Dungeon Siege 2 FAQ/Walkthrough

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DUNGEON SIEGE II FAQ/WALKTHROUGH
v0.70 2005-08-28
Copyright 2005 by Barry Scott "PapaGamer" Will

This work is licensed under the Creative Commons Attribution-ShareAlike 
License. To view a copy of this license, visit
  http://creativecommons.org/licenses/by-sa/2.5/
or send a letter to
  Creative Commons
  559 Nathan Abbott Way
  Stanford, California 94305, USA.


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

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

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@_/_/_/_/_| ____  CONTACT INFORMATION                                    )
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To contact me about the guide, send email to:

     pyric@cavecreations.net

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

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

     paypal@cavecreations.net

Or use the Donate link found on my Web site:

     http://www.pyric.com/

Thank you, and enjoy the guide!

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

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

[3] CHAPTER WALKTHROUGH

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

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

    ACT III

[4] QUEST WALKTHROUGH
    [4.1] Act I: Primary Quests
    [4.2] Act I: Secondary Quests
    [4.3] Act II: Primary Quests
    [4.4] Act II: Secondary Quests

[5] LORE
    [5.1] Handbook
    [5.2] Potions
    [5.3] Chants
    [5.4] Item Sets
          [5.4.1] Melee Sets
          [5.4.2] Ranged Sets
          [5.4.3] Mage Sets
    [5.5] Books
    [5.6] Quest Items

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

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

[8] VERSION HISTORY & CREDITS

To jump to a specific topic, open the Edit menu and choose Find in this Page 
(or just press Control-F) and enter the bracketed number, including the 
brackets. For example, enter [5.1] as the search text to jump straight to the 
Handbook entries.


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@_/_/_/_/_| ____  [1] GAME OVERVIEW                                      )
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============
[1.1] Review
============

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

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

DS2 has a richer, more varied story than DS1, which makes it easier to 
motivate oneself to venture forth into the slaughtering fields. There's more 
conversations to be had in towns, and lots more optional secondary quests. 
All this makes DS2 a much better game than DS1 and will make it more 
accessible to a few of the hardcore RPG players that normally eschew dungeon 
crawls.


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

Q. How do I unlock the higher difficulty levels?
A. Complete the game at the lower difficulty levels. You must finish
   the game at Mercenary level to play at Veteran level. You must finish
   the game at Veteran level to play at Elite level.

Q. How do I add more than four characters to my party?
A. Four characters is the limit for Merc difficulty. At Veteran difficulty
   you can add a fifth party member. At Elite difficulty, you can add
   a sixth party member.

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

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


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@_/_/_/_/_| ____  [2] GAMEPLAY BASICS                                    )
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In addition to the game manual and tutorial stage (Chapter 1), DS2 has an in-
game Handbook that is part of your Journal. (For ease of use, the Handbook is 
reproduced in this guide in section 5.1) If you want to know all the ins-and-
outs of playing DS2, refer to those resources. This section is intended as a 
quick-start guide for players who don't like lots of reading before playing.


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

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


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


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


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


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

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

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


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


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

The best way to handle versatility is to have one of each class in your party: 
fighter, ranger, combat mage and nature mage. Of the four, the combat mage is 
inherently the most versatile as she can fling death, fire or lightning 
damage as needed. Add a shield tank to Provoke mobs away from the caster and 
you've got all you really need. You can then add in ranged or 
healing/buffing/summoning support as suits your playing style.


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

Just remember that town portals do not last through a save/reload, disappear 
if you use a standard teleporter and are single-use only.


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


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

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

The game keeps your most recent save and the one save right before that. This 
doesnít allow a lot of leeway if you get stuck, hit a glitch, etc. Every time 
you start a new chapter, ALT-TAB out of the game, ZIP up your character's 
save game folder and archive it somewhere. If you hit a showstopper bug, 
replace your current save folder with the most recent archived save folder.


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

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


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

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

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


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

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

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


#10 Don't waste time on power leveling.
---------------------------------------
DS2 has been balanced in such a way it is almost impossible to power level. 
Just stick to the primary quests, do the secondary quests and you'll stay 
ahead of the monster level curve.


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

*Coming Soon*


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

This game does have some showstopper bugs in it, but they don't hit everybody, 
so it may be a while before Gas Powered Games is able to fix them. See the 
first hint in the previous section for information on backing up your save 
games (since DS2 only gives you two saves per character). Keep regular 
backups. If you hit a showstopper bug, you can restore a previous save and 
try again.

* In Act I, Chapter 5, the old man asking for help may never acknowledge your
  help if you kill all the Dryads quickly. You can reload from an earlier
  save, if you have one. To avoid the bug, allow the Dryads to hit the old
  man a few times. As of this writing, there is no official patch for this
  problem, but there is an unofficial fix here:

  http://www.krischel.org/?p=42

  Use at your own risk.


* In Act II, Chapter 3, you have to place some refractor crystals in
  refractors in order to activate the Elven Prism. Some have had a problem
  with the game not acknowledging they have a crystal when they try to
  insert it into a refractor. According to an official post on the GPG
  forums:

  "What has happened is that you double-clicked on one of the light
   mechanisms and (because of the bug) you were able to insert 2 crystals.
   This will be fixed in the upcoming patch (which will allow you to
   continue), but it won't be out until around the end of the month."

  This quote was made Tuesday, August 23, 2005; so, if you are stuck here
  and you have saved more than once since entering the Isles, you may just
  have to wait for the patch, which should be out near the end of August.


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


* Some companions refuse to be released at the Inn. Releasing a companion
  should return them to their "waiting" spot. Or, on higher difficulties,
  releasing the old companion will allow you to recruit the new version
  of the companion. However, the release button is sometimes grayed out
  and you can't release the character. This can usually be fixed by
  adding the person to your party, then disbanding them again and then
  releasing them from the "party inventory" screen.

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


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@_/_/_/_/_| ____  [3] CHAPTER WALKTHROUGH                                )
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This is a complete, step-by-step walkthrough of the game in sequential order. 
If you need help with a specific quest, see Section 4: Quest Walkthrough. 
This walkthrough is based on the Mercenary difficulty level (the first 
difficulty level). The Veteran and Elite difficulties only open after you 
complete the game on the lower difficulty level(s).


****************************************************************************
                                 A  C  T    I
****************************************************************************

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

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

Secondary Quests:
* None

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

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

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


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

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

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

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

You can also get a quest from Lumilla, the enchantress. She wants four nettle 
clusters to make some of her famous salve. You can't do anything about either 
of these quests now, so note them and continue on your way. The only places 
you can go right now are over to the Inn, where you can't do anything yet, 
and out the North Gate.

North Gate it is, then. You can have one companion with you, and there are 
two hanging around just inside the North Gate: Lothar, a half-giant fighter; 
and, Deru, a Dryad ranger. If you take one at this early stage of the game, 
you can switch their class focus; though, why you would want to change 
Lothar's class is questionable. Pick one up depending on your needs. Talk to 
the Dryad guard to open the gate and take the lift to the Northern Greilyn 
Jungle.

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

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

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

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


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

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

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

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

After you cross the bridge, you'll see some Hak'u fighting a boarbeast. 
Interrupt their hunt and dispose of the Hak'u, then follow the boarbeast west. 
After everything's dead, LEFT-CLICK the statue to reveal a hidden treasure 
chest. You will most likely get a set item from this chest.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

You may be infected with plague, but all areas of Eirulan are now open to you. 
If you want to add another companion slot to your party, go to the inn and 
speak to the innkeeper. Adding a companion slot costs 500 gold. You might 
also want to buy a pet: the local pet store currently has a pack mule (300 
gold), ice elemental (500 gold) and scorpion queen (350 gold).

Walk counter-clockwise around behind the pet shop to find a ramp leading up 
to Laenne's house. Talk to her about a "Lost Sapphire of the Elves" hidden in 
the Elven Shrine. Since you're going there anyway...

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

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

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

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

Make your way back to the main path and continue south. You'll come to a 
Dryad outpost. They give you permission to loot them, so do so--don't miss 
the armor stand in the corner or the Lesser Chant of Fighter Health on the 
book stand. Now all you have left to do is follow the gray dirt road to the 
Elven Shrine.

ELVEN SHRINE LEVEL 1
            _________________
       Entrance              |
            _________        |
 _________           |       |
|         |        __|       |
|  Lift   |       |        __|
|         |       |       |
|_   _   _|_______|       |            N
|                 |       |        W <-+-> E
|                         |            S
|_________________|__   __|
                  |       | <- sanctuary door
                  |       |    requires level 6 ranger
                  |_______|


In the first level of the shrine, you can find a sanctuary door that requires 
ranged level 6 or better to open. Clear out a couple of rooms to find the 
lift down to level 2.

ELVEN SHRINE LEVEL 2
         ____
        |    | <- Final secret room containing Lost Sapphire
 _     _|_  _|
| \___|      |
|       Lift | <- Activate button on west wall to open secret room
|  ___     __|    and begin puzzle that takes you to Lost Sapphire
|_/   |   |
      |   |
      |   |____
      |   |    |
      |        |
      |   |____|
      |   |_______
      |           |                  N
      |   |       |              W <-+-> E
      |   |       |                  S
      |   |       |
      |    _______|
   ___|   |     |
  |   |         |
  |___    |_____|  <- Room to west is sanctuary room,
      |   |           requires nature mage level 6 to open
      |   |
      |   |__
      |      |
     _|     /
    |      /  <- Boss fight, winning unlocks door to fountain
    |     /
 ___|    |_____________
|              __      |
|             |  |     | <- Teleporter
|  Fountain   |  |_____|
|             |
|_____________|

When you reach level 2, search for a button on the west wall, near the lift, 
to open a secret room and begin your search for the Lost Sapphire of the 
Elves.

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

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

Another secret room opens. Put your remaining red, yellow and purple cubes in 
the appropriate sockets, then activate the lever to be taken to the sapphire, 
as well as three chant books: Lesser Chant of Fighter Power, Lesser Chant of 
Ranger Power and Lesser Chant of Mage Power.

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

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

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


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

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

Secondary Quests:
* Dire Wolf
* Taar's Investigation

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

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

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

Collect the Hak'u Ceremonial Blade from the camp and teleport back to Eirulan. 
Go to the pet shop terrace and leave through the South Gate. When the trail 
turns east, go south and pass through a gap in the rocks. Enter a small cave 
and have it out with the garganturax--the "formidable" creature that scared 
Arianne. You'll need to equip the Hak'u Ceremonial Blade to damage the beast.

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

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

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

Loot the rift area. About this time you can expect your first encounter 
with ???. ??? is a mysterious, level 99 humanoid thief that teleports in 
randomly when you discover valuable loot. He steals a few items and teleports 
out. You can attack him, but, at this point in the game, you won't be able to 
kill him. However, attacking him will keep him from stealing your stuff and 
make him drop an item or two of his own.

You may see ??? at this point, you my not see him until later. Always keep 
your eyes open for him and your weapons ready. Teleport back to town. Go see 
Arianne and complete Taar's Investigation, then head over to the pet shop and 
add a dire wolf to your party--they're really one of the best pets in the 
game.

Teleport back to the Southern Greilyn Jungle and head east once more; you're 
now entering the Eastern Greilyn Jungle. Just past the point you turned north 
to find Rokhar, look for a cave entrance to the south--there should be two 
vulk in front of it. This is just a looting place. Opposite the cave, to the 
north, is a plateau with a circle of mushrooms on it. Just a point of 
interest right now.

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

**GLITCH WARNING**

SAVE YOUR GAME!

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

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

Thus ends Chapter 5...


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

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

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

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

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

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

Teleport to the Eastern Jungle and make your way to Hrawn's cave. Talk to his 
father to receive your reward. Now teleport back to Eirulan and visit Hesla 
in the infirmary to receive even more reward.

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

The other three corner chests open one of a set of side doors with level 16 
creatures. The center chest opens all four doors. It's up to you whether you 
want a gang war or a little 4-on-1 monster killing. Continue south to a 
series of two elevators that take you to the inner chamber of the shrine.

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


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

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

Secondary Quests:
* None

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

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

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

Gotta love those.

Starting with the mirror statue in the southeast, turn the statues in the 
numerical order listed below so the light is shining in the pattern shown:

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

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

Yes, that's right, an empty bowl.

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


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

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

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

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

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

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

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

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

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

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

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

Head back out into Windstone Fortress and head north. Enter the next west-
leading hallway to enter the barracks and work your way to the west-most room, 
where you'll find Private Nolan. Fight your way back out of the barracks and 
turn north, past the teleporter. You'll find Squadron Leader Taarth, who will 
be delighted to see his men and will reward with the Dusty Key.

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

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

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

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

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

Enter the Temple of Xeria...


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

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

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

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

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

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

Oh, yeah! Main quest. Back to the pit room and open the north doors. Kill all 
the zombies, loot the side rooms, then click the big, glowing statue to blow 
all the zombies up. Enter the north room and loot it thoroughly, including 
two books: Vol. 8, The Death of Xeria; and, Vol. 9, The War of Legions.

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

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

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

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

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

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

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

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

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


****************************************************************************
                                A  C  T    I I
****************************************************************************

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

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

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

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

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

* In the pet shot, talk to the pet seller and ask about special animals.
  He'll refer you to Khartos the Wise, who's hiding in a tavern some
  where. (No wonder they call him wise.) This opens the Mythrilhorn quest,
  which will eventually net you another pet choice.

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

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

* North of the prospector, along the east side of town, is Eolanda's house.
  Talk to her about Arinth to get a quest to find the pieces of
  Arinth's Legendary Staff.

* Directly behind Eolanda's house is a ranger named Eumenidie. Talk to
  her about reagents to get the Viperclaw quest. Reagents are random drops
  and you might even have one or two right now. Just keep an eye on your
  inventory, so you'll know when you've got the necessary items.

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

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

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

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

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

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

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

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

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

* South of the inn is the mage shop. Lyssanore sells magic supplies and is
  also interested in communicating with spirits. Talk to her about that and
  get the quest, A Dark Ohm, to retrieve the necessary chant.

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


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

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

Secondary Quests:
* Viperclaw

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

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


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

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

Secondary Quests:
* Viperclaw

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

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

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

**GLITCH WARNING**

Some have been unable to complete this quest if they collected all four 
crystals first, before attempting to place any in the refractors. The 
solution is simple: place the crystals in the refractors as you are able.

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

You'll soon reach the teleporter, which is for the Southern Vai'lutra Forest 
(North). Ah! Egregious apostrophes and contradicting directions! It must be a 
fantasy RPG! Anyway...just west of the Southern North teleporter is another 
of Amren's mushroom circles. This one leads to the Shrine of Sight, and 
contains the Lore book, Vol. 18: The Path of Sight.

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

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

How conveeeeeenient!

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

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

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

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

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

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


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

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

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

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

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

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

Fight your way out of the sanctuary and emerge into the Vai'kesh Forest. 
You're now south of the gates you passed earlier, so turn north and open them 
before continuing on the path. You'll quickly reach the Vai'kesh Forest 
(North) teleporter and the entrance to a Large Vai'kesh Cavern.

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

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

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

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

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

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

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

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

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

Too easy.

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

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


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

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

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

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

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

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

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

Wait. Reverse that. Thank you.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The door leading down into the burial grounds is to the right of the floor 
symbols. Follow the halls until you reach a large room/cavern where the ice 
is falling from the ceiling. Explore the area thoroughly and you'll note two 
ways to get out.

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

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

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

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

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

The Wizard is actually pretty easy once you figure out his defenses and 
pattern. He's weak to lightning and ice, so both combat mages and nature 
mages are good against him, as is the ranged power Charged Shots. There are 
some war pedestals scattered around the room to quickly recharge powers.

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

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

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

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

Onward and upward (or downward, as the case may be).

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

Primary Tasks:


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

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

Add Princess Evangeline (Eva) to your party and equip her appropriately. 
Teleport to the Western End of Arinth's Ravine. Go west, south, west and 
north to reach a bridge. Before the bridge, turn left (west) and go along the 
edge of the ravine to reach a small cave. You may remember the password-
protected door from Chapter 5.

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

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

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

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

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

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

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

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


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

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


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

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

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


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

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


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

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


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

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


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

From the South Gate of Eirulan, follow the main path, killing monsters as you 
go. You will eventually reach the Dryad Exile Colony, where plagued Dryads 
are beating up on an old man. Due to a glitch in the game, don't lay into the 
Dryads until they've taken a few hits on the old man. Once you kill the 
Dryads and talk to the old man, the chapter ends.


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

From the Dryad Exile Colony, take the east path and continue following it 
until you reach the Kithraya Caverns. You'll run into Vix along the way; open 
up a party slot before you talk to him. Slaughter your way through the upper 
and lower Kithraya Caverns until you reach Eastern Greilyn Beach. Kill the 
wraiths and destroy the shard before continuing down to the beach. Talk to 
the Azunite Scholar to open the portal, then use the portal to get to the 
Azunite Desert. Talk to Captain Suzor nearby to start the next chapter.


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

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

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

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


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

Leave the Ancient Azunite Shrine and exit into the Valley of the Azunites. 
Follow the Valley north and through a cavern. Cross the bridge over the small 
canyon in the Azunite Desert and enter another Azunite Cavern. Fight your way 
through to a light puzzle. Start with the mirror statue in the southeast and 
turn them so the light makes the following pattern:

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

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


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

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

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

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

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


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

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

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


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

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

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


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

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


#3: Lelani's Sorrow
-------------------
* Intended level: 3
* Talk to Lelani about the strange doll on the table next to her
* Bring Fenella a toy to cheer up her child
* Bring soldier Balamar something special to quench his thirst
* Bring soldier Jordhan some fresh meat
* Bring Lelani a keepsake from Aman'lu

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

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

Isn't that sweet?

Give him the Ale and he'll give you some skath cat ribs. Take the ribs to 
soldier Jordhan on the second floor of the Eirulan inn. He'll give you a 
statuette of Xeria in return.


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

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

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

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


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

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


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

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


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

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

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


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

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


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

With Taar in your party and selected as the active character, talk to Arianne, 
who lives in the house next to the great hall. Teleport to the Northern 
Greilyn Jungle and head for the Hak'u ritual camp that is located north west 
of the teleporter. Get the Hak'u Ceremonial Blade from the camp. Return to 
Eirulan and leave through the South Gate. When the path turns east, go south 
and find the cave of the garganturax. Equip the Hak'u Ceremonial Blade and 
kill the beast, then return with its head to Arianne.


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

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

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

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

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

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


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

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

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

Return with the sword to Thestrin and he'll reluctantly give you a couple of 
chants. You don't want to use the first chant he gives you.


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

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


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

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


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

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

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

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

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


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

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

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


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

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


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

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

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

**GLITCH WARNING**

Some have been unable to complete this quest if they collected all four 
crystals first, before attempting to place any in the refractors. The 
solution is simple: place the crystals in the refractors as you are able.

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

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

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

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

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

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


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

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


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

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

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

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

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

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

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


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

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

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

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

Fight through the catacombs to the west, and then north to reach the chamber 
where Evangeline is held prisoner by a Dark Wizard of Valdis. The Wizard is 
actually pretty easy once you figure out his defenses and pattern. He's weak 
to lightning and ice, so both combat mages and nature mages are good against 
him, as is the ranged power Charged Shots. There are some war pedestals 
scattered around the room to quickly recharge powers.

