucosas and what seems to be
the boss, a Dark Mucosa; make sure you don't get your healer trapped in the
middle of the pack. Watch out for the mule, too, it's always a bother when
they die. In my experience, this'll be the hardest battle that you fight.
Once you've cleared out the room, make your way to the portcullis (vocabulary
word there folks) and into the passage beyond it. Absolutely humungous room
here, probably the biggest that you'll see, at least for a long while. Try
to clear the whole thing out for the extra experience, it's always nice. On
the far side, find the huge wooden door set between two wooden
pillars...outside is a new enemy, a Mucosa Brute, if that helps. Behind it
is the boss of this whole place, the suitably impressive Giant Spider,
"weighing in at 480 HP! And in the blue corner..." If you're good at timing
hotkeys, you can attack with your healers between "waves", but if you don't
want to risk it you should still be able to take it out.
I've just gotten an email that details a much easier way of beating the Giant
Spider - it seems that if you position a character JUST outside its melee
range, it will keep trying to attack with its melee attack, but will keep
missing, leaving you free to take it out with a ranged weapon without losing
a smidgen of health. Thanks to Nathan Binns for that strategy.
Once you kill it, it drops a very nice Brilliant Shatter Bow which will serve
you very well once you can equip it. (NOTE: I have been informed that the
Giant Spider doesn't always drop the Shatter Bow; he also drops some nice
Staffs and other equipment.) Now run through the door behind its corpse, climb
into the cage, and greet the wonderful, wonderful daylight. Then start to cry
when you realize that you spent 2 hours going 50 yards. =)
Climb to the top of this tower, if you want. It's my expert opinion that the
Krug in here are only so that you'll realize how weak they really were. Take
the path to the left, and hit the red barrel by the gate. The resulting
explosion will blow away the debris blocking the way, and if you talk to the
guard captain by the gate, you'll complete his quest. You can also run back
to Stonebridge if you want; I'd recommend it, since another character could
serve you well in the next dungeon. If you don't want a new character, though,
don't bother. You can restock at the camp up ahead, and save yourself a lot
of running. Once you're back at the gate, head down and to the left to find
a camp.
==[RESTOCK POINT]==
Buy anything and everything that you might need, then head down the right
path to the town. Watch the cutscene, then speak with Gloern to get a new
quest, and a new character. There's nothing much left in this town, so head
into the Glitterdelve Mines. They're long, they're annoying, and they just
might be the least fun dungeon in the game. But then again, that's just me
- maybe you'll enjoy them. It could happen.
Glitterdelve Mines
This dungeon can be pretty confusing, so I'll be using the compass quite a
bit. When you first enter the dungeon, you've got a choice. The right path
leads to the exit, but if you want the experience head to the left. Just fight
your way through until you see a Mana Shrine, that's the end. Now go back
to the first room and take the north passage. Notice that when you break the
red barrels, the explosion reveals a passage behind it. This'll be on the
quiz later, so pay attention. Take the west passage here, it loops south to
enter another big room. A barrel on the right wall leads to a "secret" room,
complete with Scorpions to give it that nice homey feeling. Head out the south
side of the big room into a long tunnel, with two red barrels - each with
their own room behind. There's a dead-end little offshoot right before the
last room on the level, a big one. The elevator to the lower level is on either
side, but clear out the whole room. Just for kicks and giggles. =)
If you want, you can loop through the passage to the south and east of you,
but there's not all that much there. Head north, across the water, taking
out the Mine Worm that pops up, then up the stairs on the far side. Watch
out for the Venom Fiend, then once you're done head north into a very long
room. If you've got archers and/or mages who can take out the Mine Worm on
the ground, it's always fun...and you don't have to worry about it later.
Turn left, killing the Scorpions along the wall, until you reach a dead end.
Now wait, and the platform will swing over to you. If you can get everyone
on, do so - if not, be careful. The Scorpions are smart; they'll try to make
it past you and onto the platform, and if your mule is alone back there, it's
dead meat. Once on the other side, you get to repeat the process, this time
with a platform that raises and lowers. Be careful when you're on the ground
floor, though, you can be surrounded much easier in open spaces like this.
You may want to leave your mule above, because if he starts running like the
coward he is, he can attract even more enemies. Head to the west when you're
done, and through the little arches that for some strange reason evoke
memories of those Thomas the Tank Engine books that I used to read when I
was a wee little lad...sorry, got sidetracked. =) Anyway, the Krug Scouts
in here aren't too much trouble, and neither are the other Krug behind 'em.
When you get to the end, you can head right (north) to continue, or you can
clear out an extra room or two to the south. They look pretty cool, a nice
change from the monotony of the mines, and there's an Amulet of Refreshment
which gives +20 to Mana in a chest in the southeast corner of the second room.
Back in the long room, head north along the tracks. There are a LOT of Krug
Guards here, enough to seriously deplete your store of potions. You should
be fine if you keep on your toes and keep healing the whole time. Head west
in the next room, then north. Pretty straight path through here, except for
one small room to the left. (It's hiding behind the boulders by the red
barrels.) Despite its size, it contains a Mine Worm and more than a few
Darklings, so be careful.
As soon as you exit this passageway, three Scorpions and a Rock Beast form
the welcome party, so watch out. Don't let your healer, archer, and mage all
decide to sit right in front of the Rock Beast while it kills them...not that
_I'd_ do that, of course. =) To the east and south is another nice big room,
so clear it out and head north. At this intersection, if you turn right towards
the Rock Beast, and then south, you'll come to a Life Shrine. Try, if you
can, to get to the shrine before you fight the Darklings, as its healing will
help you immeasurably. Wander around the two side passages if you wish, but
eventually head north. The Scorpions in here are no problem, go on up north.
At the end, head onto the moving platform and across the gap. There's a Horrid
up ahead, with more HP than anybody has a right to. But with everyone focusing
on him at one time, you can drop him in only a few seconds. Straight ahead
from here, across yet another of those annoying platforms, then to the right
and down _another_ one. Tired of them yet? There's a Krug Commander to the
south a bit, but he's not that hard. The Cutter he drops does more damage
than any weapon you've seen, though you probably can't use it yet. From here,
head east until you see the elevators in the floor. The first one that you
find is down and unreachable, so look to the northeast to its counterpart.
Down at the bottom, you'll find two Rock Beasts, but you should be able to
take them out. And they drop some very nice loot, so it's worth the trip
overall. Back up through that elevator or the other, and walk north until
you find the next elevator on the left. You need to go down this one, so do
so, then break the wall and speak with Torg to complete one quest, receive
another, and also get a very nice +2 Dexterity amulet that'll look very nice
'round the neck of your archer. Come back up to the top, fight your way through
to the last elevator and take it if you want to, then go through the door
at the end and rise to the surface.
First of all, you can circle around behind the well and climb the mountain,
if you want. If not, just head straight south. Follow the path along until
you see a sign to Glacern pointing the way you're going. Here, take a left
to an ice cave that provides some variety from the snowy monotony of the path.
It's filled with Furok, monsters that rather remind me of the yeti. Nothing
in here is very hard at all, it just serves as a nice break, and a bit o'
loot while you're at it. Make it back to the path, and just head east. Follow
the path all the way until you see men standing beside the path. You've reached
Glacern...
-----------------------
ENEMIES IN THIS CHAPTER
-----------------------
(* denotes new enemies)
Krug Scout HP 12
Krug Grunt HP 28
Krug Shaman HP 19
Krug Raider *HP 30
Krug Dog HP 12
Krug Chucker *HP 23
Black Skrubb HP 55
Arakun Spider *HP 48
Skeleton HP 20
Skeleton Guard HP 28
Yellow Spider *HP 2
Walking Corpse *HP 36
Tortured Corpse *HP 34
Skeleton Archer *HP 27
Vile Mucosa *HP 47
Mucosa *HP 58
Rector *HP 41
Dark Mucosa *HP 68
Krug Killer Dog *HP 46
Giant Rat *HP 61
Rock Beast *HP 132
Krug Guard *HP 55
Scorpion *HP 73
Mine Worm *HP 152
Darkling *HP 46
Giant Moth *HP 55
Horrid *HP 352
Krug Commander *HP 190
Klaw *HP 202
White Wolf *HP 153
Braak Mage *HP 137
Furok *HP 225
Ancient Corpse *HP 66
Mucosa Brute *HP 102
Giant Spider *HP 480
Monstrous Rat *HP 95
Venom Fiend *HP 96
Grizzly Furok *HP 263
Dark Klaw *HP 240
-{ CHAPTER 3: THE SEARCH FOR MERIK }-
"Our hero emerged from the wilderness with a message of warning for the
Overseer, and a spirit strengthened to endure the travails that were yet to
unfold."
First things first - walk forwards to the Lucky Hurgiss Inn and speak with
the Overseer. I can't confirm this, but I think that you receive some
experience for this, or possibly for all quests; I know that Zed increased
in Intelligence when I spoke to Ibsen Yamas. Recruit either, both, or none
of the characters in the inn. Then walk to the pentagonal building in the
center.
==[RESTOCK POINT]==
Speak with Onoc to sell your excess items and restock on spells and potions.
Then speak with Ardun on the right to get the Book Return quest. (To complete
it, speak with Elio, in the house right next to this one, and with the
Legionnaire Archer in the guard tower by the gate.) Walk into the house
directly behind the pentagonal one to get the Homeless Blacksmith quest, and
also to buy weapons and armor. The house to the north of here contains Ada,
to complete A Sister's Message, and also a strange dungeon of sorts. (At the
end you'll find two Furok Slashers, HP 313.) Once you've completed all that
you need to here, head out the gate at the northeast end of town.
If you just follow the path, you won't meet any enemies for a while. Then
right before the bridge you'll find way too many Braak Mages. When the path
takes a sharp right turn soon after, keep going straight to find Orlov's
house, he of the Homeless Blacksmith quest. The cellar's on the left side,
and after you take out the Frost Spitters and Frost Golems, don't forget to
take the right nook/cranny to find a rare weapon and some other assorted loot.
Back on the surface, follow the path, and when the path forks, (kind of) look
along the right path to for another mini-dungeon. Check it out if you want.
On the main path, follow it up, past the mana shrine, and when you start
passing through very small divides, watch on the right (east) side. There's
a very long area over here that, once again, isn't necessary, but you can
take it if you want. One word of caution - be VERY careful near the explosive
barrel at the end of the snowy part. It can kill any of your characters that
are near it. Does more damage, comparatively, than anything else in the game.
(I think.) Of course, that means if you can hit it with an arrow it'll kill
anything in the area, but... Whether you take this path or not, head north
for just a little while longer, and find the two Ice Warriors up here. Just
beyond them, step on the hidden platform and enter the Alpine Caverns. They
so pretty. =)
Alpine Caverns
When you first get in here, take a minute to admire it, but not too long -
the Ice Warriors and Ice Flies in here may be beautiful, but they can also
do some nice (or not) damage. Take out the Braak Mages on your left, then
up the hill in front of you. Take out the Ice Burrow as soon as you can, so
it'll stop spitting Ice Flies. Past the Braaks, keep heading north and some
ice chunks in the way'll explode to reveals Ice Warriors and Ice Archers,
so take them out. But now you want to backtrack just a bit to the little path
that goes up the right side, it's easy to miss. Consult your megamap if you
have to. Follow this enemy-less path until it leads you...outside? Kill the
monsters here and continue to a shrine of sorts. Step on the pressure plate
in the middle, then run all the way back to the main path, where you first
encountered the Ice Archers. Now just continue to the north; we'll see those
shrines again, never fear. Up here you'll find on the left that the Ice Archers
never seem to go away, so kill the Ice Mage that's summoning them. Keep going,
taking out the Frost Warrior, then heading north and curving to the northeast,
until you see a mana shrine. There's a signpost near it as well, and you should
follow the sign pointing the way to Jeriah's Trading Post. That's roughly
northeast, if you're blind. =)
You should turn east through a little tunnel pretty soon. Watch for a turnoff
to the right (south) soon after this - if you reach the demon's skull, you've
gone too far. Come back a bit and sweep the south edge to find the passage.
Follow it outside and to the second shrine, where you'll raise a bridge that
you can just see to the southeast. Head back to the main cavern and on past
the demon's skull. You're still heading east for a while, until you go down
a set of stairs. Once you've cleared out this area, you need to double back
almost immediately after the stairs, to the south - it doesn't look like you
can fit through, but you can. Go outside, and yes, I know this sounds familiar.
I promise, this is the last one. Shrine at the end, with two chests. They
might have some nice stuff you can use, it depends. But look to the east of
this little island for the really good chest. Now run your little butts back
to the main caverns, by those big stairs. Head east, take out the Frost Mage,
then south to the Life Shrine. Now, go west again, and kill the Frost Archer.
Then head south through the narrow defile (coming up with new words now ^_^)
and keep going. Be careful up here, though, the Ice Archers are all in exactly
the wrong spot. The tunnel to the west is a dead end, and so is the one to
the east, though it's much longer. There also happens to be a Frost Drake
in here... =) Back in the main tunnel head south, ever south. At the top of
the stairs, watch out, there's another Frost Drake. Heading over the top of
this ridge, you're faced with yet another challenge, but fortunately this
is the last one. Run up ahead to the ice crystal in the center, and break
it to free Merik.
"I've been suspended for what...nearly a month now? Most astonishing! Their
powers have grown. I should have been paying closer attention. I should have
foreseen this, blast it! The forces behind this violence will be searching
for my Warding Staff. That's the magical artifact they're after. Thanks to
me, they believe it to have powers it doesn't actually possess, but it could
still be a terrible weapon in the wrong hands. It must be recovered!"
Head onwards and out of the Alpine Caverns.
-----------------------
ENEMIES IN THIS CHAPTER
-----------------------
(* denotes new enemies)
Furok Slasher *HP 313
Braak *HP 189
White Wolf HP 153
Braak Mage HP 137
Klaw HP 202
Furok HP 225
Frost Spitter *HP 108
Frost Golem *HP 195
Scorpion HP 73
Ice Warrior *HP 288
Ice Fly *HP 97
Ice Burrow *HP 210
Ice Archer *HP 243
Frostnid *HP 177
Ice Mage *HP 100
Pitiful Braak *HP 279
Frost Warrior *HP 327
Frost Mage *HP 138
Frost Archer *HP 285
Frost Drake *HP 936 (x2)
-{ CHAPTER 4: THE WARDING STAFF }-
"With the Grand Mage freed from his icy tomb, it was now clear that there
was an evil hand behind the forces overwhelming the Kingdom. Our hero went
forth seeking clues to the whereabouts of the Warding Staff."
Defeat the Frost Drake and the last of the Ice Warriors, then head out to
Jeriah's Trading Post.
==[RESTOCK POINT]==
Once you've bought any and all supplies you need, (it'll be a while before
the next one) continue along the path until you reach a cave in the mountain
at the very end of the path.
Subterranean River
As you walk in, you should be heading south. Continue until you meet the Dark
Lungers. Now keep going until, in the crystal on your left, you find a Teal
Shard, an enemy. These guys (and their brethren of all colors of the rainbow)
are very, very annoying. Not too hard to kill, but annoying nonetheless. Make
your way to the water's edge and fight off the Slarg in the water. Continue,
but watch out for the Lectar; though it's not that dangerous, it's got more
health than you'd expect. The Green Shards on the west bank can do some damage
if you ignore them, but the mana shrine next to them should make up for any
healing you had to do. Head south and watch out for all the shards hidden
in the crystal on the left - there's a Green and three Teals there, and if
they surround one guy he could be toast before you can do anything. Your path
here turns to the west a bit, but before too long you're heading south again.
Pick up the chest on your left and keep going south. When you see the stairs,
take them. The path continues for a bit, but it's just a dead end. You're
going to have to head southeast across the water here, though it's really
not far at all. Here, you can fight a pretty cool boss over to the left, just
keep going along with the water until Syrrus pops up. Now find the south edge
of the water and continue on; hero, meet Trog. Trog, hero. The Trog are the
main denizens of these caverns, and you'll be fighting quite a lot of them.
Once this whole area's secure, head up the hill and over the bridge. See the
signpost? It tells you to go straight ahead, and at the end turn south down
the stairs. Run around killing things for a while, when you find the Trog
Knight grab the Trog Great Sword that he drops, and run around killing some
more. If you hug the north edge on the right, you can make your way back around
to near the bridge you crossed earlier, only on the lower level. There's a
chest around under the bridge, and when you're done just click on the bridge
to run all the way back - just stop halfway when you get back to the clearing.
Near the bottom there's a ramp down to yet another level, where you get to
- surprise - kill more monsters. The next ramp down is actually north, head
down it and kill, kill, kill. You get the picture. At the bottom of the next
ramp are a LOT of Trog and a Great Trog Warrior. You want to have your healer
already on, at least. You should be able to win without _too_ much effort,
though.
Run along to the west, then curve south, then to the west again. You shouldn't
have any trouble with the Dark Slingers - or anything else - in this area.
Fight your way through here, heading south through the little narrow part.
Run forwards until you see the Skick. It's very cool-looking, like a cross
between a Trog and a praying mantis. And you can summon one later. =) Kinda
hard to get off the path here, until you come to a fork. One leads west, the
other south. The path to the south leads to a Life Shrine with a few Stalagnids
scattered around it. On the west path, there really is only one way to go
on these thing walkways, until you reach another fork. You'll see a carved
gateway on pillars, if that helps you recognize it. There's a bridge of sorts
to the west, but the path also continues north. The north path leads to a
very interesting dungeon, and one that you'll need to complete in multiplayer
if you want to access the Secret Chicken Level. You won't miss the entrance,
it's right in the middle of a group of stone pillars.
As you'll quickly see, when you pick up the gold in the first room, the
passageway is blocked. When you stand on the platform, it opens again, but
you can hardly leave two characters in each room, you'd never get to the end.
The secret is that you can drop either a worthless item of a little gold,
and it'll stay down. Leaving 1 gold and picking up 51 isn't that bad a deal...
=) In the next room, there are two platforms on each side, about a third of
the way into the room, and then another in a little room off to the left at
the end. In the next room, there are two on each side and one in a room on
the _right_ at the end. The next room's the last one, and once you fight off
all of the Trog you can loot the place. The Fury's Eye is in a chest on the
left, and a rare item is over to the right. Once you've cleaned out all of
the chests, head all the way back up to the surface, and back to the place
where the path forked so long ago. Now let's take the bridge.
There's only one path to take for much of this area, so I won't bother you
too much with directions. Just run along the little narrow bridges until you
come to the signpost. Follow its directions, and head down the side of the
hill. Clear out this area, (the Shadow Lunger's on the east side) and then
head north along the river. There's another Syrrus here, but he's a lot easier
this time. Clear out everything around here, then the path leads northwest.
The Purple Shard up here is big and dangerous, but at least he's alone. Grab
the chest next to him, kill the _other_ Purple Shard, and then run out of
this dungeon. I doubt you'll miss it too much...
This here forest is the Dark Forest. And it's dark. Hence the name. If you're
having too much trouble walking around, turn your Gamma Correction up on the
Options menu - the gamma basically governs the brightness. I don't turn it
up unless I need to, though; after all, it's supposed to be Dark. There isn't
much I can give you in the way of directions except to follow the path until
you come to the Travelers' Camp.
==[RESTOCK POINT]==
Speak to the man in the camp on the right to get the Bandit Boss quest, restock
on anything you need, get Phaedriel if you want, and then head out into the
forest. As long as you stay on the path, you shouldn't meet any enemies until
right after passing a sign pointing to the Eastern Swamp. Just continue this
way until you encounter the Bandits and Bandit Archers. Be careful when you
hit the second group, they can easily overrun you and start taking out your
archers and healers. Once you find their camp, with the fire in the middle
and everything, head out along to the right. Pretty soon, you'll come to a
fork in the path - and don't worry, you won't miss it. There're three torches
set along each of the paths; I guess the developers wanted to make sure that
absolutely no one missed it. But anyway, head down the right fork. Take out
the groups of Bandits along the way and enter the cave at the end of the path.
Kill the Bandit Boss to complete the quest, then head back to the Traveler's
Camp to restock. Now head back along the path until you reach the fork in
the path, where the right fork led to the Bandit's Cave. So take the left
fork. Soon after you should hit a beautifully verdant clearing - not even
the Bandits here can restrain my happiness over finally getting out of that
damn forest. From here you should be able to see the edge of the swamp, so
head right until you see the bridge; talk to the Azunite Scholar next to it
to receive the Purify the Temple quest. Before you head across the bridge,
follow the edge of the swamp around to the right; you'll probably want to
use the megamap. Watch the wall, and when it bends away from the swamp follow
it through to find a very ambient temple. The only enemy here is The Lost
Witch; once she's dead, loot the four chests in the last room, then head back
to the bridge by the Scholar. Enter the Eastern Swamp.
This swamp is long, this swamp is boring, but above all, this swamp is
beautiful. Take a second to look around, watch the currents flow through the
algae on the water, see the spanish moss on the tree branches...this is done
very, very well. And I guess it's for the better, since we'll be seeing so
much of it... =) Anyway, walk along the bridge until you hit land. Follow
the south edge right to the next bridge. This one also leads straight to land,
but this island's got a bit more in the way of defenses. Once you've cleared
it out, the next bridge is over behind the little cabin. This next little
island nevertheless holds a Swamp Witch, so be careful. On the next island,
the bridge is over to the east. Here, as you walk by, a Hydrack will pop out
of the water right next to you. It can do a lot more damage than any of the
other enemies around here, so take it out as soon as you can. Then mop up
all the Manglers running around. This island looks like a dead end, but look
to the east of the bridge you came in on - it wasn't just a coincidence that
they're so close together. Once you clear out this section, don't bother
looking for a bridge, there isn't one. Instead, in the southeast corner you'll
find a small isthmus, which leads to another big island. Head straight east
to find a cemetery of sorts, with a church at the end. Enter it, and kill
the Wretched Zombie, then click on the altar to complete the Purify the Temple
quest. Watch out, because there'll be Zombies coming up from the graveyard
now. Once you're done, head east, through the gate of the cemetery, and to
the edge of the water - where you find yet another Hydrack. Head northeast
now, following the narrow strip of land as it curves around. When you see
a bridge leading off to the right, take it. In the house it leads you to,
you can find Andiemus, a Nature Mage. He's expensive, but he's almost
certainly better than any of your nature mages, so you might want to pick
him up. Head across the bridge, take out the Hydrack, then continue on the
bridge. Follow the next bridge across, and then you should see another bridge
ahead, but this time with a sign on it. A Potion shop, out here in the middle
of the swamp? Well, it gives us a chance to unload some of that loot, so let's
not look a gift horse in the mouth. Stock up on anything you need.
