Divinity II: Ego Draconis: FAQ

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DIVINITY II: EGO DRACONIS ALL-PURPOSE GUIDE
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Author: Johnny H. H. the 4th (Lancet Jades)
Author's Homepage: http://www.evermoreforums.com/forums/index.php
Version: 2.19 (completed October 8th, 2011)

Sites with permission to post this FAQ:
GameFAQs.com
Neoseeker.com
Gamesradar.com
Gamershell.com
Supercheats.com
RPGLord.com
Cheathappens.com
Games Master





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ABOUT
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This is an FAQ for Divinity II: Ego Draconis, available for the Xbox 360 and 
the PC. This guide is written for the 360 version specifically, however all 
information should be equally relevant to the PC version.

With the release of Divinity II: Flames of Vengeance (FoV) and the Dragon 
Knight Saga (DKS; a compilation of Ego Draconis and FoV), some information in 
this guide may be either outdated or incomplete. DKS specifically changed a 
lot about the game. For those playing either FoV or DKS, please refer to the 
DKS version of this guide.

This guide contains all sorts of random information about the game that 
doesn't fit a guide of its own. It covers a broad range of topics, all of 
which can be seen in the table of contents (located right below this section). 

THIS GUIDE DOES CONTAIN SPOILERS! It doesn't go out of its way to list 
spoilers, however, names of people, places, quests, and other such topics are 
used freely and without spoiler warnings.

Note: Information on mindreading and its benefits is scattered throughout the 
guide in relevant sections. Ctrl+F is your friend when checking what effect 
a specific mindread will have.





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TABLE OF CONTENTS
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1: Notes about the game and guide
 1.1 - Character stats
 1.2 - Equipment
 1.3 - Different types of loot
 1.4 - Using this guide
 1.5 - Respawning enemies and maximizing EXP
2: Unique equipment
 2.1 - Table of contents
 2.2 - Melee weapons
 2.3 - Shields
 2.4 - Ranged weapons
 2.5 - Armor
 2.6 - Jewelry
3: Equipment sets
 3.1 - Aleroth Archmage set
 3.2 - Hunter set
 3.3 - Scorpion set
 3.4 - Ulthring's set
4: DLC equipment sets
 4.1 - Blood Echelon set 1
 4.2 - Blood Echelon set 2
 4.3 - Defenders of Aleroth set 1
 4.4 - Defenders of Aleroth set 2
 4.5 - Rivellon Guards
 4.6 - Wild Dwellers set 1
 4.7 - Wild Dwellers set 2
5: Dragon armor sets
 5.1 - Bone Dragon set
 5.2 - Chainmail Dragon set
 5.3 - Crystal Dragon set
 5.4 - Plate Dragon set
6: Bonus skill points
7: Bonus stat points
8: Dragon skill points
9: Battle Tower platform operators
 9.1 - Skill Trainers
  9.1.1 - Kenneth
  9.1.2 - Hermosa
 9.2 - Alchemists
  9.2.1 - Allan
  9.2.2 - Barbatos
 9.3 - Enchanters
  9.3.1 - Wesson
  9.3.2 - Radcliff
 9.4 - Necromancers
  9.4.1 - Jonelath
  9.4.2 - Igor
10: Monster Log
11: Traders and shops
12: Books
13: Quest items
14: Valuable mindreads
15: Malachite gems
16: Skills
 16.1 - Priest skills
 16.2 - Mage skills
 16.3 - Warrior skills
 16.4 - Ranger skills
 16.5 - Dragon Slayer skills
 16.6 - Dragon skills
17: Title list
18: Rare, special, and (often) useless items
 18.1 - Consumables
 18.2 - Other
19: Various lists
 19.1 - Ore vein contents
 19.2 - Rarity properties
 19.3 - Divine charms
 19.4 - Stone's Fortress Greenery spring
 19.5 - Enchantments, potions, and levels
 19.6 - EXP Table
20: Enchantments and Potions
 20.1 - Weapon enchantments
 20.2 - Armor enchantments
 20.3 - Jewelry enchantments
 20.4 - Potion formulas

21: FAQ
22: Contact information
23: Credits
24: Version history
25: Boilerplate





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*1* NOTES ABOUT THE GAME AND GUIDE
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This section covers various notes about the guide, as well as basics about 
the game itself that are necessary to understand parts of this guide.