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

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

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

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


Chapter 7: The Siege of Snowbrook Haven
---------------------------------------



==============================
[4.4] Act II: Secondary Quests
==============================

#1: Tywlis' Broken Staff
------------------------
* Intended level: 30
* Find the reagent Tywlis needs to repair her grandfather's staff

The reagent you need is a rainbow trinket. Keep an eye on your inventory, 
it's possible you will already have one or more by the time you reach Aman'lu 
the first time. If not, you can pick one up in the Snowbrook Valley in the 
Frigid Cave. The cave is to your left as you pass over the first bridge.


#2: A Dark Ohm
--------------
* Intended level: 26
* Observe the Vai'kesh during one of their rituals
* Return to mage Lyssanore in Aman'lu

Speak to Lyssanore (the potions/magic merchant in Aman'lu) to start this 
quest to learn a chant that allows you to speak with spirits. Once you reach 
the Vai'kesh Forest and are pursuing the Vai'kesh Prophet, you'll see a 
cutscene of the Prophet setting his minions on you right after emerging from 
the first Large Vai'kesh Cavern.

If you explore the cave from whence the Prophet's servants come, you'll find 
a door. Open the door, observe the ritual, then return to Lyassanore and 
she'll share the Chant of the Dead with you.


#3: Spirits of Aranna
---------------------
* Intended level: 26
* Find the restless spirit in the Lost Valley of the Azunites
* Find the restless spirit in the Northern Greilyn Jungle
* Find the restless spirit in the Western Greilyn Jungle
* Find the restless spirit near the Eastern Greilyn Beach
* Find the restless spirit in the town of Eirulan
* Find the restless spirit in the Temple of Xeria
* Find the restless spirit in the Tranquil Cave
* Find the restless spirit in Snowbrook Haven
* Find the restless spirit in Arinth's Ravine
* Find the restless spirit in the Aman'lu Inn
* Find the restless spirit in the town of Aman'lu
* Find the restless spirit in the Garden of the Ancients
* Find the restless spirit in the Eastern Plain of Tears
* Find the restless spirit in the town of Kalrathia
* Find the restless spirit in the Mines of Kaderak
* Find the restless spirit in the Morden City of Darthrul
* Find the restless spirit below the town of Kalrathia
* Find the restless spirit in Zaramoth's Horns

Once you have the Chant of the Dead, you can speak to any one of these 
spirits to open the quest. There should always be an incantation shrine near 
the spirit, and the chant lasts 300 seconds (5 minutes) so there's always 
plenty of time to get from shrine to spirit. However, if there are enemies 
between the shrine and the spirit, you might want to clear them out first.

1) The spirit in the Lost Valley of the Azunites hangs out near the Cavern of 
the Phoenix at the southern end of the valley. There's a shrine right next to 
the ghost.

2) The Northern Greilyn Jungle spirit is in the Hak'u caves northwest of the 
Eirulan North Gate. There's a shrine in the caves.

3) There's a spirit and a shrine near the Hak'u usurper's house just west of 
the Western Greilyn Jungle teleporter.

4) The spirit on the Greilyn Beach path can be a bit difficult to reach. The 
easiest way to get there is to teleport to the Azunite Desert and then use 
the portal to get to the beach. Otherwise you teleport to the Kithraya Valley 
and then have to hack your way back through the Lower Kithraya Caverns to the 
beach. The incantation shrine is right there above the beach path, not far 
from the ghost.

5) The Eirulan spirit hangs out on the bridge leading past the Falls.

6) In the northernmost part of the Temple of Xeria, next to the incantation 
shrine, is a lever which opens a secret passage leading to the Cavern of 
Earth. The ghost is along a south hall just inside that secret entrance.

7) The tranquil cave is behind a waterfall south of the second Morden tower 
from Act I, chapter 3. The quickest way to reach it is to jump to the 
Northern Greilyn Jungle teleporter and head west. The incantation shrine is 
up over the hills. From the shrine, run south and look for the waterfall on 
your right (west).

8)

9) The Arinth's Ravine spirit is in the grotto where you fight the Knotted 
Shambler. The incantation shrine is in the Large Vai'kesh Cavern "next door".

10) There's a spirit on a balcony on the second floor of the Aman'lu inn. The 
incantation shrine is in the northeast corner of the town.

11) To find the other Aman'lu spirit, enter Tywlis' basement and search for 
the hidden button. Take the elevator down and cross the bridge to the western 
hall. Search for another hidden switch, then use the nearby incantation 
shrine and take the secret passage down to the ghost.

12) While exploring the Azunite Burial Grounds, you'll find a large cavern 
with ice falling from the ceiling. There's a south path that leads to the 
catacombs, and a west path that leads back out to the Garden of the Ancients. 
The spirit is in the eastern peninsula of this plateau, the incantation 
shrine is to the west.

13)

14)

15)

16)

17)

18)


#4: Viperclaw
-------------
* Intended level: 19
* Find a jagged arrowhead reagent and return it to Eumenidie in Aman'lu
* Find a griffon feather reagent and return it to Eumenidie in Aman'lu
* Find an onyx fragment reagent and return it to Eumenidie in Aman'lu

Talk to Eumenidie in Aman'lu to get this quest to make the ultimate reagent: 
the Viperclaw. Check your pockets regularly, as you might pick up one of the 
reagents without knowing it. Specifically, you can get:

* A jagged arrowhead can be found in the southern portion of the swamp that
  is just north of Aman'lu.

* A griffon feather in Elen'lu Isles by following the flooded chamber to
  reach an island just north of your starting point.

* An onyx fragment from one of the many Small Vai'kesh Caves(tm) in the
  Vai'kesh Forest.

You can take the ingredients one-by-one to Eumenidie or save them and take 
them all at once. Either way, once you've given her all three, you'll get a 
viperclaw reagent.


#5: Arinth's Legendary Staff
----------------------------
* Intended level: 26
* Find the Focusing Stone
* Find the Jeweled Shaft
* Find the Carved Rod
* Return to Eolanda in the town of Aman'lu with the pieces of
  Arinth's Legendary Staff

Talk to Eolanda, who lives just north of the pet shop to start this quest. 
You'll need to complete the Dark Ohm quest first, so you can speak to ghosts. 
Once you have the Chant, you must find three Ancient Elven Reliquaries where 
spirits guard the pieces of Arinth's staff.

The Focusing Stone is in a Reliquary below Isteru's Caves. Teleport to the 
Western Cliffs of Azunai and go into the caverns and find the ruins in the 
southwest corner. Go up the stairs and find the shrine, incant, the take the 
elevator down to the Reliquary. The switch for the elevator is a button 
hidden on the steps next to the elevator.

The Carved Rod is in a Reliquary in the Northern Vai'lutra Forest. Head north 
from the Aman'lu hills until you find the incantation shrine where the path 
turns east. Incant the Chant of the Dead, then go north and look for a ramp 
leading down to a cul-de-sac. You'll find the elevator going down to the 
Reliquary in the cul-de-sac.

The Jeweled Shaft can be found in the Snowbrook Valley. From the Valley 
teleporter, after crossing the bridge, go north and find a set of stairs 
leading down. Go use the incantation shrine to the west, then go down these 
stairs and down into the Reliquary using the elevator next to the river.

Once you have all three pieces of the rod, return to Eolanda in Aman'lu to 
finish this quest.


#6: ?
-----


#7: Mythrilhorn
---------------
* Intended level: 33
* Find Khartos the Wise

This quest will open another pet for you; but, you can't even really get 
going on it until Act III. Talk to the pet seller in Aman'lu about special 
beasts to open this quest.


#8: A Family Heirloom, Part II
------------------------------
* Intended level: 26
* Locate the demon
* Destroy the demon
* Speak with Athelas

If you completed A Family Heirloom in Act I, (and, if you kept the sword, you 
have it in your Inventory), you can talk to Athelas in the Aman'lu inn to 
start this quest. Once you reach the Vai'kesh Forest and are pursuing the 
Vai'kesh Prophet, you can find a Vai'kesh Prison.

After leaving the first Large Vai'kesh Cavern, turn south to enter the prison 
and talk to Athelas. If you kept the heirloom sword, equip it to one of your 
characters and break open the demon's cage. Kill the demon. (You don't need 
to use the sword on the demon, just the cage.) Talk to Athelas afterward for 
your reward.


#9: Lothar's Innocence
----------------------
* Intended level: 24
* Find Roland's golden cloak
* Find Magrus
* Defeat Magrus
* Return to Roland in Aman'lu

With Lothar in your party, speak to Roland at the Aman'lu inn to begin this 
quest. While exploring the Southern Vai'lutra Forest, look for a Watery Cave 
along the west side of the path, not far past the North teleporter. Enter the 
cave, kill the mobs and find Magrus--a half-giant farming mushrooms. Speak to 
him and he'll flee, dropping his house key.

Follow him to his house, which is north of the Watery Cave, in a little grove 
to the east of the path. Defeat him in battle and he will go to Roland and 
confess his crime. Return to Aman'lu and speak to Roland and Magrus at the 
inn to conclude the quest.


#10: Deru's Treasure Hunt
-------------------------
* Intended level: 19
* Find the explore the location identified on the map given to Deru by the
  Elven prospector
* Find and explore the location identified by Razka's Riddle
* Find and explore the location identified by Razka's Second Riddle

In Aman'lu, find an old prospector on a small plateau southeast of the pet 
shop. With Deru in your party, speak to the old man to begin the quest. The 
map you are given shows Razka's Ruins in the Southern Greilyn Jungle. Take 
Deru to the Southern Greilyn Jungle teleporter and down into Razka's Ruins.

Have her open the treasure chest inside to get another riddle that points to 
the Frozen Cave in Arinth's Ravine. Go to Aman'lu and thence to either 
Arinth's Ravine teleporter and head for the Frozen Cave, which is midway 
through the ravine on the south side. When Deru opens the treasure chest in 
the cave, you'll receive a second riddle that points to the Plain of Tears, 
which you won't reach until Act III.


#11: Mark of the Assassin
-------------------------
* Intended level: 35
* Pick up the intriguing stone
* Encounter the assassin
* Speak to Danadel
* Investigate the Liantir Stone in the town of Kalrathia

In Aman'lu, in the abandoned house just southwest of the pet shop, pick up 
the bling-bling on the table to get yourself assassinated. Well, almost. 
After Danadel helps you recover, he'll tell you all about the Liantir Stone 
you just picked up and where to go to find out more about it.


#12: The Aman'lu Arena
----------------------
* Intended level: 19
* Defeat the first wave of combatants
* Defeat the second wave of combatants
* Defeat the third wave of combatants

Speak with the barkeep at the Aman'lu Inn and deny all the great things he's 
heard about you. He'll challenge you to test your skills out in an arena. Go 
behind the bar, through the door, down the elevator and talk to the barkeep's 
assistant. He'll let you through a door that leads down a long, spiral 
staircase to the arena.


#13: A Servant's Haunt
----------------------
* Intended level: 26
* Enter the Levreth Estate
* Learn the Chant of the Dead
* Speak with the ghost of Threnith Wilwarin
* Follow the ghost of Threnith Wilwarin and look for clues
* Find the jewels of the Levreth Estate
* Bring the proof of Threnith's innocence back to Eldoriath
  Wilwarin in the town of Aman'lu

Speak to Eldoriath in his house just past the south bridge out of Aman'lu. 
Once you have the Chant of the Dead, go to the Southern Vai'lutra Forest 
(South) teleporter, which is the one next to the destroyed royal caravan. Use 
the incantation shrine on the hill behind the teleporter, then go east to the 
entrance to the Levreth Estate.

At the bottom of the double elevators, speak to the ghost of Threnith. He'll 
unlock the south door for you. Go in the room and pick up the portrait of 
Lady Levreth. Speak to Threnith again and he'll open another door for you. 
Continue collecting clues and talking to Threnith until you have the lock of 
golden hair, a burned letter and the family jewels.

Return to Eldoriath to finish this quest.


#14: A Servant's Haunt, Part II
-------------------------------
* Intended level: 26
* Confront Lady Levreth in the town of Eirulan
* Confront Wethril the Guardian Commander in the town of Aman'lu
* Defeat Wethril the Guardian Commander
* Speak to Celeb'hel the Elder in Aman'lu's Alt'orn Hall about
  Wehtril's deception

After completing Part I, talk to Threnith (who is now in Eldoriath's house) 
to open this quest. Return to Eirulan and seek out Lady Levreth at the Inn. 
Push her on the subject of her husband's death and she'll confess and name 
the true killer: Guardian Commander Wethril in Aman'lu. Return to Aman'lu and 
confront Wethril, who is in Alt'orn Hall next to Celeb'hel. After killing him, 
talk to Celeb'hel to end this quest.


#15: Amren's Vision
-------------------
* Intended level: 19
* Find and explore the first location in Amren's vision
* Find and explore the second location in Amren's vision
* Find and explore the third location in Amren's vision
* Find and explore the fourth location in Amren's vision

Throughout your travels, you will find some mushrooms growing in large 
circles. Obviously, natural mushrooms do not grow in exact circles. Take 
Amren with you to one of these circles and he'll have a vision. Talk to him 
afterward to open this quest.

Visit each of the four circles with Amren in your party and have him activate 
the proper (glowing) mushroom to take you to four different shrines. Let 
Amren activate the statue in each shrine and, in the fourth one you activate, 
go through the newly active portal to reach a treasure chest. When you visit 
the shrines, you can also pick up a Lore book in each one.

The four mushroom circles are:

#1: Eastern Greilyn Jungle, on a promontory just east of Razka's Ruins.
    Use the Southern Greilyn Jungle teleporter to get there. This is the
    Shrine of Life, and has Vol. 17, The Path of Life.

#2: Southern Vai'lutra Forest, just west of the North teleporter. This is
    the Shrine of Sight, and has Vol. 18, The Path of Sight.

#3: North of the Garden of the Ancients (South) teleporter. This is the
    Shrine of Death, and has Vol. 19, The Path of Death.


#16: Finala's Contempt
----------------------
* Intended level: 22
* Explore the hidden Morden intelligence camp
* Find and burn down the first hidden Morden tower
* Find and burn down the second hidden Morden tower
* Find and burn down the third hidden Morden tower
* Find and burn down the fourth hidden Morden tower
* Locate and destroy the hidden Durvla hatchery
* Find and explore the second Morden intelligence camp

Initiate this quest by taking Finala to the broken elevator in the Upper 
Kithraya Caverns. With Finala as the active character, click the broken 
mechanism and ride the elevator down into a Morden intelligence camp. Have 
Finala open the treasure chest to get a map to four hidden Morden towers.

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

Teleport to the Northern Greilyn Jungle and go to the impassable wall just 
north of the teleporter. Finala will find the secret entrance. Pass through 
and destroy three Morden towers. After the final tower is destroyed, Finala 
finds another map and an elevator gear. That's all you can do until Act III.


#17: Rahvan's Curse
-------------------
* Intended level: 28
* Find Letiso the lich
* Defeat Letiso the lich
* Return Champion Rahvan's soulstone

Show Champion Rahvan the four Death Masks to gain entrance to the Azunite 
Burial Grounds. Follow up with him about his memories coming back and he'll 
ask you to find and kill the lich that killed him and enslaved his spirit. 
He'll give you a chant (Letiso) to use to find the lich's secret tomb.

When you get to the lower Azunite Catacombs, the path will soon split. Take 
the south path to find a shrine. Clear it out, then stand on the purple tree 
symbol on the east side of the room. Incant the Letiso chant and the door to 
the lich's tomb will open.

Kill the lich, then return to Rahvan to conclude the quest.


#18: Evangeline's Folly
-----------------------
* Intended level: 28
* Seek Jessic and the soldiers in the Vai'kesh stronghold
* Seek Jessic in the second Vai'kesh stronghold
* Seek Jessic in the third Vai'kesh stronghold

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

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

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

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


            __   ___________________________________________________|'-,
 __________/____/                                                       \
@_/_/_/_/_| ____  [5] LORE                                               )
           \__  \___________________________________________________    /
                                                                    |,-'
==============
[5.1] Handbook
==============

Following are the entries made in your Handbook. They are provided here for 
ease of reference. You may want to print them out and refer to them as you 
play.


Lesson 1: Using the Camera
--------------------------
To rotate the camera side-to-side, move the mouse pointer to the right or 
left side of the screen. To rotate it up or down, move the pointer to the top 
or bottom of the screen.

You can also use the arrow keys to rotate the camera, or hold down the mouse 
wheel and then move the pointer.

The zoom the camera in or out, rotate the mouse wheel forward or backward, or 
press the EQUAL SIGN (=) or MINUS SIGN (-).

Camera Hotkeys:
Rotate Down: S
Rotate Left: A
Rotate Right: D
Rotate Up: W
Zoom In: EQUAL SIGN (=)
Zoom Out: MINUS SIGN (-)


Lesson 2: Basic Controls
------------------------
To move your party through the world, LEFT-CLICK where you want them to go.

LEFT-CLICK friendly characters to talk to them. When the pointer is over 
someone you can talk to, a talk balloon appears.

To interact with objects in the world, either LEFT- or RIGHT-CLICK them. This 
is how you open chests, pull levers, open doors and more. When the pointer is 
over an interactive object, the pointer turns into a hand.

You can find treasure by breaking containers you find, such as pots and 
barrels. To break a container, RIGHT-CLICK it. When your pointer is over a 
breakable object, an action icon appears on the object.


Lesson 3: Important Characters
------------------------------
Characters who can provide information, trade goods with you, or perform 
valuable services are identified by icons displayed above their heads.

Character with gameplay information have a blue letter i over their heads. 
You don't have to speak with them, but they often teach important lessons 
about how to play the game.

Merchants are indicated as follows:
Reagent Merchant - an emerald
Armor Merchant - a shield
Weapon Merchant - crossed weapons
Magic Merchant - a potion
Enchanter - a hand and eye
Pet Seller - a pack mule head
Innkeeper - a candle


Lesson 4: Items and Gear
------------------------
To pick up an item, LEFT-CLICK it, or press Z to automatically pick up 
everything around your party.

You can view and equip gear from the Inventory tab in the Character Window. 
To open the Inventory tab, LEFT-CLICK the Character Window button in the 
lower left of the screen, or press the I key.

You can also open a character's Inventory by DOUBLE-CLICKING his Character 
Portrait to open his Character Window, and then LEFT-CLICKING the Inventory 
tab.

To equip a weapon or piece of armor in your Inventory, LEFT-CLICK the item to 
attack it to the pointer, move it to an equipment slot, and then LEFT-CLICK 
again to drop it in the slot. You can also RIGHT-CLICK gear in your Inventory 
to equip it. If you pick up a type of gear that you are not wearing, you 
automatically equip it.

Item Hotkeys:
Pick Up Items: Z
Inventory: I


Lesson 5: Attacking Enemies
---------------------------
Throughout your adventure, you will encounter many hostile opponents. When 
your pointer is over or near an enemy, it turns red. To attack an enemy once 
only, equip a weapon and then RIGHT-CLICK that enemy.

To attack an enemy until it is dead, hold down the right mouse button.

*ADDITIONAL NOTE*
You can return your character to DS1 behavior in Options>Gameplay by turning 
on Autonomic. If you do this, your character behaves according to the Party 
Orders unless you specifically command otherwise; however, your character 
won't autocast spells.