==[RESTOCK POINT]==
From here, head south and just start running around killing things. You want
to be generally moving south, but this is all one big island, so it really
doesn't matter all that much. You will need to eventually move over to the
east, but as long as you use the megamap and just go where you haven't before,
you should find it. When you move right and a large clearing opens up on the
megamap, head for the center of it - if you find a Gobbot Igniter, you're
very near the entrance to the dungeon. Look to the east of him for a large
tree-stump, or something that looks much like it. It is, in fact, the entrance
to yet another dungeon - The...
Goblin Caves
This little home-away-from-home is the work of the goblins, scrawny little
guys who just happen to be better with machinery than Van Gogh with a
paintbrush, or Einstein with a piece of chalk. Some of their flamethrowing
attacks will hit all of your party, and hard, so be careful - you might want
to just keep a permanent healer in case of emergency. Anyway, when you first
get in here, just walk everyone onto the spiderweb grate in the middle, then
have someone turn the valve. Be careful, though; as soon as you hit the bottom,
you'll have to fight off quite a few Goblin Grunts and Goblin Guards. Just
keep healing and you should do all right. From here, the path is mostly
straight and narrow, no pun, so just continue on along it. The first fork
you find really isn't a fork - you can go right or left, but you'll end up
the same place. It's much like a capital D, where you enter at the bottom
corner and exit at the top; you can go straight up or around, it's up to you.
Up here, when you see a platform on the left with a valve, turn it - it'll
turn off the green gas up ahead. I'll give you one warning now that will most
likely serve you well in the rest of this chapter - do NOT stand near the
red barrels when they explode. They hurt. On the other hand, if you can hit
them from afar with an archer, they'll do some serious damage to any enemies
around... Anyway, snag the items from the platform on the right and continue.
The path is totally linear from here, and not too difficult, but finally
you'll come to a large door. Open it, and...keep going.
Turns out we were just in the entry chamber, the vestibule, the little room
by the door where you wipe your shoes off. Now, we're heading into the real
thing. Take out the five Goblin Guards that run in at first, then continue.
It's still very linear in here...almost makes me feel useless. =) Pretty soon,
you should come to another big door. Now, right after it, there's a shortcut.
You should see a bridge in the middle (facing N-S) that rotates when you pull
the lever. Now, there are a couple ways you could get across here, but the
easiest is to first take your strongest fighter, (to take the hit from the
Proxo, or shoot it with an arrow) and send them onto the bridge, then onto
the left platform once it's rotated. Now spin the bridge back towards you
(E-W) and get everyone else on. Now pull the north lever with your lone guy
and send everyone to the south. Here's a diagram of what you're skipping.
You come in from the west and would have taken a big loop around, but instead
you just jump across and head south. See?
/--<--\
| |
V ^
| |
-->--(+)->--/
|
V
|
Oh well, follow my instructions even if you have no idea what they mean. Unless
you're the kind of person who feels honor-bound to cover every inch of ground
in the game, in which case you can take the loop if you want. It's no skin
off my back. Anyway, just fight through a couple rooms until you get to a
platform on rails. You're going to need to ride it, but first there are two
things you'll need to do. First, explode the barrel on there so it can't be
used against you. And secondly, save your game. Probably the hardest section
in the dungeon is coming up and you will most likely need to try it more than
once. Oh, and if you can, leave your mule behind. You can come back again
afterwards, but right now she'll just be in the way. When (if) you make it
past here, the door's over on the south side. Throughout these next passages,
the red valves on the wall will turn off the steam, acid gas, etc that's
covering the path. Just continue all the way along the passageways until you
get to another platform, this time one that lowers you down. (It's a little
tricky at the bottom but you should be fine.) Then follow the halls to another
platform that raises you back up to ground level, whatever that means down
here. (Along the way there's a side path to the left that is really hard to
get through, and all you get is a dead end and a couple chests. Not worth
it at all.)
Soon after this, you'll come to a small door. Behind it are more Gobbots (of
various occupations) than you'll ever find anywhere else. If you can lure
some of them outside, great, but otherwise prepare for a long and drawn-out
battle of attrition. Once you're done, just continue straight up to the next
set of big doors. There're some enemies scattered around the door, but once
they're gone head across the catwalk. If you look right, there's a door there
- it's not the main path, but it's got quite a few nice items. Anyway, continue
along the catwalk to the left, and through the door, to face the Goblin
Inventor. And yes, he is the size of a lawn gnome.
"Wretched Krug, wretched invaders! Everything wrecked! Seck no have magic
staff! Stupid Human Wizard no have staff! Warding staff ours! Goblins'! You
all pay!"
And he's back, only writ large. For some reason, though, he's not _that_
difficult, despite his 3120 HP. Probably his most dangerous weapon is his
flamethrower - it's got huge range on it, and it can take out your healers
before your fighters even notice. As you hit him and knock down his HP, parts
of the suit will break off, making him easier to defeat. Finally, you'll break
it down completely, and can take Merik's Warding Staff, which just _happens_
to be a great item. =)
"I lose but no difference! Ancient evil and humans fight now! Goblins watch,
goblins laugh, goblins take what's left! Hee hee!"
Collect any items around here, then run to the end of the tunnel, stand on
the spiderweb grate, and turn the valve to rise out of this dungeon.
"Having defeated the Goblin menace in its very own lair, our hero stood with
Warding Staff securely in hand. But the ancient evil remained elusive. Time
was running out, and answers were in short supply. The truth would have to
be found further east, towards Fortress Kroth."
As you run along here, you'll see Deactivated Gobbots, which were assumedly
turned off when you beat the Goblin Inventor. Whether they were or not, they
can't harm you now. Pull the lever at the end to open the door to the outside.
-----------------------
ENEMIES IN THIS CHAPTER
-----------------------
(* denotes new enemies)
Ice Warrior HP 288
Ice Fly HP 97
Klaw HP 202
Braak Mage HP 137
Furok Slasher HP 313
White Wolf HP 153
Dark Lunger *HP 262
Teal Shard *HP 114
Slarg *HP 273
Lectar *HP 411
Green Shard *HP 138
Syrrus *HP 504
Trog *HP 297
Trog Warrior *HP 325
Trog Knight *HP 420
Blue Shard *HP 162
Dark Slinger *HP 138
Dark Caster *HP 116
Skick *HP 390
Stalagnid *HP 294
Spiked Maw *HP 188
Purple Shard *HP 567
Forest Troll *HP 540
Forest Klaw *HP 510
Hell Boar *HP 315
Gorack *HP 900
Bandit *HP 360
Bandit Archer *HP 315
Black Wolf *HP 270
Swamp Slinger *HP 280
Swamp Stinger *HP 180
Mangler *HP 360
Hydrack *HP 800
Swamp Troll *HP 488
Swamp Witch *HP 210
Swamp Creature *HP 1040
Tretch *HP 480
Grave Crawler *HP 640
Bronze Gargoyle *HP 170
Goo Walker *HP 500
Zombie *HP 620
Headless Zombie *HP 752
Gobbot Igniter *HP 660
Goblin Grunt *HP 320
Goblin Guard *HP 440
Heater *HP 460
Kill Bot *HP 400
Gobbot Shocker *HP 660
Blaster *HP 840
Copter *HP 300
Proxo *HP 40
Tesla Coil *HP 250
Perforator *HP 680
Hunter *HP 480
Gobbot Grenadier *HP 660
Gobbot Gunner *HP 660
Frost Drake HP 936
Great Trog Warrior *HP 472
Rabid Spiked Maw *HP 238
Shadow Lunger *HP 414
Muding Troll *HP 710
Enraged Gorack *HP 1203
Bandit Boss *HP 950
The Lost Witch *HP 650
Wretched Zombie *HP 1152
Dungeon Crawler *HP 2120
Rotten Troll *HP 700
Goblin Robo Suit *HP 3120
-{ CHAPTER 5: AN ANCIENT EVIL }-
As you come out here, you can talk with the Guards to your left to have the
Reinforce Fortress Kroth quest updated. You can check out the very
cool-looking beach to your right, but watch out for the Sea Manglers. If you
follow the path, it'll end shortly after, but you should be able to see a
sign up ahead that'll lead you up a set of hills and gullys. Soon you should
see the path reappear, though, and if you follow the torches, you should make
it to Bonepicker's Post.
==[RESTOCK POINT]==
Once you've bought everything you need, simply follow the torches through
the forest. You'll find a house soon after Bonepicker's Post, that has a few
chests in the basement, if you want to check it out.
I've now gotten a LOT of emails about this area, so let me summarize what
I've learned from them.
The house that I mentioned has a cellar. One of the walls in the cellar is
breakable. Behind this wall are the Unguis, the tentacled monster the
Legionnaire was talking about; an abandoned goblin laboratory that seems to
be just aesthetic; and the lost treasure hunters that Gregor told you about.
Talk to them to complete Gregor's quest.
Many thanks to Talos, Cameron, and Mastertypo for their help in clearing this up.
From here on, the forest lightens up a bit, and the path isn't lighted by
torches any longer, but you should still be able to follow it easily. If not,
there's a signpost to help you out. Pretty soon you should emerge into a
clearing; there are some Wraiths soon after. Loook through the ruins of a
temple here and you should be able to see a Blue Drake up ahead...as pretty
as it may be, you should probably kill it. Right behind the Blue Drake there's
a passageway leading underground; take it. These ruins aren't very long, and
although there are a lot of the wraiths in here, they're not really that hard
in the end. Your biggest problem by far will be with the "boss" near the end.
Anyway, let's not get ahead of ourselves. Clear out the first room, then
through the hall to the little fork; to the right are some Googore Grubs,
whatever that means. Really easy little buggers (get it?) to kill, though.
But head left, past the Wraiths on the left. Follow the path, but take a detour
to the right to take out the Fury Spawn waiting there. Now keep along the
path to the north. Look to your left at the Googore - I'm glad that not all
the Grubs have matured, eh? Follow this path along, it's too narrow to get
lost. If you go all the way to the end, you'll find a Life Shrine, but the
path turns away to the right a bit earlier. You should have seen some Googore
Grubs making their way up the slope earlier, but if not just click on the
floor and your characters should find it themselves. Keep going through the
passageway here and turn left at the well. Cross the bridge, then look down
at the Fury and either A) Run away in fear, or B) Attack and get beaten. You
need to get past here, though, so you're going to have to overcome your fear
of large Beholder-like enemies and kill the Fury. Now just walk up the path,
kill the two Fury Pests, and run out of this short little dungeon.
As you first come back outside into the light, you'll see Boryev; you can
recruit him if you want, but you'll be getting a much better mage pretty soon,
and for free. Now just run down the walley a little bit until it oepns up
into a vast clearing. It's wide open, and you can see form one side to the
other, so you shouldn't get lost, but if you do just follow the path; there's
one sign that points the way to Fortress Kroth, and then another signpost
soon after. When, through the little vallet at the end, you see a man standing
on a pile of dirt, slow up a second. Heal your party, get ready, then go fight
him.
"At last, an enemy who doesn't cower behind walls! I thought I'd die of tedium
fighting these pathetic Legionnaires. Let us see if your mettle is greater
than that of your worthless kin!"
When you first enter this area, spikes come up and cover all of the exits,
and then Gresh has to go and summon up a couple dozen Skeletons to fight for
him. You should be able to kill them, though. Once you've taken out most of
them, Gresh himself will come down and start fighting, but by now you should
have him surrounded, and if he doesn't go down easy, at least he goes down.
As you can see once he's down, there are two paths out of this valley, but
you want to take the northeast one; it leads straight to Fortress Kroth.
"With Gresh died the greatest threat to Fortress Kroth, but the grave danger
of a resurgence of this manner of ancient evil weighed heavily on our hero's
mind."
-----------------------
ENEMIES IN THIS CHAPTER
-----------------------
(* denotes new enemies)
Sea Mangler *HP 720
Forest Phrak *HP 180
Spiked Dweller *HP 285
Black Wolf HP 270
Cyclops *HP 1240
Larch *HP 888
Unguis *HP 640
Forest Darkling *HP 441
Wraith *HP 740
Battle Wraith *HP 960
Wraith Archer *HP 495
Googore Grub *HP 260
Wraith Mage *HP 450
Fury Spawn *HP 1960
Googore *HP 1330
Fury Pest *HP 1960
Krug Dog Skeleton *HP 660
Skeleton Mercenary *HP 752
Skeleton Ranger *HP 525
Infested Larch *HP 1507
Warrior Wraith *HP 1212
Blue Drake *HP 1680
Fury *HP 4200
Skeleton Captain *HP 924
Gresh *HP 3200
-{ CHAPTER 6: UNWISE ALLIANCE }-
Here we are at Fortress Kroth - finally. Stock up on anything and everything
you might want, recruit Rhut if you'd like, and basically just relax a bit.
==[RESTOCK POINT]==
When you're ready to proceed, head through the doors behind Rhut and down
into the caverns below. Just follow the path until you see a Droog Grunt.
After taking down the Droog Archers here, go down the stairs on the right
and keep going along the path. Look to the right up here and you'll see a
huge skull on the wall; press the button to the left of it to open the
passageway to the Hall of Skulls. In the first room, there's only one Droog
Grunt, (although there are others in rooms to the left and right) but in rooms
along the hall there are a few Possessed Skulls. And then in the next room,
there are a lot more than that. Once you've cleared out the whole room, (or
maybe if you haven't, you could try a hit-and-run if you have to) turn the
statue on the far side of the room to open a passage to...another room. Only
this one's got Sikra, a great dual Nature/Combat Mage. Once you've recruited
her, (it's very unlikely that you've a better mage) head back out through
the skull you came in, and turn right. Follow the path down the little hill
you come to, through the narrow passages in here, and out into the open desert.
If you follow the river left, you'll come to a dead end, but you might as
well take the experience if you need it. But either way, head to the right
and basically follow the river. One thing - if one of your characters seems
to spontanteously go up in flames, try to follow the path back - it's one
of those pesky Sand Mages. Up ahead, there's a bridge across the river; though
there's a Mana Shrine on the right side, eventually you'll have to end up
on the north. Follow the river again to a bridge; if it comes to a waterfall,
you've gone too far. Head south; the path doesn't deviate much, and the only
thing that might confuse you is the overhangs on the megamap - just remember
that if it looks like you're standing on top of a sheer cliff, and you're
not, that's the reason. Anyway, along the way you'll find Ulfgrim, who you
can recruit if you want, or not, it doesn't really matter. Right after
Ulfgrim's a signpost pointing the way to the Cliffs of Fire, if you needed
directions. (There's also a Life Shrine over to the right.) r you cross over
the river on the bridge, cross back over to the right side so you can take
a trip on the wooden bridge hanging over the waterfall - and yes, the view's
great. Basically, you're just going to be criss-crossing back and forth on
these bridges for a while. After a while, you'll find an elevator against
the cliff face, so raise your party up. Cross the absolutely huge stone bridge
that just grows out of the cliffs, and continue along the cliff face.
Eventually you'll find a signpost that points both to the Cliffs of Fire and
to Castle Ehb, and the village walls are directly behind it.
Just wind your way through the village, where instead of attacking you, the
villagers bow to you - well, all except for the fanatics on the upper levels
who'll attack you anyway. =) One quick warning, though. It's only happened
to me twice, but it is possible to get your characters stuck in this town.
Some of the tables, chairs, bowls, whatever they are, they're laid out badly,
and it's possible to get a a character stuck between them and the wall. And
you can't get them out, even if you dismiss them and rehire them. So unless
you've got a recent save, you're screwed. (So don't do it. ^_^) Run up to
the top of the village and enter the town hall building; talk to Nonataya
inside for a quest and a shopping spree.
==[RESTOCK POINT]==
-----------------------
ENEMIES IN THIS CHAPTER
-----------------------
(* denotes new enemies)
Droog Grunt *HP 1040
Droog Archer *HP 630
Possessed Skull *HP 1180
Giant Wasp *HP 720
Giant Lizard *HP 1200
Sand Mage *HP 798
Sand Ripper *HP 960
Droog Mage *HP 540
Impaler *HP 1340
Sand Basher *HP 1260
Soul Stinger *HP 560
Droog Grunt Fanatic *HP 540
Droog Archer Fanatic *HP 630
Droog Mage Fanatic *HP 540
Droog Captain *HP 1448
-{ CHAPTER 7: KING AND CASTLE }-
"The surrender of the Droog meant the safety of the kingdom had been secured.
But a warning had to be delivered to the throne before the revenant Seck could
succeed in their mysterious plot."
Make your way out of the Droog village and back on the road again. (Got a
feeling that I'm home again.) Kill the Green Drake and speak with Goquua to
get another quest. Now just follow the path once again until you see a
roped-off path on the right. Take it, and follow this path all the way to
a cave - Dragon's Rathe. You'll know the Ancient Dragon when you see it;
weighing in at 20260 HP, it doesn't get any bigger than this. Kill it, then
clear out this whole area for tons of loot. Now run back up to the main path,
where you turned off on the roped path. Head east into a small cave that opens
on fresh air. It should be easy to just follow this path straight to where
Lord Bolivar waits, and from there to the gates of Castle Ehb.
First, you need to go inside, through the stairs directly in front of you.
You can explore around these rooms if you want, but eventually you need to
get out to the rear courtyard. The path to the King is to the southwest, a
simple staircase leading upwards to the ramparts. From here, you want to
circle around counter-clockwise to the northeast corner, where it ascends
further. Once inside, turn west, then north until you find the doorway onto
the roofs. On the roof, head south between the two buildings, then west and
down four flights of stairs. You should now be almost above where you entered
Castle Ehb. Look for a structure that looks something like a well, and wait
for the platform to rise. Get on, and let it take you to the dungeons of Castle
Ehb.
==[RESTOCK POINT]==
Take the first right through the small little door here. From here, you can
look in all of the rooms on the sides if you really want to, (in one of them is
the restock point I mentioned), but if you just want to get to the King stay on
the main path. When you see a jail cell door in front of you, open it and free
the King.
-----------------------
ENEMIES IN THIS CHAPTER
-----------------------
(* denotes new enemies)
Green Drake *HP 1560
Soul Stinger HP 560
Desert Braak *HP 1732
Sand Basher HP 1260
Sand Mage HP 798
Impaler HP 1340
Giant Wasp HP 720
Skeleton Mercenary HP 752
Krug Dog Skeleton HP 660
Giant Skeleton *HP 1200
Seck Grunt *HP 1480
Seck Archer *HP 780
Mucosa Raider *HP 1240
Seck Mage *HP 993
Punisher *HP 880
Scorch *HP 20260
Ghost *HP 1600
-{ CHAPTER 8: THE CHAMBER OF STARS }-
"We live on borrowed time, so you must listen well, and act quickly if we
are to survive. Three hundred years ago, our ancestors entombed Commander
Gom with the remnants of his Seck army, following their craven surrender to
the 10th Legion. Rather than obliterate the remains of their race, our
forefathers magically bound them one by one in the Vault of Eternity as a
sentence for their savagery against our people. It would appear the magical
wards have weakened during Merik's long absence. The Seck that imprisoned
me here somehow breached our castle defenses and caught us unaware. Unlike
the rest of my retinue, I was spared, but I am sure they were simply holding
me for some unspeakable sacrifice. Were it not for your rescue, they would
eventually have figured out that I hold this key.
Within the bowels of the castle there is a hidden sanctuary known as the
Chamber of Stars. If what you say is true, the Seck must be plotting to acquire
the Imperial relics concealed therein. They could possibly hold the power
to revive their dark lord Gom and the rest of their kin. You should hurry
to retrieve the artifacts from the Chamber to safeguared them. If any of them
can be of use to you, so much the better. Once the artifacts are secure, I
charge you to seek out, and vanquish the remaining Seck before their dark
vengeance can be unleashed on the good folk of Ehb... You have become out
last bastion of hope. I shall remain here and pray for the deliverance of
our kingdom at your hands. May Azunai bless and guard you in your crusade...
Heroes of Ehb."
First of all, pick up that Star Key. Wouldn't do to get to the Chamber of
Stars without the key, now would it? Now basically just make your way through
each successive room, it's pretty linear. When you see a hanging cage in the
air on the right, go over, push the button to lower the chest, then break
the door to free the occupant.
"Tried, tried, tried, but Swanny didn't give it away did he? No, he's a good
boy, isn't he? Old red-eyes, evil eyes... They tried to crack his head with
magic, but he's got daisies for brains now, don't he? Don't he? They wanted
to know where the Chamber of Stars was, those Seck devils, but Swanny wouldn't
tell them... The secret chamber with all the king's magical goodies... You!
You nearly tricked ole Swanny, but I'll not give it away! Never! Bloody Seck
traitors!"
Now kill him, just because it's more fun this way. =) And because Swanny's
Club is the best weapon in the game so far. Anyway, if you want to get some
loot you can, taking out the Kell on the other side of the west door, then
continuing on through the south one. You eventually want to exit this room
through the north door, though. When you come out on this bridge, the Vault
of Eternity is to your right, but you can't get in. So look to the left, towards
the Star Device....which just happens to match your key. When the bridges
come down, run in and turn each of the four statues set around the device
to make it spin. Run around collecting all of the treasure, then run back
outside to the Vault of Eternity.
-----------------------
ENEMIES IN THIS CHAPTER
-----------------------
(* denotes new enemies)
Seck Archer HP 780
Mucosa Raider HP 1240
Punisher HP 880
Toreck *HP 1280
Seck Grunt HP 1480
Seck Mage HP 993
Seck Elite Archer *HP 750
Mucosa Predator *HP 840
Synged *HP 640
Lava Imp *HP 920
Warlock *HP 630
Terror Wraith *HP 1280
Kell *HP 2080
Wraith Piercer *HP 765
Ghost HP 1600
Lava Runner *HP 920
Swanny the Mad Jailer *HP 3400
Dungeon Crawler HP 2120
-{ CHAPTER 9: DUNGEON SIEGE }-
"Our hero stepped forth from the Chamber of Stars a fearless champion who
wouold valiantly stride into the army of horrors that lie in wait."
As you walk in here, you'll be mobbed, but just take the doorway in the left
wall, then west in the next one, then north, then east, and then east again.