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1.1 - CHARACTER STATS
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These are the stats your character has, and how they work.

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POINT STATS
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Points encompasses various vitals: Hitpoints, Mana, and Experience. There is 
no known maximum for any of these stats. EXP goes into millions, and HP/MP 
can go well into the thousands with no end in sight.

HITPOINTS (HP) are your life. When they reach zero, you die, and must reload 
from a previous save. This stat can be raised by leveling up, increasing your 
Vitality stat, or directly from buffs on equipped items. Although a lot of HP 
will help you survive, keep in mind your natural regeneration rate is the ONLY 
percentage-based recovery method based on your max HP.
Ways to heal HP:
-Natural regeneration, based on the sum of your Strength stat's regen, 
 Regenerate skill, and Healing Aura jewelry enchantments, plus innate 0.30% 
 regen. (percentage-based)
-Food and potions of Healing and Rejuvenation. (set amount)
-Healing skill. (set amount)
-Life Leech skill (percentage-based on damage dealt)

MANA (MP) is your magical reserve. This is used to cast spells and use skills 
from any class of skills, not just priest and mage. Having it hit zero just 
means you cannot use most skills! As with HP, only natural regeneration will 
heal based on a percentage of max MP, and not a set amount. There IS a skill 
to recover MP based on your maximum HP, though!
Ways to recover MP:
-Natural regeneration based on the sum of your Intelligence stat's regen and 
 innate 0.30% regen. (percentage-based)
-Drinks and potions of Revitalizing and Rejuvenation. (set amount)
-Mana Leech skill. (percentage-based on damage dealt)
-Life Tap skill. (percentage-based on maximum HP)

EXPERIENCE (EXP) is your experience. This determines your character level, 
which plays a large part in how much damage you deal and take. Unlike the 
other two, this won't go down, and does not need to be "recovered." See the 
EXP tables in section 19.6 for information on how much EXP is required for 
each level. Mindreading adds its EXP cost to your EXP debt, which all EXP goes 
towards before applying to your next level. The Wisdom skill increases EXP 
gained from all sources.

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VITAL STATS
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These are your main five stats, the ones you have direct control over raising. 
Each level gives 4 points to be distributed over any of these stats as you see 
fit. Equipment has minimum stat requirements to use. 100 is the maximum for 
any of these stats. The bonus for each point of the stat are listed below.

VITALITY: Your life force and constitution.
+7 to Hitpoints

SPIRIT: Your magical potential and reserves.
+7 to Mana

STRENGTH: Your physical power.
+0.5% to Melee Damage
+0.4 Melee Armor Points
+0.006% to natural HP regeneration
+1 to Conditioned Body

DEXTERITY: Your reflexes and speed.
+0.5% to Ranged Damage
+0.4 to Ranged Armor Points
+1 to Heightened Reflexes

INTELLIGENCE: Your mental and magical power.
+1% to Magic Damage (affects both spell AND weapon magic damage)
+0.4 to Magic Armor Points
+0.006% to natural Mana regeneration
+1 to Indomitable Will

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ATTACK AND DEFENSE
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These are stats that affect your damage output and intake. These are heavily 
augmented by, if not based on your current equipment. Maximum damage is not 
known, but goes above 1000. Resistances max out at 66.00%.

WEAPON DAMAGE: This shows the base damage range for your equipped weapon. 
Melee or Ranged Damage is listed on the left, while Magic Damage is listed in 
purple to the right of it. If a melee weapon is readied, the first is Melee 
damage, while with a bow, it is Ranged. Strength or Dexterity (based on 
weapon equipped) increase the first (or only) number, while Intelligence 
increases Magic Damage (if any at all).

MELEE RESISTANCE, RANGED RESISTANCE, MAGIC RESISTANCE: The percentage of 
damage from attacks of the corresponding type that you resist. A melee resist 
of 50% means you take half the melee damage you would at 0%. The stat is shown 
in percentage, but all increases occur in the form of vague, undefined 
"points," with one point equaling much less than 1% of resistance, and 
decreasing in value the higher the resistance is.