Lesson 6: Equipping and Selecting Spells
----------------------------------------
Spells are managed on the Spell Book tab in the Character Window. To open the 
active character's Spell Book, press B. You can also open a character's Spell 
Book by opening the Character Window and then LEFT-CLICKING the Spell Book 
tab.

Spells must be placed in an equipped Spell Book before they can be used. 
Equip a character with a spell book and open it. To place a spell in his 
Spell Book, RIGHT-CLICK a spell in his Inventory or DRAG the spell to a Spell 
Book panel.

The Character Panel on the left side of the screen is used to select equipped 
weapons and spells. The first four spells in a character's Spell Book appear 
in the Character Panel. LEFT-CLICK a spell in the Character Panel to select 
it and use that spell.


Lesson 7: Casting Spells
------------------------
To attack an enemy with spells, equip and select an attack spell and then 
simply attack an enemy the same way you would attack with a weapon. When the 
pointer is over a valid target for an equipped attack spell, the pointer 
turns red.

RIGHT-CLICK to cast other types of spells. To heal party members, RIGHT-CLICK 
the character or their portraits. RIGHT-CLICK the ground to cast summoning 
spells and RIGHT-CLICK items to transmute them.

When the pointer is over a valid target for an equipped beneficial spell, 
such as healing or embrace spells, the pointer turns blue.


Lesson 8: Autocast Spells
-------------------------
The fifth and sixth slot in a character's Spell Book are autocast slots. If a 
character has a spell equipped in an autocast slot, they will automatically 
cast that spell on any valid targets in their range.

The following types of spells can be autocast.

Healing:
Character will cast healing magic on any wounded allies in range.

Enhancement:
Characters will enhance any characters in range that do not have the maximum 
number of enhancements. They will recast any enhancements that wear off.

Curse:
Characters will curse any monsters in range that are not already cursed.

Summoning:
Characters will summon a creature whenever their summons dies or is dismissed.


Lesson 9: Class Experience and Character Level
----------------------------------------------
Every time a character damages a monster he earns experience, depending on 
the type of attack he uses. For example, melee weapons, such as sword, 
increase Melee skill, while Nature Magic spells increase Nature Magic skill.

Characters are most powerful when they focus on one class, but getting a few 
levels in a second class is a great way to pick up useful skills. Parties 
with a variety of classes are often more versatile and powerful.

Increasing class levels allows characters to use more advanced equipment and 
spells. Progress towards the next class level is displayed in the progress 
bars in the Class Stats on the Inventory tab.

Character level increases when a character earns enough experience of any 
type. It is a good indication of overall power level. Characters earn one 
skill point each time they advance in character level. Progress towards the 
next character level is displayed in the progress bar under the character's 
name in the Character Window.


Lesson 10: Stat Experience and Experience Sharing
-------------------------------------------------
Fighting monsters increases statistics as well as class levels. The attack a 
character uses determines which statistic increases the most. Melee weapons 
primarily increase strength, ranged weapons primarily increase dexterity, and 
spells primarily increase intelligence.

Strength increases melee weapon damage and maximum health. Dexterity 
increases ranged weapon damage. Intelligence increases spell effectiveness 
and maximum mana.

A character's progress towards the next class level is displayed in the 
progress bars in the Class Stats on the Inventory tab.

All conscious party members in a region share experience equally, so even if 
one of your companions isn't dealing as much damage as another, they will 
both earn the same amount of experience.


Lesson 11: Journal
------------------
To open the Journal, LEFT-CLICK the Journal button in the lower left of the 
screen, or press J.

Quests are listed on the Journal's Quest Log tab. They are organized by Act 
and divided into Primary and Secondary sections. Primary quests must be 
completed to progress in your mission, but Secondary quests are optional.

Whenever you complete a task or are assigned a new quest, the Journal button 
flashes to indicate the Journal has been updated.

You can also look in your Journal to find maps, information about monsters 
you've defeated, and other useful information.

LEFT-CLICK the Journal's Lore tab to see important items you have collected. 
Quest items, books, maps and chants that you find are stored on your Lore tab 
instead of in your Inventory.

Journal Hotkey:
* Open Journal: J


Lesson 12: Finding Quests
-------------------------
There are two types of quests: Primary and Secondary. Primary quests must be 
completed to progress in your mission, but Secondary quests are optional.

Characters with gold exclamation points over their heads can assign Primary 
quests to you, so you should speak to them to advance in your journey. 
Characters with orange exclamation points over their heads will assign 
Secondary quests.

If you are working on a quest task for a character, they will have a gray 
question mark over their head. A character with a gold question mark over 
their head will complete a task in a Primary quest if you speak to them. A 
character that can complete a Secondary quest task will have an orange 
question mark over their head.

Some Secondary quests can only be assigned to certain party members. 
Characters who assign these Personal quests are indicated by a green 
exclamation mark.

* Gold Exclamation Point--new Primary quest
* Gold Question Mark--completed Primary quest
* Orange Exclamation Point--new Secondary quest
* Orange Question Mark--completed Secondary quest
* Gray Question Mark--incomplete quest
* Green Exclamation Point--new Personal quest


Lesson 13: The Active Character
-------------------------------
All party members are marked by green circles around their feet. The active 
character has a brighter green circle around his feet and a brighter green 
border around his Character Portrait. You control the active character 
directly--he does what you tel him to do and nothing more.

The active character will not move or defend himself.

Other party members act on their own, based on the current Party Orders.

To select a different active character, LEFT-CLICK that character in the 
world, or LEFT-CLICK his portrait in the upper left of the screen. You can 
also use hotkeys to select a new active character.

Active Character Hotkeys:
* Make Next Character Active: . (period)
* Make Previous Character Active: , (comma)
* Make First Character Active: F1
* Make Second Character Active: F2
* Make Third Character Active: F3
* Make Fourth Character Active: F4
* Make Fifth Character Active: F5
* Make Sixth Character Active: F6


Lesson 14: Party Orders
-----------------------
Party Orders control how characters in your party act when you are not 
controlling them directly. There are two options:

Rampage:
Party members actively seek out and attack any monsters they can see.

Mirror:
Party members imitate the active character. They move where he moves and 
attack the same monsters he attacks.

To set Party Orders, LEFT-CLICK the View Party Orders button in the lower 
right of the screen, or use the associated hotkeys. To gather your party to 
one spot, LEFT-CLICK the Regroup Party button or press the R key.

Hold Ground:
If you want everyone in your party to hold their positions, you can do so by 
holding down the C key.

Formation Rank determines where in the formation each party member will stand. 
You can change the formation by holding down LEFT-CLICK and dragging a 
character portrait up or down.

This is useful if, for example, you'd like to move a weaker character to the 
back of the formation.

Party Order Hotkeys:
* Set Rampage Party Order: G
* Set Mirror Party Order: F
* Expand Formation: LEFT BRACKET ([)
* Contract Formation: RIGHT BRACKET (])
* Regroup Party: R
* Hold Ground: C


Lesson 15: Potions
------------------
If your party members have become wounded, you can LEFT-CLICK the Health 
Potions button in the lower left of the screen or press H to make them drink 
health potions. Only party members who are not at full health will drink a 
potion, and they will only drink as much as they need.

To restore your party members' mana, LEFT-CLICK the Mana Potions button in 
the lower left of the screen or press M to make them drink mana potions.

Potions restore health and mana slowly, so plan ahead in dangerous fights. 
Party members share potions automatically, so if a character is out of 
potions she will drink a potion a companion is carrying.

Party members use only as much of a potion as they need. You can combine 
partial potions of the same type by DRAGGING one to the other in a 
character's Inventory.

Potion Hotkeys:
* Drink Health Potion: H
* Drink Mana Potion: M


Lesson 16: Monster Information
------------------------------
Some monsters are stronger than others. When you attack a monster, you will 
see its Health Bar appear at the top of the screen. The more ornate the 
Health Bar border, the more powerful the monster. However, you should be able 
to defeat any monster that is close to your level. When you place the pointer 
over a monster, information about it will appear in the Status Bar at the top 
of the screen.

The monster's level is shown in parentheses next to its name, and its name 
and level are color-coded based on the difference between its level and your 
own:

* Green--five or more levels below you
* Blue--between four and two levels below you
* Yellow--between one level below you and one level above you
* Orange--between two and four levels above you
* Red--five or more levels above you

Focus on fighting monsters that are close to your own level. If the monsters 
you fight are many levels above or below you, you receive reduced experience 
for defeating them.


Lesson 17: Resistances and Weaknesses
-------------------------------------
There are many ways to attack enemies in Dungeon Siege II. You can attack 
them with melee weapons, shoot them with ranged attacks, or cast damaging 
spells at them. Some monsters are particularly resistant or weak to certain 
types of attacks. It is good to know what types of attacks there are:

* Melee--damage from melee weapons
* Ranged--damage from ranged weapons
* Physical--damage from ranged or melee weapons
* Magic--damage from any spell attack
* Fire--damage from fire attacks
* Lightning--damage from lightning attacks
* Death--damage from necromantic attacks
* Ice--damage from ice spells

When you are attacking a monster, you can see its resistances and weaknesses 
below its Health Bar at the top of the screen. Try to use attacks the monster 
is weak to. Be careful--if the monster's resistance to an attack is more than 
100%, the attack will heal it!

Your characters can find spells and items that increase their own resistances. 
Look for resistance items and use them when facing monsters that attack with 
elements. You can never resist more than 95% of an attack.


Lesson 18: Compass Map
----------------------
The Compass Map is located in the lower right of the screen. It shows an 
overhead view of the area around the party and serves as a compass. Important 
locations, such as shops, are marked on the Compass map with icons.

Enemies are displayed on the Compass Map as red dots and neutral characters 
as green dots. Interactive objects, such as levers, appear as blue dots.

The Compass Map also guide you to important quest goals. Primary quest goals 
are marked by gold starts on the Compass Map, and secondary quest goals are 
marked by silver stars. A gold arrow points in the direction of your next 
primary quest goal.

Resize the Compass Map by LEFT-CLICKING the up and down arrow buttons below 
it. Zoom the Compass Map in and out by adjusting the slider below the Compass 
Map. Hold down TAB for a larger version of the Compass Map.

Map Hotkey:
* Show Overlay Map: TAB


Lesson 19: Configuring Powers
-----------------------------
Powers are special abilities that can turn the tide of battle for the party, 
but they require wisdom and strategic timing to use properly.

To set powers for characters to use, LEFT-CLICK the Specialties tab in the 
Character Window and DRAG powers to the circular slots in the Character Panel. 
You can configure up to four powers per character.

LEFT-CLICK a power in the Character Panel to select it. When a power is 
selected, a small border appears around it.

The party's currently selected powers appear as buttons in the Power Bar at 
the bottom of the screen. Each character can only have one power selected at 
a time, so the first slot in the Power Bar always contains the first 
character's selected power, the second slot always contains the second 
character's power, and so on.


Lesson 20: Using Powers
-----------------------
To use a character's power, LEFT-CLICK the button for that power in the Power 
Bar at the bottom of the screen. Powers with orange icons activate 
immediately and do not need to be targeted.

If you LEFT-CLICK a Power Bar button with a blue icon, you will enter 
targeting mode. A power targeting reticle will appear; place it over your 
target and RIGHT-CLICK to fire the power. LEFT-CLICK to exit targeting mode 
if you decide not to use the power.

Different powers target different things. Check the power description on the 
Specialties tab to see what the power targets and whether it chooses targets 
automatically.

You can also use the hotkeys to activate powers. Each Power Bar button 
displays that power's hotkey in its corner.

Power Hotkeys/Buttons:
* Fire Power: RIGHT-CLICK
* Exit Targeting Mode: LEFT-CLICK
* Activate Power 1: 1
* Activate Power 2: 2
* Activate Power 3: 3
* Activate Power 4: 4
* Activate Power 5: 5
* Activate Power 6: 6


Lesson 21: Recharging Powers
----------------------------
After using a power, characters must recover their strength before they can 
use a power again. After a power is used, that power's icon becomes dark. The 
darkness lifts as the party damages creatures. When a power is fully 
recharged, the Power Bar button flashes to indicate that the power is ready 
to use again.

Powers have different recovery rates based on their potency. If a character 
attempts to use a power before he has recovered, nothing will happen and an 
error message will appear.

Characters can gain abilities or special items that help their powers 
recharge more quickly. Keep an eye out for these as you explore the world.


Lesson 22: Learning Powers
--------------------------
To view a character's powers, LEFT-CLICK the Specialties tab in the Character 
Window or press P. Under the Specialties tab are four additional tabs--one 
for each class. Each tab displays the powers a member of that class can learn.

Place your pointer over a power on the Powers panel to display a tool tip 
with information on what the power targets, what it does, and what happens 
when you upgrade it.

Each power has three levels of strength, and each level requires certain 
skills.

The skills that your character must gain before they can learn or upgrade the 
power are displayed in red. To learn a power, assign the needed number of 
points to each of the required skills.

The character will learn the power automatically once they have the required 
skills. Plan ahead what powers you want to learn and assign points carefully.

See the 'Skills' and 'Upgrading Skills' lessons for more information.


Lesson 23: Skills
-----------------
Skills give characters passive bonuses that enhance their effectiveness in 
combat. Characters purchase skills using skill points that they earn from 
quests and by advancing in character level. Characters earn one skill point 
each time they advance in character level.

To view a character's skill tree, LEFT-CLICK the Specialties tab in the 
Character Window or press P.

Under the Specialties tab are four additional tabs--one for each class. Each 
tab has a skill tree for that class. Place the pointer over a skill for 
information about its effects and requirements.

Every skill has a class level requirement that characters must meet before 
they can purchase it, and most skills require characters to learn other 
skills first.

Each class has a unique set of skills. Some abilities can only be acquired 
through skills, and powers have skill requirements before characters can 
learn them. Some weapons can only be used by characters who have learned 
certain skills.

Skills Hotkey:
* Specialties Tab: P


Lesson 24: Upgrading Skills
---------------------------
When a character earns a new skill point, a plus icon appears over his 
portrait. When a character has skills points available to spend, a smaller 
plus icon appears in the lower left of his portrait. LEFT-CLICKING either 
icon opens the Specialties tab in the Character Window.

If you place the point over a skill that you do not meet all the requirements 
for, any skill that you still need to upgrade will flash green.

If you meet the requirements to upgrade a skill and have a skill point to 
spare, LEFT-CLICK the skill to assign a point to it. You can assign up to 20 
points to a skill. To unassign an unconfirmed skill point, RIGHT-CLICK a 
skill.

Assigning skill points does not automatically upgrade skills! You must LEFT-
CLICK the Confirm button to lock in your upgrades permanently Unconfirmed 
skill point assignments will be reset if you LEFT-CLICK the Reset button or 
leave the Specialties tab.

The number of points that you have left to spend is displayed at the bottom 
of the Specialties tab.


Lesson 25: Saving and Loading Single-Player Games
-------------------------------------------------
When you save your game, all information about your character and the world 
is saved, including experience, equipment, monsters killed and quests 
completed. When you load a game, the party returns to the nearest major town.

To save your game, press ESC and then LEFT-CLICK Save Game. You may also save 
your game by pressing CTRL+S.

To continue your most recently saved Single Player saved gamed, LEFT-CLICK 
the Continue option from the Main menu. You can also choose a party from the 
Single Player menu to play your last saved game for that party.

Any tombstones from dead party members that were in the world when you last 
saved appear in town next to your party when you load the game.

Save Hotkey:
* Save Game: CTRL+S


Lesson 26: Item Shops
---------------------
There are many different shops in Aranna that sell a variety of goods, 
including weapons, armor, spells and potions. To shop, talk to a shopkeeper 
and ask to see their wares.

The Shop window will appear next to the Character Window of your primarily 
selected character. To shop with a different character, LEFT-CLICK his 
portrait. The Shop window has tabs for the different types of items that the 
shopkeeper sells. LEFT-CLICK the arrows at the top of each tab to see more 
items for sale.

Place the pointer over items to see their sell price. To sell an item, DRAG 
it from your Inventory to the store. To buy an item, DRAG it from the store 
to your Inventory. If you don't have enough gold, you won't be able to buy an 
item.

To quickly sell or buy an item, hold down CTRL and LEFT-CLICK the item in 
your Inventory or in the store.

When you sell an item to the shop, it immediately appears in the shopkeeper's 
Inventory. For a short time you can change your mind and buy it back for the 
same price you sold it for. Shopkeepers update their Inventory periodically, 
so if you see an item you really want, you should try to buy it right away.

As your party grows stronger, the items offered by shopkeepers improve. If 
you didn't find anything you needed the last time you went shopping, check 
again later.

Shopping Hotkey:
* Instantly Buy or Sell and Item: CTRL + LEFT-CLICK an item


Lesson 27: Enhancement and Curse Spells
---------------------------------------
Nature Mages can learn enhancement spells, including Embrace and Wrath spells, 
that can increase your party's abilities. Combat Mages can learn Curse spells 
that weaken the abilities of your enemies. Your enemies can also enhance each 
other and curse you!

Small icons appear on your characters' portraits if they have been enhanced 
or cursed or have summoned a creature. Place your pointer over these icons to 
see the name of the spell and the time remaining until it fades.

A character can be affected by at most two enhancement spells and one curse, 
and they can summon only one creature at a time. If you want to summon a new 
creature or cast a different enhancement, you must remove a beneficial spell 
first.

To remove an enhancement from a character or dismiss their summoned creature, 
open that character's Inventory tab and LEFT-CLICK the View button to show 
the Character Viewer. The icons for any spells affecting the character are 
displayed here. RIGHT-CLICK a beneficial spell's icon to remove the spell.


Lesson 28: Reagents and Enchanting Items
----------------------------------------
Reagents are items such as animal teeth or gemstones that have absorbed 
magical energy from the world. Each reagent has different magical properties, 
according to its nature. Enchanters can weave the magic from reagents into 
existing weapons and armor, creating an object with unique abilities. All 
major towns have an enchanter who uses reagents to enchant items--for a price.

Reagents come in all shapes and sizes. Place the pointer over a reagent to 
see what enchantment it grants and what types of items it can be applied to.

Only non-magical items of good quality or better can be enchanted. Speak to 
an enchanter and place the item you wish to enchant in its item slot to see 
its reagent grid.

Item quality determines how much space there is for reagents on that item:

* Good Items--2x2
* Great Items--3x2
* Exceptional Items--3x3
* Legendary Items--4x4

To create an enchanted item, arrange the desired reagents in the reagent grid, 
and then LEFT-CLICK the Enchant Item button. The cost to enchant an item is 
based on the quality of the item and the number and power of reagents you 
wish to combine with it.


Lesson 29: Teleporters
----------------------
In your journeys through Aranna, you will come across networks of ancient 
teleporters, once used to travel across the world but now in poor repair. 
Your party can use them to instantly travel to locations they've previously 
visited.

Approach a teleporter to activate it or LEFT-CLICK it to open a list of 
teleport locations that you can travel to.  DOUBLE-CLICK a location or select 
a location and then LEFT-CLICK OK to teleport there.

You can teleport back to the nearest town by casting the Summon Teleporter 
spell, which creates a limited-use, two-way teleporter. Activate the 
teleporter by LEFT-CLICKING it to teleport back to town.