Now you should be directly north of the first room. Keep heading north. See
the gaping hole in the infernal lava-covered wall? Yeah, that one. Go through
it. The path along here is pretty simple, though by no means easy. Just walk
along down by the lava pools, take the bridge over the lava river, and then
lava the lava with lava lava on top. =) You're going to want to head west
after the bridge, running parallel to the river. Now take the second bridge
back across the lava. Now curve back towards the river, and go through the
passageway in the cliff face. This section is just one huge long skinny
peninsula in the middle of the lava, so just follow it or use your megamp
to find your way. Eventually you'll meet a Red Drake, mostly just as a herald
of what's to come. Just keep trudging along past even more lava, until you
get to a strangely-bent two-part bridge. Keep going until you enter a tunnel
and the red lights fade to black - now keep your eyes peeled for the last
change in scenery you'll see. (It comes right after the Magma Beast.) Anyway,
right after the first platform, the one with the two Black Drakes and the
Molten Drake, take a left and curve all the way around to the very south,
where you take a left, then go west just a little bit before heading north
for a long time. (You'll eventually be heading west when you finally find
it; if the game autosaves, you're on the right track. It's a long thin platform
limned with teeth.) So, descend down to the bottom level and meet Gom...
"So this is the mes the kingdom has to send against me. Did Merik tell you
that he came to us seeking his misplaced staff? And did he tell you that
without it he could not revitalize the wards binding us, and it was only a
matter of time until we would all be free? Your ancestors put us into thishole
then told fairy tales about us to frighten their children. Eventually you
forgot that the Seck were once real, a power to be reckoned with! Pray your
god is more merciful than I."
His first form's hardly difficult at all, you should be able to take it out
without much trouble at all. His second form, however....is not such a
pushover. Your best strategy for this is a pretty simple one - just take out
as many of his summoned monsters as fast as you can. Then, just hit him. Then
do it all over again. Eventually, after many healing spells and potions have
been used, he'll die. And you'll win. And...that's it. The only thing left
for you to do at that point, really, is to go and play multiplayer with the
imported character. (Or you could start from scratch, but that's not nearly
as fun...)
"With the Seck defeated, peace once again returned to the Kingdom. History
would record the names of those brave heros that drove the Seck back to the
hell from which they had crawled... a hell they would never return from again.
Though victory was ours, and nary a vile creature would show itself for many
years, the story does not end here. There was a new plan being devised...
an evil plot that would once again plunge the Kingdom into war...
C O N G R A T U L A T I O N S ! ! !
You've completed the Castle Ehb campaign!
-----------------------
ENEMIES IN THIS CHAPTER
-----------------------
(* denotes new enemies)
Warlock HP 630
Lava Imp HP 920
Lava Runner HP 920
Mucosa Predator HP 840
Kell HP 2080
Synged HP 640
Terror Wraith HP 1280
Wraith Piercer HP 765
Seck Grunt HP 1480
Punisher HP 880
Seck Elite Archer HP 750
Mucosa Raider HP 1240
Seck Mage HP 993
Lava Horror *HP 1000
Lava Beast *HP 1325
Seck High Mage *HP 1480
Seck Archer HP 780
Lava Mage *HP 976
Red Drake *HP 1280
Seck Elite Guard *HP 1620
Lava Spirit *HP 1200
Magma Spirit *HP 1353
Quadscale *HP 1040
Black Drake *HP 1960
Molten Drake *HP 2080
Molten Steel Drake *HP 2540
Gom *HP 8710
Gom *HP 11800
<< R E S T O C K P O I N T S >>
Farm
Path to Crypts
Crypt of Sacred Blood
Path to Stonebridge
Stonebridge
Path to Wesrin Cross
Wesrin Cross
Merchant's Camp
Glitterdelve Mines
Path to Glacern
Glacern
Path to Alpine Caverns
Alpine Caverns
Jeriah's Trading Post
Path to Subterranean River
Subterranean River
Dark Forest
Travelers' Camp
Path to Eastern Swamp/Bandit's Cave
Eastern Swamp
Potions Shop
Eastern Swamp
Goblin Mines
Bonepicker's Post
Path to Temple Ruins
Temple Ruins
Path to Fortress Kroth
Fortress Kroth
Path to Hall of Skulls
Hall of Skulls
Path to Cliffs of Fire
Cliffs of Fire
Droog Village
Path to Dragon's Rathe
Dragon's Rathe
Path to Castle Ehb
Castle Ehb
Passageways
Jail Cell
Dungeons
Chamber of Stars
Dungeon Siege
QUESTS:
Chapter 1: Stonebridge
Seek Gyorn in Stonebridge
-Seek Norick's friend Gyorn in the town of Stonebridge.
-Seek Norick's friend Gyorn in the town of Stonebridge by using the old path
through the Crypts.
"The Krug are attacking! I couldn't hold them back... You have long been my
friend, but... you can do nothing more for old Norick. Go to Stonebridge.
Find Gyorn. If the Krug have elsewhere betrayed us, your bravery will be
needed by the King. Go now!"
"This bridge won't be fixed anytime soon. If you're desperate to get to
Stonebridge, the only way to get there is gone be through the crypts."
GIVEN: Norick, automatically given during introduction.
COMPLETED: When you speak to Gyorn in Stonebridge.
Clear Edgarr's Basement
-Clear the Krug for Edgarr's Basement, and gather supplies for the journey
to Stonebridge.
"When I realized that the Krug were actually attacking us, I tried to get
to the safety of my cellar, but they had a little welcome party waiting for
me. If you need any supplies for the long trek to Stonebridge, and wouldn't
mind clearing out the remaining Krug downstairs, you can help yourself to
whatever you need from my stores."
GIVEN: Edgaar, when you speak to him in his house.
COMPLETED: When you kill the last of the enemies in his cellar.
Chapter 2: Journey to the Overseer
Deliver Gyorn's Report
-Deliver Gyorn's Report to the Overseer in Glacern.
"If you've come looking for help, you'll not get much here. What the Krug
couldn't carry off in a wagon, they smashed up or burned. They even put
Gravemaker, my blessed ole catapult, to the torch, even though that beauty
hasn't thrown a stone since I was a pup. It don't take a wizard to smell the
Goblins behind this Krug raid, but the Oversee of Glacern needs to be told
what happened here nonetheless. If you're up for the task, can I come along?"
GIVEN: Gyorn, when you speak with him in Stonebridge.
COMPLETED: When you speak to Ibsen Yamas, the Overseer, in Glacern.
Ordus' Axe
-Secure Ordus' axe from the Northern guard tower.
"I was stationed at the northern guard tower when the Krug started hitting
us in waves. If I hadn't been so blasted stubborn, I would have made it back
in time to keep them from burning my out of my home. I'm sure the tower is
overrun by now, but they might not have figured out the mechanism to enter
the armory downstairs. I would hate to have any of our remaining weapons fall
into Krug hands; if you are up to the task, you are welcome to them."
GIVEN: Ordus, when you speak to him in Stonebridge.
COMPLETED: When you find Ordus' Axe in the basement of the Northern
Guard Tower.
Clear Glitterdelve Pass
-Clear the way to Glitterdelve for the Stonebridge militia.
"If you're headed North, we haven't seen anything but Krug come from that
direction since the attack last night. If you manage to clear Glitterdelve
Pass, it's gonna be a lot easier for us to secure the road when Cap'n gives
the word."
GIVEN: Town Guard, when you speak to him in Stonebridge.
OR: Guard Captain, when you speak to him near the gate.
COMPLETED: Guard Captain, when you speak to him after clearing the way.
A Sister's Message
-Deliver Ella's message to her sister Ada in Glacern.
"The raid last night was terrible! I barely escaped with my life. When my
sister hears about what the Krug did to us here, she'll be furious! Oh! But
she'll be worried that I was hurt. She's an archer in the Legion, stationed
at Glacern. If you're going that way, could you tell her I'm all right? I'm
sure she'll make it worth your while; her name is Ada."
GIVEN: Ella, when you speak to her in Stonebridge.
COMPLETED: When you speak with Ada in Glacern.
Rescue Torg
-Rescue Gloern's brother Torg from within the Dwarven mines.
"This is a bad business, but we're no' the only ones in it! These magic bits
the Kroog are stealing are goin' to some clag named Commander Gresh, but
there'll be a blasted goblin behind this or I'm a mule's father. Me brother
Torg will like as know more, but the Kroog 'ave him holt up down beloo. I
could truly use a hand in getting him free, if yer willing."
GIVEN: Gloern, when you speak to him in Glitterdelve.
COMPLETED: When you find Torg in the Glitterdelve Mines.
Report Torg's Findings
-Report Torg's findings to the Overseer in Glacern.
"Bravely Done! These lot aren't much of a threat, but I'd stake me mine there's
someone higher up pullin' their strings. The overseer of Glacern needs to
be told and soon. If yer headin' that way, I'd be most appreciative if ye
pass the word along. I'd go with ya, but I'll have me hands full getting me
lads back to work, now that ya wiped the filth outa the place. If the overseer
gives ya any guff, ya can flash him me lucky amulet an he'll know I sent ya.
Might as well keep it, it's the least I can do fer all the pakkin' you done
down here."
GIVEN: Torg, when you speak with him in the Glitterdelve Mines.
COMPLETED: When you speak with the Overseer in Glacern.
Chapter 3: The Search for Merik
Book Return
-Find the first two volumes in the Fedwyrr's Way trilogy.
"Master Onoc is going to have my hide! I borrowed a trilogy of books about
Fedwyrr's Way, and lent two out to some friends. But now, I don't remember
to whom I lent them! Onoc forbids me to leave while he is keeping shop, but
I am sure he will find them missing any time now. Might you have a few minutes
to ask around town for me?"
GIVEN: Ardun, when you speak to him in Glacern.
COMPLETED: When you speak to him after finding both books.
Quest for Merik
-Find Merik the Grand Mage.
"I appreciate your enthusiasm to help, soldier, but I've got a battle to plan!
Doesn't take a fool to see this all started the day out Grand Mage Merik
vanished. Find him, and you'll find the cause of this mess."
GIVEN: Ibsen Yamas, when you speak with him in Glacern.
COMPLETED: When you free Merik in the Ice Caverns.
Reinforce Fortress Kroth
-Travel through the Ice Caves to reinforce the Legionnaires at Fortress
Kroth.
"The Legionnaires tell me it's even worse over the mountain. If you want to
make yourself useful, go reinforce the men at Fortress Kroth. Just follow
your nose through the ice caves and you'll get there soon enough!"
GIVEN: Ibsen Yamas, when you speak with him in Glacern.
UPDATED: Legionnaire Guard, when you speak with him after Goblin Mines.
Homeless Blacksmith
-Secure Orlov's cabin and cellar in the wilderness north of Glacern.
"Well, you seem a persistent sort. There's a chest and some crates in my
basement. If you can clear the monsters out of there, you're welcome to what
you find. My house is in the woods north of here."
GIVEN: Orlov, when you speak with him in Glacern.
COMPLETED: Orlov's basement, when you kill the last monster.
Chapter 4: The Warding Staff
Confront the Bandit Boss
-Confront the Bandit Boss to protect the Traveler's camp.
"In ze past, ze bandits tolerated us, as ve provided zhem with needed
supplies, but since ze legion withdrew zheir patrols, ze bandits haf turned
from robbing and pilfering caravans to murdering and plundering zhem. Zhis
morning ve caught vone of zhem stealing from Yadze's tent. He stated zhat
ze Bandit Boss now claims ownership of the vomen and vares of our camp, and
zhey will return zis evening in force to accept zheir payment. Zhe thought
sickens me. Ve haf our backs against ze Green Range, but cannot brave
Fedwyrr's Way without Sikra and Boryev. If you are truly a hero, you must
haf ze courage to confront ze Bandit Boss on our behalf. I have no bounty
to offer in return, but he will surely have amassed a fortune by now inside
his bandit lair.
GIVEN: Razvan, when you speak with him in the Travelers' Camp.
COMPLETED: Bandit's Cave, when you kill the Bandit Boss.
Merik's Staff
-Retrieve Merik's warding staff.
"I've been suspended for what...nearly a month now? Most astonishing! Their
powers have grown. I should have been paying closer attention. I should have
foreseen this, blast it! The forces behind this violence will be searching
for my Warding Staff. That's the magical artifact they're after. Thanks to
me, they believe it to have powers it doesn't actually possess, but it could
still be a terrible weapon in the wrong hands. It must be recovered!"
GIVEN: Merik, when you free him in the Alpine Caverns.
COMPLETED: Goblin Caves, when you pick up Marik's Staff after defeating
the Goblin Inventor in his mechanical suit.
Purify the Temple
-Destroy the temple Guardian.
-Place the holy icon on the Temple altar.
"Take this icon. The Temple ahead has been overcome by a wakening evil. The
icon can break the unholy discord if you can place it upon the altar. I have
tried and failed. A powerful guardian desecrates the altar with his presence.
Please, you must..."
GIVEN: Azunite Scholar, when you talk to him near the bridge at the
beginning of the Eastern Swamp.
COMPLETED: Swamp Temple, when you place the icon on the altar.
Chapter 5: An Ancient Evil
Reinforce Fortress Kroth
-Defeat the necromancer besieging Fortress Kroth.
"Six of us used the old temple route to sneak past Gresh, but we ran into
one of his tentacled guardians. It tore us to shreds. Somehow the two of us
escaped to here, but now there's no way we can get Legion reinforcements to
Captain Tarish in time. I don't know who you are, but if you're as capable
as you look, I don't think Gresh would be expecting reinforcements of your
kind. This may be the lucky break my comrades need to stop Gresh before he
kills us all."
UPDATED: Legionnaire Guard, when you speak with him after Goblin Mines.
COMPLETED: Fortress Kroth, when you defeat Gresh outside the walls.
Chapter 6: Unwise Alliance
Subdue the Droog
-Subdue the Droog Leadership in their village beyond the desert to the east.
"One hundred eighty-two men dead....all because some fool couldn't be
bothered to follow orders. A scout spotted Seck in the woods weeks ago, but
didn't report it for fear the other men would ridicule him for seeing ghosts.
But what else do you call creatures three centuries dead, eh? I'll tell you
this though, those Droog heping the Seck aren't phantoms. If we subdue their
village we'll have this battle half won."
GIVEN: Captain Tarish, when you speak with him in Fortress Kroth.
COMPLETED: Droog Village, when you walk into the Town Hall.
Chapter 7: King and Castle
Search for the King
-Find the King and secure Castle Ehb from the Seck
"By all the powers that be, a friendly face! The castle's overrun! The bloody
seck came up from below, but I don't know how. King Konreid was still alive
when last I saw him, but I cant find him now. I hope he's in hiding and that
those slimy Seck haven't got him bottled up somewhere in the Castle. Shall
we join forces to find him or go on separately?"
GIVEN: Lord Bolingar, when you speak with him outside Castle Ehb.
COMPLETED: Castle Ehb Dungeon, when you speak with King Konreid.
Journey to Castle Ehb
-Journey to Castle Ehb to prevent the Seck from capturing the secret chamber.
"Peace! We are victimes all of these horrid Seck! In centuries past, the Seck
hunted us near to extinction. When first they reappeared, our generation of
warriors was yet newly hatched, unequal to the ancient sorceries the Seck
threatened to unleash. For our survival, we made an unwise alliance. We would
redeem ourselves. The Seck plot to seize a secret chamber they believe to
be within Castle Ehb. You must move soon should you wish to prevent this.
As a symbol of our good intentions, I offer an exchange of goods, the best
wares we have to offer."
GIVEN: Nonatoya, when you speak with him in the Droog Village.
COMPLETED: Castle Ehb, when you cross the threshold of the bridge.
Slay the Ancient Dragon of Rathe
-Slay the Ancient Dragon before the Seck can free him from Dragon's Rathe.
"My people have begun preparing sacrificies to appease ancient Dragon, but
Goquua knows that not help. Reappearance of Seck and rage of drakes NOT...
coincidence. Goquua now certain tha Seck corrupted Ancient Dragon to unleash
its spawn against world. My people will be first to fall if I fail to protect
us, but your kingdom not far behind. If you are truly hero of your kingdom,
you must slay Ancient Dragon before Seck can free him from Rathe."
GIVEN: Goquua, when you speak with him outside the Droog village.
COMPLETED: Dragon's Rathe, when you defeat Scorch, the Ancient Dragon.
Chapter 8: The Chamber of Stars
Vanquish the Seck
-Find and destroy the remaining Seck before they can free Gom.
"We live on borrowed time, so you must listen well, and act quickly if we
are to survive. Three hundred years ago, our ancestors entombed Commander
Gom with the remnants of his Seck army, following their craven surrender to
the 10th Legion. Rather than obliterate the remains of their race, our
forefathers magically bound them one by one in the Vault of Eternity as a
sentence for their savagery against our people. It would appear the magical
wards have weakened during Merik's long absence. The Seck that imprisoned
me here somehow breached our castle defenses and caught us unaware. Unlike
the rest of my retinue, I was spared, but I am sure they were simply holding
me for some unspeakable sacrifice. Were it not for your rescue, they would
eventually have figured out that I hold this key. Within the bowels of the
castle there is a hidden sanctuary known as the Chamber of Stars. If what
you say is true, the Seck must be plotting to acquire the Imperial relics
concealed therein. They could possibly hold the power to revive their dark
lord Gom and the rest of their kin. You should hurry to retrieve the artifacts
from the Chamber to safeguared them. If any of them can be of use to you,
so much the better. Once the artifacts are secure, I charge you to seek out,
and vanquish the remaining Seck before their dark vengeance can be unleashed
on the good folk of Ehb... You have become out last bastion of hope. I shall
remain here and pray for the deliverance of our kingdom at your hands. May
Azunai bless and guard you in your crusade... Heroes of Ehb."
GIVEN: King Konreid, when you speak with him in Castle Ehb Dungeon.
UPDATED: After leaving the Chamber of Stars. (Moved to Chapter 9.)
The Chamber of Stars
-Retrieve artifacts from the Chamber of Stars.
"We live on borrowed time, so you must listen well, and act quickly if we
are to survive. Three hundred years ago, our ancestors entombed Commander
Gom with the remnants of his Seck army, following their craven surrender to
the 10th Legion. Rather than obliterate the remains of their race, our
forefathers magically bound them one by one in the Vault of Eternity as a
sentence for their savagery against our people. It would appear the magical
wards have weakened during Merik's long absence. The Seck that imprisoned
me here somehow breached our castle defenses and caught us unaware. Unlike
the rest of my retinue, I was spared, but I am sure they were simply holding
me for some unspeakable sacrifice. Were it not for your rescue, they would
eventually have figured out that I hold this key. Within the bowels of the
castle there is a hidden sanctuary known as the Chamber of Stars. If what
you say is true, the Seck must be plotting to acquire the Imperial relics
concealed therein. They could possibly hold the power to revive their dark
lord Gom and the rest of their kin. You should hurry to retrieve the artifacts
from the Chamber to safeguared them. If any of them can be of use to you,
so much the better. Once the artifacts are secure, I charge you to seek out,
and vanquish the remaining Seck before their dark vengeance can be unleashed
on the good folk of Ehb... You have become out last bastion of hope. I shall
remain here and pray for the deliverance of our kingdom at your hands. May
Azunai bless and guard you in your crusade... Heroes of Ehb."
GIVEN: King Konreid, when you speak with him in Castle Ehb Dungeon.
COMPLETED: When you activate the Star Device in the Chamber of Stars.
Chapter 9: Dungeon Siege
Vanquish the Seck
-Find and destroy the remaining Seck before they can free Gom.
-Destroy the Seck leader Gom.
"We live on borrowed time, so you must listen well, and act quickly if we
are to survive. Three hundred years ago, our ancestors entombed Commander
Gom with the remnants of his Seck army, following their craven surrender to
the 10th Legion. Rather than obliterate the remains of their race, our
forefathers magically bound them one by one in the Vault of Eternity as a
sentence for their savagery against our people. It would appear the magical
wards have weakened during Merik's long absence. The Seck that imprisoned
me here somehow breached our castle defenses and caught us unaware. Unlike
the rest of my retinue, I was spared, but I am sure they were simply holding
me for some unspeakable sacrifice. Were it not for your rescue, they would
eventually have figured out that I hold this key. Within the bowels of the
castle there is a hidden sanctuary known as the Chamber of Stars. If what
you say is true, the Seck must be plotting to acquire the Imperial relics
concealed therein. They could possibly hold the power to revive their dark
lord Gom and the rest of their kin. You should hurry to retrieve the artifacts
from the Chamber to safeguared them. If any of them can be of use to you,
so much the better. Once the artifacts are secure, I charge you to seek out,
and vanquish the remaining Seck before their dark vengeance can be unleashed
on the good folk of Ehb... You have become out last bastion of hope. I shall
remain here and pray for the deliverance of our kingdom at your hands. May
Azunai bless and guard you in your crusade... Heroes of Ehb."
UPDATED: After leaving the Chamber of Stars.
UPDATED: After hearing Gom's speech.
COMPLETED: After defeating Gom's second form.
++++++++++++++++++++
5.1 Walkthrough, Jr.
++++++++++++++++++++
This is basically a quick-and-dirty walkthrough to the main path you should
take, without all the "worthless" information about how to put each foot in
front of the other. Good if you just want to know where to go next.
Chapter 1:
After talking to Norick, head out of the farm.
At Edgaar's house, talk to him, then clear out his basement.
Make your way to the Crypt.
Take out the Ruby Gargoyle, then recruit Ulora.
Once out of the Crypt, fight your way to Stonebridge.
Chapter 2:
Talk to Gyorn, then recruit him.
Buy anything in town that you need.
Speak with Ordus and Ella to receive their quests.
Recruit Zed the mage, Naidi the archer, or Rusk the fighter.
Get a packmule and head out of town.
Fight your way along until you find the Northern Guard Tower. Clear it
to complete Ordus' Quest, and take Ordus' Axe.
Click on the gate to Glitterdelve to see that it is blocked off.
Enter Wesrin Cross, fight your way through to the circular platform.
Lower yourself to the second level of the dungeon, and clear out the
HUGE room you find here.
Make your way to the opposite side of the room, and go to the end.
Pull the lever, and raise your entire party back up to the surface.
Here, click on the red barrel by the gate to clear the way.
Run back to Stonebridge, and stock up on supplies.
Recruit a new character if you want. Run back to the gate.
Walk to the left if you want, there's a trader and a mule seller.
Walk up to the town of Glitterdelve, watch the cutscene.
Recruit Gloern.
Make your way through the Glitterdelve Mines.
Go down the second-to-the-last elevator and break down the secret wall.
Speak with Torg, Gloern's brother.
Ride up in the elevator, then exit the mines.
Run through the snowy forest to Glacern.
Chapter 3: The Search for Merik
Go to the Lucky Hurgiss Inn, and talk to the Overseer.
Talk to the apprentice in the octagonal building, then find his books.
Recruit either Kroduk or Lorun.
Restock potions, spells, weapons, armor.
Head out of town through the large doors.
Walk until you hit a flat wall, then walk in front to open the door.
Fight your way to Merik, the man trapped in ice.
Free him, and recruit him if you wish.