Resistance from stats is different than from armor. Each point gained from 
equipped armor is worth a full point, thus an armor that gives +5 to Melee 
Resistance gives a full 5 points. Each point in a stat is worth 40% of an 
armor point (or 0.4 of an armor point). Five stat points would have the same 
effect as 2 armor points (so that +5 Melee Resist armor is 20 Strength worth 
of defense).

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OTHER
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Three stats remain, and these three are directly affected by Strength, 
Dexterity, and Intelligence. All three serve a specific purpose, and cap at 
75%.

CONDITIONED BODY: This stat is governed by Strength, with each point 
increasing it by 1%. The conditioned body stat reduces the duration of time 
various statuses affect you, such as Bleed, Burn, Poiton, and Polymorph. The 
damage done per second and chance of being afflicted are not affected.

HEIGHTENED REFLEXES: This stat is goverened by Dexterity, with each point 
increasing it by 1%. Heightened reflexes is additional damage dealt when you 
score a critical hit. A critical will deal 150% normal damage by default, and 
your Reflex increases it further according to this formula: (150 * HR%)%.

A HR of 10% will therefore have criticals deal 165% normal damage. A maximum 
HR (75%) will cause criticals to deal 263% of normal damage.

INDOMITABLE WILL: This stat is goverened by Intelligence, with each point 
increasing it by 1%. The indomitable will stat determines your resistance to 
Curse, Fear, Polymorph, Ranger Surprise, and Stun statuses. It only affects 
your resistance to being afflicted initially, though, and will do nothing to 
shorten the time they last, or reduce the effect they have if the check fails.


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1.2 - EQUIPMENT
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Equipment has several components which come together to form the final piece. 
These stats are listed in order as they appear on the actual items. One point 
to be aware of: Unique is an equipment rarity in the game, however this guide 
uses it to mean pieces of equipment that are special in some way, and not 
randomly-generated (at least not entirely). The phrase "Unique rarity" denotes 
when an actual item of that rarity is being discussed.

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BASE STATS
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The base stats of a particular piece of equipment never change. These stats 
encompass the item type, the melee/ranged/magic damage or resist, critical 
chance (for weapons), and level and stat requirements. Every single Elite 
Noble Helmet, Regular Army Cuirass, and Light Magical Death Sword will always 
have the same base stats. 

Critical Rate is determined by weapon type:
-Melee weapons: 5%
-Bows (type 1): 7%
-Bows (type 2): 12%

Special weapons (listed in sections 2.2 and 2.4) may have higher critical 
rates. The Butcher enchantment, despite its description, increases critical 
RATE, not damage.

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SET BONUS
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This appears in green right under the level/stat requirements. This is only 
for pre-defined equipment sets, found in the flying fortresses, or as DLC. The 
majority of equipment will not have this entry.

DLC sets usually have three pieces: a weapon, body armor, and another armor 
(helmet, gauntlets, leggings). Set bonuses for the DLC sets require all pieces 
to be equipped to have the benefit.

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BUFFS
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These are bonuses to stats and skills that appear in blue right under the 
level and stat requirements (unless part of a pre-defined set). These provide 
a bonus to the listed stats, and can include: Hitpoints, Mana, Vitality, 
Spirit, Strength, Dexterity, Intelligence, Melee/Ranged/Magic Damage, Critical 
Chance, Melee/Ranged/Magic Resistance, Conditioned Body, Heightened Reflexes, 
Indomitable Will, or any skill.

Melee/Ranged/Magic Damage buffs and Critical Chance buffs only appear on 
weapons. Critical Chance buffs are very rare.

Melee/Ranged/Magic Resistance buffs and Conditioned Body, Heightened Reflexes, 
and Indomitable Will buffs only appear on armor. All listed except Melee and 
Ranged Resistance will appear on jewelry as well.

Skill bonuses only appear randomly on jewelry. Weapons and armor will only 
have skill bonuses if they are unique (and pre-determined to have that bonus). 
Skill bonuses are very rare, and the higher the skill's level, the higher the 
price will be.