Teleporters expire when your party creates a new teleporter, or when all 
character that teleported to town have teleported back to the field through 
the teleporter.


Lesson 30: The Storage Vault
----------------------------
The storage vault is a chest located next to the teleporter in every large 
town. Your party can use the storage vault to store items that they don't 
want to carry, but don't want to sell.

The contents of the storage vault are the same in every town, and are saved 
with other party data.

To open the storage vault, LEFT-CLICK on the vault chest. The Storage Vault 
window appears in the same location as the Store window. The Inventory of the 
primary selected character is also displayed.

You can DRAG items between your character's Inventory and the storage vault, 
or hold down CTRL and LEFT-CLICK items in the storage vault or your 
character's Inventory to transfer them instantly, just like shopping.

You can select a different character while the storage vault is open by LEFT-
CLICKING his portrait; this allows you to manage multiple character 
Inventories without closing the storage vault.


Lesson 31: Death and Unconsciousness
------------------------------------
When a character loses all his health, he falls unconscious--his portrait 
gradually fills with red to indicate how far below zero health he has fallen.

An unconscious character regenerates normally and can be healed by magic. 
When his health rises above zero, he regains consciousness.

If an unconscious character takes enough damage to fill his portrait entirely 
with red, he dies. His portrait turns gray.

Dead characters do not regenerate and cannot be healed. They must be 
resurrected with a spell or a scroll. Resurrection scrolls can be purchased 
at the magic shop in town.


Lesson 32: Party Death
----------------------
If every character in your party dies or is knocked unconscious, the entire 
party dies and may respawn in a safe place, such as a town. If you choose to 
respawn, all of your party's equipped items and 25% of their gold will remain 
at the spot where they died, marked by a tombstone.

To recover their gear, the party must travel to where they died and approach 
their tombstones. When they are close enough, they will automatically reequip 
all the gear they can and place the rest in their Inventories.

If a character's Inventory is too full to retrieve all his gear, the 
remaining items will stay on his tombstone until he can make room for them. 
When all his equipment has been retrieved, his tombstone disappears.

If you choose, you can talk to a member of the Guild of Death, who can 
instantly warp your tombstones to town. He will keep the gold that the party 
dropped, but you will be able to retrieve your equipped items.

If you save and reload the game, the Guild of Death automatically warps your 
tombstones to town, and keeps the dropped gold.


Lesson 33: Hiring Companions and the Inn
----------------------------------------
Throughout your adventure, you'll encounter heroes who can join your party. 
It is your choice whether to take them with you; many are skilled fighters, 
and they may have skills that will complement your party.

You can't invite someone to join your party if you don't have an available 
party slot. You start with enough slots for two characters, and you may 
purchase more from the innkeeper at any major town.

If you decide that you no longer need a companion's company, open his 
Character Window and LEFT-CLICK the Disband Character button in the upper 
left of the window. Disbanded characters will return to the inn and will not 
gain experience while they are not in your party.

You can rehire disbanded characters by talking to the innkeeper at any major 
town. The innkeeper will show you a list of former companions and pets. LEFT-
CLICK the View button to see their statistics, and LEFT-CLICK the Add button 
to add them to your party.


Lesson 34: Managing Party Inventories
-------------------------------------
It is possible to view and manage the Inventories of the entire party at once. 
Press V to open the Inventories of all party members. DRAG items between 
character Inventories to trade, or DRAG an item to a Character Portrait to 
give the item to that character.

If multiple character Inventories are open, hold down CTRL and LEFT-CLICK an 
item in a character's Inventory to transfer it to the next character without 
dropping the item on the ground. This is a handy tool for rearranging items 
quickly.

You can still RIGHT-CLICK to equip gear from a character's Inventory Panel, 
even if multiple Inventories are open.

To close a single character's Inventory, LEFT-CLICK the X button in the 
upper-right corner of her Character Window, or hold down CTRL and LEFT-CLICK 
her portrait. You can also hold down CTRL and LEFT-CLICK a portrait to open 
an additional character's Inventory.

Party Inventory Hotkeys:
* Open Multiple Character Inventories: V
* Transfer Item to Another Party Member: CTRL and LEFT-CLICK the item


Lesson 35: Adventuring: Health and Mana Bushes
----------------------------------------------
Following the great cataclysm, as the newly formed web of ley lines spread 
across Aranna, small trickles of magical energy rose to the surface.

In some places, the flow was strong enough to create a permanent upwelling. 
Any plants growing in those places eventually take on magical properties of 
their own, becoming reservoirs of either health or mana replenishing energy.

Some adventurers have mastered the art of harvesting the energy from these 
bushes in the form of berries that can restore health or mana, like potions. 
Rangers harvest health bushes by specializing in the Survival skill, while 
Nature Mages harvest mana bushes by specializing in the Natural Bond skill.


Lesson 36: Adventuring: Incantation Shrines
-------------------------------------------
Incantation shrines are mysterious structures that stand on nodes of magical 
power. By standing in the shrine and reciting a chant, your party can draw 
upon that magical energy for temporary bonuses.

Incantation shrines are circular stone structures with five pillars, marked 
with runes and glowing with an eldritch blue light. When a character stands 
inside, the glow intensifies, indicating that a chant can be used.

To recite a chant, open the Chants page on the Lore tab of your Journal. 
Select a chant and then LEFT-CLICK the Recite Chant button in the lower right 
of the Journal.

You can also recite a chant directly. Open the chat interface by pressing 
ENTER, type the chant, and then press ENTER again.

There are many ways to learn chants. You can learn some chants from wise 
teachers, and others are written in tomes or on scraps of paper in long-
forgotten dungeons. When you learn a chant, it is added to the Chants page of 
the Journal's Lore tab.


Lesson 37: Adventuring: Sanctuary Doors
---------------------------------------
The origin of the traveler's sanctuaries remains shrouded in mystery. These 
small treasure rooms locked behind magical doors serve as a welcome boon to 
any traveler able to access them. They are usually found along the old trade 
routes within ruins of ancient civilizations--remote, dangerous regions where 
only adventurers dare to tread.

Each sanctuary door can only be opened by a character sufficiently skilled in 
a certain class; the necessary class is marked with an icon on the door. If 
you place the pointer over the door, the Status Bar at the top of the screen 
will display the level and class required to open it.

To open the sanctuary door, select a character with a high enough level in 
the necessary skill, equip him with the appropriate type of weapon or spell, 
and direct him to attack the door.


Lesson 38: Adventuring: Rare Items
----------------------------------
Most magical items in Aranna have only one or two modifiers, but some were 
forged by exceptionally skilled mages or under particularly intense 
circumstances. These rare items can have up to four modifiers, and are 
especially valuable to adventurers. These items' names are displayed in light 
blue.

Adventurers may also find lost magical relics. These weapons and pieces of 
armor once belonged to the legendary heroes of Aranna's past, and often carry 
a fragment of a hero's essence with them.

Some increase in power when combined with other items that once belonged to 
the same hero. These 'set' and 'unique' items are the most powerful tools in 
an adventurer's arsenal. Set item names are yellow, and unique items names 
are purple.


Lesson 39: Adventuring: War Pedestals
-------------------------------------
The origin of the war pedestals remains shrouded in mystery. These strange 
monuments are scattered throughout the ruins of Aranna and are avoided by 
most travelers.

Unknown to many, the war pedestals house magic that those with good hearts 
can use to instantly recover their powers.

To activate a war pedestal, RIGHT-CLICK it to attack it with your active 
character. This will release the pedestal's magic, and the active character 
will instantly recover his powers and will be able to use them again 
immediately.


Lesson 40: Adventuring: Monster Hatreds
---------------------------------------
Every time a character does something to oppose a monster, such as attacking 
it or healing his companions, the monster will become angry.

Normally, monsters attack whatever target is easiest for them to reach, but 
if a character makes it especially angry it will flare red with anger and 
attack only that character. Clever parties can use monster anger to their 
advantage.

Some monsters have hatreds--certain actions that make them particularly angry. 
When attacking a monster, look for information about its hatreds in its 
Health Bar at the top of the screen. Avoid performing that action with your 
character unless you want to make the monsters so angry that they attack him!

Some powers, such as Provoke and Summon Provoke, can instantly make monsters 
angry at the character of your choice. Use these powers to keep monsters away 
from vulnerable party members.


Lesson 41: Hiring Pets
----------------------
Pets are special non-humanoid party members that can help you on your journey. 
They cannot learn skills or wear gear, but you can customize them by feeding 
them items, and they can learn special powers that your other party members 
cannot.

Your pets will get more powerful as your party increases in levels, but they 
don't earn experience. Unlike your other party members, a pet's level is 
always equal to your hero's level, even if it is disbanded and rehired later 
on.

A pet's stats grow according to its level.

You can purchase pets at pet shops. Pet shops exist in each town, and new 
pets become available in the pet shops as the party discovers them along 
their journey. Speak to a pet seller to see a list of the pets they sell. 
LEFT-CLICK the Details button to show the abilities and stats of each pet. 
LEFT-CLICK the Buy button to add the selected pet to your party.

When you disband a pet from your party, you can choose whether to send it to 
the inn or release it into the wild. Released pets are gone forever. If you 
send your pet to the inn, you can talk to the innkeeper to get it back in 
your party. You can also release your pets into the wild from the inn.


Lesson 42: Powering Up Pets
---------------------------
You can feed pets items to increase their maturity. The more expensive an 
item you feed them, the more they grow. To feed an item to a pet, DRAG the 
item to the Character Viewer on your pet's Inventory tab.

LEFT-CLICK the pet's Development tab to see its stats. Pets can gain bonuses 
depending on the items your feed them:

* Fighter weapons give a large strength increase.
* Ranged weapons give a large dexterity increase.
* Mage weapons and spells give a large intelligence increase.
* Fighter armor increases armor and adds a little strength.
* Ranger armor increases armor and adds a little dexterity.
* Mage armor increases armor and adds a little intelligence.
* Potions increase health and mana.
* Reagents, rings and amulets give a small bonus to everything.


Lesson 43: Pet Emanations and Powers
------------------------------------
Your pet can learn an emanation or power at certain maturity levels. Each pet 
has a unique power and emanation. Pets learn their power when they have eaten 
enough items to reach juvenile maturity and their emanation when they become 
fully mature.

Pet powers are used the same way as character powers. To learn more about a 
pet's power, place the pointer over the Power icon on the pet's Development 
tab.

And emanation is a powerful aura that grants a bonus to all character's 
within a certain radius of the pet. Each type of pet grants a different bonus 
with their emanation.

To learn more about a pet's emanation, place the pointer over the Emanations 
icon on the pet's Development tab. Emanation bonuses from the same type of 
pet don't combine.


=============
[5.2] Potions
=============

There are three types of potions in five sizes. Potions restore either health, 
or mana or both. Smaller potions restore health and/or mana very slowly, 
while the largest potions restore points very quickly.

* Health Potions - restore health
  - Small: restores 125 health, very slow restoration rate
  - Normal: restores 250 health, slow restoration rate
  - Large: restores 450 health, medium restoration rate
  - Super: restores 700 health, fast restoration rate
  - Colossal: restores 1,100 health, very fast restoration rate

* Health Potions - restore mana
  - Small: restores 150 mana, very slow restoration rate
  - Normal: restores 300 mana, slow restoration rate
  - Large: restores 500 mana, medium restoration rate
  - Super: restores 900 mana, fast restoration rate
  - Colossal: restores 1,400 mana, very fast restoration rate

* Rejuvenation Potions - restore both health and mana
  - Small: restores 125 health and 150 mana, very slow rejuvenation rate
  - Normal: restores 250 health and 250 mana, slow rejuvenation rate
  - Large: ?
  - Super: ?
  - Colossal: ?

Whenever you click the Drink Health potion button (lower left of your screen) 
or press 'H', all characters with less than 100% health will drink as much 
potion as required to restore their health. Similarly, clicking the Drink 
Mana potion button or pressing 'M' causes all characters with less than 100% 
mana to drink as much as needed to restore their mana.

Since characters only drink as much as is needed from a bottle, you will find 
partially filled bottles in your inventory. Drag a partial bottle over 
another partial bottle to combine them.

Potions in Inventory are shared. If a character does not have the proper type 
of potion in his or her own Inventory, he or she will simply use one from 
another character's Inventory.

When drinking the smaller potions, be sure not to wait until health or mana 
is completely gone, or it may be too late. When your Inventory is occupied by 
small or normal potions, it is probably best to use the Drink commands when 
characters reach about 50% health or mana.

Characters with the ranged skill, Survival, can harvest health potions from 
health bushes. Simply walk into the glowing red bush with your character and 
the potions will appear on the ground:

Survival Skill - Size of potions
1 - 4          - Small
5 - 9          - Normal
10 - 14        - Large
15 - 19        - Super
20             - Colossal

Characters with the nature magic skill, Natural Bond, can harvest mana 
potions from mana bushes. Simply walk into the glowing blue bush with your 
character and the potions will appear on the ground:

Natural Bond Skill - Size of potions
1 - 4              - Small
5 - 9              - Normal
10 - 14            - Large
15 - 19            - Super
20                 - Colossal


============
[5.3] Chants
============

Chants are used at Incantation Shrines to grant bonuses to all characters 
inside the shrine. Step into the shrine and either:

Open your Journal, open the Lore tab, open the Chants tab, select a chant and 
then LEFT-CLICK the Recite Chant button; or,

Open the chat bar by pressing ENTER and then type the chant (not case-
sensitive) and press ENTER to activate the shrine.

**NOTE**
You cannot use a chant until it has been added to your journal. If you try to 
manually enter a chant by typing in the words from this list, and you have 
not yet discovered that chant during gameplay, nothing will happen.

All Incantation Shrine effects are temporary. Chants are listed in the order 
in which they are listed in your journal.
 
 1) Lesser Chant of Fortification: dono armorum es
    Grants armor bonus; gained from the Esselte, the Dryad who instructs
    you in the use of shrines.

 2) Lesser Chant of Dexterity: elevato agilum es
    Grants dexterity bonus; learned from a tome in the basement of the tower
    just north of Eirulan's North Gate.

 3) Lesser Chant of Intelligence: elevato ingenum es
    Grants intelligence bonus; learned from a tome on a platform across from
    the teleporter in the Northern Greilyn Jungle.

 4) Lesser Chant of Strength: elevato vigorum es
    Grants strength Bonus learned from a tome on a platform across from the
    teleporter in the Northern Greilyn Jungle.

 5) Mysterious Chant: rando conjurum es
    Conjures a random magic item; found in the tranquil cave behind a
    waterfall just past the second Morden tower.

 6) Lesser Chant of Casting: incanta rapida es
    Essentially gives unlimited mana for the duration of the chant; obtained 
    near the Hak'u usurper's house, just west of the Western Greilyn Jungle
    teleporter.

 7) Lesser Chant of Fighter Health: vigorus vitalis es
    Increases the health regeneration rate of melee combatants; obtained in a
    Dryad outpost just beyond the Western Greilyn Jungle teleporter.

 8) Lesser Chant of Mage Health: ingenus vitalis es
    Increases the health regeneration rate of mages; obtained off a platform
    near the Hak'u usurper's house, just west of the Western Greilyn Jungle
    teleporter.

 9) Lesser Chant of Ranger Health: agilus vitalis es
    Increases the health regeneration rate of rangers; obtained near the
    Hak'u usurper's house, just west of the Western Greilyn Jungle teleporter.

10) Lesser Chant of Fighter Power: vigorus adeptus es
    Hero powers of fighters will recharge instantly until the chant ends;
    obtained from the Lost Sapphire room in the Elven Shrine.

11) Lesser Chant of Mage Power: ingenus adeptus es
    Hero powers of mages will recharge instantly until the chant ends;
    obtained from the Lost Sapphire room in the Elven Shrine.

12)

13) Lesser Chant of Ranger Power: agilus adeptus es
    Hero powers of rangers will recharge instantly until the chant ends;
    obtained from the Lost Sapphire room in the Elven Shrine.

14)

15) Mysterious Chant: magrum erupto
    Given as a reward by Thestrin. Don't use it.

17) Lesser Chant of Ranged Awareness: propelum percepto es
    Gives party a small resistance to ranged attacks; found in the tower
    where you first meet Vix.

18) Lesser Chant of Melee Awareness: physium percepto es
    Gives party a small resistance to melee attacks; located on the east wall
    of the Ancient Azunite Shrine's Inner Chamber (where you place the stelae
    in Act I, Chapter 7).

19) Lesser Chant of Purity: vexori impedio es
    Temporary immunity to Freeze, Stun, Ignite, Immobilize, Knockback,
    Silence, Slow and Curses; found in a secret room at the beginning of
    the Azunite Shrine

20)

21) Lesser Chant of Melee Skill: vigorus artifex es
    Provides a temporary boost in melee skill; in the Western Gatehouse of
    Windstone Fortress.

22)

23) Lesser Chant of Magic Skill: ingenus artifex es
    Provides a temporary boost in combat and nature magic skill; in a side
    Room of the corridors leading from the Eastern Gatehouse to Windstone
    Fortress.

24) Chant of Scholars: dono experium
    Increases experience earned, decreases health; part of the treasure found
    when completing the Secrets of Xeria's Temple quest.

25) Chant of the Dead: vox mortem
    Allows you to speak to ghosts; received at the end of the Dark Ohm
    quest.

26) Chant of Dexterity: elevato agilum
    Increases the dexterity of the party; in a burned-out farmhouse along the
    northern stretch of the Southern Vai'lutra Forest road.

27) Chant of Intelligence: elevato ingenum
    Increases the intelligence of the party; in a burned-out farmhouse along
    the northern stretch of the Southern Vai'lutra Forest road.

28) Chant of Strength: elevato vigorum
    Increases the strength of the party; in a burned-out farmhouse along the
    northern stretch of the Southern Vai'lutra Forest road.

29) Mysterious Chant: rando conjurum

30) Chant of Fighter Health: vigorus vitalis
    Boosts health regeneration rate of characters with melee as highest
    skill; found in the Levreth Estate.

31) Chant of Mage Health: ingenus vitalis
    Boosts health regeneration rate of characters with combat or nature magic
    as highest skill; found in the Levreth Estate.

32) Chant of Ranger Health: agilus vitalis
    Boosts health regeneration rate of characters with ranged as highest
    skill; found in the Levreth Estate.

33) Chant of Casting: incanta rapida
    Unlimited mana for the duration of the chant for all party members

34) Chant of Fighter Power: vigorus adeptus
    Unlimited power use for the duration of the chant for any fighter in the
    party; found in the Vai'kesh sanctuary in a secret room off the east side
    of the sanctuary.

35) Chant of Mage Power: ingenus adeptus
    Unlimited power use for the duration of the chant for any mage in the
    party; found in the Vai'kesh sanctuary in a secret room off the east side
    of the sanctuary.

37) Chant of Ranger Power: agilus adeptus
    Unlimited power use for the duration of the chant for any ranger in the
    party; found in the Vai'kesh sanctuary behind a sanctuary door (ranger
    level 22) on the north side of the room.

38) Chant of Fortification: dono armorum
    Increases armor rating for party

39) Chant of Master Self-Awareness: ipsum percepto ixo
    Grants each character highest possible resistance to the type of damage
    that matches their highest level class; in a crypt next to the portal in
    the Azunite Gardens.