Exit the Ice Caverns.
Chapter 4: The Warding Staff
Buy anything you might want at the Trading Post.
Continue along the path to the cave at the end.
Fight your way through this very frustrating dungeon.
Follow the path to the Travelers' Camp.
Speak to the leader of the group to hear of the bandit problem.
Restock anything you might need.
Recruit Phaedriel near the exit of the camp if you want.
Take the right path at the fork, through the bandits' camps.
Defeat the Bandit Boss.
Take the left fork into the Eastern Swamp.
Follow the path to the right to find a small sanctuary.
Go back to the entrance, and enter the swamp on the small bridge.
Recruit Andiemus if you want.
Make your way to the old woman's shop in the middle of the swamp.
Continue on to the entrance to the Goblins' caves.
Fight your way through the Goblin caves to a swiveling platform.
If you don't want to go all the way around the loop, get all but one of
your party onto the platform, then turn the valve. Then quickly get
on. Continue on to your right.
Fight the Goblin Inventor.
Take Merik's Warding Staff.
Continue out of this dungeon.
Chapter 5: An Ancient Evil
Follow the path along to Bonepicker's Post.
Kill the Blue Drake and make your way through the Temple Ruins.
Kill the Beholder-- sorry, the Fury. ^_^
Recruit Boryev if you wish.
Kill Commander Gresh.
Make your way to Fortress Kroth.
Chapter 6: Unwise Alliance
Speak to Tarish.
Unload all that loot you've got, recruit Rhut if you want.
Head into the dungeon behind him.
Make your way to the Hall of Skulls.
Go to the end and recruit Sikra, a better mage than any you'll have.
Go back out to the cave and turn right.
Run quickly to the end.
Run along the river, killing those damn Sand Mages.
Recruit Ulfgrim if you wish.
Look down every time you cross the spanning bridges and marvel.
Fight to the Cliffs of Fire.
Enter the Droog village, where they worship you as a god or something.
Speak with Nontaya.
Exit the village, and speak with the Droog, Goquaa.
Continue along the path.
Chapter 7: King and Castle
When you see a roped path going down to the right, take it.
Fight your way to the cave at the end.
Vanquish Scorch, the ancient dragon of Dragon's Rathe.
Return to the path, and take a right to Castle Ehb.
Make your way around the right side of Castle Ehb to the stairs.
Make your way around the walls to the roof.
Make your way around the roof to the elevator thing.
Go down it. (You thought I was going to say "Make your way around...")
Fight your way through the basement until you find a prison cell.
Enter and speak with the King.
Chapter 8: The Chamber of Stars
Take the Star Key that he gives you.
Go around to the door behind the King's cell, and continue along here.
Take a left at the fork at the very end.
Enter the Chamber of Stars.
Turn the statues around the side to activate the Star Device, then open
all the chests around the outside for a LOT of good items.
Go back out to the fork in the path.
Chapter 9: Dungeon Siege
The huge door that was locked earlier will open, so go through it.
Go down to the crimson cavernous cave that calls to be cleared. (^_^)
Make your way down the slopes here, and along the bridges.
Follow the platforms around, killing all the drakes you can find.
When you find a long straight passage walled by teeth, get ready.
Walk forwards and activate the cutscene. Prepare for the final battle.
Attack Gom right away, he's only got 8000 HP. Not too hard at all.
Feel happy because you just beat the game pretty easily.
Begin to get an inkling of a suspicion that maybe he's not dead.
Watch him be resurrected.
Be afraid. Very afraid.
For this battle, you want to make sure that you're not leaving more than one
or maybe two summoned monsters alive. If you do, they'll be knocking down
the health of your healers from behind while they're busy. But as soon as
you take down the summons, concentrate all fire on Gohm. You'll need it. Be
ready with potions, and micromanage as best you can. Once you finally take
him down, watch the pathetic excuse for an ending, and feel happy that you're
done. Now, go import your character into multiplayer. Go on, go! It's fun,
I promise!
CONGRATULATIONS! YOU HAVE COMPLETED THE CASTLE EHB CAMPAIGN!
++++++++++++++++
5.2 - Characters
++++++++++++++++
This section contains the statistics that each character has when they join
your party. I may add relative scores at some point, I don't know.
=( Main Character )=
STR - 10
DEX - 10
INT - 10
MELEE - 0
RANGED - 0
NATURE - 0
COMBAT - 0
=( Ulora )=
STR - 10
DEX - 10
INT - 10
MELEE - 1
RANGED - 1
NATURE - 1
COMBAT - 0
=( Gyorn )=
STR - 11
DEX - 10
INT - 10
MELEE - 2
RANGED - 0
NATURE - 0
COMBAT - 0
=( Zed )=
STR - 10
DEX - 10
INT - 12
MELEE - 0
RANGED - 0
NATURE - 3
COMBAT - 0
Cost - 900
=( Naidi )=
STR - 10
DEX - 11
INT - 10
MELEE - 0
RANGED - 3
NATURE - 0
COMBAT - 0
Cost - 1050
=( Rusk )=
STR - 11
DEX - 10
INT - 10
MELEE - 3
RANGED - 0
NATURE - 0
COMBAT - 0
Cost - 1100
=( Gloern )=
STR - 13
DEX - 11
INT - 10
MELEE - 5
RANGED - 0
NATURE - 0
COMBAT - 0
=( Kroduk )=
STR - 15
DEX - 12
INT - 10
MELEE - 8
RANGED - 0
NATURE - 0
COMBAT - 0
Cost - 3400
=( Lorun )=
STR - 11
DEX - 11
INT - 16
MELEE - 0
RANGED - 0
NATURE - 0
COMBAT - 9
Cost - 3900
=( Merik )=
STR - 11
DEX - 12
INT - 21
MELEE - 0
RANGED - 0
NATURE - 13
COMBAT - 4
=( Phaedriel )=
STR - 14
DEX - 20
INT - 12
MELEE - 0
RANGED - 17
NATURE - 0
COMBAT - 0
Cost - 38400
=( Andiemus )=
STR - 13
DEX - 14
INT - 26
MELEE - 0
RANGED - 0
NATURE - 24
COMBAT - 0
Cost - 98880
=( Boryev )=
STR - 20
DEX - 16
INT - 27
MELEE - 18
RANGED - 0
NATURE - 0
COMBAT - 34
Cost - 388690
=( Rhut )=
STR - 33
DEX - 19
INT - 14
MELEE - 38
RANGED - 0
NATURE - 0
COMBAT - 0
Cost - 421250
=( Sikra )=
STR - 14
DEX - 17
INT - 36
MELEE - 0
RANGED - 0
NATURE - 20
COMBAT - 38
=( Ulfgrim )=
STR - 34
DEX - 20
INT - 13
MELEE - 39
RANGED - 2
NATURE - 0
COMBAT - 0
Cost - 455740
=( Lord Bolingar )=
STR - 38
DEX - 21
INT - 13
MELEE - 43
RANGED - 0
NATURE - 0
COMBAT - 0
+++++++++++
5.3 - Books
+++++++++++
The books that you'll find throughout the game serve to flesh out the backdrop
to the story of the Kingdom of Ehb. If you're interested, you'll find them
below. If not, the scrollbar's to your right. ^_^
History of the Azunites
Carrying with them the written testaments of a dozen generations of faithful,
Azunai's followers first appeared in the Agallan Peaks over two centuries
before the founding of the Empire of Stars.
Shrines to the Eternal Passion began to dot Legionary routes as early as the
7th Century, offering free food and lodging to weary travelers willing to
hear sermons on the deeds of Azunai. Within a hundred years on its
introduction, over sixty villages in the Empire supported thriving
communities over devout Azunite worshippers.
The simple Azunite doctrine of worldly rewards for hard labor was far easier
to understand than the abstract, often unrewarding worship of the distant
Stellar Emperors. Followers had only to profess a belief in the strength of
The Defender and pass formally beneath his sacred shield, and they were
accepted as a member of his clan.
It is believed that rare offspring of devout Azunite worshippers are 'Marked
with Fire' in secret ceremonies. Those children have been known to receive
mortal wounds only to be resurrected by simple passage beneath the sacred
shield.
History of the Crypts
Just southeast of the Kingdom town of Stonebridge lies the most honored burial
place in all of Ehb. Here, the bodies and bones of all the Kings and Queens
of Ehb are laid alongside the commanders, grand mages, and heroes of the 10th
Legion.
Consecrated by the returning 10th Legion as they fought to free Ehb from the
tyranny of the Seck, the Crypt of the Sacred Blood is built on the site of
one of the bloodiest battles of the liberation.
As Legion Commander Karese Noanni surveyed the dead following the battle,
he ordered that a space be cleared in the center and excavations be begun.
'From this day forth there shall be nothing accomplished that was not
purchased with the blood of these valiant hearts,' Noanni is reported to have
said.
Over the centuries, wealthier families installed layer upon layer of secret
passages and traps to discourage looters from disturbing their interred loved
ones. Today the Crypt is considered unnavigable, and most burials are instead
performed in graveyards surrounding the crypt entrances.
The Life of Etan Stonebridge
Etan Stonebridge was no stranger to the world of trading. Having grown up
poor in the streets of the Imperial Capitol of Ilivara, he's spent much of
his youth parlaying stolen eggs or broken bits of glass into a warm evening
meal.
During a brief stint in the 2nd Legion, he'd learned a bit about horse-trading
and had become an expert in sniffing out bad deals, but the mindless tedium
of the military lifestyle didn't suit Stonebridge's notions of adventure.
He abandoned his post in 596 to join a small westward-bound trading company.
Shortly after arriving in Ehb, Stonebridge was introduced to the Droog, and
became convinced they had more to offer than the exotic weapons and jewelry
other companies were failing to acquire. He'd briefly glimpsed the Droog
using eggshell-like material as thick as a man's hand with a glorious oily
sheen to it; judging by the way they were pounding it, it had to be harder
than granite. Acquiring even a few lots of the stuff to tile the floors of
some wealthy Patrician's villa might put a nice jingle in his pouch.
It was a stroke of luck that the Droog held no value in the shells, and were
actually glad to be rid of them. They were even happier to receive in exchange
many of the items that had previously been offered in trade for their
treasured weapons and jewelry.
As time passed, the Droog became more comfortable dealing with Etan, and
eventually offered him limited exchanges of Droog weaponry despite their
refusal to all other parties. Etan's wealth grew quickly during these years,
and by the time of the Droog retribution, he had established himself as one
of Ehb's wealthiest citizens.
The Ruins of Wesrin Cross
Only an hour's march south of Frostspire Pass, the lonely ruins of Wesrin
Cross have borne witness to some of the darkest hours of Ehb's turbulent
history. Originally constructed as an Inn by Imperial trader Fiola Wesrin
sometime in the 7th century, it has served, at times, as a barracks, a
menagerie, a gatehouse, and a royal residence. The sheer volume of blood shed
in its shadow has made it a tormented place, haunted with memories of the
birth of the Kingdom.
With the arrival of the Seck and the Imperial forces from the east, the site
was heavily re-fortified by the 10th Legion, and a gated underground route
linked to recent excavations made from the Glitterdelve mine.
During the War of Legions, the Seck briefly occupied the tunnels, using them
to house a corps of Guild spider drovers. While the subterranean confinement
pens were later torn out by the reoccupying Legion forces, a magical homing
taint remained in the tunnels, which continues to attract the descendants
of the Seck-controlled Arakun spiders to this day.
Following the completion of now fortifications north of Frostspire Pass in
935, Wesrin Cross was at last deemed unsuitable for military use. Retiring
it with full honors, the fortress was turned over to royal family of Ehb.
It would stand vacant for the next fifteen years.
In 970, Edward the 'Goblin Pretender' became the last man to officially occupy
Wesrin Cross. Refurbishing its crumbling ceilings and chambers at
extravagantly wasteful costs, he employed over forty goblin engineers
working day and night to prevent its seemingly imminent collapse.
In the end, it would be here, at the first fortress of Ehb, that the 10th
Legion would do battle with their treasonous grand mage Olvis, and Wesrin
Cross would, sadly, be laid waste by order of its last and most ambitious
architect.
Biography of Ibsen Yamas
Ibsen Yamas has the distinction of having been declared dead more often that
any other soldier in the history of the 10th Legion. He was said to be beaten
by Goblin raiders at Frostspire Pass in 965, only to turn the battle into
a bloody rout of the Goblin forces three days later. In 987, he was said to
have died in a snowstorm while retrieving his beloved mule Caprine, only to
turn up a week later hungry and irritated by a hole in his boot.
For his allies, the stories of his death are a source of frequent amusement;
to his enemies, a wishful dream. He has said that death will only take him
when he's gotten too bored or too tired of living, and even the reaper had
better bring heavy reinforcements.
Born in the Agallan Peaks in 944 and raised by a former cook of the 10th Legion,
Ibsen headed west for the Kingdom of Ehb as a courier for the Azunite Synod
at the age of sixteen. In 961, he arrived at Castle Ehb and presented a
recommendation that he be assigned to his mother's post, but his cooking was
found to be inferior to his soldiering, and he found himself very shortly
thereafter in the command of his platoon, and, not much later, his company.
Assigned to maintain order along Fedwyrr's Way during the affair of the Goblin
Pretender, Ibsen met a band of Goblin soldiers besieging the Iron Tower of
Glacern and beat them back, sending all but a few of his men on to help in
the defense of the mines. Days later, he defeated two full platoons attempting
to press past Glacern into the Eastern Kingdom, effectively holding the
Goblin threat at bay until they at last retreated.
Formally resigning from military service in 994, he became the Overseer of
the western realm, supervising the fortification and security of Glacern
while also becoming the manager of the Kingdom's mines. Although retired,
he is one of the most respected strategists of the old Legion, and is
frequently consulted as the unofficial ruler of everything below Glacern.
History of the Droog
Late in the 6th century, an Imperial trading company seeking alternative
routes beyond the Green Range was startled to discover a large and thriving
community living in the Cliffs of Fire.
The exceptional weapons and jewelry possessed by these simple cliffdwellers
defied explanation, but the self-sufficient Droog could see no reason why
they should exchange any of their valuables for the unappealing trinkets the
Imperial traders had to offer.
Over the next several years, trading companies tried and failed to interest
the Droog, until one company presented a single gaudy bolt of fabric brought
from the Imperial capitol among their wares. The Droog were instantly
spellbound by the intricate pattern, and happily exchanged several of their
finer weapons to the dumbstruck traders.
With visions of gold in their eyes, the small caravan hastily returned to
the imperial capitol and secretly prepared wagonloads of the material for
trading with the Droog. Unfortunately for them, between the capitol and the
Droog lay a treacherous 730-league trade route which was frequently plagued
by Goblin raids.
As luck would have it, the caravan was captured, and the Goblins learned of
the Droog interest in the material from their captives. The Goblins had given
up trying to trade with the Droog centuries earlier, and several industrious
goblins immediately realized the value of their plunder.
Over the course of six months, the small goblin band quietly circumvented
the Legion patrols with bolts of cloth in tow, to arrive at the Cliffs of
Fire, only to find that they had been upstaged by a freelance trader named
Etan Stonebridge. The Droog still saw value in the Goblin cargo, but due to
Etan's previous dealings, were unwilling to part with their more valuable
items in exchange. The Goblins were forced to retreat with a paltry quantity
of baskets, unfinished beads, and some discarded Imperial mining equipment
in exchange for their once-valuable bounty.
The Goblins never forgot Etan Stonebridge, and many years later would return
to exact their revenge.
Swords to Plowshares
By 844, Karese Noanni had been the guiding light of his beloved 10th Legion
for over twenty years. Under his direction, the Legion had become one of [the]
most versatile military units ever known, weathering the hardships of the
pacification of the Lescanza, and the War of Legions with minimal casualties.
But with all but a few of the Legion's most notorious enemies vanquished,
the 10th faced a crisis of identity. The Empire they were sworn to serve was
gone and brawling in the ranks was becoming endemic. 'Under all the stars,
there is nothing more wretched than a soldier without an enemy to fight,'
a frustrated fifty-two year old Noanni wrote in the annals. 'I've had enough
of blood that a hectare of soil, a spade, and mule will content me well until
my end, if it must, but what am I to do with these youths of fire?'
On the first day of the new year, addressing a freezing and apprehensive
assembly of his men, Karese Noanni declared that the 10th Legion as they knew
it could no longer survive. Food supplies were dwindling, a shortage of
farmers and as overabundance of Legionnaires primarily at fault. If they were
to capitalize on their good fortune, it would mean dismantling everything
they had ever known and constructing a new kingdom to withstand the ravages
of time.
Immediately, there were calls for Noanni to assume the newly proposed throne
of Ehb, but he graciously declined, saying the new Kingdom of Ehb would still
need an army, and it was his intention to lead it through the difficult times
ahead. Refugees from other parts of the Empire were already presenting
themselves, seeking shelter from the chaos on the Plain of Tears. Behind them,
he suspected, would soon come visitors of a less benevolent nature as word
of Ehb's singular good fortunes leaked out.
[Text actually reads "...one of most versatile..." -Ed.]
Remembrance of Mags
A direct descendant of the mule packs imported by Etan Stonebridge, 'Mags'
was one of the most remarkable animals ever to tread the Glitterdelve's stony
passages.
Preferring to wander the darkness of the mines than be above, she often would
chew her way free of her restraints, only to be found hours later standing
near exposed veins of gold. In time, other miners began to experiment with
'Goldsniffer' Mags' gold-homing nose, discovering to their fortune that she
possessed an uncanny knack of gravitating to undiscovered deposits of rare
metals.
But Mags could also be temperamental, and sometimes demonstrated her pique
by leading miners to drill barren shafts which the locals began to call 'Mag
Holes.' Beloved for her unusual talent, she easily would have been remembered
in the history books of the Glitterdelve, but it was her actions during the
Great Blast of 943 which would forever ingrain her into the hearts and minds
of her keepers.
Following the accidental ignition of unvented gases in a newly hewn coal
shaft, the passages of the mine became a howling death trap of flame and flying
rock for those trapped within.
Whether disoriented by the blast, or truly perceiving what had occurred, Mags
broke free from her restrains and plunged into the roiling black smoke of
the mine, even as stunned dwarves and men bolted from the fury of the roaring
catastrophe.
Vanishing from the sight of terrified onlookers for nearly a quarter hour,
Mags at last stumbled from the mine, dragging three half-dead miners by the
trailing rope of her broken harness. Able only to stagger a few yards from
the entrance with her tremendous burden, 'Goldsniffer' Mags collapsed in a
wheezing heap, never to rise again.
Having pulled the last survivors of the Great Blast to safety, Mags died the
following morning, surrounded by weeping men who knew her for the one-time
miracle she truly was.
Eighteen years later, the monument to her final heroism would be constructed
at the very spot she died.
The Occupation of Fortress Kroth
Built following the Great Relocation, and fortified in the era of the War
of Legions, Fortress Kroth is the only remnant of Seck architecture which
still stands in the Kingdom. Used initially to repel the Droog's aggressions
towards their newly arrived and unwanted neighbors, the fortress served only
twice in official military capacity and was inhabited only for the
twenty-three years that the Seck enjoyed freedom in Ehb.
Among the strangest features of the Fort is the underground Hall of Skulls,
which was originally a mission built by human pilgrims from the east. The
Seck captured and desecrated it, and used it as a storage hall, prison, and
breeding farm for their spiders.
Following the banishment of the Seck, Fortress Kroth was abandoned, preserved
by edict to stand always as a reminder of the Seck and their ultimate betrayal
of the Kingdom of Ehb. But despite its lack of living occupants, the fortress
was rumored to be very much alive even two hundred years after the last
occupants were executed by Kingdom soldiers.
Human screams were said to come from its basements at all hours, a terrifying
recollection of the horrors committed by the Seck during their brief takeover
of Ehb. Another phantom occurrence associated with the fort are the
occasional discoveries of Seck arrows driven into trees within bowshot ranges
of Kroth's walls, despite the fact that nothing of their kind has been
manufactured for centuries.
Fedwyrr's Way, Volume One
In the fifth century, before the coming of the Imperial traders and the 10th
Legion, the first record of the wonders that would one day be known
collectively as Fedwyrr's Way was penned by the famed Agallan cartographers
Fedwyrr and Klars. They described the network of natural caverns as 'a
cramped, stinking, and altogether foul series of holes' and noted it in their
journals as the only means by which the Green Range could be traversed.
Winding through miles of mineral-searing rock where Frostspire Mountain
collides with the Green Range, Fedwyrr's Way varies from open air fissures
barely wide enough for a man to slide through to caverns 'vast enough for
a litter of dragon whelps to spread their wings.'
Marking their way along with luminous stones chipped from rocky outcroppings,
the explorers left behind a legacy that would later guide Imperial traders
and the 10th Legion into the interior of Ehb. To this day, the mineral-rich
Glitterdelve, slippery Alpine Caverns, and phosphor-littered Subterranean
River are still the primary path by which travelers pass between Mount
Frostspire and the Green Range.
Exploratory shafts dug in the 8th century revealed the presence of iron,
driving Imperial traders to push harder for Droog concessions in the region.
Later, the discovery of gold and coal fueled the expansion of the early
Kingdom, while regular mine shafts began to shore up the sometimes
unpredictable interior of Mount Frostspire.
Fedwyrr's Way, Volume Two
For all the natural wonders of Fedwyrr's Way, the folk of the Kingdom have
wrought a number of miracles on their own while improving conditions in the
Glitterdelve Mine. Chief among them was the gigantic sorcerous delving
machine originally fashioned by the first mages of the kingdom to assist in
underground excavations for the construction of Castle Ehb. Elevators and
conveyors drawn on belts and winches allowed miners and materials to move
between levels with astonishing rapidity. Sluices running melted ice and snow
down from Glacern provided fresh drinking water for the miners, and a medium
in which gold could be separated from the rock silts.
Tragedy struck the mines in the Great Blast of 943, when a buildup of explosive
vapors touched off a chain reaction that buried many of the more valuable
veins beneath tons of rock, and reduced the delving machine to a useless pile
of scrap. Since that time, the circulation of air has been maintained by a
series of magically powered fans.
In many respects, the post-Blast generation of Glitterdelve miners had to
reinvent the art of mining. Those who came to the Glitterdelve in search of
the Kingdom's greatest source of wealth were often startled by the austerity
of its camps. Aside from the case necessities of a smelting forge, mule
trading barn, and the Coughing Jak Tavern, there were few permanent
structures to be found.
In the decades since, little has changed in this insular community of rugged
mountain-men, and self-styled individualists. So long as gold still glitters
in the seams of rock, and the Kingdom's tax collectors leave them with a coin
to spend in the local tavern, they are content to be citizens of Ehb.