Unique equipment without randomly generated buffs and enchantments will always 
have the exact same buffs each time. Unique equipment with randomly generated 
buffs and a skill bonus will always have the skill bonus; only the other buffs 
are randomized.

If multiple buffs of a single stat are present (due to two or more buffs 
rolling the same stat randomly), it is compounded into a single buff, except 
much larger than usual. E.g., two +1 Strength buffs would appear as +2 
Strength, not +1 Strength and +1 Strength. Multiple skill bonuses to the same 
skill will NOT stack like this, however, and will appear as 2 (or more) +1s 
to the skill. The skill WILL still get the +2, however.

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CHARM SLOTS
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Charms are one-use items that provide a small additional stat boost. An item's 
rarity affects the potential charm slots indirectly. The number of possible 
charm slots is based on the number of random buffs. Uncommon and Rare have one 
buff, and therefore 0 or 1 charm slot. Magical has 2 buffs and 2 potential 
charm slots, Heroic 3, and Legendary 4. The charm slots are not evenly 
distributed, though. 0 and 1 slots occur much more often than 2, and 3 are 
almost impossible to get on Heroic (and rare on Legendary). 4 on Legendary is 
practically unheard of (thousands of attempts may see ONE item with 4 slots). 

Epic and Unique rarity items have 5 buffs, and therefore theoretically could 
have 5 charm slots, but this is probably much rarer than a Legendary item with 
4, so don't count on it. Epic and Unique may have a slightly higher chance of 
having 4 slots than a Legendary item, however.

Unique equipment with random buffs have the potential charm slots based on the 
number of RANDOM buffs. Skill bonuses that are pre-determined do NOT count 
towards this. Unique equipment without random buffs have all facets of the 
item, including charm slots, entirely pre-set, however.

Once added, CHARMS ARE PERMANENT. They appear on the item in bright yellow, 
below the buff list. The charm's effects are also added to the buff list, 
and if the charm increases a stat a buff is already present for, it will add 
the charm into it (a +1 Strength charm on an item which already has +2 
Strength would change it to +3 Strength, as per the rules noted in the Buff 
section).

Charms have five levels: Lesser, Minor, Major, Blessed, and Divine. All except 
Divine may eventually be purchased. Divine charms are only from pre-defined 
sources, listed in section 19.3.

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ENCHANTMENT SLOTS
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Enchantments are special effects that can be added or removed from equipment 
at an Enchanter. Any random item with enchantment slots that start out filled 
have them randonized based on your character level. Enchantment slots are 
separate from all the other stats. A damage-boosting enchantment will not show 
up in the Buff list, unlike Charms. They are shown in beige.

Note that unique equipment with random enchantments (such as Champion David's 
Gauntlets) will have the enchantments based on the item's level, NOT your 
character's. This can lead to the item having better enchantments than you 
could have at the moment (this is often the case with Amdusias' Regular Noble 
Helmet, which is Lv18 in the Maxos Temple).

The only time that fact is particularly useful is with the Bow of Tiberius in 
the Orobas Fjords, a reward for finishing all five bounty quests there. This 
item can randomly have level 10 enchantments, including Increased (Magical) 
Damage and Butchery, which normally would require a malachite gem (in very 
limited supply) to enchant yourself.

The number of enchantment slots is entirely pre-determined. Unique equipment 
will be pre-set whether or not the enchantment slots start filled or empty. 
All random equipment, except common- and uncommon-rarity items, will have one 
filled slot. Only unique equipment may have two or three enchantment slots. 
Unique-rarity equipment (different from unique equipment) has three slots.

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FLAVOR TEXT
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Some unique items have flavor text in a lavender font, appearing below the 
Enchantments. This IS just flavor text, and has no effect on anything. 
Interestingly, the majority of equipment with this are ones given away as 
part of missions.


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1.3 - DIFFERENT TYPES OF LOOT
=====================================
Many chests in the game are set with certain categories of items that will 
appear within. Although some chests (often mentioned in this guide) contain 
specific items (unique items, dragon armor, quest items, and so forth), most 
are randomly generated, but from only a few types of item. This is a list of 
the basic sets and what they are comprised of. If you reload to check a chest 
multiple times, this will give a good way of knowing what all can be gotten.