40) Chant of Melee Awareness: physium percepto
    Grants party melee damage resistance;

41) Chant of Ranged Awareness: propelum percepto
    Grants party ranged damage resistance;

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75) Mysterious Chant: Letiso
    Opens the lich Letiso's crypt for Rahvan's Curse; obtained from
    Champion Rahvan in the Garden of the Ancients.

76)


===============
[5.4] Item Sets
===============

Items sets are special groups of matched equipment that provide additional 
bonuses if you equip two or more items from the same set. Most of the sets 
are intended for specific specializations within each class; however, that 
does not preclude other specialties from using the equipment. For example, a 
dual-wielder could wear the Fire King's helmet and armor, even if he wasn't 
going to use the two-handed maul that goes with the set.

Some sets include only non-weapon items, these are listed as "Armor Sets" 
(even though they may not contain any armor). There are also a few sets that 
are general-purpose sets useable by any class of character. They are listed 
in section 5.4.4 Miscellaneous Sets. Sets are broken down by the specialty 
for which they are intended and are listed in ascending order of average 
level for the equipment. Thus Night's Shadow (low level dual-wield) is listed 
before Furious Tempest (high level dual-wield).


******************
[5.4.1] Melee Sets
******************

DUAL-WIELD SETS

Night's Shadow (5 pcs)
----------------------
* Shadowstep (boots)                   * Nightspirit (gloves)
  - Requires melee 16                    - Requires melee 22
  - Armor 20                             - Armor 28
  - +7 Armor                             - +9 Strength
  - +8% Melee resistance                 - +12 Armor
  - +12% Chance to dodge                 - +16% Fire resistance
    ranged attacks                       - +75% Gold dropped
  - +15% Chance to find
    magic items

* Smokes Cowl (helm)
  - Requires melee 13
  - Armor 15 
  - +16 Health 
  - +5% Heath regeneration 
  - +12% Death resistance 
  - +4% Power Recharge rate 

Bonus for 2 equipped items:
-  +3% Health steal
-  +4% chance to dodge melee
-  +20% chance to find magic items
-  +3 melee damage


Furious Tempest (4 pcs)
-----------------------


TWO-HANDED SETS

Frostheim's Trappings (4 pcs)
-----------------------------
* Frostheim (two-handed sword)         * Frostheim's Grip (gauntlets)
  - Requires melee 27                    - Requires melee 30
  - Requires Overbear 1                  - +55 Health
  - Slow attack speed                    - +15 Armor
  - Damage 46 to 78                      - +20% Ice resistance
  - +16 Strength                         - +2 to Fortitude, Overbear and
  - +35% Damage                            Smite
  - Adds 6 to 11 ice damage
  - +18% Fire resistance

* Frostheim's Binding (ring)            * Frostheim's Claw (ring)
  - Requires melee 33                     - Requires melee 21
  - +36 Max damage                        - +8 Strength
  - +12% Health regeneration              - Adds 5 to 8 weapon damage
  - +20% Ice resistance                   - 20% of physical damage reflected
  - +6% Power recharge rate                 to enemy
                                          - 7% Health steal

* Bonus for 2 equipped items:
  - +12 Strength
  - Adds 5 to 9 ice damage
  - +15% Ice resistance
  - +4 Armor

* Bonus for 3 equipped items:
  - +18 Strength
  - Adds 7 to 12 ice damage
  - +20% Ice resistance
  - +1 to Melee skills
  - +8 Melee damage
  - +5 Armor

* Bonus for 4 equipped items:
  - +25 Strength
  - Adds 9 to 15 ice damage
  - +25% Ice resistance
  - +2 to Melee skills
  - +15 Melee damage
  - +8 Armor


Legend of the Fire King (4 pcs)
-------------------------------
* Fire King's Will (ring)               * Fire King's Crown (helm)
 - Requires melee 43                      - Requires melee 51
 - +20% Health regeneration               - Armor 77
 - +25% Fire resistance                   - 40% of physical damage
 - +6% Power recharge rate                  reflected to enemy
 - +1 to Melee skills                     - +32 Armor
                                          - +25% Fire resistance
                                          - +10% Melee resistance

* Fire King's Trappings (armor)         * Fire King's Foecrusher (2h maul)
  - Requires melee 54                     - Requires melee 60
  - Armor 240                             - Requires Overbear 1
  - +40 Strength                          - Slow attack speed
  - +140 Health                           - Damage 122 to 193
  - +100% Armor                           - +45 Strength
  - +14% Ranged resistance                - +65% Damage
                                          - Adds 24 to 29 fire damage
                                          - +3 to Fortitude, Overbear and
                                            Smite

* Bonus for 2 equipped items:
  - +20 Strength
  - +35 Max melee damage
  - +10 Min melee damage
  - Adds 10 to 15 fire damage
  - +20% Fire resistance
  - +1 to Fortitude, Overbear and Smite

* Bonus for 3 equipped items:
  - +40 Strength
  - +50 Max melee damage
  - +15 Min melee damage
  - Adds 20 to 25 fire damage
  - +25% Fire resistance
  - +3 to Fortitude, Overbear and Smite

* Bonus for 4 equipped items:
  - +56 Strength
  - +65 Max melee damage
  - +25 Min melee damage
  - Adds 29 to 36 fire damage
  - +30% Fire resistance
  - +4 to Fortitude, Overbear and Smite


WEAPON + SHIELD SETS

Lorethal's Legacy (8 pcs)
-------------------------
* Lorethal's Honor (amulet)            * Lorethal's Grace (gauntlets)
  - Requires melee 3                     - Requires melee 6
  - +7 Health                            - Armor 12
  - Adds 1 to 2 weapon damage            - +3 Strength
  - +3 Armor                             - +5 Armor
  - +8% Chance to find magic items       - +10% Lightning resistance
                                         - +3% Power recharge rate

* Lorethal's Nobility (helmet)         * Lorethal's Sacrifice (1h mace)
  - Requires melee 9                     - Requires melee 15
  - Armor 15                             - Damage 18 to 37, fast attack speed
  - 5% Health steal                      - +6 Strength
  - +33% Armor                           - +8 Max damage
  - +12% Death resistance                - +25% Damage
  - +1 to Barricade, Toughness           - Adds 4 to 5 fire damage
    and Reinforced Armor

* Lorethal's Determination (boots)     * Lorethal's Command (shield)
  - Requires melee 12                    - Requires melee 24
  - Armor 17                             - Requires Barricade 1
  - +22 Health                           - Armor 78
  - +7 Armor                             - +10% Health regeneration
  - +12% Ice resistance                  - +80% Armor
  - +12% Fire resistance                 - +12% Ranged resistance
                                         - +26% Chance to block melee attacks

* Lorethal's Courage (armor)           * Lorethal's Eminence (ring)
  - Requires melee 28                    - Requires melee 18
  - Armor 136                            - 6% Health steal
  - +14 Strength                         - +12% Health regeneration
  - +100% Armor                          - +8% Magic damage resistance
  - +6% Melee resistance                 - +1 to Barricade, Toughness and
  - +1 to Melee skills                     Reinforced Armor

* Bonus for 2 equipped items:
  - +3 Strength
  - +5 Armor
  - +2% Magic damage resistance

* Bonus for 3 equipped items:
  - +5 Strength
  - +12 Armor
  - +4% Magic damage resistance

* Bonus for 4 equipped items:
  - +6 Strength
  - +18 Armor
  - +6% Magic damage resistance
  - +1 to Barricade, Toughness and Reinforced Armor

* Bonus for 5 equipped items:
  - +8 Strength
  - +25 Armor
  - +8% magic damage resistance
  - +1 to Barricade, Toughness and Reinforced Armor
  - +5 Melee damage

* Bonus for 6 equipped items:
  - +10 Strength
  - +35 Armor
  - +10% magic damage resistance
  - +1 to Melee skills
  - +1 to Barricade, Toughness and Reinforced Armor
  - +10 Melee damage

* Bonus for 7 equipped items:
  - +14 Strength
  - +50 Armor
  - +12% magic damage resistance
  - +1 to Melee skills
  - +2 to Barricade, Toughness and Reinforced Armor
  - +20 Melee damage

* Bonus for 8 equipped items:
  - +18 Strength
  - +65 Armor
  - +15% magic damage resistance
  - +2 to Melee skills
  - +3 to Barricade, Toughness and Reinforced Armor
  - +27 Melee damage


MELEE ARMOR SETS

Vistria's Undoing (4 pcs)
-------------------------


Treasures of the Dwarven Lords (3 pcs)
--------------------------------------


Undying Warlord (5 pcs)
-----------------------


*******************
[5.4.2] Ranged Sets
*******************

BOW SETS

Olimarch's Bane (4 pcs)
-----------------------
* Savior's Trail (boots)               * Skewer of Olimarch (long bow)
  - Requires ranged 4                    - Requires ranged 16
  - Armor 4                              - Faster attack speed
  - +8 Health                            - Two-handed weapon
  - +10% Fire resistance                 - Damage 15 to 29
  - +5% Chance to dodge melee attacks    - +9 Dexterity
  - +8% Chance to find magic items       - +22% Damage
                                         - Adds 2 to 7 lightning damage
                                         - +1 to Biting Arrow, Far Shot and
                                           Shockwave

* Savior's Halo (ring)                 * Savior's Signal (gloves)
  - Requires ranged 7                    - Requires ranged 10
  - +25 Health                           - Armor 7
  - 5% Health steal                      - +6 Dexterity
  - +5% Health regeneration              - +12% Ice resistance
  - +12% Lightning resistance            - +3% Power recharge rate
                                         - +2 to Critical Shot, Dodge and
                                           Survival

* Bonus for 2 equipped items:
  - +5 Dexterity
  - +3% Magic damage resistance
  - +4 Max ranged damage

* Bonus for 3 equipped items:
  - +8 Dexterity
  - +6% Magic damage resistance
  - +6 Max ranged damage
  - +2 Armor
  - +1 to Critical Shot, Dodge and Survival
  - +1 to Biting Arrow, Far Shot and Shockwave

* Bonus for 4 equipped items:
  - +12 Dexterity
  - +10% Magic damage resistance
  - +9 Max ranged damage
  - +6 Armor
  - +1 to Critical Shot, Dodge and Survival
  - +2 to Biting Arrow, Far Shot and Shockwave


Bloody Vengeance (4 pcs)
------------------------


CROSSBOW SETS

Fallen Soldier's Gift (3 pcs)
-----------------------------


THROWN WEAPON SETS

Winds of Kel'drassil (5 pcs)
----------------------------


RANGED ARMOR SETS

Eternal Grace (4 pcs)
---------------------
* Eternal Dignity (armor)              * Eternal Elegance (boots)       
  - Requires ranged 12                   - Requires ranged 25
  - Armor 42                             - Armor 23
  - +15 Health                           - +9 Dexterity
  - +50% Armor                           - +9 Armor
  - +1 to Biting Arrow, Far Shot         - +15% Fire resistance
    and Shockwave                        - +12% Chance to dodge melee attacks
  - +1 To Quick Draw, Bleed and
    Penetrate

* Eternal Finesse (gloves)             * Eternal Beauty (hood)
  - Requires ranged 14                   - Requires ranged 20
  - Armor 17                             - Armor 27
  - +13 Dexterity                        - 5% Health steal
  - +8 Max damage                        - +12% Health regeneration
  - 7% Health steal                      - +70% Armor
  - +8 Armor                             - +1 to Critical Shot, Dodge and
  - +8% Power recharge rate                Survival

* Bonus for 2 equipped items:
  - +8 Dexterity
  - +12 Armor
  - +6% Melee resistance

* Bonus for 3 equipped items:
  - +14 Dexterity
  - +20 Armor
  - +8% Melee resistance
  - +1 to Ranged skills

* Bonus for 4 equipped items:
  - +22 Dexterity
  - +35 Armor
  - +10% Melee resistance
  - +1 to Ranged skills


Plainswalker's Journey (5 pcs)
------------------------------


*****************
[5.4.3] Mage Sets
*****************

COMBAT MAGE SETS

Chaos' Avatar (3 pcs)
---------------------
* Endbringer's Vestment (armor)         * Unraveler's Boots
  - Requires combat magic 22              - Requires combat magic 26
  - Armor 52                              - Armor 33
  - +48 Mana                              - +12% Mana regeneration
  - 20% of physical damage reflect        - +22 Armor
    to enemy                              - +12 Intelligence
  - +2 to Brilliance, Amplified           - +2 to Debilitation, Grim
    Lightning and Arcing                    Necromancy and Vampirism

* Chaos Grips (cestus, 2h weapon)
  - Requires combat magic 32
  - Slow attack speed
  - Damage 9 to 15
  - +14 Intelligence
  - +20% Combat magic damage
  - +6% Power recharge rate
  - +2 to Devastation, Searing Flames
    and Ignite

* Bonus for 2 equipped items:
  - +80 Mana
  - +12% Combat magic damage
  - +3% Power recharge rate
  - +1 to Combat magic skills
  - +4 Armor

* Bonus for 3 equipped items:
  - +110 Mana
  - +20% Combat magic damage
  - +6% Power recharge rate
  - +2 to Combat magic skills
  - +13 Armor


Lich's Carcass (4 pcs)
----------------------


NATURE MAGE SETS

Thena's Serenity (4 pcs)
------------------------
* Thena's Companion (staff)            * Thena's Tranquil Path (boots)
  - Requires nature magic 8              - Requires nature magic 4
  - +3 Intelligence                      - Armor 8
  - +12 Health                           - +5% Mana regeneration
  - +10% Nature magic damage             - +5 Armor
  - +10% Chance to find                  - +10% Ice resistance
    magic items                          - +10% Fire resistance

* Thena's Calming Gaze (hood)          * Thena's Soothing Touch (gloves)
  - Requires nature magic 16             - Requires nature magic 12
  - Armor 18                             - Armor 6
  - +6 Intelligence                      - +22 Mana
  - 6% Mana steal                        - Restores 2 mana per hit
  - +80% Armor                           - +12% Death resistance
  - +1 to Summon Fortitude, Summon       - +1 to Nurturing Gift, Enveloping
    Might and Summon Bond                  Embrace, and Feral Wrath

* Bonus for 2 equipped items:
  - +3 Intelligence
  - +20 Mana
  - +3% Magic damage resistance

* Bonus for 3 equipped items:
  - +5 Intelligence
  - +30 Mana
  - +6% Magic damage resistance
  - +1 to Summon Fortitude, Summon Might and Summon Bond
  - +1 to Nurturing Gift, Enveloping Embrace and Feral Wrath
  - +2 Armor

* Bonus for 4 equipped items:
  - +8 Intelligence
  - +40 Mana
  - +10% Magic damage resistance
  - +2 to Summon Fortitude, Summon Might and Summon Bond
  - +2 to Nurturing Gift, Enveloping Embrace and Feral Wrath
  - +5 Armor


North Keeper's Vestments (3 pcs)
--------------------------------



MAGE ARMOR SETS

Silks of the Master (4 pcs)
---------------------------
* Magesilk Gloves                      * Master's Insight (ring)
  - Requires combat magic 9              - Requires combat magic 13
    or nature magic 9                      or nature magic 13
  - Armor 11                             - +5 Intelligence
  - +15 Mana                             - +6% Magic damage resistance
  - +5% Mana regeneration                - +4% Power recharge rate
  - +6 Armor                             - +1 to Devastation, Searing
  - +12% Fire resistance                   Flames and Ignite

* Master's Focusing Charm (amulet)     * Magesilk Boots
  - Requires combat magic 20             - Requires combat magic 6
    or nature magic 20                     or nature magic 6
  - +10% Nature magic damage             - Armor 9
  - +10% Combat magic damage             - +3 Intelligence
  - 6% Mana steal                        - +5% Health regeneration
  - +1 to Aquatic Affinity, Arctic       - +5 Armor
    Mastery and Freezing                 - +10% Lightning resistance

* Bonus for 2 equipped items:
  - +3 Intelligence
  - +10% Nature magic damage
  - +10% Combat magic damage
  - 4% Mana steal
  - +2 Armor

* Bonus for 3 equipped items:
  - +5 Intelligence
  - +15% Nature magic damage
  - +15% Combat magic damage
  - 6% Mana steal
  - +4 Armor

* Bonus for 4 equipped items:
  - +8 Intelligence
  - +20% Nature magic damage
  - +20% Combat magic damage
  - 8% Mana steal
  - +8 Armor


Circle of Four (4 pcs)
----------------------


Keh's Regalia (4 pcs)
---------------------


**************************
[5.4.4] Miscellaneous Sets
**************************

Nature's Vigilance (4 pcs)
--------------------------
* Vigilant Gloves                      * Vigilant Hauberk (armor)
  - Requires character level 3           - Requires character level 4
  - Armor 5                              - Armor 20
  - +4% Nature magic damage              - +4 Strength
  - +5% Mana regeneration                - +12 Health
  - +4% Lightning resistance

* Vigilant Boots                       * Vigilant Crest (helmet)
  - Requires character level 6           - Requires character level 8
  - Armor 11                             - Armor 11
  - +4 Dexterity                         - +4 Intelligence
  - +5% Health regeneration              - +20 Mana
  - +4 Armor                             - +5% Death resistance

* Bonus for 2 equipped items:
  - +5% Lightning resistance

* Bonus for 3 equipped items:
  - +6 Armor
  - +8% Lightning resistance

* Bonus for 4 equipped items:
  - +20 Health
  - +15 Armor
  - +10% Lightning resistance


Jewels of the Nexus (5 pcs)
---------------------------
* Jewel of Lightning (ring)            * Jewel of Ice (ring)
  - Requires character level 12          - Requires character level 19
  - +6 Dexterity                         - Adds 4 to 7 weapon damage
  - Adds 2 to 5 weapon damage            - +8 Armor
  - +12% Lightning resistance            - +16% Ice resistance
  - +60% gold dropped                    - +14% Ranged resistance

* Jewel of Fire (ring)
  - Required level 4
  - +4 Strength
  - Adds 1 to 2 weapon damage
  - +10% Fire resistance
  - +8% chance to find magic items

* Bonus for 2 equipped items:
  - Adds 2 to 4 ice damage
  - Adds 3 to 4 fire damage
  - Adds 2 to 5 lightning damage
  - Adds 2 to 4 death damage

* Bonus for 3 equipped items:
  - Adds 4 to 7 Ice damage
  - Adds 5 to 6 Fire damage
  - Adds 3 to 8 Lightning damage
  - Adds 4 to 7 Death damage


===========
[5.5] Books
===========

All the Lore books you can collect, in the order in which they are listed in 
your journal.

 1) Tome of Smithing
 2)
 3) The Mothers of Eirulan
 4) Tattered Diary
 5) Razka's Riddle
 6) Vol. 6, The Skath
 7) Vol. 7, The Deeds of Xeria
 8) Vol. 8, The Death of Xeria
 9) Living and Working with Half-Giants
10) Vol. 9, The War of Legions
11)
12) Vol. 10, The Legend of Arinth the Mad
13) Vol. 5, Turmanar and its Aftermath
14)
15)
16) Vol. 13, Elandir's Life and Teachings
17)
18)
19)
20) Vol. 3, Downfall of the Manu Ostar
21) Taclak Perversity
22) Vol. 17, The Path of Life
23) Vol. 18, The Path of Sight
24)
25)
26) Guard's Report
27) A Burned Letter
28)
29) Razka's Second Riddle
30)
31)
32)
33)
34)
35)
36)
37)
38)
39)
40)


=================
[5.6] Quest Items
=================

The Quest Items you collect, in the order in which they are listed in your 
journal.