Fedwyrr's Way, Volume Three
A series of caverns, originally discovered by the Agallan explorers Fedwyrr
and Klars, extends from the frozen Caves just north of Glacern to the great
dark forest at the base of the Green Range, occasionally surfacing in the
arctic wilderness above. Travelers along the route are treated to a vast array
of subterranean waterfalls, bright crystal outcroppings, and thermal plumes
of a size unmatched elsewhere in Aranna.
The most difficult challenge to the travelers of these routes, other than
the loose, slippery footing and narrow passageways, are the myriad of
creatures that call the caverns home. Among these creatures are the fiercely
territorial Trog, a race that at one time dominated the undermountain
passageways that parallel Fedwyrr's Way.
Several campaigns of the 10th Legion sought to clear the Trog menace and
establish a secure trade route through the Alpine Caverns. These campaigns
never managed to eliminate the Trog, but a subsequent increase in a variety
of other more reclusive creatures did result. The surviving Trog are
considerably less aggressive, though they still present considerable danger
when encountered in groups of more than two.
Maintaining the safety of the caverns requires regular Legion patrols,
dispatched from Glacern, a luxury which can only be afforded in times of
peace. In times of war, withdrawal of the patrols means many other native
creatures return to the passageways, among them mischievous lungers, and
crystalline creatures of various colors, shapes, and sizes.
Tome of the Castle Ehb
Designed by engineers of the 10th Legion, Castle Ehb was deemed to be the
only impenetrable castle outside the Palace of Night in the Empire of Stars.
Built on a massive hill of solid granite, flanked by the ancient dragon of
Dragon's Rathe, and commanding a view for miles in all directions, the castle
was declared by Legion commander Karese Noanni to be 'the most perfect thing
made by human hands I've ever seen.'
Originally occupied by soldiers of the 10th Legion, it is now the principal
residence of the crowned ruler of the Kingdom of Ehb. Below the palace levels
of the royal family, the Legion quarter their command staff, and in the lowest
levels, prisoners of various stripes serve out their sentences in the
lightless holes of Ehb's bleak dungeons.
Deep in the heart of the castle, there is one room which is not only hidden,
but whose entry by anyone but the King or Queen carries with it an immediate
penalty of death. The Chamber of Stars purportedly houses magical artifacts
brought back from the War of Legions, whose enchantments were deemed too
hazardous for mortals to behold.
The Retribution of the Droog
By the year 604, the Droog Circle of the First was beginning to suspect that
the strange, chattering races who now surrrounded them were not intending
to go away. If anything, their numbers seemed to be on the rise, and they
were approaching the Cliffs of Fire with growing frequency. All of them seemed
obsessed with trading goods of little or no value, but to speak of this
infuriated them, while humoring them only kept them coming back.
The Droog knew that the various races disliked each other, and the Circle
felt this could be a weakness to be exploited. The Droog formally announced
a change of heart to the outsiders, and declared a great auction of weapons
and jewelry to go only to the highest bidder.
Several Imperial trading companies, Goblin tribes, and a Seck contingent
converged on the Cliffs of Fire to partake in the bidding. The uneasy peace
between the competing factions exploded when each group was informed that
one of the other groups had stolen the treasures up for bid, and that the
auction could not continue.
The ensuing skirmish quickly spilled across Ehb, and resulted in a two-year
war of attrition between the Goblins, the Seck, and the 10th legion. Though
this bought the Droog a few short years of isolation, the well-entrenched
Legion took the opportunity to reinforce their positions throughout Ehb, and
in the aftermath, were better postured to deal with future insurgencies.
To the dismay of the Droos, the Cliffs of Fire were now encircled by Imperial
holdings, and when proof of the Droog conspiracy reached the 10th Legion
several years later, the Droog were forced to concede a major thoroughfare
through their home city in exchange for remaining in their homes with a
limited degree of autonomy.
Tales of Dragon's Rathe
Just below the walls of Castle Ehb, a great blackened crack runs through the
earth, marking the place where the worst of the Kringdom's criminals come
to die. Given a sword, a bag of gold, and sometimes a shield, they are escorted
to the mouth of the crevice. If they can defeat the five hundred year old
dragon that lives within, they will be paroled to leave the Kingdom alive
with all that they can carry out of the dragon's lair.
Only once in Kingdom history has anyone survived a bout with the dragon,
escaping death on a technicality. Limping out of the hole with a fistful of
gold, a scorched head of hair, and one eye, Hurggis Bogg had managed to slay
a dragon--a four-day-old lame hatchling which he found by the entrance.
This tradition was begun by Karese Noanni, in an early effort to show
solidarity with the native Droog in the Imperial Provine, he publicly used
the Rathe to punish a Legion soldier who had brutally attacked and murdered
a Droof high priest. Later, the Kings and Queens of Ehb would adopt it as
their own favored method of execution, allowing the prisoner the chance of
escape in instances where the malfeasant's guilt was in some doubt.
+++++++++++
5.4 - Items
+++++++++++
WEAPONS:
Melee:
Two
Dam. Req. Speed Handed Notes
---------------------------------------------------
Hoe | 1-1 | | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Branch | 1-2 | | Fast | N |
---------------------|-------|------|---------|---|
Fire Poker | 1-2 | | Fast | N |
---------------------|-------|------|---------|---|
Meat | 1-2 | | Fast | N |
---------------------|-------|------|---------|---|
Chair Leg | 1-3 | | Fast | N |
---------------------|-------|------|---------|---|
Rusty Dagger | 1-4 | | Fast | N |
---------------------|-------|------|---------|---|
Dull Pitchfork | 2-4 | | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Crooked Staff | 2-4 | | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Splintered Staff | 2-4 | | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Knife | 2-4 | | Fast | N |
---------------------|-------|------|---------|---|
Worn Hammer | 2-4 | | Fast | N |
---------------------|-------|------|---------|---|
Blunt Dagger | 2-5 | | Fast | N |
---------------------|-------|------|---------|---|
Spiked Club | 2-6 | | Fast | N |
---------------------|-------|------|---------|---|
Cudgel | 3-5 | | Fast | N |
---------------------|-------|------|---------|---|
Timber Axe | 3-6 | | Slower | Y |
---------------------|-------|------|---------|---|
Chuck | 3-7 | | Fast | N |
---------------------|-------|------|---------|---|
Bone Club | 2-9 | | Fast | N |
---------------------|-------|------|---------|---|
Chipped Mace | 5-7 | | Fast | N |
---------------------|-------|------|---------|---|
Common Hammer | 5-7 | | Fast | N |
---------------------|-------|------|---------|---|
Staff | 6-8 | | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Pitchfork | 6-10 | | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Staff | 6-10 | | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Hammer | 7-10 | | Fast | N |
---------------------|-------|------|---------|---|
Forest Axe | 8-12 | | Slower | Y |
---------------------|-------|------|---------|---|
Splitter | 9-11 | | Fast | N |
---------------------|-------|------|---------|---|
Crusted Gladius | 8-15 | | Fast | N |
---------------------|-------|------|---------|---|
Bent Flanged Mace | 10-13 | | Fast | N |
---------------------|-------|------|---------|---|
Mace | 10-13 | | Fast | N |
---------------------|-------|------|---------|---|
Rusted Wedge Axe | 10-13 | | Fast | N |
---------------------|-------|------|---------|---|
Hammer | 11-17 | S 12 | Fast | N |
---------------------|-------|------|---------|---|
Worn Flanged Mace | 12-16 | S 12 | Fast | N |
---------------------|-------|------|---------|---|
FULLER STAFF | 13-15 | I 12 | Slower | Y | +1 Mana Per Hit
---------------------|-------|------|---------|---|
Dull Wedge Axe | 13-16 | S 12 | Fast | N |
---------------------|-------|------|---------|---|
Heft Axe | 13-17 | | Slower | Y |
---------------------|-------|------|---------|---|
Hack | 14-17 | S 12 | Fast | N |
---------------------|-------|------|---------|---|
Weathered Staff | 14-18 | I 12 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Gladius | 12-22 | S 13 | Fast | N |
---------------------|-------|------|---------|---|
Flanged Mace | 15-19 | S 13 | Fast | N |
---------------------|-------|------|---------|---|
ORDUS' AXE | 16-20 | S 13 | Fast | N | +1 Melee Skill
---------------------|-------|------|---------|---|
Dull Spiked Mace | 16-21 | S 13 | Fast | N |
---------------------|-------|------|---------|---|
Head Hammer | 15-22 | S 12 | Fast | N |
---------------------|-------|------|---------|---|
Rusted Spiked Mace | 14-25 | S 13 | Fast | N |
---------------------|-------|------|---------|---|
Dull Blade | 17-23 | S 13 | Fast | N |
---------------------|-------|------|---------|---|
Yearling Staff | 18-22 | I 13 | Slower | Y |
---------------------|-------|------|---------|---|
Hammer | 16-24 | S 13 | Fast | N |
---------------------|-------|------|---------|---|
Staff | 19-23 | I 13 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Blade | 16-29 | S 14 | Fast | N |
---------------------|-------|------|---------|---|
Blunt Full Gladius | 19-26 | S 14 | Fast | N |
---------------------|-------|------|---------|---|
Spiked Mace | 19-26 | S 14 | Fast | N |
---------------------|-------|------|---------|---|
Worn Full Axe | 13-28 | S 15 | Fast | N |
---------------------|-------|------|---------|---|
Grimy Wedge Axe | 20-25 | S 14 | Fast | N |
---------------------|-------|------|---------|---|
Mace | 20-25 | S 14 | Fast | N |
---------------------|-------|------|---------|---|
Swing Axe | 20-26 | S 13 | Slower | Y |
---------------------|-------|------|---------|---|
Cruel Staff | 21-25 | I 13 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Wedge Axe | 23-28 | S 15 | Fast | N |
---------------------|-------|------|---------|---|
Squasher | 25-30 | S 14 | Fast | N |
---------------------|-------|------|---------|---|
Flanged Mace | 24-31 | S 15 | Fast | N |
---------------------|-------|------|---------|---|
Full Gladius | 24-32 | S 15 | Fast | N |
---------------------|-------|------|---------|---|
Warped Staff | 26-32 | I 15 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Hammer | 24-36 | S 16 | Fast | N |
---------------------|-------|------|---------|---|
Horrid Club | 29-31 | S 17 | Fast | N |
---------------------|-------|------|---------|---|
Cracked Full Blade | 26-35 | S 16 | Fast | N |
---------------------|-------|------|---------|---|
Bent Staff | 28-36 | I 16 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Nicked Full Axe | 30-37 | S 17 | Fast | N |
---------------------|-------|------|---------|---|
Wedge Axe | 30-37 | S 17 | Fast | N | (+5% Hit Melee)
---------------------|-------|------|---------|---|
Mincemeat | 29-38 | S 15 | Fast | N |
---------------------|-------|------|---------|---|
Steel Staff | 31-39 | I 17 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Dull Full Axe | 32-39 | S 17 | Fast | N |
---------------------|-------|------|---------|---|
Pitted Short Steel | 23-43 | S 17 | Fast | N |
---------------------|-------|------|---------|---|
Blade | 25-47 | S 17 | Fast | N |
---------------------|-------|------|---------|---|
Short Steel | 25-47 | S 17 | Fast | N |
---------------------|-------|------|---------|---|
Full Blade | 31-41 | S 17 | Fast | N |
---------------------|-------|------|---------|---|
Scythe | 32-45 | S 18 | Fast | N |
---------------------|-------|------|---------|---|
Squasher | 35-42 | S 17 | Fast | N |
---------------------|-------|------|---------|---|
Charred Staff | 34-44 | I 18 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Full Blade | 35-47 | S 18 | Fast | N |
---------------------|-------|------|---------|---|
Eastern Staff | 37-47 | I 18 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Wedge Axe | 38-47 | S 18 | Fast | N |
---------------------|-------|------|---------|---|
Short Sword | 31-57 | S 19 | Fast | N |
---------------------|-------|------|---------|---|
Ice Sword | 40-48 | S 19 | Fast | N |
---------------------|-------|------|---------|---|
Mace | 40-49 | S 19 | Fast | N |
---------------------|-------|------|---------|---|
Cutter | 40-50 | S 17 | Slower | Y |
---------------------|-------|------|---------|---|
Pain Bringer | 42-51 | S 18 | Fast | N |
---------------------|-------|------|---------|---|
Full Blade | 40-54 | S 20 | Fast | N |
---------------------|-------|------|---------|---|
Short Impaler | 33-61 | S 18 | Fast | N |
---------------------|-------|------|---------|---|
Staff | 43-53 | I 20 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Steel | 40-59 | S 20 | Fast | N |
---------------------|-------|------|---------|---|
Flanged Mace | 43-56 | S 20 | Fast | N |
---------------------|-------|------|---------|---|
Tree Club | 50-54 | S 21 | Fast | N |
---------------------|-------|------|---------|---|
Slaughter Rod | 44-60 | S 20 | Fast | N |
---------------------|-------|------|---------|---|
Notched Staff | 43-65 | I 21 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Wedge Axe | 49-60 | S 22 | Fast | N |
---------------------|-------|------|---------|---|
Scimitar | 47-66 | S 22 | Fast | N |
---------------------|-------|------|---------|---|
Leg Breaker | 50-64 | I 20 | Slow | Y |
---------------------|-------|------|---------|---|
Pitted Long Sword | 48-72 | S 23 | Fast | N |
---------------------|-------|------|---------|---|
Bladed Staff | 49-73 | I 23 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Blunt Field Axe | 55-69 | S 20 | Slower | Y |
---------------------|-------|------|---------|---|
Edge Staff | 51-77 | I 23 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Spiked Mace | 56-76 | S 24 | Fast | N |
---------------------|-------|------|---------|---|
Field Axe | 58-74 | S 21 | Slower | Y |
---------------------|-------|------|---------|---|
Knife Staff | 54-80 | I 24 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Wedge Axe | 60-74 | S 24 | Fast | N |
---------------------|-------|------|---------|---|
Bladed Staff | 56-84 | I 25 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Long Sword | 57-85 | S 26 | Fast | N |
---------------------|-------|------|---------|---|
Marred Field Axe | 64-82 | S 22 | Slower | Y |
---------------------|-------|------|---------|---|
Mace | 67-81 | S 37 | Fast | N |
---------------------|-------|------|---------|---|
Trog Great Sword | 75-77 | S 26 | Slower | Y |
---------------------|-------|------|---------|---|
Field Axe | 67-85 | S 23 | Slower | Y |
---------------------|-------|------|---------|---|
Wing Mace | 66-86 | S 26 | Fast | N |
---------------------|-------|------|---------|---|
Head Hammer | 61-92 | S 26 | Fast | N |
---------------------|-------|------|---------|---|
Swamp Club | 75-85 | S 28 | Fast | N |
---------------------|-------|------|---------|---|
Mallet | 75-91 | S 24 | Slower | Y |
---------------------|-------|------|---------|---|
Wedge Axe | 76-93 | S 29 | Fast | N |
---------------------|-------|------|---------|---|
Spiked Mace | 72-98 | S 29 | Fast | N |
---------------------|-------|------|---------|---|
Bladed Staff | 69-103| I 28 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Maul | 77-94 | S 24 | Slower | Y |
---------------------|-------|------|---------|---|
Long Sword | 70-105| S 29 | Fast | N |
---------------------|-------|------|---------|---|
Steel | 74-111| S 31 | Fast | N |
---------------------|-------|------|---------|---|
Rusted Assault Axe | 79-107| S 26 | Slower | Y |
---------------------|-------|------|---------|---|
Field Axe | 82-104| S 26 | Slower | Y |
---------------------|-------|------|---------|---|
Leg Breaker | 81-103| I 28 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Mallet | 84-102| S 26 | Slower | Y |
---------------------|-------|------|---------|---|
Destroyer | 76-114| I 29 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Blunt Assault Axe | 82-112| S 27 | Slower | Y |
---------------------|-------|------|---------|---|
Cleft Axe | 83-113| S 26 | Slower | Y |
---------------------|-------|------|---------|---|
Horned Mace | 85-111| S 31 | Fast | N |
---------------------|-------|------|---------|---|
Flanged Mace | 86-111| S 32 | Fast | N |
---------------------|-------|------|---------|---|
Wedge Axe | 91-111| S 33 | Fast | N |
---------------------|-------|------|---------|---|
Staff | 92-112| I 32 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Battered Assault Axe | 88-118| S 28 | Slower | Y |
---------------------|-------|------|---------|---|
Mace Staff | 90-122| I 32 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Gut Masher | 88-125| S 33 | Fast | N |
---------------------|-------|------|---------|---| / 10% Block Melee
Steel Death | 43-171| S 28 | Slower | Y | / +42 to Health
---------------------|-------|------|---------|---| / +70 to Mana
MERIK'S STAFF | 85-130| I 28 | Slower | Y |< Magic Dam. Red. 6%
---------------------|-------|------|---------|---| \ +15 to Armor
Great Sword | 88-132| S 29 | Slower | Y | \ +16-27 Damage
---------------------|-------|------|---------|---| \ +1 to Nat. Mag.
Droog Sword | 90-130| S 34 | Fast | N | \+1 to Com. Mag.