1: The Basics:
-Gold
-Gems, herbs, ore
-Weapons and armor (normal or uncommon)
-Formulas
-Potions
-Charms
-Books

2: The Armory:
-Weapons and armor (rare and higher, may be based on chest or character level)
-Gems

3: The Jeweler:
-Uncommon jewelry (dark brown jewelry boxes)
-Rare or higher jewelry (other Jeweler-class chests)

4: Formulaic:
-Formulas
-Potions
-Herbs
-Nothing (rare, but sometimes these chests ARE empty)

5: Bellegar's Purse
-Gems, ore
-Jewelry (rare or higher)
-Charms

6: Scorpion Hunter of the Aleroth Archmage
-The corresponding piece of the item set
-Potions
-Gems
-Formulas

7: The Macabre (Corpses)
-Gold
-Gems, herbs, ore
-Weapons and armor (normal rarity)
-"Remains of" body parts


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1.4 - USING THIS GUIDE
=====================================
This guide uses several other pieces of terminology that may not be 
immediately obvious. This is a quick list of things that will help better sort 
through directions, instructions, and other such things.

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CHESTS AND CONTAINERS
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Chests come in several varieties, and knowing which chest you're looking for 
can help when searching for a specific item. This describes each chest I refer 
to throughout the guide.

Plain Wooden Chest: These are the most common type, basically long, flat-top 
wooden chests. I'd wager a good 85-90% of chests in the game are this type.

Rounded Wooden Chest: This looks a bit more treasure chest-like. It is still 
low and wooden, but the top is rounded, instead of flat. Looks a bit more 
ornate than the plain wooden chest.

Medium Wooden Chest: This chest is between the rounded and large wooden chests 
in size. It looks like a conventional treasure chest, with a rounded top, and 
much more even proportions.

Large Wooden Chest: This looks like a stereotypical treasure chest. It is 
large, dark brown, and looks rather ornate compared to the plain wooden chest.

Golden Chest: The golden chest looks like the large wooden chest, but is gold 
and purple in color. This chest is extremely obvious by the name alone.

Small Chest: Small chests (or lockboxes) are tiny chests that are closer to a 
box than a chest. These are rare, however. 

Jewelry Box: These are dark brown flat boxes, usually sitting on tables, found 
throughout the game. They pretty much always contain a jewelry item of 
uncommon rarity.

Coin Purse: A small yellow purse with gold inside. One may think this would 
hold gold, but it often may contain other items. Common ones are single gems, 
jewelry items, and charms, although some specific ones may contain other 
items, such as weapons or armor.

Corpses: These are bloody corpses scattered in various places. They only 
contain necromancer body parts (the "remains of" variety, not ghoul, goblin, 
or dragon elf), single herbs, gems, or ore, normal rarity equipment of an 
appropriate level, or gold. This one is quite obvious and sometimes are used 
as landmarks to give directions from.


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1.5 - RESPAWNING ENEMIES AND MAXIMIZING EXP
=====================================
As is well-known, enemies do not respawn. This means there is technically a 
maximum amount of experience points that can be gained in the course of the 
game. However, there is one particular loophole (two, actually) that allow not 
only respawning enemies, but full EXP for them! Normally, respawning enemies 
(and summoned ones) do not give any EXP or drops. However, in two locations 
(Keara's Headquarters and the Ministry of Aleroth building), enemies can 
respawn and give full EXP.

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KEARA'S FLYING FORTRESS
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Note: A high level Explosive Arrows skill (level 10+) is HIGHLY recommended to 
explot this glitch. Anything else will severely slow down your EXP gain 
potential.

In Keara's flying fortress, inside her Headquarters there is a door that 
requires naming five statues to open. If you tell the door you have named them 
when you haven't, it will refuse to open, and respawn ALL enemies in the 
Headquarters area. This makes it easy to run a full circuit through the maze 
(there is a full circuit that allows killing most enemies, and three very 
quick side trips will let you kill each one).