 1) Drevin's Medallion
 2) Basket of Sharpening Stones
 3) Morden Gate Key
 4) Eirulan Teleporter Activation Stone
 5) Dryad Outpost Gate Key
 6) Morden Elevator Gear
 7) Empty Vial
 8) Lost Sapphire of the Elves
 9) Filled Vial
10) Garganturax Head
11) Hak'u Headdress
12) Silver Riddle-Inscribed Key
13) Feldwyr's Anvil
14) Feldwyr's Mithril Ore
15) Feldwyr's Hammer
16) Severed Head of the Kithraya Hive Queen
17) Stela of Blindness
18) Stela of Life
19) Stela of Death
20) Stela of Sight
21) Silver Mirror
22) Azunite Artifact
23) Focusing Stone
24) Windstone Fortress Outer Vault Key
25) Windstone Fortress Inner Vault Key
26) Dusty Key
27) Activated Azunite Artifact
28) Aman'lu Teleporter Activation Stone
29) Liantir Stone
30) Black Key of the First
31) Blue Key of the Second
32) Turquoise Key of the Third
33)
34)
35)
36)
37)
38)
39)
40) Prospector's Key
41) Bridge Activation Crystal
42) Carved Rod
43) First Small Prism Refractor Crystal
44) Second Small Prism Refractor Crystal
45) Third Small Prism Refractor Crystal
46) Fourth Small Prism Refractor Crystal
47) Large Prism Refractor Crystal
48) Elven House Key
49) Roland's Golden Cloak
50) A Portrait of the Lady of the Estate
51) A Lock of Golden Hair
52) The Jewels of the Levreth Estate
53)
54)
55)
56) Golden Riddle-Inscribed Key
57) Aegis of Death
58) Champion's Death Mask
59) Champion's Death Mask
60) Champion's Death Mask
61) Champion's Death Mask
62) Rahvan's Soulstone
63)
64)
65)
66)
67)
68)
69)
70)
71)
72)
73)
74)
75)
76)
77)
78)
79)
80)
81)
82)
83)
84)
85) Morden Battle Plans
86)
87)
88)
89)
90)
91)
92)
93)
94)
95)
96)





            __   ___________________________________________________|'-,
 __________/____/                                                       \
@_/_/_/_/_| ____  [6] CHARACTERS                                         )
           \__  \___________________________________________________    /
                                                                    |,-'

=====================
[6.1] Character Races
=====================

Human:
* 2 Unspent skill points
* +2 Strength
* +1 Dexterity
* +1 Intelligence
* +10% chance to find magic items

Humans are the jack-of-all-trades race in DS2. With small bonuses in all 
three ability scores and no preset skills, humans can easily excel at any 
class. (You get to spend the two skill points at the first character level 
increase.) Human should be the race of choice if you do not know beforehand 
what class you want to be...or you just don't like the look of the other 
races. Humans have no specific strength other than they neither have any 
specific weakness. Human characters can be either male or female.
 

Dryad:
* 1 point in Natural Bond
* 1 point in Dodge
* -2 Strength
* +4 Dexterity
* +2 Intelligence
* +10% Death Magic resistance
* Only female

Dryads excel at archery and can also do well at magic--especially nature 
mages. A Dryad should not be considered for a front-line fighter. A Dryad 
character can, from the beginning of the game, harvest mana bushes for 
additional mana potions with the 1 point in Natural Bond skill. Dryads also 
automatically receive 1 point in Dodge, which allows ranged characters to 
have a chance to dodge physical damage. You can only play as a female Dryad.


Elf:
* 1 point in Critical Strike
* 1 point in Brilliance
* +1 Dexterity
* +3 Intelligence
* +5% mana recovery

An elf can work well in any class; but, they are really geared towards being 
mages, especially combat mages. While they start with Critical Strike in the 
melee skill tree, they have no Strength bonus to help them fight. They do get 
a nice Intelligence boost and the Brilliance combat magic skill. And, of 
course, they could also go ranged with their +1 dexterity. In short, elves 
are almost as versatile as humans. Elf characters can be either male or 
female.


Half-Giant:
* 2 points in Fortitude
* +6 Strength
* -2 Dexterity
* +5% health regeneration
* Only male

Half-giants are designed to be fighters and should be the first choice of any 
player that just wants to get down-and-dirty with enemies. They are natural 
tanks, wretched at archery and just average at magic. While you could push a 
half-giant down a magic path, why waste that Strength bonus? You can only 
play as a male half-giant.

While each race has its strengths, these strengths mainly come into play only 
in the early game. By Chapter 5 of Act I, your primary ability score will 
have risen into the 40s or 50s. By Act III, expect your primary ability score 
to be around 200. Thus, the starting differential in ability scores rather 
quickly becomes statistically insignificant. Choose your race based on what 
you think looks best--after all, you're going to be staring at your avatar 
for the next 30 to 40 hours...


==============================
[6.2] Classes, Skills & Powers
==============================

There are four primary classes in DS2:
* Melee Combat (fighter)
* Ranged Combat (ranger)
* Combat Mage
* Nature Mage

For each class there is a related ability score:
* Strength for fighter
* Dexterity for ranger
* Intelligence for mages

When you use a particular type of attack, your level in that class increases 
as does the related stat. Thus, if you spend a lot of time shooting a bow, 
your ranger class level and dexterity will both increase rapidly. Non-related 
ability scores will also increase, but much more slowly than the related 
ability. Other classes will not increase at all unless you switch to that 
class' type of attack.

Versatility in one character is not highly prized nor useful in Dungeon Siege 
2. Pick a class and focus on it. You might want to pick up a few levels in a 
related class in case you really need it (some melee for a ranged character, 
or nature magic for a combat mage), but you'll find being a multi-classed 
character in DS2 is just a recipe for disaster.

Decide in advance what class you want to follow and stick with it. There's 
really not much point in adding a few extra levels of other classes. Variety 
of abilities is why you can have up to a six-member party, so don't try to 
turn your character into a jack-of-all-trades.

You can see your class levels, your progress toward your next level, your 
ability scores and your progress to an ability score increase on the 
Inventory tab of your Character Window.

For each character, there is also a character level. Your character level 
increases as you gain experience from killing monsters. It is not directly 
related to your class levels. Each time your character level increases, you 
gain 1 skill point to spend on the skills shown on the Specialties tab of the 
Character Window. You can see your current character level and your progress 
toward your next level on the Character Window. You can also see your 
character level progress bar next to your character portrait.

Each class has skill paths that can increase the power of the character with 
specific types of attacks. For example, combat mages can focus skill points 
in fire, lightning or death magic. The types of skills you buy determine the 
types of hero powers you receive.


[6.2.1] Fighter
---------------
Skill Paths:
* Weapon + Shield
* Two-handed Weapon
* Dual Wield (two one-handed weapons)

The weapon + shield fighter is your basic tank that sacrifices damage 
potential for extra defense. A common use for such a warrior is to send him 
into the middle of a mob and use his Provoke power to cause the monsters to 
focus their attacks on him. While he's standing there taking the hits--which 
aren't doing much damage because of his extra armor rating--rangers and 
casters can stand around picking off the mobs.

Both two-handed weapon and dual wielding fighters are damage-dealers that 
can't take quite as much punishment as a weapon + shield tank. The primary 
difference between the two--other than style--is two-handed weapon fighters 
have powers focused on stunning enemies, while dual-wielding skills and 
powers are focused on increasing the number of attacks. Also, a two-handed 
weapon wielder will get more mileage from front-loaded powers, such as brutal 
attack.

FIGHTER SKILL TREE

Level 1    Level 5     Level 12    Level 24       Level 36

           Barricade---------------Reinforced-----Rebuke
          /                        Armor
         /
Fortitude--------------Toughness
                              \
                               \
          Overbear-----------------Smite
          /
         /
Critical------------------------------------------Deadly
Strike   \                                        Strike
          \
          Dual---------Alacrity----Fierce
          Wield                    Renewal


FIGHTER SKILLS TABLES

FORTITUDE: "Ancient Half-Giant warriors developed grueling training regimens 
to toughen their bodies, allowing them to withstand an unnatural amount of 
punishment."

* Requires Melee level 1
* Increases maximum health

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Health|     |     |     |     |     |     |     |     |     |     |
|Bonus |  6% | 10% | 14% | 18% | 21% | 24% | 26% | 28% | 30% | 32% |
|------------------------------------------------------------------|

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Health|     |     |     |     |     |     |     |     |     |     |
|Bonus | 34% | 36% | 38% | 39% | 40% | 41% | 42% | 43% | 44% | 45% |
|------------------------------------------------------------------|


CRITICAL STRIKE: "Using techniques developed by Elven masters, skillful 
warriors can occasionally slip their weapons through weaknesses in their 
enemies' defenses, dealing double damage with a single attack.

* Requires Melee level 1
* All critical strikes do 200% damage

|-------------------------------------------------------------------------|
|Skill  |     |     |     |     |       |       |     |       |     |     |
|Level  |  1  |  2  |  3  |  4  |   5   |   6   |  7  |   8   |  9  | 10  |
|-------+-----+-----+-----+-----+-------+-------+-----+-------+-----+-----|
|Crit   |     |     |     |     |       |       |     |       |     |     |
|Chance |  8% | 14% | 18% | 22% | 25.5% | 28.5% | 31% | 33.5% | 36% | 38% |
|-------------------------------------------------------------------------|

|-------------------------------------------------------------------------|
|Skill  |     |       |     |       |     |     |     |     |       |     |
|Level  | 11  |  12   | 13  |  14   | 15  | 16  | 17  | 18  |  19   | 20  |
|-------+-----+-------+-----+-------+-----+-----+-----+-----+-------+-----|
|Crit   |     |       |     |       |     |     |     |     |       |     |
|Chance | 40% | 41.5% | 43% | 44.5% | 46% | 47% | 48% | 49% | 49.5% | 50% |
|-------------------------------------------------------------------------|


DEADLY STRIKE: "Expert warriors learn to take every opportunity they can, as 
each could be their last. Whenever Elven blademasters breach their enemies' 
defenses, the strike is incredibly devastating.

* Requires Critical Strike level 1
* Requires Melee level 36
* Increases Melee critical hit damage

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Crit  |     |     |     |     |     |     |     |     |     |     |
|Damage| 224%| 242%| 256%| 268%| 279%| 288%| 296%| 303%| 310%| 316%|
|------------------------------------------------------------------|

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Crit  |     |     |     |     |     |     |     |     |     |     |
|Damage| 322%| 327%| 332%| 336%| 340%| 343%| 346%| 348%| 349%| 350%|
|------------------------------------------------------------------|


BARRICADE: "The training of Snowbrook Haven elite knights teaches them to 
wield their shields with unparalleled strength and tenacity. Phalanxes of 
knights can turn away nearly any attack."

* Requires Fortitude level 1
* Requires Melee level 5
* Character can equip shields
* Provides a bonus to shield armor
* Provides a chance to block melee and ranged attacks

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Shield|     |     |     |     |     |     |     |     |     |     |
|Bonus | 20% | 35% | 45% | 55% | 63% | 70% | 76% | 82% | 88% | 93% |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Block |     |     |     |     |     |     |     |     |     |     |
|Chance|  2% |  4% |  6% |  8% |  9% | 10% | 11% | 12% | 13% | 14% |
|------------------------------------------------------------------|

|---------------------------------------------------------------------------|
|Skill |     |     |       |      |       |     |       |     |       |     |
|Level | 11  | 12  |   13  |  14  |   15  | 16  |   17  | 18  |   19  | 20  |
|------+-----+-----+-------+------+-------+-----+-------+-----+-------+-----|
|Shield|     |     |       |      |       |     |       |     |       |     |
|Bonus | 98% | 102%|  106% | 109% |  112% | 114%|  116% | 118%|  119% | 120%|
|------+-----+-----+-------+------+-------+-----+-------+-----+-------+-----|
|Block |     |     |       |      |       |     |       |     |       |     |
|Chance| 15% | 16% | 16.5% |  17% | 17.5% | 18% | 18.5% | 19% | 19.5% | 20% |
|---------------------------------------------------------------------------|


REINFORCED ARMOR: "The soldiers of Windstone Fortress learned to modify their 
armor to enhance its effectiveness and often emerged unscathed from even the 
most catastrophic battles."

* Requires Barricade level 1
* Requires Melee level 24
* Provides a bonus to armor

|--------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |       |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10   |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-------|
|Armor |     |     |     |     |     |     |     |     |     |       |
|Bonus |  4% |  7% | 10% | 13% | 15% | 17% | 19% | 21% | 23% | 24.5% |
|--------------------------------------------------------------------|

|----------------------------------------------------------------------|
|Skill |     |       |     |     |     |     |     |     |       |     |
|Level | 11  |   12  | 13  | 14  | 15  | 16  | 17  | 18  |   19  | 20  |
|------+-----+-------+-----+-----+-----+-----+-----+-----+-------+-----|
|Armor |     |       |     |     |     |     |     |     |       |     |
|Bonus | 26% | 27.5% | 29% | 30% | 31% | 32% | 33% | 34% | 34.5% | 35% |
|----------------------------------------------------------------------|


REBUKE: "The final stage in the training of Snowbrook Haven elite soldiers is 
learning to use their shield as a weapon, striking back at those whose 
attacks they block and knocking them senseless.

* Requires Reinforced Armor level 1
* Requires Melee level 36
* Rebukes opponent when character blocks a melee attack
* Rebuke damage is multiplier of melee level

|------------------------------------------------------------|
| Skill | Rebuke | Rebuke     | Skill  | Rebuke | Rebuke     |
| Level | Damage | Stun Time  | Level  | Damage | Stun Time  |
|-------+--------+------------+--------+--------+------------|
|  1    |    0.4 | 1 second   | 11     |    2.0 | 1.5 seconds|
|-------+--------+------------+--------+--------+------------|
|  2    |    0.7 | 1 second   | 12     |    2.1 | 1.5 seconds|
|-------+--------+------------+--------+--------+------------|
|  3    |    0.9 | 1 second   | 13     |    2.1 | 1.5 seconds|
|-------+--------+------------+--------+--------+------------|
|  4    |    1.1 | 1 second   | 14     |    2.2 | 1.5 seconds|
|-------+--------+------------+--------+--------+------------|
|  5    |    1.3 | 1 second   | 15     |    2.3 | 1.5 seconds|
|-------+--------+------------+--------+--------+------------|
|  6    |    1.4 | 1.3 seconds| 16     |    2.3 | 2 seconds  |
|-------+--------+------------+--------+--------+------------|
|  7    |    1.6 | 1.3 seconds| 17     |    2.4 | 2 seconds  |
|-------+--------+------------+--------+--------+------------|
|  8    |    1.7 | 1.3 seconds| 18     |    2.4 | 2 seconds  |
|-------+--------+------------+--------+--------+------------|
|  9    |    1.8 | 1.3 seconds| 19     |    2.5 | 2 seconds  |
|-------+--------+------------+--------+--------+------------|
| 10    |    1.9 | 1.3 seconds| 20     |    2.5 | 2 seconds  |
|------------------------------------------------------------|


TOUGHNESS: "Tales tell of a Half-Giant wanderer who could survive in any 
climate shrug off many attacks entirely. He taught his secrets to those he 
met on his journeys, and they live on long after he has disappeared."

* Requires Fortitude level 1
* Requires Melee level 12
* Provides physical damage resistance.

|-----------------------------------------------------------------------|
|Skill  |     |     |     |     |     |       |     |       |     |     |
|Level  |  1  |  2  |  3  |  4  |  5  |   6   |  7  |   8   |  9  | 10  |
|-------+-----+-----+-----+-----+-----+-------+-----+-------+-----+-----|
|Dmg    |     |     |     |     |     |       |     |       |     |     |
|Resist |  3% |  5% |  7% |  9% | 11% | 12.5% | 14% | 15.5% | 17% | 18% |
|-----------------------------------------------------------------------|

|-----------------------------------------------------------------------|
|Skill  |     |     |     |     |     |     |       |     |       |     |
|Level  | 11  | 12  | 13  | 14  | 15  | 16  |  17   | 18  |  19   | 20  |
|-------+-----+-----+-----+-----+-----+-----+-------+-----+-------+-----|
|Dmg    |     |     |     |     |     |     |       |     |       |     |
|Resist | 19% | 20% | 21% | 22% | 23% | 24% | 24.5% | 25% | 25.5% | 26% |
|-----------------------------------------------------------------------|


OVERBEAR: "Warriors who have mastered this skill can channel all their rage 
and anger into their attacks, adding huge power to every devastating two-
handed blow."

* Requires Critical Strike level 1
* Requires Melee level 5
* Character can equip two-handed melee weapons.
* Provides a bonus to two-handed melee weapon damage.

|------------------------------------------------------------------------|
|Skill |     |     |     |     |       |       |     |       |     |     |
|Level |  1  |  2  |  3  |  4  |   5   |   6   |  7  |   8   |  9  |  10 |
|------+-----+-----+-----+-----+-------+-------+-----+-------+-----+-----|
|Damage|     |     |     |     |       |       |     |       |     |     |
|Bonus |  8% | 14% | 18% | 22% | 25.5% | 28.5% | 31% | 33.5% | 36% | 38% |
|------------------------------------------------------------------------|

|------------------------------------------------------------------------|
|Skill |     |       |     |       |     |     |     |     |       |     |
|Level | 11  |   12  | 13  |  14   | 15  | 16  | 17  | 18  |   19  | 20  |
|------+-----+-------+-----+-------+-----+-----+-----+-----+-------+-----|
|Damage|     |       |     |       |     |     |     |     |       |     |
|Bonus | 40% | 41.5% | 43% | 44.5% | 46% | 47% | 48% | 49% | 49.5% | 50% |
|------------------------------------------------------------------------|


SMITE: "In the days after the cataclysm, a roaming band of barbarians used 
focused attacks from two-handed weapons to stun prey. Would-be thieves 
discovered they were equally effective on human opponents."

* Requires Overbear level 1
* Requires Toughness level 1
* Requires Melee level 24
* Gives a chance to stun opponents

|--------------------------------------------------------------------|
|Skill   |     |     |     |     |     |     |     |     |     |     |
|Level   |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Stun    |     |     |     |     |     |     |     |     |     |     |
|Chance  |  5% | 10% | 14% | 18% | 22% | 25% | 28% | 31% | 34% | 36% |
|--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Stun    |     |     |     |     |     |     |     |     |     |     |
|Duration|  1s |  1s |  1s |  1s |  1s | 1.3s| 1.3s| 1.3s| 1.3s| 1.3s|
|--------------------------------------------------------------------|

|--------------------------------------------------------------------|
|Skill   |     |     |     |     |     |     |     |     |     |     |
|Level   | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Stun    |     |     |     |     |     |     |     |     |     |     |
|Chance  | 38% | 40% | 42% | 44% | 45% | 46% | 47% | 48% | 49% | 50% |
|--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Stun    |     |     |     |     |     |     |     |     |     |     |
|Duration| 1.5s| 1.5s| 1.5s| 1.5s| 1.5s|  2s |  2s |  2s |  2s |  2s |
|--------------------------------------------------------------------|


DUAL WIELD: "Elven warriors have long known techniques for wielding melee 
weapons in both hands. They require strength, coordination, and a reckless 
mindset willing to sacrifice defense for an extra blade."