---------------------|-------|------|---------|---|
Warped Assault Axe | 94-127| S 29 | Slower | Y |
---------------------|-------|------|---------|---|
Bladed Staff | 89-133| I 34 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Steel | 90-134| S 35 | Fast | N |
---------------------|-------|------|---------|---|
Mallet |103-125| S 30 | Slower | Y |
---------------------|-------|------|---------|---|
Assault Axe | 97-131| S 30 | Slower | Y |
---------------------|-------|------|---------|---|
Sweeping Scythe |100-130| S 36 | Fast | N |
---------------------|-------|------|---------|---|
Field Axe |106-134| S 31 | Slower | Y |
---------------------|-------|------|---------|---|
Massive Club |115-125| S 37 | Fast | N |
---------------------|-------|------|---------|---|
Head Hammer | 97-145| S 36 | Fast | N |
---------------------|-------|------|---------|---|
Long Sword |100-151| S 38 | Fast | N |
---------------------|-------|------|---------|---|
Great Sword |102-152| S 33 | Slower | Y |
---------------------|-------|------|---------|---|
Assault Axe |111-151| S 33 | Slower | Y |
---------------------|-------|------|---------|---|
Spiked Mace |111-151| S 40 | Fast | N |
---------------------|-------|------|---------|---|
Bladed Staff |106-160| I 39 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Steel |107-160| S 40 | Fast | N |
---------------------|-------|------|---------|---|
Seck Mage Staff |125-145| S 41 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Mallet |124-152| S 34 | Slower | Y |
---------------------|-------|------|---------|---|
Sickle Staff |130-150| S 42 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Destroyer |114-170| I 40 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Field Axe |127-161| S 36 | Slower | Y |
---------------------|-------|------|---------|---|
Great Steel |118-178| S 36 | Slower | Y |
---------------------|-------|------|---------|---|
Seck Sword |135-165| S 44 | Fast | N |
---------------------|-------|------|---------|---|
Maul |136-166| S 37 | Slower | Y |
---------------------|-------|------|---------|---|
Assault Axe |132-178| S 38 | Slower | Y |
---------------------|-------|------|---------|---|
Bladed Staff |126-190| I 45 | Slower | Y | 10% Block Melee
---------------------|-------|------|---------|---|
Swanny's Club |150-180| S 48 | Fast | N |
---------------------|-------|------|---------|---|
Wound Mallet |151-185| S 39 | Slower | Y |
---------------------------------------------------
Ranged:
Dam. Req. Speed Range Notes
-----------------------------------------------------
Peasant Short Bow | 3-6 | | Normal | 10m |
---------------------|-------|------|---------|-----|
Short Bow | 5-9 | | Normal | 10m |
---------------------|-------|------|---------|-----|
Flimsy Battle Bow | 5-11 | | Slow | 12m |
---------------------|-------|------|---------|-----|
Shardan Bow | 3-14 | | Normal | 10m |
---------------------|-------|------|---------|-----|
Shabby Battle Bow | 6-12 | | Slow | 10m |
---------------------|-------|------|---------|-----|
Frayed Long Bow | 7-11 | | Slowest | 13m |
---------------------|-------|------|---------|-----|
Worn Battle Bow | 7-12 | | Slow | 12m |
---------------------|-------|------|---------|-----|
Battered Long Bow | 8-14 | | Slowest | 13m |
---------------------|-------|------|---------|-----|
Weakened Battle Bow | 8-14 | | Slow | 10m |
---------------------|-------|------|---------|-----|
Brittle Bow | 9-15 | | Slow | 10m |
---------------------|-------|------|---------|-----|
Short Bow | 9-17 | | Normal | 10m |
---------------------|-------|------|---------|-----|
Short Recurve | 10-16 | | Normal | 10m |
---------------------|-------|------|---------|-----|
Fatal Bow | 15-27 | D 12 | Normal | 10m |
---------------------|-------|------|---------|-----|
Short Bow | 15-27 | D 13 | Normal | 10m |
---------------------|-------|------|---------|-----|
Weathered Bow | 17-27 | D 13 | Slow | 10m |
---------------------|-------|------|---------|-----|
HEART STOPPER | 19-21 | D 13 | Normal | 10m | +4% Piercing Hit
---------------------|-------|------|---------|-----|
Bow | 19-29 | D 13 | Slow | 12m |
---------------------|-------|------|---------|-----|
Short Recurve | 20-32 | D 14 | Normal | 10m |
---------------------|-------|------|---------|-----|
Short Bow | 23-41 |S12D15| Normal | 10m |
---------------------|-------|------|---------|-----|
Bow | 25-39 |S12D14| Slow | 12m |
---------------------|-------|------|---------|-----|
Recurve Bow | 31-37 |S12D15| Slow | 11m |
---------------------|-------|------|---------|-----|
Ice Bow | 33-37 |S14D19| Slow | 11m |
---------------------|-------|------|---------|-----|
Peasant Long Bow | 29-43 | D 16 | Slowest | 13m |
---------------------|-------|------|---------|-----|
Crooked Backed Bow | 32-44 |S12D16| Slow | 12m |
---------------------|-------|------|---------|-----|
Bow | 33-51 |S12D16| Slow | 12m |
---------------------|-------|------|---------|-----|
Shatter Bow | 33-51 |S12D15| Slow | 12m |
---------------------|-------|------|---------|-----|
Short Backed Bow | 39-51 |S13D18| Normal | 10m |
---------------------|-------|------|---------|-----|
Medium Crossbow | 38-52 |S14D21| Faster | 13m |
---------------------|-------|------|---------|-----|
Cruel Recurve | 34-56 |S12D16| Normal | 10m |
---------------------|-------|------|---------|-----|
Frail Backed Bow | 41-55 |S13D18| Normal | 10m |
---------------------|-------|------|---------|-----|
Medium Crossbow | 44-60 |S15D23| Faster | 13m |
---------------------|-------|------|---------|-----|
Puncture Bow | 48-58 |S13D18| Slow | 11m |
---------------------|-------|------|---------|-----|
Backed Bow | 47-63 |S13D19| Slow | 12m |
---------------------|-------|------|---------|-----|
Short Backed Bow | 49-65 |S14D20| Normal | 10m |
---------------------|-------|------|---------|-----|
Medium Crossbow | 50-68 |S16D25| Faster | 13m |
---------------------|-------|------|---------|-----|
Battle Bow | 57-73 |S14D21| Slow | 12m |
---------------------|-------|------|---------|-----|
Battle Bow | 57-79 |S14D21| Slow | 12m |
---------------------|-------|------|---------|-----|
Dragon Minigun | 68-75 |S17D29| Faster | 11m | 100/100 Ammo
---------------------|-------|------|---------|-----|
Lightning Gun | 69-77 |I15D16| Slow | 11m | 100/100 Ammo
---------------------|-------|------|---------|-----|
Battle Bow | 65-85 |S15D23| Slow | 12m |
---------------------|-------|------|---------|-----|
Long Bow | 65-93 |S15D22| Slowest | 15m |
---------------------|-------|------|---------|-----|
Long Recurve | 81-99 |S15D24| Slowest | 13m |
---------------------|-------|------|---------|-----|
Battle Bow | 80-104|S16D26| Slow | 12m |
---------------------|-------|------|---------|-----|
Long Crossbow | 84-102|S18D30| Fast | 15m |
---------------------|-------|------|---------|-----|
Long Backed Bow | 94-110|S16D26| Slowest | 13m |
---------------------|-------|------|---------|-----|
Long Crossbow | 92-112|S19D32| Fast | 15m |
---------------------|-------|------|---------|-----|
Grenade Launcher |100-109| S 18 | Slowest | 10m | 100/100 Ammo
---------------------|-------|------|---------|-----|
Punisher Crossbow | 94-124|S19D32| Fast | 15m |
---------------------|-------|------|---------|-----|
Long Crossbow |104-128|S20D35| Fast | 15m |
---------------------|-------|------|---------|-----|
Long Backed Bow |108-126|S17D28| Slowest | 13m |
---------------------|-------|------|---------|-----|
Battle Bow |103-133|S18D31| Slow | 12m |
---------------------|-------|------|---------|-----|
Droog Archer Bow |100-140|S22D35| Slow | 12m |
---------------------|-------|------|---------|-----|
Flamethrower |110-135|S19D23| Slowest | 9m | 100/100 Ammo
---------------------|-------|------|---------|-----|
Long Recurve |112-136|S18D29| Slowest | 13m |
---------------------|-------|------|---------|-----|
Punisher Crossbow |108-144|S20D36| Fast | 15m |
---------------------|-------|------|---------|-----|
Seck Bow |121-149|S22D38| Slow | 13m |
---------------------|-------|------|---------|-----|
Long Recurve |134-164|S19D34| Slowest | 13m |
-----------------------------------------------------
ARMOR:
Body Armor:
Def. Req. Notes
--------------------------------------
Tatters | 1 | |
-------------------------|-----|------|
Rags | 2 | |
-------------------------|-----|------|
Tattered Leather | 3 | |
-------------------------|-----|------|
Burlap | 3 | |
-------------------------|-----|------|
Worn Leather | 4 | |
-------------------------|-----|------|
Burlap | 5 | |
-------------------------|-----|------|
Crude Leather | 6 | |
-------------------------|-----|------|
Cloth | 6 | I 13 |
-------------------------|-----|------|
Linen | 6 | I 13 |
-------------------------|-----|------|
Mage Leather | 10 | |
-------------------------|-----|------|
Thick Leather | 10 | |
-------------------------|-----|------|
ALTAN'S LEATHER | 10 | | +5 to Health
-------------------------|-----|------|
Garment | 11 | I 15 |
-------------------------|-----|------|
Garment | 11 | I 16 |
-------------------------|-----|------|
Solar Cloth | 11 | I 13 |
-------------------------|-----|------|
Weathered Leather | 13 | |
-------------------------|-----|------|
Garment | 15 | I 18 |
-------------------------|-----|------|
Torn Leather | 16 | |
-------------------------|-----|------|
Garment | 18 | I 20 |
-------------------------|-----|------|
Riveted Leather | 18 | |
-------------------------|-----|------|
Garment | 19 | I 20 |
-------------------------|-----|------|
Studded Leather | 19 | | +1 to Health Regeneration
-------------------------|-----|------| / +1 to Mana Regeneration
STARLIGHT VESTURE | 20 | I 19 |< +2 to Intelligence
-------------------------|-----|------| \ +20 to Armor
Cleated Leather | 23 | S 12 |
-------------------------|-----|------|
Cloak | 23 | I 23 |
-------------------------|-----|------|
Cracked Rigid Leather | 25 | S 13 |
-------------------------|-----|------|
Cloak | 26 | I 24 |
-------------------------|-----|------|
Astral Cloak | 27 | I 22 |
-------------------------|-----|------|
Cloak | 27 | I 25 |
-------------------------|-----|------|
Cloak | 28 | I 26 |
-------------------------|-----|------|
Classic Leather | 30 | |
-------------------------|-----|------|
Cloak | 31 | I 27 |
-------------------------|-----|------|
Cloak | 34 | I 28 |
-------------------------|-----|------|
Marshal Leather | 35 | |
-------------------------|-----|------|
Flimsy Brigandine | 38 | |
-------------------------|-----|------|
Boiled Leather | 39 | S 12 |
-------------------------|-----|------|
Coat | 40 | I 32 |
-------------------------|-----|------|
Coat | 44 | I 34 |
-------------------------|-----|------|
Night Leather | 44 | |
-------------------------|-----|------|
Worn Rigid Leather | 44 | S 14 |
-------------------------|-----|------|
Blood Coat | 48 | I 32 |
-------------------------|-----|------|
Thin Brigandine | 50 | |
-------------------------|-----|------|
Coat | 51 | I 38 |
-------------------------|-----|------|
Rigid Leather | 51 | S 15 |
-------------------------|-----|------|
Ancient Banded | 54 | S 15 |
-------------------------|-----|------|
Coat | 55 | I 40 |
-------------------------|-----|------|
Coat | 57 | |
-------------------------|-----|------|
Robe | 58 | I 42 |
-------------------------|-----|------|
Haggard Brigandine | 60 | S 16 |
-------------------------|-----|------|
Robe | 60 | I 43 |
-------------------------|-----|------|
Thin Scale | 60 | |
-------------------------|-----|------|
Thin Scale | 61 | |
-------------------------|-----|------|
Robe | 63 | I 45 |
-------------------------|-----|------|
Brigandine Armor | 63 | S 14 |
-------------------------|-----|------|
Dream Robe | 64 | I 40 |
-------------------------|-----|------|
Bulky Scale | 73 | S 17 |
-------------------------|-----|------|
Flexible Scale | 78 | S 14 |
-------------------------|-----|------|
Thin Chain | 80 | S 12 |
-------------------------|-----|------|
Gown | 82 | I 55 |
-------------------------|-----|------|
Stellar Leather | 84 | S 14 |
-------------------------|-----|------|
Tarnished Chain Mail | 84 | S 15 |
-------------------------|-----|------|
Heavy Brigandine | 85 | S 18 |
-------------------------|-----|------|
Pitted Scale | 91 | S 19 |
-------------------------|-----|------|
Thin Chain | 92 | S 12 |
-------------------------|-----|------|
Rigid Leather | 98 | S 20 |
-------------------------|-----|------|
Stiff Chain | 98 | S 20 |
-------------------------|-----|------|
Chain Mail | 100 | S 16 |
-------------------------|-----|------|
Thick Scale | 104 | S 20 |
-------------------------|-----|------|
Thin Chain | 106 | S 13 |
-------------------------|-----|------|
Chain Mail | 116 | S 17 |
-------------------------|-----|------|
Rusty Chain | 122 | S 22 |
-------------------------|-----|------|
Thin Chain | 125 | S 14 |
-------------------------|-----|------|
Thick Chain | 135 | S 24 |
-------------------------|-----|------|
Chain Mail | 140 | S 18 |
-------------------------|-----|------|
Crude Banded Armor | 147 | S 25 |
-------------------------|-----|------|
Banded Armor | 172 | S 27 |
-------------------------|-----|------|
Ranger Plate | 197 | S 22 |
-------------------------|-----|------|
Common Heavy Plate | 210 | S 31 |
-------------------------|-----|------|
Heavy Plate | 222 | S 33 |
-------------------------|-----|------|
Heavy Plate | 247 | S 35 |
-------------------------|-----|------|
Full Plate | 266 | S 37 |
-------------------------|-----|------|
Battle Plate | 310 | S 42 |
-------------------------|-----|------|
Battle Plate | 334 | S 44 |
---------------------------------------
Hats:
Def. Req.
--------------------------------------
Fabric Cap | 1 | |
-------------------------|----|------|
Felt Cap | 1 | |
-------------------------|----|------|
Gem Cap | 1 | |
-------------------------|----|------|
Peak Cap | 1 | |
-------------------------|----|------|
Thin Cap | 1 | |
-------------------------|----|------|
Felt Cap | 2 | |
-------------------------|----|------|
Leather Cap | 2 | |
-------------------------|----|------|
Peak Cap | 2 | |
-------------------------|----|------|
Thin Cap | 2 | |
-------------------------|----|------|
Wooly Cap | 2 | |
-------------------------|----|------|
Felt Cap | 3 | |
-------------------------|----|------|
Peak Cap | 3 | |
-------------------------|----|------|
Thin Cap | 3 | |
-------------------------|----|------|
Wooly Cap | 3 | |
-------------------------|----|------|
Coiled Cap | 4 | I 14 |
-------------------------|----|------|
Peak Cap | 4 | I 13 |
-------------------------|----|------|
Studded Cap | 4 | S 13 |
-------------------------|----|------|
Thin Cap | 4 | I 14 |
-------------------------|----|------|
Wizard Cap | 4 | I 13 |
-------------------------|----|------|
Wooly Cap | 4 | I 13 |
-------------------------|----|------|
Woven Cap | 4 | I 13 |
-------------------------|----|------|
Coiled Cap | 5 | I 15 |
-------------------------|----|------|
Dome Cap | 5 | S 14 |
-------------------------|----|------|
Olaf's Helmet | 5 | S 14 |
-------------------------|----|------|
Thicket Helm | 5 | I 15 |
-------------------------|----|------|
Wizard Cap | 5 | I 15 |
-------------------------|----|------|
Wooly Cap | 5 | I 15 |
-------------------------|----|------|
Coiled Cap | 6 | I 15 |
-------------------------|----|------|
Wizard Cap | 6 | I 15 |
-------------------------|----|------|
Woven Cap | 6 | I 15 |
-------------------------|----|------|
Coiled Cap | 7 | I 16 |
-------------------------|----|------|
Plate Cap | 7 | S 15 |
-------------------------|----|------|
Wizard Cap | 7 | I 17 |
-------------------------|----|------|
Woven Cap | 7 | I 16 |
-------------------------|----|------|
Wizard Cap | 8 | I 18 |
-------------------------|----|------|
Wizard Cap | 9 | I 18 |
-------------------------|----|------|
Earthen Helm | 10 | I 18 |
-------------------------|----|------|
Sentry Helm | 10 | S 18 |
-------------------------|----|------|
Iron Helm | 11 | S 19 |
-------------------------|----|------|
Tusk Helm | 11 | S 19 |
-------------------------|----|------|
Steel Helm | 12 | S 20 |
-------------------------|----|------|
Face Helm | 13 | S 20 |
-------------------------|----|------|
Parade Helm | 14 | S 22 |
-------------------------|----|------|
Ridge Helm | 14 | S 22 |
-------------------------|----|------|
Crimson Helm | 16 | S 24 |
-------------------------|----|------|
Brow Cap | 17 | S 24 |
-------------------------|----|------|
Soaring Helm | 19 | S 26 |
-------------------------|----|------|
Onyx Helm | 20 | S 27 |
-------------------------|----|------|
Sovereign Helm | 22 | S 29 |
-------------------------|----|------|
Knight Helm | 24 | S 30 |
-------------------------|----|------|
Winged Helm | 27 | S 32 |
-------------------------|----|------|
Imperial Helm | 28 | S 33 |
-------------------------|----|------|
Bronze Helm | 31 | S 36 |
-------------------------|----|------|
Desert Helm | 31 | S 36 |
-------------------------|----|------|
Bone Helm | 33 | S 38 |
-------------------------|----|------|
Great Helm | 35 | S 39 |
-------------------------|----|------|
Spiked Helm | 37 | S 41 |
-------------------------|----|------|
Blaster Helm | 38 | S 42 |
-------------------------|----|------|
Centaur Helm | 39 | S 43 |
-------------------------|----|------|
Horned Helm | 40 | S 43 |
-------------------------|----|------|
War Helm | 41 | S 45 |
-------------------------|----|------|
Crystal Helm | 42 | S 45 |
--------------------------------------
Gloves:
Def. Req.
--------------------------------------
Leather Gloves | 0 | |
-------------------------|----|------|
Leather Gloves | 2 | |
-------------------------|----|------|
Leather Gloves | 3 | S 13 |
-------------------------|----|------|
Studded Leather Gloves | 3 | S 13 |
-------------------------|----|------|
Studded Leather Gloves | 4 | S 14 |
-------------------------|----|------|
Boiled Leather Gloves | 4 | S 15 |
-------------------------|----|------|
Boiled Leather Gloves | 6 | S 16 |
-------------------------|----|------|
Studded Leather Gloves | 6 | S 16 |
-------------------------|----|------|
Boiled Leather Gloves | 7 | S 18 |
-------------------------|----|------|
Leather Gloves | 7 | S 17 |
-------------------------|----|------|
Punisher Gloves | 8 | S 18 |
-------------------------|----|------|
Studded Leather Gloves | 8 | S 18 |
-------------------------|----|------|
Boiled Leather Gloves | 9 | S 20 |
-------------------------|----|------|
Brigandine Gloves | 9 | S 20 |
-------------------------|----|------|
Leather Gloves | 9 | S 20 |
-------------------------|----|------|
Boiled Leather Gauntlets | 11 | S 22 |
-------------------------|----|------|
Boiled Leather Gloves | 11 | S 22 |
-------------------------|----|------|
Brigandine Gauntlets | 11 | S 22 |
-------------------------|----|------|
Scale Gloves | 11 | S 22 |
-------------------------|----|------|
Brigandine Gauntlets | 12 | S 23 |
-------------------------|----|------|
Studded Leather Gloves | 13 | S 24 |
-------------------------|----|------|
Boiled Leather Gloves | 14 | S 26 |
-------------------------|----|------|
Chain Gloves | 14 | S 26 |
-------------------------|----|------|
Scale Gauntlets | 14 | S 26 |
-------------------------|----|------|
Chain Gloves | 16 | S 28 |
-------------------------|----|------|
Spectral Gauntlets | 18 | |
-------------------------|----|------|
Rock Scale Gloves | 19 | S 29 |
-------------------------|----|------|
Chain Gloves | 20 | S 32 |
-------------------------|----|------|
Banded Gauntlets | 23 | S 36 |
-------------------------|----|------|
Chain Gloves | 23 | S 36 |
-------------------------|----|------|
Black Widow Gauntlets | 24 | S 25 |
-------------------------|----|------|
Full Plate Gauntlets | 28 | S 41 |
-------------------------|----|------|
Sultan Gloves | 29 | S 42 |
-------------------------|----|------|
Full Plate Gauntlets | 30 | S 43 |
-------------------------|----|------|
Chief Gauntlets | 31 | S 44 |
--------------------------------------
Boots:
Def. Req.