Once back at the door, talk to it again and lie, and the enemies return once 
again. The enemies are level 26 Walking Armors and level 28 Fire Skeletons. 
Both can be of warrior or ranger varieties, and which ones appear are random. 
For most levels above 32, the Walking Armors give approximately half of the 
EXP the Fire Skeletons do.

These enemies not only give full EXP each time they respawn, but also drop 
items. They normally drop normal or uncommon weapons and armor, lesser or 
minor rank charms, and gold (usually around 200). This also makes this an 
infinite source of gold, although the rate at which gold is gained means the 
amount will be rather insignificant.

This may take a while, since in the mid 30's, enemies tend to give 100 to 200 
EXP apiece, but it doesn't take as long as it seems. Level 38 is about as high 
as can be reasonably achieved like this. If you max out Wisdom (to Lv15, for 
a 30% EXP increase), and leave the majority of quests in the Fjords (and 
several structures like Goblin catapults and Ballista/Nest/Wizard towers in 
various fortresses), the quests and structures EXP will likely be enough to 
push you from Lv38 to 40 (that would require around 300,000 EXP). There is 
over 500,000 EXP from static sources to be had in the Fjords (assuming max 
Wisdom), so exploit this to its fullest!

Note that in one specific room (a green-tinted room with two statues), enemies 
will "stack" if the respawn is triggered multiple times before approaching 
the room. This will lead to dozens of enemies stacked on their spawn point 
(the room normally has two groups of three enemies).

This can be exploited for faster EXP gain. Note the red teleporters; stepping 
on one will teleport you to the locked door, and stepping on that one takes 
you back to the last one you used (next to a statue). This can be used to 
transport between the green room and the door quickly! Talk to the door 
multiple times in a row (don't bother killing the nearby enemies in between). 
Then kill the nearby enemies after taking to it 6 or 7 times (any more and the 
stacking may not work).

Teleport to the green room, kill everyone (this is where Explosive Arrows 
truly shines), then teleport back and repeat. This earns EXP at a much higher 
rate than normal circuits. Be sure to pick up all dropped items each time, 
as I have observed that too many loot bags sitting around inhibits the 
stacking effect that makes this such a rich EXP source.

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MINISTRY OF ALEROTH
----------------
In the Ministry of Aleroth, letting enemies attack Zandalor will reset the 
timer for the portal closing. This causes more and more enemies to spawn, 
which can be killed for extra EXP. This is inferior to Keara's fortress, since 
the EXP comes slower, and it is annoying to make sure Zandalor is attacked 
each time

Additionally, you cannot leave between levels to visit shops, which limits 
your ability to buy good equipment and charms each level. You get two chances 
at this:
1: Closing the first two portals (on the second floor).
2: Closing the final portals (on the first floor).

In between these two segments, you have time to go to a shop, but once one is 
started, the only way to leave is to finish it.





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*2* UNIQUE EQUIPMENT
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Unique equipment covers all items (weapons, armor, jewelry) that may be found 
which are unique in some way. This is either a special equipment type 
altogether, properties that make it unique (especially skill boosts on 
weapons or armor), and so forth. The obtained entry lists where and how the 
item is acquired. The lost entry lists when (and if) the item is taken from 
your possession.

The full name, including titles, of each item is in parentheses next to the 
basic name (shown in the item list). If an item has open slots, it will list 
the default title. If the starting properties are random, it will list the 
title as variable. If no titled name is listed, it does not and cannot have 
titles. NONE OF THESE ITEMS HAVE A RARITY, such as uncommon, rare, magical, 
heroic, or legendary. For a few particular items, the lack of a rarity is the 
ONLY defining feature that makes them unique.

Note that there seem to be two main types of special equipment:
1: Those with EMPTY enchantment slots!
Equipment with enchantment slots that start empty seem set in stone, and will 
be the same every single time. They start out with a title that, while it has 
a suffix, does not have the enchantment to go along with it.