* Requires Critical Strike level 1
* Requires Melee level 5
* Character can equip one-handed melee weapons in both hands
* Provides a bonus to damage from dual weapons

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Damage|     |     |     |     |     |     |     |     |     |     |
|Bonus |  8% | 15% | 21% | 26% | 31% | 36% | 40% | 44% | 48% | 52% |
|------------------------------------------------------------------|

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Damage|     |     |     |     |     |     |     |     |     |     |
|Bonus | 55% | 58% | 60% | 62% | 64% | 66% | 67% | 68% | 69% | 70% |
|------------------------------------------------------------------|


ALACRITY: "Gifted Elven blademasters can harness the wind itself to hasten 
their attacks. Masters of this skill appear to be no more than a blur as they 
cut through their opponents."

* Requires Dual Wield level 1
* Requires Melee level 12
* Increases Melee attack speed

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Speed |     |     |     |     |     |     |     |     |     |     |
|Bonus |  3% |  5% |  7% |  9% | 10% | 11% | 12% | 13% | 14% | 15% |
|------------------------------------------------------------------|

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Speed |     |     |     |     |     |     |     |     |     |     |
|Bonus | 16% | 17% | 18% | 19% | 20% | 21% | 22% | 23% | 24% | 25% |
|------------------------------------------------------------------|


FIERCE RENEWAL: "Berserkers are always on the verge of flying into a blinding 
rage. They do not see this as a liability, but use their anger to recover 
from their most powerful attacks more quickly than normal."

* Requires Alacrity level 1
* Requires Melee level 24
* Increases the recovery rate of Melee Powers

|-----------------------------------------------------------------------|
|Skill  |     |     |     |     |     |     |     |       |     |       |
|Level  |  1  |  2  |  3  |  4  |  5  |  6  |  7  |   8   |  9  |  10   |
|-------+-----+-----+-----+-----+-----+-----+-----+-------+-----+-------|
|Recover|     |     |     |     |     |     |     |       |     |       |
|Bonus  |  3% |  6% |  8% | 10% | 12% | 14% | 16% | 17.5% | 19% | 20.5% |
|-----------------------------------------------------------------------|

|-------------------------------------------------------------------|
|Skill  |     |     |     |     |     |     |     |     |     |     |
|Level  | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|-------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Recover|     |     |     |     |     |     |     |     |     |     |
|Bonus  | 22% | 23% | 24% | 25% | 26% | 26% | 27% | 28% | 29% | 30% |
|-------------------------------------------------------------------|


FIGHTER POWERS

BRUTAL ATTACK: "Though originated by Half-Giant warriors, many warriors learn 
this technique. Focusing all their strength into their next attack, fighters 
deal massive damage with a single, brutal strike."

* Can only be used with a melee weapon
* Automatically enhances next attack
* Fast recharge

Level 1: Requires Critical Strike level 1
Level 2: Requires Critical Strike level 5
Level 3: Requires Critical Strike level 8


PROVOKE: "Knights protect their allies by using their shields to provoke 
nearby enemies, causing them to become angry and attack the knight. The 
knight's concentration also temporarily increases his armor."

* Can only be used when equipped with a shield
* Automatically provokes enemies around self
* Fast recharge

Level 1: Requires Barricade level 1
Level 2: Requires Barricade level 6, Toughness level 4
Level 3: Requires Barricade level 10, Toughness level 10, Rebuke level 5


WHIRLING STRIKE: "A legendary fighter known only as the Tempest of Tel'kilae 
originated this technique, in which the fighter whirls his weapons in a 
circle, damaging and briefly stunning all nearby enemies."

* Can only be used with a melee weapon
* Automatically strikes enemies around self
* Normal recharge

Level 1: Requires Critical Strike level 6, Fortitude level 8
Level 2: Requires Critical Strike level 8, Fortitude level 10,
         Reinforced Armor level 6
Level 3: Requires Critical Strike level 12, Fortitude level 12,
         Reinforced Armor level 12


STAGGERING BLOW: "When a two-handed weapon master activates this ability, his 
next attack will be a staggering blow. He slams his weapon into his target, 
creating a shockwave that stuns any enemies caught within it."

* Can only be used with a two-handed melee weapon
* Automatically enhances next attack
* Normal recharge

Level 1: Requires Overbear level 1
Level 2: Requires Overbear level 5
Level 3: Requires Overbear level 12, Smite level 8, Toughness level 10


WAR CRY: "Barbarians of the Plain of Tears can unleash a deafening war cry, 
energizing themselves and terrifying their enemies, causing them to run in 
fear and leave their defenses open for a short time."

* Can only be used with a melee weapon
* Cone effect targets an enemy or terrain
* Normal recharge

Level 1: Requires Critical Strike level 8, Smite level 1
Level 2: Requires Critical Strike level 12, Smite level 8,
         Deadly Strike level 2
Level 3: Requires Smite level 12, Deadly Strike level 8


WAVES OF FORCE: "A student of Elven dual-weapon techniques learns to perform 
a beautiful sequence of rapid swings, each creating a wave of force that 
rushes out in front of her, tearing apart enemies caught in its wake."

* Can only be used when dual-wielding two weapons
* Targets and enemy or terrain
* Normal recharge

Level 1: Requires Dual Wield level 1
Level 2: Requires Dual Wield level 5, Alacrity level 4
Level 3: Requires Dual Wield level 10, Alacrity level 10,
         Deadly Strike level 8


ELEMENTAL RAGE: "The highest art of the Elven blademaster is a meditative 
frenzy that causes elemental energy to manifest in his weapons and speeds his 
attacks. Ignoring his own defense, he leaps into battle."

* Can only be used when dual-wielding two weapons
* Automatically enhances self
* Slow recharge

Level 1: Requires Critical Strike level 8, Fierce Renewal level 2
Level 2: Requires Critical Strike level 10, Fierce Renewal level 6,
         Deadly Strike level 1
Level 3: Requires Critical Strike level 14, Fierce Renewal level 12,
         Deadly Strike level 12


[6.2.2] Ranger
--------------
Skill Paths:
* Bow/Crossbow
* Throwing Weapons

While bows and crossbows seem to be quite different weapons, they share the 
same skill tree and have roughly equal damage output. Crossbows do more 
damage per strike, but have a slower rate of fire. If you're depending on 
front-loaded powers or skills, you'll want a crossbow to maximize damage. If 
you're depending on fast attacks, you'll want to use a bow for increased fire 
rate.

The other main skill path for rangers is thrown weapons. Thrown weapon 
mastery leads to skills and powers that are able to affect multiple enemies 
with one throw.

In addition to their ranged weapon skills, rangers also get access to a 
couple of defensive skills, Dodge and Survival. Survival also allows rangers 
to harvest health potions from health bushes. The higher the level of 
Survival, the larger the potions harvested.


RANGER SKILL TREE

Level 1       Level 5       Level 12       Level 24       Level 36

                                           Shockwave
                                          /
                                         /
              Biting--------Far Shot----------------------Mortal Wound
              Arrow                                      /
             /                                          /
            /                                          /
Critical----                               Penetrate---
Shot        \                                          \
             \                                          \
              Quick Draw----Bleed-------------------------Ricochet
                                         \
                                          \
Dodge         Survival                     Cunning Renewal


RANGER SKILL TABLES

DODGE: "Dryad hunters look with some amusement upon all the armor warriors 
wear to survive an attack. They feel it's best to simply move out of the 
way."

* Requires ranged level 1
* Gives chance to dodge melee or ranged attacks

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Dodge |     |     |     |     |     |     |     |     |     |     |
|Chance|  4% |  7% | 10% | 13% | 16% | 18% | 20% | 22% | 24% | 26% |
|------------------------------------------------------------------|

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Dodge |     |     |     |     |     |     |     |     |     |     |
|Chance| 28% | 30% | 32% | 34% | 35% | 36% | 37% | 38% | 39% | 40% |
|------------------------------------------------------------------|


SURVIVAL: "Since their travels take them far from home, rangers train to 
survive long periods in the wild. They develop a resistance to extreme 
weather and learn to distill certain berries and fruits into health potions."

* Requires ranges level 5
* Can harvest health potions
  - Small potions at skill levels 1 - 4
  - Medium potions at skill levels 5 - 9
  - Large potions at skill levels 10 - 14
  - Super potions at skill levels 15 - 19
  - Colossal potions at skill level 20
* Provides fire, ice and lightning resistance

|--------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |       |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10   |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-------|
|Resist|     |     |     |     |     |     |     |     |     |       |
|Chance| 10% | 17% | 22% | 27% | 31% | 35% | 38% | 41% | 44% | 46.5% |
|--------------------------------------------------------------------|

|--------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |       |     |
|Level | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  |  19   | 20  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-------+-----|
|Resist|     |     |     |     |     |     |     |     |       |     |
|Chance| 49% | 51% | 53% | 55% | 56% | 57% | 58% | 59% | 59.5% | 60% |
|--------------------------------------------------------------------|


PENETRATE: "The ranger Lyssa could shoot an arrow or throw a knife that would 
pass through three blocks of wood before striking its target. Her enemies 
feared experiencing her skill firsthand."

* Requires ranged level 12
* Gives chance projectile will pass through target

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|PassThru    |     |     |     |     |     |     |     |     |     |
|Chance| 12% | 22% | 30% | 36% | 41% | 46% | 50% | 54% | 57% | 60% |
|------------------------------------------------------------------|

|----------------------------------------------------------------------|
|Skill |     |     |     |     |       |     |     |     |       |     |
|Level | 11  | 12  | 13  | 14  |  15   | 16  | 17  | 18  |  19   | 20  |
|------+-----+-----+-----+-----+-------+-----+-----+-----+-------+-----|
|PassThru    |     |     |     |       |     |     |     |       |     |
|Chance| 63% | 65% | 67% | 69% | 70.5% | 72% | 73% | 74% | 74.5% | 75% |
|----------------------------------------------------------------------|


CRITICAL SHOT: "Skill adventurers practice a form of battle meditation, 
focusing their mind and allowing them to occasionally strike vulnerable areas, 
dealing twice-normal damage with any ranged weapon."

* Requires ranged level 1
* All critical strikes do 200% damage

|-------------------------------------------------------------------------|
|Skill  |     |     |     |     |       |       |     |       |     |     |
|Level  |  1  |  2  |  3  |  4  |   5   |   6   |  7  |   8   |  9  | 10  |
|-------+-----+-----+-----+-----+-------+-------+-----+-------+-----+-----|
|Crit   |     |     |     |     |       |       |     |       |     |     |
|Chance |  8% | 14% | 18% | 22% | 25.5% | 28.5% | 31% | 33.5% | 36% | 38% |
|-------------------------------------------------------------------------|

|-------------------------------------------------------------------------|
|Skill  |     |       |     |       |     |     |     |     |       |     |
|Level  | 11  |  12   | 13  |  14   | 15  | 16  | 17  | 18  |  19   | 20  |
|-------+-----+-------+-----+-------+-----+-----+-----+-----+-------+-----|
|Crit   |     |       |     |       |     |     |     |     |       |     |
|Chance | 40% | 41.5% | 43% | 44.5% | 46% | 47% | 48% | 49% | 49.5% | 50% |
|-------------------------------------------------------------------------|


BITING ARROW: When a student of archery chooses to master the bow and 
crossbow, his battle meditation takes on a new purpose. His arrows seem 
propelled by unseen winds and strike with thunderous force."

* Requires Critical Shot level 1
* Requires ranged level 5
* Character can equip crossbows
* Adds bonus damage to bows and crossbows

|------------------------------------------------------------------------|
|Skill |     |     |     |     |       |       |     |       |     |     |
|Level |  1  |  2  |  3  |  4  |   5   |   6   |  7  |   8   |  9  |  10 |
|------+-----+-----+-----+-----+-------+-------+-----+-------+-----+-----|
|Damage|     |     |     |     |       |       |     |       |     |     |
|Bonus |  8% | 14% | 18% | 22% | 25.5% | 28.5% | 31% | 33.5% | 36% | 38% |
|------------------------------------------------------------------------|

|------------------------------------------------------------------------|
|Skill |     |       |     |       |     |     |     |     |       |     |
|Level | 11  |   12  | 13  |  14   | 15  | 16  | 17  | 18  |   19  | 20  |
|------+-----+-------+-----+-------+-----+-----+-----+-----+-------+-----|
|Damage|     |       |     |       |     |     |     |     |       |     |
|Bonus | 40% | 41.5% | 43% | 44.5% | 46% | 47% | 48% | 49% | 49.5% | 50% |
|------------------------------------------------------------------------|


FAR SHOT: "It is said that the archers of the Elven town of Haelea can put an 
arrow through the eye of a foe that is barely visible on the horizon. Archers 
have traveled there for generations to learn their secrets."

* Requires Biting Arrow level 1
* Requires ranged level 12
* Adds to bow and crossbow range

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Range |     |     |     |     |     |     |     |     |     |     |
|Bonus |  6% | 10% | 14% | 18% | 22% | 25% | 28% | 31% | 34% | 37% |
|------------------------------------------------------------------|

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Range |     |     |     |     |     |     |     |     |     |     |
|Bonus | 40% | 43% | 46% | 48% | 50% | 52% | 54% | 56% | 58% | 60% |
|------------------------------------------------------------------|


SHOCKWAVE: "A master archer can cause damaging shockwaves when his arrows 
travel a certain distance. Scholars wonder if the ability is magical or not, 
but archers who rely on it only care that it is useful."

* Requires Far Shot level 1
* Requires ranged level 24
* Can only be used with a bow or crossbow
* Shockwave radius: 2 meters
* Dist Req is the distance the shot must travel to create the shockwave

|--------------------------------------------------------------------|
|Skill   |     |     |     |     |     |     |     |     |     |     |
|Level   |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Dist Req|  9m |  9m |  9m | 8.5m| 8.5m|  8m |  8m |  8m | 7.5m| 7.5m|
|--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Damage  |     |     |     |     |     |     |     |     |     |     |
|Bonus   |  8% | 12% | 20% | 20% | 23% | 26% | 28% | 30% | 32% | 34% |
|--------------------------------------------------------------------|

|--------------------------------------------------------------------|
|Skill   |     |     |     |     |     |     |     |     |     |     |
|Level   | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Dist Req| 7.5m|  7m |  7m |  7m |  7m |  7m |  7m |  7m |  7m |  7m |
|--------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Damage  |     |     |     |     |     |     |     |     |     |     |
|Bonus   | 36% | 38% | 40% | 42% | 44% | 46% | 47% | 48% | 49% | 50% |
|--------------------------------------------------------------------|


MORTAL WOUND: "There is no special secret to striking an enemy's most 
vulnerable point, but it requires tremendous focus, meditation, and 
experience. An archer who perfect it is regarded as a legend in his own 
time."

* Requires Far Shot level 1
* Requires Penetrate level 1
* Requires ranged level 36
* Increases critical hit damage for bows and crossbows

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Crit  |     |     |     |     |     |     |     |     |     |     |
|Damage| 224%| 242%| 256%| 268%| 279%| 288%| 296%| 303%| 310%| 316%|
|------------------------------------------------------------------|

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Crit  |     |     |     |     |     |     |     |     |     |     |
|Damage| 322%| 327%| 332%| 336%| 340%| 343%| 346%| 348%| 349%| 350%|
|------------------------------------------------------------------|


QUICK DRAW: "A Dryad hunter's training is considered complete only when she 
can accurately throw three daggers in the space of a single breath."

* Requires Critical Shot level 1
* Requires Ranged level 5
* Character can equip thrown weapons
* Increases thrown weapon firing rate

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Speed |     |     |     |     |     |     |     |     |     |     |
|Bonus |  3% |  5% |  7% |  9% | 10% | 11% | 12% | 13% | 14% | 15% |
|------------------------------------------------------------------|

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Speed |     |     |     |     |     |     |     |     |     |     |
|Bonus | 16% | 17% | 18% | 19% | 20% | 21% | 22% | 23% | 24% | 25% |
|------------------------------------------------------------------|


BLEED: "Thrown weapon masters prefer to get close to their targets so they 
can aim at major veins and arteries. An accurate strike causes their target 
to bleed away health for several seconds after the attack."

* Requires Quick Draw Level 1
* Requires ranged level 12
* Damage per second (DPS) multiplied by Dexterity

Skill     Bleed
Level     Chance / DPS / Duration (seconds)
  1         10%    0.1     4
  2         15%    0.1     4
  3         18%    0.1     4
  4         22%    0.2     4
  5         25%    0.2     4
  6         25%    0.3     4
  7         25%    0.3     4
  8         25%    0.3     4
  9         25%    0.3     4
 10         25%    0.4     4
 11         25%    0.4     4
 12         25%    0.4     4
 13         25%    0.4     4
 14         25%    0.4     4
 15         25%    0.4     4
 16         25%    0.5     4
 17         25%    0.5     4
 18         25%    0.5     4
 19         25%    0.5     4
 20         25%    0.5     4


CUNNING RENEWAL: "Thrown weapon masters dive into battle with reckless 
abandon. They all relish the rush of danger and adrenaline, but only the 
greatest know how to channel that rush into restoring their skills."

* Requires Bleed level 1
* Requires ranged level 24
* Increases recovery rate of ranged Hero Powers

|-----------------------------------------------------------------------|
|Skill  |     |     |     |     |     |     |     |       |     |       |
|Level  |  1  |  2  |  3  |  4  |  5  |  6  |  7  |   8   |  9  |  10   |
|-------+-----+-----+-----+-----+-----+-----+-----+-------+-----+-------|
|Recover|     |     |     |     |     |     |     |       |     |       |
|Bonus  |  3% |  6% |  8% | 10% | 12% | 14% | 16% | 17.5% | 19% | 20.5% |
|-----------------------------------------------------------------------|

|-------------------------------------------------------------------|
|Skill  |     |     |     |     |     |     |     |     |     |     |
|Level  | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|-------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Recover|     |     |     |     |     |     |     |     |     |     |
|Bonus  | 22% | 23% | 24% | 25% | 26% | 26% | 27% | 28% | 29% | 30% |
|-------------------------------------------------------------------|


RICOCHET: "Foes facing the Dryad chakram-master Kaara never knew whether her 
next attack would come directly from her hand or from a chakram bouncing off 
one of their own comrades."

* Requires Bleed level 1
* Requires Penetrate level 1
* Requires ranged level 36
* Thrown weapon critical hits ricochet to a nearby enemy

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Ricochet    |     |     |     |     |     |     |     |     |     |
|Damage| 66% | 78% | 86% | 94% | 101%| 107%| 112%| 117%| 122%| 126%|
|------------------------------------------------------------------|

|------------------------------------------------------------------|
|Skill |     |     |     |     |     |     |     |     |     |     |
|Level | 11  | 12  | 13  | 14  | 15  | 16  | 17  | 18  | 19  | 20  |
|------+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----|
|Ricochet    |     |     |     |     |     |     |     |     |     |
|Damage| 130%| 133%| 136%| 139%| 142%| 144%| 146%| 148%| 149%| 150%|
|------------------------------------------------------------------|


RANGER POWERS

TAKE AIM: "Dryad archers conceal themselves to surprise their enemies, but 
their first shot reveals their position. They learn to focus their 
concentration and take careful aim, making their next shot as devastating as 
possible."