--------------------------------------
Light Boots | 0 | |
-------------------------|----|------|
Leather Boots | 1 | |
-------------------------|----|------| / +24 to Health
SATIN BOOTS | 2 | I 17 | +29 to Mana
-------------------------|----|------| \ +1 to Intelligence
Studded Leather Boots | 3 | S 13 |
-------------------------|----|------|
Studded Leather Boots | 4 | S 13 |
-------------------------|----|------|
Leather Boots | 5 | S 15 |
-------------------------|----|------|
Boiled Leather Greaves | 6 | S 15 |
-------------------------|----|------|
Ready Boots | 7 | S 15 |
-------------------------|----|------|
Boiled Leather Greaves | 8 | S 17 |
-------------------------|----|------|
Leather Boots | 8 | S 18 |
-------------------------|----|------|
Studded Leather Boots | 8 | S 18 |
-------------------------|----|------|
Rock Felt Boots | 10 | S 18 |
-------------------------|----|------|
Boiled Leather Greaves | 10 | S 19 |
-------------------------|----|------|
Brigandine Boots | 10 | S 20 |
-------------------------|----|------|
Studded Leather Boots | 11 | S 20 |
-------------------------|----|------|
Brigandine Boots | 12 | S 22 |
-------------------------|----|------|
Scale Boots | 12 | S 22 |
-------------------------|----|------|
Boiled Leather Greaves | 13 | S 22 |
-------------------------|----|------|
Brigandine Boots | 14 | S 24 |
-------------------------|----|------|
Studded Leather Boots | 14 | S 24 |
-------------------------|----|------|
Leather Boots | 15 | S 24 |
-------------------------|----|------|
Boiled Leather Greaves | 16 | S 26 |
-------------------------|----|------|
Chain Boots | 16 | S 26 |
-------------------------|----|------|
Chain Boots | 19 | S 28 |
-------------------------|----|------|
Chain Boots | 19 | S 29 |
-------------------------|----|------|
Banded Greaves | 21 | S 30 |
-------------------------|----|------|
Chain Boots | 23 | S 32 |
-------------------------|----|------|
Hunter Greaves | 23 | S 31 |
-------------------------|----|------|
Chain Boots | 27 | S 36 |
-------------------------|----|------|
Full Plate Greaves | 32 | S 41 |
-------------------------|----|------|
Full Plate Greaves | 35 | S 43 |
-------------------------|----|------|
Steel Greaves | 46 | S 53 |
--------------------------------------
Shields:
Block Block
Def. Req. Melee Ranged Notes
-----------------------------------------------------
Rusted Metal Buckler | 2 | | 10% | 5% |
------------------------|----|------|-------|-------|
Small Shield | 2 | | 10% | 5% |
------------------------|----|------|-------|-------|
Page Shield | 3 | | 20% | 10% |
------------------------|----|------|-------|-------|
Stock Shield | 5 | S 13 | 10% | 5% |
------------------------|----|------|-------|-------|
Wooden Buckler | 5 | S 13 | 10% | 5% |
------------------------|----|------|-------|-------|
KROHAR'S BUCKLER | 5 | S 13 | 10% | 5% | Ranged Reduced 5%
------------------------|----|------|-------|-------|
Slat Shield | 6 | S 13 | 10% | 5% |
------------------------|----|------|-------|-------|
Metal Buckler | 7 | S 14 | 10% | 5% |
------------------------|----|------|-------|-------|
Tortoise Shield | 7 | S 16 | 14% | 7% |
------------------------|----|------|-------|-------|
Old Wooden Shield | 7 | S 14 | 20% | 10% |
------------------------|----|------|-------|-------|
Painted Shield | 7 | S 14 | 20% | 10% |
------------------------|----|------|-------|-------|
Wooden Buckler | 10 | S 15 | 10% | 5% |
------------------------|----|------|-------|-------|
Wooden Shield | 10 | S 15 | 10% | 5% |
------------------------|----|------|-------|-------|
Wooden Shield | 11 | S 16 | 20% | 10% |
------------------------|----|------|-------|-------|
Heater Shield | 15 | S 18 | 20% | 10% |
------------------------|----|------|-------|-------|
Wooden Shield | 16 | S 18 | 20% | 10% |
------------------------|----|------|-------|-------|
Metal Buckler | 16 | S 19 | 10% | 5% |
------------------------|----|------|-------|-------|
Strapped Shield | 18 | S 20 | 5% | 5% |
------------------------|----|------|-------|-------|
Wooden Buckler | 19 | S 20 | 10% | 5% |
------------------------|----|------|-------|-------|
Wooden Shield | 20 | S 21 | 20% | 10% |
------------------------|----|------|-------|-------|
Heater Shield | 21 | S 22 | 20% | 10% |
------------------------|----|------|-------|-------|
Metal Buckler | 21 | S 22 | 10% | 5% |
------------------------|----|------|-------|-------|
Wooden Buckler | 24 | S 24 | 10% | 5% |
------------------------|----|------|-------|-------|
Wooden Shield | 24 | S 24 | 20% | 10% |
------------------------|----|------|-------|-------|
Kite Shield | 26 | S 24 | 35% | 20% |
------------------------|----|------|-------|-------|
Metal Buckler | 27 | S 25 | 10% | 5% |
------------------------|----|------|-------|-------|
Kite Shield | 29 | S 26 | 35% | 20% |
------------------------|----|------|-------|-------|
Wooden Shield | 30 | S 27 | 20% | 10% |
------------------------|----|------|-------|-------|
Wooden Buckler | 31 | S 27 | 10% | 5% |
------------------------|----|------|-------|-------|
Tortoise Shield | 32 | S 29 | 14% | 7% |
------------------------|----|------|-------|-------|
Heater Shield | 33 | S 29 | 20% | 10% |
------------------------|----|------|-------|-------|
Heater Shield | 41 | S 33 | 20% | 10% |
------------------------|----|------|-------|-------|
Metal Buckler | 41 | S 33 | 10% | 5% |
------------------------|----|------|-------|-------|
Large Kite Shield | 46 | S 36 | 35% | 35% |
------------------------|----|------|-------|-------|
Large Kite Shield | 49 | S 38 | 35% | 35% |
------------------------|----|------|-------|-------|
Braced Shield | 55 | S 41 | 20% | 10% |
------------------------|----|------|-------|-------|
Large Kite Shield | 56 | S 42 | 35% | 35% |
-----------------------------------------------------
Rings/Amulets:
Notes
-------------------------
Ring |
------------------------|
Amulet |
------------------------|
GOLDSNIFFER'S AMULET | +2 to Dexterity
------------------------|
LLOYD'S RING | +3 to Armor
-------------------------
MODIFIERS:
Prefixes:
Blocking
+4% Block Ranged
Brawny
+15 to Armor
Brilliant
+7 to Armor
+15 to Health
+26 to Mana
+1 to Ranged Skill
Burly
+25 to Armor
Butchering
+2 to Melee Skill
Calloused
+10 to Armor
Conflicting
+1 to Combat Magic Skill
Daring
+5 to Armor
+1 to Ranged Skill
Distinct
+6 to Armor
Ranged Reduced 3%
+15 to Health
+20 to Mana
Driving
+2 to Ranged Skill
Earthen
+3 to Nature Magic Skill
Elite
+1 to Dexterity
1 Health Stolen Per Hit
+1 to Melee Skill
Enforced
+8 to Armor
Exalted
+1 to Dexterity
+1 Health Per Hit
+1 to Intelligence
+1 Mana Per Hit
Exceptional
+9 to Armor
Magic Reduced 8%
+17 to Health
1 Mana Stolen Per Hit
Firm
+2% Block Melee
Gliding
+1 to Ranged Skill
Goring
+1 to Melee Skill
Grounded
Melee Reduced 10%
-3 to Ranged Skill
Harsh
Magic Reduced 11%
Impressive
Piercing Reduced 4%
+1 to Combat Magic Skill
+39 to Mana
+1 to Strength
Intact
Piercing Damage Reduced 4%
Launching
+4 to Ranged Skill
Lurid
+20 to Armor
+5% Dodge Melee
Marvelous
+17 to Armor
+48 to Health
3% Damamge Reflected
+1 to Strength
Negating
Melee Damage Reduced 5%
Novel
+9 to Armor
+9 to Health
+19 to Mana
+1 to Melee Skill
Optimistic
+6 to Armor
+1 to Melee Skill
Organic
+1 to Nature Magic Skill
Persevering
+5% Block Magic
Preeminent
+2 to Melee Max Damage
+1 to Dexterity
+1 to Nature Magic Skill
+1 to Ranged Skill
Prevailing
+17 to Armor
Magic Reduced 5%
Ranged Reduced 3%
+3 Health Per Hit
Pummeling
+10% Dodge Melee
-2 to Nature Magic Skill
Ravaging
+4 to Melee Skill
Reliant
+8% Block Melee
Remarkable
Ranged Reduced 3%
+1 to Combat Magic Skill
+1 to Nature Magic Skill
1 Health Stolen Per Hit
Renowned
+2-3 Damage
2 Health Stolen Per Hit
+3% Hit With Melee Weapon
3% of Damage Reflected
Repellant
+6 to Armor
Rough
+3 to Armor
Scuffling
+2 to Combat Magic Skill
Secret
+9 to Armor
+1 to Melee Skill
+1 to Ranged Skill
Solid
Ranged Damage Reduced 3%
Stately
Ranged Reduced 8%
+5% Dodge Melee
+1 to Intelligence
+1 Mana Per Hit
Stern
Magic Damage Reduced 5%
Sustained
+13 to Armor
Terrestrial
+2 to Nature Magic
Uncommon
+7 to Armor
+12 to Health
3% Damage Reflected
+1 to Strength
Unyielding
Piercing Reduced 13%
Vengeful
+5% Block Ranged
+1 to Ranged Skill
Suffixes:
of Affluence
+3 Health Per Hit
of Awareness
+1 to Intelligence
of Carnage
+1 Health Per Hit
+3-7 Piercing Damage
of Carving
+8-13 Damage
of Cinders
+6-11 Fire Damage
of Coldness
+10% Chance to Freeze
+2-5 Cold Damage
of Deception
1 Health Stolen Per Hit
of Defiance
10% of Damage Reflected
of Design
+2% Piercing Hit
of Distance
+5% Hit With Ranged Weapon
of Dusk
+6 Mana Per Hit
of Endowment
+2 Health Per Hit
of Energy
+2-6 Nature Magic Damage
of Enhancement
+1 Health Per Hit
of Exactness
+10% Hit With Melee
of Excess
+5 Health Per Hit
of Expanse
+4 to Max Nature Magic Damage
of Focus
+5% Chance to Hit With Melee
of Exchange
5% of Damage Reflected
of Greatness
+1 to Max Nature Damage
of Greed
3 Health Stolen Per Hit
of Hardiness
+1 to Strength
of Illness
+4 to Max Damage
of Infection
+16 to Maximum Damage
of Influence
Ranged Reduced 3%
+13 to Health
+1 Health Per Hit
1 Mana Stolen Per Hit
of Insight
+2 to Intelligence
of Knowledge
+3 to Intelligence
of Lechery
2 Health Stolen Per Hit
of Length
+2-6 Damage
of Midnight
+1 Mana Per Hit
of Monstrosity
-1 to Dexterity
+1 to Strength
of Objection
+2-6 Combat Magic Damage
of Patience
+1 to Max Combat Magic Damage
+2 to Intelligence
+46 to Mana
of Precision
+4% Piercing Hit
of Privilege
1 Health Stolen Per Hit
+2 to Strength
of Projection
+1 to Min Damage
of Protest
+3-8 Combat Magic Damage
of Recuperation
+101 to Mana
of Refreshment
+20 to Mana
of Refuge
+15 to Health
-12 to Mana
of Rejuvenation
+71 to Mana
of Renewal
+12 to Mana
of Reprieval
+35 to Mana
of Reversal
3% of Damage Reflected
of Revindication
+53 to Mana
of Revival
+29 to Mana
of Rivalry
+8 to Max Combat Magic Damage
of Robustness
+3 to Strength
of Searing
+8-15 Fire Damage
of Seasons
Ranged Reduced 3%
+8 to Health
+1 Health Per Hit
+1 Mana Per Hit
of Shadows
+7 Mana Per Hit
of Sharpness
+1 to Min Damage
of Shivering
+15% Freeze
+1-2 Cold Damage
of Sickness
+3 to Max Damage
of Singeing
+3-5 Fire Damage
of Slicing
+2-3 Damage
of Slush
+3% Chance to Freeze
+6-9 Cold Damage
of Span
+1-4 Damage
of Spikes
+7-16 Piercing Damage
of Stabbing
+12-20 Damage
of Starlight
+3 Mana Per Hit
of Strike
+6% Piercing Hit
of Struggle
+1 to Combat Magic Min Damage
of Sturdiness
+2 to Strength
of Survival
+1-2 Nature Magic Damage
of Symptoms
+1 to Max Damage
of Teeth
+12-28 Piercing Damage
of Thorns
+1-4 Piercing Damage
of Thunder
+4-5 Lightning Damage
of Twilight
+4 Mana Per Hit
of Youth
+8-13 Damage
+13 to Mana
of the Ash
+2-3 Fire Damage
of the Badger
+12 to Health
of the Boar
+42 to Health
of the Cold
+2-5 Ice Damage
of the Dog
+21 to Health
of the Fox
+7 to Health
of the Jarred
+5-7 Lightning Damage
of the Looter
4 Mana Stolen Per Hit
of the Owl
+17 to Health
of the Parasite
1 Mana Stolen Per Hit
of the Provoked
+12 to Max Damage
of the Serpent
+37 to Health
of the Shaken
+1-3 Lightning Damage
of the Sparrow
+3 to Max Damage
of the Spry
+2 to Dexterity
of the Swift
+1 to Dexterity
of the Unbridled
+2 to Max Damage
of the Untamed
+6 to Max Damage
of the Wolf
+89 to Health
+5 to Armor
+1 to Combat Magic Skill
+1 to Melee Skill
+1 to Ranged Skill
1 Health Stolen Per Hit
+1 Mana Per Hit
+1 to Strength
+9 to Armor
+5% Block Magic
+4% Block Ranged
+12 to Health
+1 Health Per Hit
2 Mana Stolen Per Hit
+7 to Armor
Ranged Reduced 3%
+5% Dodge Melee
+1 to Max Nature Magic Damage
+24 to Mana
3 Mana Stolen Per Hit
Piercing Reduced 4%
+5% Dodge Melee
+1 to Melee Skill
+1 Health Per Hit
+14 to Mana
+3% Inflict Piercing Hit
SPELLS:
Combat Magic:
Level Req.
----------------------------
Fireshot | 0 |
----------------------|----|
Rip Mana | 0 |
----------------------|----|
Acid Gas | 1 |
----------------------|----|
Burn Body | 1 |
----------------------|----|
Leech Life | 2 |
----------------------|----|
Explosive Powder | 3 |
----------------------|----|
Rage | 3 |
----------------------|----|
Revive | 5 |
----------------------|----|
Summon Jade Gargoyle | 5 |
----------------------|----|
Soul Lance | 7 |
----------------------|----|
Weaken | 7 |
----------------------|----|
Flame | 8 |
----------------------|----|
Mana Chant | 9 |
----------------------|----|
Battle Healing | 10 |
----------------------|----|
Summon Skeleton | 10 |
----------------------|----|
Acid Cloud | 12 |
----------------------|----|
Spirit Armor | 12 |
----------------------|----|
Fireskull | 16 |
----------------------|----|
Summon Mucosa | 16 |
----------------------|----|
Explode Body | 20 |
----------------------|----|
Fireball | 20 |
----------------------|----|
Summon Darkling | 21 |
----------------------|----|
Triple Strike | 22 |
----------------------|----|
Fire Ring | 22 |
----------------------|----|
Death Blast | 24 |
----------------------|----|
Reconstitution | 24 |
----------------------|----|
Curse | 26 |
----------------------|----|
Summon Skick | 28 |
----------------------|----|
Fire Wall | 32 |
----------------------|----|
Flame Shield | 32 |
----------------------|----|
Summon Forest Troll | 33 |
----------------------|----|
Ogre's Might | 34 |
----------------------|----|
Metal Shards | 36 |
----------------------|----|
Pain Reflux | 38 |
----------------------|----|
Summon Hell Boar | 39 |
----------------------|----|
Pestilence | 42 |
----------------------|----|
Summon Zombie | 43 |
----------------------|----|
Corpse Transmutation | 44 |
----------------------|----|
Sharg's Revive | 45 |
----------------------|----|
Firerain | 48 |
----------------------|----|
Summon Picker | 48 |
----------------------|----|
Flame Blades | 52 |
----------------------|----|
Summon Wraith | 53 |
----------------------|----|
Inferno | 54 |
----------------------|----|
Bomb | 60 |
----------------------------
Nature Magic:
Level Req.
----------------------------
Zap | 0 |
----------------------|----|
Healing Hands | 0 |
----------------------|----|
Charged Fist | 1 |
----------------------|----|
Transmute | 1 |
----------------------|----|
Flash | 3 |
----------------------|----|
Magic Armor | 3 |
----------------------|----|
Resurrect | 4 |
----------------------|----|
Spark | 4 |
----------------------|----|
Freak | 5 |
----------------------|----|
Dancing Zap | 6 |
----------------------|----|
Summon Killer Gremal | 7 |
----------------------|----|
Iron Fist | 8 |
----------------------|----|
Shock | 8 |
----------------------|----|
Healing Wind | 9 |
----------------------|----|
Hold Creature | 10 |
----------------------|----|
Iceshard | 12 |
----------------------|----|
Mana Channel | 12 |
----------------------|----|
Accuracy | 14 |
----------------------|----|
Summon Scorpion | 15 |
----------------------|----|
Mana Shield | 17 |
----------------------|----|
Regeneration | 18 |
----------------------|----|
Anchored Shot | 20 |
----------------------|----|
Lightning | 20 |
----------------------|----|
Summon Helper | 21 |
----------------------|----|
Oversight | 22 |
----------------------|----|
Summon Furok | 22 |
----------------------|----|
Focused Mind | 24 |
----------------------|----|
Iceblast | 24 |
----------------------|----|
Stone Skin | 28 |
----------------------|----|
Charm | 29 |
----------------------|----|
Lightfoot | 30 |
----------------------|----|
Multi-Spark | 30 |
----------------------|----|
Summon Cave Giant | 30 |
----------------------|----|
Major Heal | 32 |
----------------------|----|
Ogre's Might | 34 |
----------------------|----|
Shock Armor | 34 |
----------------------|----|
Summon Forest Klaw | 35 |
----------------------|----|
Lightning Blast | 36 |
----------------------|----|
Mind Spring | 38 |
----------------------|----|
Full Resurrect | 40 |
----------------------|----|
Stumble | 40 |
----------------------|----|
Summon Black Wolf | 40 |
----------------------|----|
Draw Near | 41 |
----------------------|----|
Shock Wave | 42 |
----------------------|----|
Clean Strike | 44 |
----------------------|----|
Convert | 45 |
----------------------|----|
Inspiration | 45 |
----------------------|----|
Invincibility | 46 |
----------------------|----|
Mana Balance | 46 |
----------------------|----|
Nurture | 46 |
----------------------|----|
Summon Spiked Dweller | 54 |
----------------------|----|
Shared Pain | 50 |
----------------------|----|
Icefury | 54 |
----------------------|----|
Polymorph | 66 |
----------------------------
Resurrect Scroll | 0 |
----------------------------
++++++++++++++
5.5 - Bestiary
++++++++++++++
IN ORDER OF APPEARANCE:
-Common Enemies -Bosses
Krug Scavenger HP 8 Brankar the Scavenger HP 24
Farm Skrubb HP 8 Bear HP 50
Phrak HP 6 Klandank the Krug HP 28
Phrak Piercer HP 4 Alpha Wolf HP 30
Krug Scout HP 12 Skeleton Captain HP 68
Snapper HP 7 Ruby Gargoyle HP 45
Phrak Ballista HP 15 Huskar the Shaman HP 44
Krug Apprentice HP 12 Futak the Trainer HP 56
Gray Wolf HP 18 Ancient Corpse HP 66
Skeleton HP 20 Mucosa Brute HP 102
Krug Shaman HP 19 Giant Spider HP 480
Gargoyle HP 9 Monstrous Rat HP 95
Jade Gargoyle HP 8 Venom Fiend HP 96
Skeleton Guard HP 28 Grizzly Furok HP 263
Black Skrubb HP 55 Dark Klaw HP 240
Krug Grunt HP 28 Pitiful Braak HP 279
Krug Grunt HP 11 Frost Warrior HP 327
Krug Raider HP 30 Frost Mage HP 138
Krug Chucker HP 23 Frost Archer HP 285
Arakun Spider HP 48 Frost Drake HP 936
Yellow Spider HP 2 Great Trog Warrior HP 472
Walking Corpse HP 36 Rabid Spiked Maw HP 238
Tortured Corpse HP 34 Shadow Lunger HP 414
Skeleton Archer HP 27 Muding Troll HP 710
Vile Mucosa HP 47 Enraged Gorack HP 1203
Mucosa HP 58 Bandit Boss HP 950
Rector HP 41 The Lost Witch HP 650
Dark Mucosa HP 68 Wretched Zombie HP 1152
Krug Killer Dog HP 46 Dungeon Crawler HP 2120
Giant Rat HP 61 Rotten Troll HP 700
Rock Beast HP 132 Goblin Robo Suit HP 3120
Krug Guard HP 55 Infested Larch HP 1507
Scorpion HP 73 Warrior Wraith HP 1212
Mine Worm HP 152 Blue Drake HP 1680
Darkling HP 46 Fury HP 4200
Giant Moth HP 55 Skeleton Captain HP 924
Horrid HP 352 Gresh HP 3200
Krug Commander HP 190 Droog Captain HP 1448
Klaw HP 202 Scorch HP 20260
White Wolf HP 153 Ghost HP 1600
Braak Mage HP 137 Swanny the Mad Jailer HP 3400
Furok HP 225 Gom HP 8710
Furok Slasher HP 313 Gom HP 11800
Braak HP 189
Frost Spitter HP 108
Frost Golem HP 195
Ice Warrior HP 288
Ice Fly HP 97
Ice Burrow HP 210
Ice Archer HP 243
Frostnid HP 177
Ice Mage HP 100
Dark Lunger HP 262
Teal Shard HP 114
Slarg HP 273
Lectar HP 411
Green Shard HP 138
Syrrus HP 504
Trog HP 297
Trog Warrior HP 325
Trog Knight HP 420
Blue Shard HP 162
Dark Slinger HP 138
Dark Caster HP 116
Skick HP 390
Stalagnid HP 294
Spiked Maw HP 188
Purple Shard HP 567
Forest Troll HP 540
Forest Klaw HP 510
Hell Boar HP 315
Gorack HP 900
Bandit HP 360
Bandit Archer HP 315
Black Wolf HP 270
Swamp Slinger HP 280
Swamp Stinger HP 180
Mangler HP 360
Hydrack HP 800
Swamp Troll HP 488
Swamp Witch HP 210
Swamp Creature HP 1040
Tretch HP 480
Grave Crawler HP 640
Bronze Gargoyle HP 170
Goo Walker HP 500
Zombie HP 620
Headless Zombie HP 752
Gobbot Igniter HP 660
Goblin Grunt HP 320
Goblin Guard HP 440
Heater HP 460
Kill Bot HP 400
Gobbot Shocker HP 660
Blaster HP 840
Copter HP 300
Proxo HP 40
Tesla Coil HP 250
Perforator HP 680
Hunter HP 480
Gobbot Grenadier HP 660
Gobbot Gunner HP 660
Sea Mangler HP 720
Forest Phrak HP 180
Spiked Dweller HP 285
Cyclops HP 1240
Larch HP 888
Forest Darkling HP 441
Wraith HP 740
Battle Wraith HP 960
Wraith Archer HP 495
Googore Grub HP 260
Wraith Mage HP 450
Fury Spawn HP 1960
Googore HP 1330
Fury Pest HP 1960
Krug Dog Skeleton HP 660
Skeleton Mercenary HP 752
Skeleton Ranger HP 525
Droog Grunt HP 1040
Droog Archer HP 630
Possessed Skull HP 1180
Giant Wasp HP 720
Giant Lizard HP 1200
Sand Mage HP 798
Sand Ripper HP 960
Droog Mage HP 540
Impaler HP 1340
Sand Basher HP 1260
Soul Stinger HP 560
Droog Grunt Fanatic HP 540
Droog Archer Fanatic HP 630
Droog Mage Fanatic HP 540
Green Drake HP 1560
Desert Braak HP 1732
Giant Skeleton HP 1200
Seck Grunt HP 1480
Seck Archer HP 780
Mucosa Raider HP 1240
Seck Mage HP 993
Punisher HP 880
Toreck HP 1280
Seck Elite Archer HP 750
Mucosa Predator HP 840
Synged HP 640
Lava Imp HP 920
Warlock HP 630
Terror Wraith HP 1280
Kell HP 2080
Wraith Piercer HP 765
Lava Runner HP 920
Lava Horror HP 1000
Lava Beast HP 1325
Seck High Mage HP 1480
Lava Mage HP 976
Red Drake HP 1280
Seck Elite Guard HP 1620
Lava Spirit HP 1200
Magma Spirit HP 1353
Quadscale HP 1040
Black Drake HP 1960
Molten Drake HP 2080
Molten Steel Drake HP 2540
IN ALPHABETICAL ORDER:
Alpha Wolf HP 30 Krug Commander HP 190
Ancient Corpse HP 66 Krug Dog Skeleton HP 660
Arakun Spider HP 48 Krug Grunt HP 11
Bandit HP 360 Krug Grunt HP 28
Bandit Archer HP 315 Krug Guard HP 55
Bandit Boss HP 950 Krug Killer Dog HP 46
Battle Wraith HP 960 Krug Raider HP 30
Bear HP 50 Krug Scavenger HP 8
Black Drake HP 1960 Krug Scout HP 12
Black Skrubb HP 55 Krug Shaman HP 19
Black Wolf HP 270 Larch HP 888
Blaster HP 840 Lava Beast HP 1325
Blue Drake HP 1680 Lava Horror HP 1000
Blue Shard HP 162 Lava Imp HP 920
Braak HP 189 Lava Mage HP 976
Braak Mage HP 137 Lava Runner HP 920
Brankar the Scavenger HP 24 Lava Spirit HP 1200
Bronze Gargoyle HP 170 Lectar HP 411
Copter HP 300 Magma Spirit HP 1353
Cyclops HP 1240 Mangler HP 360
Dark Caster HP 116 Mine Worm HP 152