2: Those with FILLED enchantment slots!
Equipment with filled enchantment slots seem to have their buffs and number 
of charm slots randomized when obtained. Their enchantments are also random, 
but the number of slots is pre-determined. Unlike random equipment in shops 
and chests, the enchantments are based on the ITEM'S level. For these items, 
the range of potential buffs are also listed (for example, "Main stats: 1 - 2" 
means that one random buff could be to Vitality, Spirit, Strength, Dexterity, 
or Intelligence, and be a bonus of +1 or +2).

Items marked with the "Cannot be sold, stored, or destroyed" notice do NOT 
count towards your inventory limit! These are essentially quest items that 
also have an actual function as opposed to inventory space hogs that you 
can get suckered into forever.

The Mindread entry lists whoever is required to mindread to access the item. 
Whether they give it to you, it causes it to appear, or leads to acquiring 
the item later, the important thing is WHO. If no mindread is listed, none 
is required.


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2.1 - TABLE OF CONTENTS
=====================================
MELEE WEAPONS:
-Alberic's 'My First Mace'                  (choose the mage path in Farglow)
-Arben's Sword                           (given by Arben's Ghost in the tomb)
-Balanced Heavy Iron Axe        (one of five weapons on table in Bandit Camp)
-Balanced Heavy Iron Axe        (one of five weapons on table in Bandit Camp)
-Balanced Heavy Iron Cleaver    (one of five weapons on table in Bandit Camp)
-Balanced Heavy Iron Sword      (one of five weapons on table in Bandit Camp)
-Balanced Light Steel Sword   (Fanny Blossom + Moonshine in Stone's Greenery)
-Barnabus' Mace                                   (kill Barnabus and loot it)
-Brightblade                         (mindread Seth, then kill him in combat)
-Epic-rarity melee weapon    (dropped by three enemies in the Hall of Echoes)
-Gawain's 'My First Sword'               (choose the warrior path in Farglow)
-Laiken's Sword                 (mindread Laiken during "Laiken in his Lair")
-Mace                      (mindread Winthrop, find behind Jackson's pig pen)
-Myrthos                             (dropped by Kali in her flying fortress)
-Normal Heavy Iron Mace              (one of four choices in Citadel Dungeon)
-Normal Heavy Iron Sword             (one of four choices in Citadel Dungeon)
-Normal Light Iron Cleaver                 (press button in Jackson's Cellar)
-Normal Light Iron Cleaver   (Fanny Blossom + Holy Basil in Stone's Greenery)
-Normal Light Noble Hammer       (Holy Basil + Moonshine in Stone's Greenery)
-Noryfundus' Rusty Sword                                (buy from Noryfundus)
-Radcliff's Sword                          (result of weaponsmithing contest)
-Razakel's Hammer            (kill Barnabus and loot it, if mindread Razakel)
-Slayerbane                             (mindread Talana and look on a cliff)
-Tagos' Axe                                         (during "An Axe to Find")
-Ultimate Evil Sword      (found in the Mysterious Cave for all evil choices)
-Ultimate Evil Warhammer  (found in the Mysterious Cave for all evil choices)
-Ultimate Good Sword      (found in the Mysterious Cave for all good choices)
-Ultimate Good Warhammer  (found in the Mysterious Cave for all good choices)
-Unique-rarity melee weapon           (dropped by Ba'al, and by final bosses)
-Velanir's Axe   (found in a golden chest in Keara's Headquarters behind ice)
-Viper's Sword                                       (kill Viper and loot it)
-Well-Crafted Heavy Iron Axe          (let Clyde live in "Method or Madness")
-Well-Crafted Heavy Iron Axe    (Black Rose + Holy Basil in Stone's Greenery)
-Well-Crafted Heavy Noble Axe  (mindread Hermit, then look in statue's mouth)
-Wesson's Sword                            (result of weaponsmithing contest)

SHIELDS:
-Arben's shield         (mindread Arben Ghost, then find it in Orobas' Crypt)
-Epic-rarity shield      (dropped by two enemies in the Hall of Echoes Arena)
-Noryfundus' Paper-thin Shield                          (buy from Noryfundus)
-Unique-rarity shield                 (dropped by Ba'al, and by final bosses)