* Can only be used with a bow, crossbow or thrown weapon
* Automatically enhances next attack
* Fast recharge

Level 1: Requires Critical Shot level 1
Level 2: Requires Critical Shot level 5
Level 3: Requires Critical Shot level 8


THUNDEROUS SHOT: "A thunderous arrow or crossbow bolt travels faster than the 
eye can see, punching through all enemies in its path and leaving them 
stunned. Azunai's archers turned many battles with this attack."

* Can only be used with a bow or crossbow
* Targets and enemy or terrain
* Normal recharge

Level 1: Requires Biting Arrow level 1
Level 2: Requires Biting Arrow level 8
Level 3: Requires Biting Arrow level 12, Far Shot level 8,
         Mortal Wound level 5


SILENCE: "Azunai's armies relied on Dalziel, one of the champions of the 
Northern Reaches, to destroy Zaramoth's mages. Dalziel's hatred of their 
magic manifested as an ability to silence them temporarily, preventing them 
from casting spells."

* Area of effect targets an enemy or terrain
* Fast recharge
* Prevents monsters from casting damage, heal, summon, enhancement,
  curse, or resurrect spells

Level 1: Requires Dodge level 5, Survival level 5
Level 2: Requires Dodge level 10, Survival level 6,
         Mortal Wound level 1
Level 3: Requires Dodge level 14, Survival level 10,
         Mortal Wound level 12


CHARGED SHOTS: "Elves have a talent for magic, so it is no surprise that 
their rangers discovered how to charge their arrows with magic. For a short 
time, every enemy they hit is also struck by lightning."

* Can only be used with a bow or crossbow
* Automatically enhances self
* Slow recharge
* Adds lightning damage to every shot for a limited time

Level 1: Requires Critical Shot level 8, Shockwave level 4
Level 2: Requires Critical Shot level 10, Shockwave level 8,
         Mortal Wound level 8
Level 3: Requires Critical Shot level 14, Shockwave level 12,
         Mortal Wound level 12


SHRAPNEL BLAST: When this thrown weapon strikes a target, a blast shatters it 
into many pieces that fly in all directions. Stories of a single ranger 
defeating a crowed of foes are often tales of this power in action."

* Can only be used with a thrown weapon
* Targets an enemy or terrain
* Normal recharge

Level 1: Requires Quick Draw level 1
Level 2: Requires Quick Draw level 5, Bleed level 5
Level 3: Requires Quick Draw level 10, Bleed level 8, Penetrate level 6


REPULSE: "The crimson hunter Laethel liked to get close to his enemies, but 
developed an ability to survive when they got too close. Repulse knocks 
enemies away from the ranger and stuns them."

* Automatically repulses enemies around self
* Long recharge

Level 1: Requires Dodge level 4, Survival level 3
Level 2: Requires Dodge level 10, Survival level 6, Ricochet level 1
Level 2: Requires Dodge level 14, Survival level 10, Ricochet level 12


FLURRY: "Elven adventurers learn to focus their strength into a burst of 
energy, temporarily allowing them to throw multiple weapons at a rapid rate; 
but the increase in speed comes at the cost of accuracy."

* Can only be used with a thrown weapon
* Automatically enhances self
* Long recharge
* Increases attack rate of thrown weapons
* Decreases accuracy of thrown weapons

Level 1: Requires Critical Shot level 8, Cunning Renewal level 4
Level 2: Requires Critical Shot level 10, Cunning Renewal level 8,
         Ricochet level 8
Level 2: Requires Critical Shot level 14, Cunning Renewal level 12,
         Ricochet level 12


[6.2.3] Combat Mage
-------------------
Skill Paths:
* Fire Magic
* Lightning Magic
* Death Magic


[6.2.4] Nature Mage
-------------------
Skill Paths:
* Healing Magic
* Summoning
* Ice Magic


=====================================
[6.3] TMI on Classes, Skills & Powers
=====================================

Class Preferences
-----------------
List of classes in order of usefulness:

1 - Combat mage
2 - Fighter
3 - Nature mage
4 - Ranger

If you want a relatively easy time in DS2, you'll have a combat mage and a 
fighter in your party. Anything beyond that is personal preference. A nature 
mage with concentration in healing/buffs or healing/summons makes a good 
support character for your damage-dealing caster and tank. A ranger is nice 
to play with, but offers nothing extraordinarily useful other than the 
Survival skill, and all you need do is give your tank 5 levels in ranged 
fighting to add Survival to his repertoire.

This is not to say any of the classes are useless. You can complete the game 
using a ranger, a nature mage and a pet or two. But you'll be doing a lot of 
running away, and probably outright dying more than once.

Fighters
--------
If you want to concentrate on melee and use your casters mainly for support 
(combat mage for curses, nature mage for healing/buffs), then a dual-wielder 
or two-handed weapon user is your best bet. Overall, the dual wielder will 
give you more bang for your buck, but complementing him with a two-hander 
would make for devastating melee attacks.

If, on the other hand, you want to concentrate on your casters or ranger, 
leaving your tank as a basic meat shield, then you need to invest in the 
weapon + shield skill line and powers to help keep the mobs off your back. 
The defensive tank works better as a non-active character sent into the midst 
of mobs and forgotten while you micromanage your combat mage or ranger (or 
both). Your healer will help keep the tank alive--assuming he's ever really 
in danger with his ridiculously high armor ratings.

A fighter would do well to take a level of ranger early on, to pick up the 
Dodge skill and add to it--especially if she's not going to be using a shield. 
Five levels of ranger would allow your fighter to level up the Survival skill, 
which not only provides good elemental resistance, but will also let your 
tank harvest health bushes, so you can do without a ranger.

Rangers
-------
While there are no separate skill trees for bows and crossbows, they are 
quite different in use--especially the powers you will use with them. Powers 
that add a set amount of damage per shot, such as Charged Shots, work better 
with a bow and its increased rate of fire. Powers that add percentages to 
shots, such as Take Aim, work better with a crossbow and its increased damage 
per strike.

Thrown weapons are more of a toss-up*. There's obviously some Xena, Warrior 
Princess, vibe running through the skill tree--especially Richochet. The 
primary goal for throwing weapon rangers is hitting multiple enemies, so 
Shrapnel Blast and Ricochet should be prime targets on your list of powers 
and skills.

You can also do a little multi-classing with your ranger, giving her some 
nature magic levels every once in a while (or starting with about five to ten 
nature mage levels before switching to archery). Your ranger can then act as 
the healer of the party, as well as collect mana potions for the combat 
caster.

* Yes, the pun was intended.


            __   ___________________________________________________|'-,
 __________/____/                                                       \
@_/_/_/_/_| ____  [7] COMPANIONS                                         )
           \__  \___________________________________________________    /
                                                                    |,-'

==============
[7.1] Henchmen
==============

When you first add a henchman to your party, they will be a certain level 
(based on your position in the main story); but, most of their skill points 
are unspent--so you can take them on any skill path you desire. The first two 
henchmen, Deru and Lothar, are low level and can be leveled any way you 
desire. Later henchmen are pretty much already set in their class path; 
though, Taar could probably be leveled in a class other than nature mage, if 
you start on it right away.


Deru
----
Race:  Dryad
Class: Level 2 ranger, level 1 nature mage
Loc:   Next to Eirulan North Gate at beginning of Act I, Chapter 2
Quest: Deru's Treasure Hunt (Act II, secondary quest #10)

Along with Lothar, Deru is your only choice for companion until Act I, 
Chapter 5. She is set up to play as either a ranger or nature mage; but, 
she's low enough level in both that she can go in any direction you like. 
It's probably not worth making her a fighter, since Lothar is standing nearby. 
Since you can probably wait on Taar to be available in Chapter 5, you should 
only consider her as a ranger or combat mage. If you don't take either Deru 
(or Lothar) as a combat mage now, assuming your character is not, it will be 
a long wait until you can hire one.


Lothar
------
Race:  Half-giant
Class: Level 2 fighter, level 1 combat mage
Loc:   Next to Eirulan North Gate at beginning of Act I, Chapter 2
Quest: Lothar's Innocence (Act II, secondary quest #9)

Along with Deru, Lothar is your only choice for companion until Act I, 
Chapter 5. He is set up to play as either a fighter or combat mage; but, he's 
low enough level in both that he can go in any direction you like. It's 
probably not worth making him a ranger or nature mage since Deru is standing 
nearby; and you'll get Taar as a nature mage in Chapter 5, so only take him 
if you need a fighter or combat mage. If you don't take either Lothar (or 
Deru) as a combat mage now, assuming your character is not, it will be a long 
wait until you can hire one.


Taar
----
Race:  Dryad
Class: Level 8 nature mage
Loc:   Great Hall of Eirulan, available as a companion beginning
       in Act I, Chapter 5
Quest: Taar's Investigation (Act I, secondary quest #9)

Taar removes your Ring of Submission at the end of Act I, Chapter 3 and sends 
you on your Chapter 4 quest. You also end Chapter 4 and begin Chapter 5 by 
speaking to her. During the conversation, you can choose to take her along. 
She's a good support character, but with a total limit of 4 party members at 
Mercenary difficulty level, you may not even want a nature mage on the team. 
At the very least, add her to your party so you can do her side quest, which 
you can do in Chapter 5. Also, Taar is your last chance at a nature mage 
companion, so definitely add her to your party at least once so you can add 
her back through the inn, if needed.


Vix
---
Race:  Human
Class: Level 12 ranger
Loc:   In a tower between the Narrow Cavern and Upper Kithraya Caverns,
       Act I, Chapter 6
Quest:

You first meet Vix as you're traveling to the Kithraya Caverns. If you blow 
off his offer of help, he'll run off to the Eirulan inn, so you can pick him 
up whenever you want him. He's a ranger with Quick Draw already, so you can 
keep him around if you're lacking a good ranged fighter in your party.


Sartan
------
Race:  Half-Giant
Class: Level 19 fighter
Loc:   In a pit in the Windstone Fortress, Act I, Chapter 9
Quest:

By the time Sartan is available, near the end of Act I, you probably already 
have at least one good melee fighter in your party. If not, you should add 
Sartan right away. You might even want to add him as a second or third 
fighter considering the Act I boss is especially weak to melee. Otherwise, 
you can send packing to the Eirulan inn.


Amren
-----
Race:  Elf
Class: Level 20 ranger
Loc:   In the Aman'lu inn, beginning in Act II, Chapter 1
Quest: Amren's Vision (Act II, secondary quest #15)

Amren is the third ranger (if you consider Deru a ranger) you meet during 
your travels. As such, you're probably full up on ranged fighters.


Finala
------
Race:  Elf
Class: Level 22 combat mage
Loc:   You can add her to your party once you complete Act II, Chapter 3
Quest: Finala's Contempt (Act II, secondary quest #16)

Finala is the first true combat mage you'll meet, though you could have 
leveled either Deru or Lothar in that class. She can be a useful addition to 
your party, but you should note mobs like to pick on the combat mage. Make 
sure she is well-armored.


Eva
---
Race:  Human
Class: Level 29 fighter
Loc:   You rescue her at the end of Act II, Chapter 6
Quest: Evangeline's Folly (Act II, secondary quest #18)

Evangeline is set up as a dual wielding fighter, but has enough unspent skill 
points that you can take her in any direction. Of course, by this point in 
the game, you're probably well set for melee companions, so you may only want 
her around for her quest, which you can do right after freeing her.


==========
[7.2] Pets
==========

Dark Naid
---------
Class:     Nature Mage
Weapon:    Ducksbeam, "night energy" beam (death magic?), costs mana
Spell:     Fade Wounds
Power:     Arboreal Rejuvenation, casts healing/resurrecting magic in
           radius around naiad
Emanation: Regeneration, increases health regeneration of companions
Acquired:  Automatically available at Aman'lu and Kalrathia pet stores

The dark naiad (and its cousin, the light naiad) are the only healing pets in 
the game. Dark naiads are small, fairy-like creatures with OK attacks, a 
healing spell that bounces from target-to-target and a healing power and 
emanation. They make a capable replacement for a nature mage, but you lose 
out on the summoning/buffing ability of the mage.


Dire Wolf
---------
Class:     Fighter
Weapon:    Bite
Spell:     n/a
Power:     Furious Howl, cone-effect sonic damage
Emanation: Vicious Counter, 60% physical damage reflected to enemy
Acquired:  Complete the Dire Wolf quest in Act I (Secondary Quest #9)

The dire wolf is your first really good pet, and makes an excellent addition 
to your team. It's at least as good as any tank character, and can hold its 
own in the thick of battle. If you're looking for a pet, this one is hard to 
beat until you get much later in the game.


Fire Elemental
--------------
Class:     Combat Mage
Weapon:    Firestrike, costs mana
Spell:     n/a
Power:     Inferno, cone effect fire attack
Emanation: Fire Resistance, increases fire and magic damage resistance
           of companions
Acquired:  Automatically available at Aman'lu and Kalrathia pet stores

The fire elemental is similar to its cousin, the ice elemental. Very good 
when facing enemies that are not resistant to fire, not so good otherwise. 
Their powers duplicate combat mages specializing in fire, but they are less 
versatile than such mages.


Ice Elemental
-------------
Class:     Nature Mage
Weapon:    Icestrike, costs mana
Spell:     n/a
Power:     Frost Aura, ice damage + freezing to nearby enemies
Emanation: Ice Resistance, increases ice resistance and mana regeneration
           of companions
Acquired:  Available from any pet seller beginning in Act I

Ice elementals are the combat side of the nature mage. Their attacks are 
focused on ice damage and freezing enemies. Even though nature mage is their 
class, they aren't really a replacement for a nature mage because they have 
no healing, buffing or summoning magic.


Necrolithid
-----------
Class:     Combat Mage
Weapon:    Deathstrike, death energy attack, costs mana
Spell:     Necrosis, curse causes enemy armor to weaken
Power:     Decompose, infects enemies, when enemies die, some of their
           essence heals party members
Emanation: Mana Steal, party members regenerate mana when they damage enemies
Acquired:  Automatically available at Aman'lu and Kalrathia pet stores

The necrolithid is a particularly ugly pet, but has a wide range of useful 
abilities: death magic attack, curse, healing power and mana regeneration 
aura. This pet would be especially handy for a mage-heavy party.


Pack Mule
---------
Class:     Fighter
Weapon:    Strong kick
Spell:     n/a
Power:     Staggering Kick, extra damage and a stunning effect
Emanation: Reveal Treasure, opens all chests and boxes and breaks all
           containers around mule
Acquired:  Available from any pet seller beginning in Act I

The pack mule's biggest advantage is its ability to carry stuff. At juvenile 
level, the mule gets an additional page of Inventory (i.e. inventory space 
doubles). At young adult level, the mule gets a third page (inventory space 
triples). Add to that the fact the mule can fight pretty well, and it becomes 
a valuable resource for pack rats.

You can even use a mule (or mules) as storage vaults--filling up their 
inventories and then disbanding them to the Inn, waiting to be re-added to 
the party whenever you need your stuff. However, the mule's emanation is 
pretty weak, unless you're lazy, and...well, they just don't look as cool as 
the other pets.


Scorpion Queen
--------------
Class:     Ranger
Weapon:    Scorpion Sting
Spell:     n/a
Power:     Explosive Sting, an AoE ranged attack
Emanation: Evasion Aura, increase companions' chance to dodge attacks
Acquired:  Available from any pet seller beginning in Act I

The scorpion queen is the only ranger pet, as such it has a special place. 
Its thunderous power can be very handy, as is Evasion Aura. As a replacement 
for a ranger, the scorpion lacks a bit in versatility, but makes up for this 
with its emanation and lack of requirement for equipment.


            __   ___________________________________________________|'-,
 __________/____/                                                       \
@_/_/_/_/_| ____  [8] VERSION HISTORY & CREDITS                          )
           \__  \___________________________________________________    /
                                                                    |,-'

v0.70 2005/08/28
      - Finished Act II, chapter 6 and started chapter 7
      - Added many more item set pieces
      - Added more information about pets
      - Rewrote section 2
      - Added checklists for Lore books, chants and quest items

v0.65 2005/08/25
      - Added Act II, Chapters 4 and 5

v0.60 2005/08/24
      - Finished Act II, Chapters 1 through 3
      - Little bits of additional information scattered throughout
      - Started lots of Act II secondary quests

v0.50 2005/08/22
      - Finished Chapters 9 and 10 of Act I.
      - Finished all Act I secondary quests that can be finished in Act I
      - Added a FAQ (section 1.2)

v0.40 2005/08/20
      - Finished Act I, Chapter 8 of the Walkthrough
      - Added ranger skill trees and powers
      - Added section 6.3, Commentary on classes and their skills
        (not complete)
      - Rearranged the Henchmen section (7.1) and added more information
        about each companion

v0.30 2005/08/19
      - Finished Act I, Chapters 6 and 7 of the Walkthrough
      - Finished the Kithraya Hive quest in the Quest Walkthrough
      - Added to Lelani's Sorrow quest in the Quest Walkthrough
      - Added A Family Heirloom quest to both Walkthroughs
      - Added section 5.2, Potions and renumbered Chants and Item Sets

v0.20 2005/08/18
      - Finished Act I, Chapter 5 and began Chapter 6 of the Walkthrough
      - Re-arranged the Quest Walkthrough
      - Updated some set piece information
      - Added The Kithraya Hive and Feldwyr the Blacksmith to the
        Quest Walkthrough

v0.15 2005/08/17
      - Added Act I, Chapter 5 to the Walkthrough and its quest to the
        Quest Walkthrough
      - Added fighter skills and powers information
      - Added some more item set pieces

v0.10 2005/08/16
      - First published version,
        This is still very much a work-in-progress, but I figured
        it should go up sooner rather than later


SPECIAL THANKS:

* Per Sandstrom for suggesting adding the availability of fifth and
  sixth party slots to the FAQ. This has been done in the new FAQ
  section 1.2

* Ahmed Mohamed and Kevin Barr for pointing out that Vix will go to the
  Eirulan inn if you refuse his offer of help when you first meet him.

* Anders Blomgren for mentioning that it would be a good idea to point
  out when you will meet henchmen in the game. This has been done in
  the Henchmen section 7.1, and will begin to be incorporated in the
  Walkthrough.

* Ceryle Gaehl for contributing several item set pieces

* Burma27 who has given me a lot of information about tactics, strategy,
  and game mechanics. These have not yet (as of this version) been
  incorporated into this guide, but I will be doing a massive rewrite of
  Section 2 based on his information. Probably after the Walkthrough is
  Complete.


Written & Copyright 2005 by Barry Scott Will

Some text (noted in guide) has been reproduced from within the game. Such 
text is Copyright 2005 by Gas Powered Games.

This work is licensed under the Creative Commons Attribution-ShareAlike 
License. To view a copy of this license, visit
  http://creativecommons.org/licenses/by-sa/2.5/
or send a letter to
  Creative Commons
  559 Nathan Abbott Way
  Stanford, California 94305, USA.

     
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