Dark Klaw HP 240 Molten Drake HP 2080
Dark Lunger HP 262 Molten Steel Drake HP 2540
Dark Mucosa HP 68 Monstrous Rat HP 95
Darkling HP 46 Mucosa HP 58
Desert Braak HP 1732 Mucosa Brute HP 102
Droog Archer HP 630 Mucosa Predator HP 840
Droog Archer Fanatic HP 630 Mucosa Raider HP 1240
Droog Captain HP 1448 Muding Troll HP 710
Droog Grunt HP 1040 Perforator HP 680
Droog Grunt Fanatic HP 540 Phrak HP 6
Droog Mage HP 540 Phrak Ballista HP 15
Droog Mage Fanatic HP 540 Phrak Piercer HP 4
Dungeon Crawler HP 2120 Pitiful Braak HP 279
Enraged Gorack HP 1203 Possessed Skull HP 1180
Farm Skrubb HP 8 Proxo HP 40
Forest Darkling HP 441 Punisher HP 880
Forest Klaw HP 510 Purple Shard HP 567
Forest Phrak HP 180 Quadscale HP 1040
Forest Troll HP 540 Rabid Spiked Maw HP 238
Frost Archer HP 285 Rector HP 41
Frost Drake HP 936 Rock Beast HP 132
Frost Golem HP 195 Rotten Troll HP 700
Frost Mage HP 138 Ruby Gargoyle HP 45
Frost Spitter HP 108 Sand Basher HP 1260
Frost Warrior HP 327 Sand Mage HP 798
Frostnid HP 177 Sand Ripper HP 960
Furok HP 225 Scorch HP 20260
Furok Slasher HP 313 Scorpion HP 73
Fury HP 4200 Sea Mangler HP 720
Fury Pest HP 1960 Seck Archer HP 780
Fury Spawn HP 1960 Seck Elite Archer HP 750
Futak the Trainer HP 56 Seck Elite Guard HP 1620
Gargoyle HP 9 Seck Grunt HP 1480
Ghost HP 1600 Seck High Mage HP 1480
Giant Moth HP 55 Seck Mage HP 993
Giant Lizard HP 1200 Shadow Lunger HP 414
Giant Rat HP 61 Skeleton HP 20
Giant Skeleton HP 1200 Skeleton Archer HP 27
Giant Spider HP 480 Skeleton Captain HP 68
Giant Wasp HP 720 Skeleton Captain HP 924
Gobbot Grenadier HP 660 Skeleton Guard HP 28
Gobbot Gunner HP 660 Skeleton Mercenary HP 752
Gobbot Igniter HP 660 Skeleton Ranger HP 525
Gobbot Shocker HP 660 Skick HP 390
Goblin Grunt HP 320 Slarg HP 273
Goblin Guard HP 440 Snapper HP 7
Goblin Robo Suit HP 3120 Soul Stinger HP 560
Gom HP 8710 Spiked Dweller HP 285
Gom HP 11800 Spiked Maw HP 188
Goo Walker HP 500 Stalagnid HP 294
Googore HP 1330 Swamp Creature HP 1040
Googore Grub HP 260 Swamp Slinger HP 280
Gorack HP 900 Swamp Stinger HP 180
Grave Crawler HP 640 Swamp Troll HP 488
Gray Wolf HP 18 Swamp Witch HP 210
Great Trog Warrior HP 472 Swanny the Mad Jailer HP 3400
Green Drake HP 1560 Synged HP 640
Green Shard HP 138 Syrrus HP 504
Gresh HP 3200 Teal Shard HP 114
Grizzly Furok HP 263 Terror Wraith HP 1280
Headless Zombie HP 752 Tesla Coil HP 250
Heater HP 460 The Lost Witch HP 650
Hell Boar HP 315 Toreck HP 1280
Horrid HP 352 Tortured Corpse HP 34
Hunter HP 480 Tretch HP 480
Huskar the Shaman HP 44 Trog HP 297
Hydrack HP 800 Trog Knight HP 420
Ice Archer HP 243 Trog Warrior HP 325
Ice Burrow HP 210 Venom Fiend HP 96
Ice Fly HP 97 Vile Mucosa HP 47
Ice Mage HP 100 Walking Corpse HP 36
Ice Warrior HP 288 Warlock HP 630
Impaler HP 1340 Warrior Wraith HP 1212
Infested Larch HP 1507 White Wolf HP 153
Jade Gargoyle HP 8 Wraith HP 740
Kell HP 2080 Wraith Archer HP 495
Kill Bot HP 400 Wraith Mage HP 450
Klandank the Krug HP 28 Wraith Piercer HP 765
Klaw HP 202 Wretched Zombie HP 1152
Krug Apprentice HP 12 Yellow Spider HP 2
Krug Chucker HP 23 Zombie HP 620
IN ORDER OF STRENGTH:
Yellow Spider HP 2 Goblin Guard HP 440
Phrak Piercer HP 4 Forest Darkling HP 441
Phrak HP 6 Wraith Mage HP 450
Snapper HP 7 Heater HP 460
Farm Skrubb HP 8 Great Trog Warrior HP 472
Jade Gargoyle HP 8 Giant Spider HP 480
Krug Scavenger HP 8 Hunter HP 480
Gargoyle HP 9 Tretch HP 480
Krug Grunt HP 11 Swamp Troll HP 488
Krug Apprentice HP 12 Wraith Archer HP 495
Krug Scout HP 12 Goo Walker HP 500
Phrak Ballista HP 15 Syrrus HP 504
Gray Wolf HP 18 Forest Klaw HP 510
Krug Shaman HP 19 Skeleton Ranger HP 525
Skeleton HP 20 Droog Grunt Fanatic HP 540
Krug Chucker HP 23 Droog Mage HP 540
Brankar the Scavenger HP 24 Droog Mage Fanatic HP 540
Skeleton Archer HP 27 Forest Troll HP 540
Klandank the Krug HP 28 Soul Stinger HP 560
Krug Grunt HP 28 Purple Shard HP 567
Skeleton Guard HP 28 Zombie HP 620
Alpha Wolf HP 30 Droog Archer HP 630
Krug Raider HP 30 Droog Archer Fanatic HP 630
Tortured Corpse HP 34 Warlock HP 630
Walking Corpse HP 36 Grave Crawler HP 640
Proxo HP 40 Synged HP 640
Rector HP 41 The Lost Witch HP 650
Huskar the Shaman HP 44 Gobbot Grenadier HP 660
Ruby Gargoyle HP 45 Gobbot Gunner HP 660
Darkling HP 46 Gobbot Igniter HP 660
Krug Killer Dog HP 46 Gobbot Shocker HP 660
Vile Mucosa HP 47 Krug Dog Skeleton HP 660
Arakun Spider HP 48 Perforator HP 680
Bear HP 50 Rotten Troll HP 700
Black Skrubb HP 55 Muding Troll HP 710
Giant Moth HP 55 Giant Wasp HP 720
Krug Guard HP 55 Sea Mangler HP 720
Futak the Trainer HP 56 Wraith HP 740
Mucosa HP 58 Seck Elite Archer HP 750
Giant Rat HP 61 Headless Zombie HP 752
Ancient Corpse HP 66 Skeleton Mercenary HP 752
Dark Mucosa HP 68 Wraith Piercer HP 765
Skeleton Captain HP 68 Seck Archer HP 780
Scorpion HP 73 Sand Mage HP 798
Monstrous Rat HP 95 Hydrack HP 800
Venom Fiend HP 96 Blaster HP 840
Ice Fly HP 97 Mucosa Predator HP 840
Ice Mage HP 100 Punisher HP 880
Mucosa Brute HP 102 Larch HP 888
Frost Spitter HP 108 Gorack HP 900
Teal Shard HP 114 Lava Imp HP 920
Dark Caster HP 116 Lava Runner HP 920
Rock Beast HP 132 Skeleton Captain HP 924
Braak Mage HP 137 Frost Drake HP 936
Frost Mage HP 138 Bandit Boss HP 950
Green Shard HP 138 Battle Wraith HP 960
Mine Worm HP 152 Sand Ripper HP 960
White Wolf HP 153 Lava Mage HP 976
Blue Shard HP 162 Seck Mage HP 993
Bronze Gargoyle HP 170 Lava Horror HP 1000
Frostnid HP 177 Droog Grunt HP 1040
Forest Phrak HP 180 Quadscale HP 1040
Swamp Stinger HP 180 Swamp Creature HP 1040
Spiked Maw HP 188 Wretched Zombie HP 1152
Braak HP 189 Possessed Skull HP 1180
Krug Commander HP 190 Giant Lizard HP 1200
Frost Golem HP 195 Giant Skeleton HP 1200
Klaw HP 202 Lava Spirit HP 1200
Ice Burrow HP 210 Enraged Gorack HP 1203
Swamp Witch HP 210 Warrior Wraith HP 1212
Furok HP 225 Cyclops HP 1240
Rabid Spiked Maw HP 238 Mucosa Raider HP 1240
Dark Klaw HP 240 Sand Basher HP 1260
Ice Archer HP 243 Terror Wraith HP 1280
Tesla Coil HP 250 Toreck HP 1280
Googore Grub HP 260 Lava Beast HP 1325
Dark Lunger HP 262 Googore HP 1330
Grizzly Furok HP 263 Impaler HP 1340
Black Wolf HP 270 Magma Spirit HP 1353
Slarg HP 273 Droog Captain HP 1448
Pitiful Braak HP 279 Seck Grunt HP 1480
Swamp Slinger HP 280 Seck High Mage HP 1480
Spiked Dweller HP 285 Infested Larch HP 1507
Frost Archer HP 285 Green Drake HP 1560
Ice Warrior HP 288 Ghost HP 1600
Stalagnid HP 294 Seck Elite Guard HP 1620
Trog HP 297 Blue Drake HP 1680
Copter HP 300 Desert Braak HP 1732
Furok Slasher HP 313 Black Drake HP 1960
Bandit Archer HP 315 Fury Pest HP 1960
Hell Boar HP 315 Fury Spawn HP 1960
Goblin Grunt HP 320 Kell HP 2080
Trog Warrior HP 325 Molten Drake HP 2080
Frost Warrior HP 327 Dungeon Crawler HP 2120
Horrid HP 352 Molten Steel Drake HP 2540
Bandit HP 360 Goblin Robo Suit HP 3120
Mangler HP 360 Gresh HP 3200
Skick HP 390 Swanny the Mad Jailer HP 3400
Kill Bot HP 400 Fury HP 4200
Lectar HP 411 Gom HP 8710
Shadow Lunger HP 414 Gom HP 11800
Trog Knight HP 420 Scorch HP 20260
-----------------------------------------------------------------------
6. Walkthrough (Multiplayer)
-----------------------------------------------------------------------
~={| U T R E A N P E N I N S U L A |}=~
This is the walkthrough for the Utrean Peninsula campaign. It is only playable
online. (You can, of course, host a closed LAN game and effectively play by
yourself, though.) This walkthrough will probably not be begun until Fall
2002, if ever. Don't get your hopes up, treat it like a nice surprise if I
ever do anything with it.
I've been sent the locations of all of the stones in multiplayer, and it's
been a great help for me. I've seen a lot of people asking about this, and
I'm glad to have it. Thanks.
(All directions are from the respective towns. All information is credited
to Hung Kwong and has only been edited for grammar and formatting.)
Elddim Stone -
Follow the path and till you reach the Ancient Crypt. Inside the first big
room with a different path, go to your West and open the sarcophagus.
Crystwind Stone -
Go to the plain behind the HUB and kill the enemies to get to the Rune of
Diamonds and talk to the person next to the shopkeeper that sells weapons,
armor, and shields.
Fallraen Stone -
Follow the sign in the town that says, "Town of Meren" toward the exit. From
there, go to the first sign and head toward the tower. Go behind it, and head
to the North till you reach the Furok cave. From there, go up a platform
and the stone will be on the ground.
Meren Stone -
After going up the cliff, head south and follow the path till you reach a
sign saying "Town of Meren, 68" and "Town of Lang, 173". From there, turn
to the West, then head South once you reach the end of the road, you also
should see a ranger near the crossroad.
Lang Stone -
Just talk to the priestess and she will give it to you.
Quillrabe Stone -
From the top of the town head to the South and then go to the East to go down
two levels. Then down on the North path to reach a Life Shrine. From there,
head to the North and up the ramp and then take a route to the East. Then
take the ramp at the South and follow the path till you reach a sign saying
"Town of Hiroth, 109" and "Town of Quillrabe, 20" From there, head South and
follow the path till you reach Drake Nest. Along the way, you reach a wagon
and Nalin Starbringer who sells everything. From the entrance of Drake
Nest, follow the sign till you reach one saying, "Town of Quillrabe, 85" and
"Town of Hiroth, 50". From there, follow the direction of the sign pointing
to Hiroth and hug the West side of the path, and confront the Dragon Queen.
Destroy the Dragon Queen and open the chest for the stone.
Hiroth Stone -
It's in the place where it is supposed to be, on the Hiroth of Utraean Circle.
Grescal Stone -
Head Northeast toward the Abandoned Ruin and follow the left wall till you
reach a lever. Pull the lever and go down. From there follow the path till
you reach a big room with a red drake. Push the brick and enter the room
on the same wall the brick is on, not the one on the left side of the brick.
There in the last room is the stone.
-----------------------------------------------------------------------
7. Modes/Menus
-----------------------------------------------------------------------
MAIN MENU:
Single Player - Enter the Kingdom of Ehb (Single Player Campaign)
Multiplayer - Enter the Worlds of Dungeon Siege (Network Campaigns)
Options - Configure the video, audio, controls, and game settings
Continue - Resume the most recently saved single player campaign
About DS - View the Dungeon Siege version and product support ID
Exit - Exit to Windows
SINGLE PLAYER:
Start New Game - Begin a new campaign
Load Game - Resume a previous campaign
Back - Back to the Main Menu
MULTIPLAYER:
ZoneMatch - Host or join a game on the internet using Microsoft's free
matchmaking service
Internet - Host or join a game on the Internet using an Internet
Protocol (IP) address
Network - Host or join a game across a local area network
Back - Back to the Main Menu
OPTIONS:
|| VIDEO ||
Screen Resolution
Shadows
Texture Filtering
Gamma Correction
Object Detail
|| AUDIO ||
Sound
Master Volume
Music Volume
SFX Volume
Ambient Volume
Voice Volume
EAX
|| INPUT ||
Invert Camera X-Axis
Invert Camera Y-Axis
Use Screen Edge Tracking
Camera Sensitivity
Mouse Sensitivity
Lock Camera X-Axis
Lock Camera Y-Axis
|| GAME ||
Display Onscreen Framerate
Raise App Priority
Text Scroll Rate
Maximum Text Displayed
Game Speed
Tutorial Tips
Game Difficulty
||GAME||
Show Rollover Help
Dismemberment
Blood Color
+++++++++++++++++
7.1 - Keymappings
+++++++++++++++++
These are the default keymappings, straight from the game:
PARTY CONTROLS:
Attack: Defend ALT+S
Attack: Fight Freely ALT+A
Attack: Hold Fire ALT+D
Cycle Active Spell 1
Cycle Active Spell 2
Drink Health Potion H
Drink Mana Potion M
Force Attack A
Force Cast Spell C
Formation: Contract ]
Formation: Cycle
Formation: Expand [
Guard Character G
Move
Movement: Engage Only ALT+W
Movement: Hold Ground ALT+E
Movement: Move Freely ALT+Q
Quick Weapon Select Q
Recall Party Group 1 F1
Recall Party Group 2 F2
Recall Party Group 3 F3
Recall Party Group 4 F4
Recall Party Group 5 F5
Recall Party Group 6 F6
Recall Party Group 7 F7
Recall Party Group 8 F8
Recall Weapon Config. 0 0
Recall Weapon Config. 1 1
Recall Weapon Config. 2 2
Recall Weapon Config. 3 3
Recall Weapon Config. 4 4
Recall Weapon Config. 5 5
Recall Weapon Config. 6 6
Recall Weapon Config. 7 7
Recall Weapon Config. 8 8
Recall Weapon Config. 9 9
Save Party Group 1 CTRL+F1
Save Party Group 2 CTRL+F2
Save Party Group 3 CTRL+F3
Save Party Group 4 CTRL+F4
Save Party Group 5 CTRL+F5
Save Party Group 6 CTRL+F6
Save Party Group 7 CTRL+F7
Save Party Group 8 CTRL+F8
Save Weapon Config. 0 CTRL+0
Save Weapon Config. 1 CTRL+1
Save Weapon Config. 2 CTRL+2
Save Weapon Config. 3 CTRL+3
Save Weapon Config. 4 CTRL+4
Save Weapon Config. 5 CTRL+5
Save Weapon Config. 6 CTRL+6
Save Weapon Config. 7 CTRL+7
Save Weapon Config. 8 CTRL+8
Save Weapon Config. 9 CTRL+9
Select All Party Members CTRL+A E
Select Last Party Member ,
Select Lead Party Member /
Select Next Party Member .
Stop S
Targeting: Target Closest ALT+Z
Targeting: Target Strongest ALT+X
Targeting: Target Weakest ALT+C
VIEW CONTROLS:
Camera: Free Look D
Camera: Rotate Down Down
Camera: Rotate Left Left
Camera: Rotate Right Right
Camera: Rotate Up Up
Camera: Track/Hold Toggle T
Camera: Zoom In = Wheel Up
Camera: Zoom Out - Wheel Down
USER INTERFACE:
Adventurer's Handbook F12
Auto-Sort Inventory K
Character Labels L
Chat History: Clear History End
Chat History: Lock Toggle Scroll Lock
Chat History: Scroll Down Page Down
Chat History: Scroll Up Page Up
Chat Window Enter
Chat Window (Send to All) CTRL+Enter
Chat Window (Send to Team) SHIFT+Enter
Collect Loot Z
Disband Selected Party Member CTRL+D
Field Commands F
Game Timer :
Health/Mana Bars X
Inventory I
Item Labels ALT
Journal J
MegaMap Tab
Minimize/Maximize Weapon Panel W
Multiplayer Scoreboard \
Pause Dungeon Siege Space Pause
Spell Book B
GAME SETTINGS:
Close Dialogs
Game Options F10
Game Speed: Decrease CTRL+-
Game Speed: Increase CTRL+=
Game Speed: Reset CTRL+Backspace
Load Game CTRL+L
Quick Load F11
Quick Save F9
Save Game CTRL+S
I would recommend rearranging the hotkeys for selection, at least - it makes
strategy a lot easier. My mappings, though by no means the only ones, are
as follows:
F1 - Melee Fighters
F2 - Ranged Attackers
F3 - Mages
F4 - All Fighters (Except Mules)
F5 - All Fighters
F6 - Mules
F7 - Nature Mages
F8 - Combat Mages
Of these, I use the first 5 the most...the others just make my life easier
when I'm in a bind.
For attack mappings, I keep my melee fighters on their main weapons all the
time, and I do the same for ranged attackers. I use these mostly to switch
between spell slots for my mages...and believe me, it helps. If you keep a
healing spell on your mage, all you have to do to heal is hit 2.
Two Mages:
1 - Left, Left
2 - Right, Left
3 - Left, Right
4 - Right, Right
So to heal with one, I hit 2 or 3, to heal with both, I hit 4. Since you can
pause the game, this may not seem like much, but it enables you to play the
game much more smoothly.
Three Mages:
1 - Left, Left, Left
2 - Right, Left, Left
3 - Left, Right, Left
4 - Left, Left, Right
5 - Right, Right, Left
6 - Left, Right, Right
7 - Right, Left, Right
8 - Right, Right, Right.
Same idea here, only with three mages.
-----------------------------------------------------------------------
8. Cheats/Tricks/Secrets+
-----------------------------------------------------------------------
The only cheats that I know of for this game are below, all activated by typing
Enter, then the cheat, then Enter again.
Code Effect
+zool "I am invincible!"
+chunky Always real chunky.
+superchunky Even more chunkier than chunky. Chunkerrific!
+version Displays game version.
+drdeath All stats go to 150.
+shootall Make it even easier, no more bothersome clicking...
+sixdemonbag Six powerful summons.
+loefervision Turns off the Fog of War.
+xrayvision Removes all textures.
+minjooky Ever read that book "The Littles"? Tiny characters.
+maxjooky Real big characters, watch out...
+checksinthemail 999,999 gold. Lather, rinse, repeat.
+sniper Increases range on all bows to 100 meters.
I've gotten word that it increases the range on ALL
weapons, including melee weapons AND enemies'
weapons. So be careful.
+mouse Enable cursor.
-rings Disable selection rings.
- The reason we use - instead of + is simply because
the rings are on by default.
+movie Record a movie.
+faertehbadgar Full set of Badger items. FAER TEH BADGAR!!1!
+potionaholic 3 Super Health Potions, 3 Super Mana Potions.
+resizelabels Hmm, I'm guessing that it might resize the labels...
-gui Turns GUI off.
- The GUI is the character portraits, Field command
menu, compass, everything except the game.
- The reason we use - instead of + is simply because
the GUI is on by default.
+ Turns cheats on
- Turns cheats off
To run Dungeon Siege in high-res mode, create a shortcut to it. Then,
right-click the shortcut and edit the Target. (The * is the path to your
install directory. Usually C:\Program Files\)
"*\Dungeon Siege\DungeonSiege.exe" height=1200 width=1600
When you click on that shortcut, it will boot the menu normally. But, when
you try to play the actual game, you will get an error message telling you
that 1600x1200 is not officially supported. Click OK, and play in glorious
beautiful high-res mode. (I first saw this posted by SolrFlare on the message
boards.)
If you want to run it in windowed mode, use this target line. (You can always
use ALT+TAB, but that hasn't been working for some people.
"*\Dungeon Siege\DungeonSiege.exe" fullscreen=false
Thanks to Meldur from the GameFAQs DS message board for this tip.
To skip the introduction (Microsoft logo, GPG robot) use this:
"*\Dungeon Siege\DungeonSiege.exe" nointro=true
Found that one myself, actually... =)
-----------------------------------------------------------------------
9. Disclaimer
-----------------------------------------------------------------------
This FAQ is copyright (c) 2001-2002 Tom Church. If you would like to use this
FAQ on your site, magazine, unicycle telegraph service, or anywhere else,
just send me an email. I'll say yes, I promise you. I would just like to know
where it is in case I need to make an update. But don't bother waiting for
a reply, just go ahead and host this baby.
The latest version of this FAQ is always, always at GameFAQs.
www.gamefaqs.com
-----------------------------------------------------------------------
10. Closing
-----------------------------------------------------------------------
Many, many thanks to everyone who's helped contribute to this guide. I
don't think it's an exaggeration to say that without some of you, this
FAQ would never have been completed. Thank again.
Gas Powered Games - So yummy. Like candy. Candy laced with crack.
GameFAQs - Great site.
Jeff Veasey - Putting this FAQ up, and taking care of something...
Dungeon Siege Heaven - Confirmation on my formulas.
Michael Wu - His great FAQ about the Secret Chicken Level.
Heat - His very helpful list of all of the titles possible in the game.
Conrad Woo - He caught a VERY embarrassing typo.
Rex Deckard - Also catching that typo.
Jason Schaeffer - He ALSO caught it...thanks all of you.
Chris Rasmus - Pointing out that I had forgotten about Rusk. Silly me.
GameWinners - Over half of the codes I have.
MeTh0DiX - Answering the question about shield bonuses.
Bob from Mr Dubbers' FAQ - For info on the water dungeon in Chapter 5.
Mr Dubbers - For correcting my misspelling of his name.
Hung Kwong - A wonderful list of all the stones in multiplayer. Thanks!
Csimbi - He gave me a copy of CALC.GAS, filled with WONDERFUL info.
Jia Sanders - Info on a secret area I missed, plus some nice pics!
(Also about the witch near the swamp...she's too smart!)
Nisaus - Reminded me of the maze before Fortress Kroth, plus the
wonderful suggestion of including info on restock points.
Death Watch - Helped me figure out the shrines in the Alpine Caverns.
Ali Tayyab - Info about the savegames and their location.
Xizarus - Two suffixes that I had completely missed. Thanks!
KB Koh - A lot of information that I didn't have.
Which was followed by a lot MORE information that I never
would have had. Thank you, thank you, thank you.
Casey Tan - Prefixes that I didn't have.
Dan Reiter - His incessant questions have actually helped me a lot.
Nathan Binns - Strategy for the Giant Spider.
Xavier637 - Info about the +sniper cheat.
M. Talos - Some great information about the dungeon in Chapter 5, most
likely all that I'll have for a while...
Rod Barr - Info about the restock point in Chapter 7.
Albert McDonald - Also emailed me about the Chapter 7 restock point.
Cameron - Detailed information about the water dungeon in Chapter 5.
Mastertypo - Information about the water dungeon in Chapter 5.
Viewers Like You - Reading the FAQ, silly! Contributions accepted...
And to everyone who wrote me about the dungeon in the Eastern Swamp:
Peter Chu, BelialAndariel, Phil Thurston, Jia Sanders, Dominic Read,
Wolfgang Stufflebeam, Cyienc, Tom, Emily Smirle, Stephen Bough, Jonathon
Hui, and Michael McClanahan.
Thanks to all of you. You are all your own special flower. =)
Any contributions, opinions, flames, questions should be sent to me at:
tessera189@hotmail.com