RANGED WEAPONS:
-Aravir's 'My First Bow'                  (choose the ranger path in Farglow)
-Balanced Heavy Elven Bow     (in the Hermit's chest after mindreading Vacca)
-Balanced Heavy Short Bow        (Black Rose + Oak Tears in Stone's Greenery)
-Bow of Tiberius        (reward for completing "A Hunting We Shall Go Again")
-Epic-rarity bow       (dropped by three enemies in the Hall of Echoes Arena)
-Normal Light Composite Bow          (one of four choices in Citadel Dungeon)
-Noryfundus' Crappy Bow                                 (buy from Noryfundus)
-Rothman's Bow                                      (after "Stuck in a Hole")
-Ultimate Evil Bow        (found in the Mysterious Cave for all evil choices)
-Ultimate Good Bow        (found in the Mysterious Cave for all good choices)
-Unique-rarity bow                    (dropped by Ba'al, and by final bosses)

ARMOR:
-Champion David's Gauntlets   (reward for "The Fugitive" if you extort David)
-Cuirass of Jurak          (complete all five bounty quests in Broken Valley)
-Epic-rarity armor       (dropped by two enemies in the Hall of Echoes Arena)
-Noryfundus' Muddy Boots                                (buy from Noryfundus)
-Raze's Cuirass (dropped by Raze, in the Headquarters of his flying fortress)
-Regular Noble Helmet    (mindread Amdusias, then open the chest in his room)
-Unique-rarity armor                  (dropped by Ba'al, and by final bosses)

JEWELRY:
-Alchemy Amulet      (dropped by Rayhun in his Headquarters in Broken Valley)
-Alrik's Leader Necklace                             (kill Alrik and loot it)
-Amethyst Ring     (given in Mysterious Cave, choose evil 2 times, then good)
-Barnabus' Ring                                   (kill Barnabus and loot it)
-Bronze Ridged Ring    (threaten the two women in Orobas Fjords for the ring)
-Bronze Ridged Ring                  (let Jackal live in "Method or Madness")
-Guard's Belt                      (mindread Arnold, under a bed in Barracks)
-Hallorn's Ring                                    (kill Hallorn and loot it)
-Hermosa's Necklace                     (given by Hermosa during "Dear John")
-Jackson's Amulet                         (find Jackson's diary and kill him)
-Jagon's Necklace                                    (kill Jagon and loot it)
-Jonah's Amulet                          (during "The Old Ghost and the Sea")
-Lovis' Pendant                (answer all 5 questions correctly in the quiz)
-Noryfundus' Earrings of Might                          (buy from Noryfundus)
-Noryfundus' Plastic Ring                               (buy from Noryfundus)
-Penelope's Amulet                               (mini-chest on Lovis' Tower)
-Pewter Ridged Ring                            (bought from Merchant Lamotte)
-Power Belt                                           (during "Louis' Stash")
-Ragon's Ring                                        (kill Ragon and loot it)
-Stone's Ring                (dropped by General Stone in if Igor was chosen)
-Talisman of the North       (turn in all three Talismans in Derelict Tunnel)
-Wishing Well Ample Bracelet                  (100g donation at wishing well)
-Wishing Well Common Bracelet                  (10g donation at wishing well)
-Wishing Well Exquisite Bracelet             (1000g donation at wishing well)


=====================================
2.2 - MELEE WEAPONS
=====================================
These weapons are equipped to your Melee slots.

----------------
Alberic's 'My First Mace'
----------------
OBTAINED: Talk to Alberic and choose the Mage path in Farglow.
 One-handed Warhammer
 Melee damage: 2 - 2; Critical Chance: 8%

----------------
Arben's Sword (Sorcerer's Arben's Sword of Doom)
----------------
OBTAINED: Given by Arben's Ghost after defeating it in "Lay a Ghost to Rest."

LOST: Taken by Rhode in the chapel upon exiting the tomb.

RE-OBTAINED: Given by Rhode when approaching Maxos Temple for the first time.

LOST AGAIN: During "Down the Hatch, subquest "Chalice of the Dragon," if you 
offer to trade it to Tilian at the slayer camp in exchange for the Chalice 
Key. This is not the only way to complete the quest, however.

 Two-handed Sword
 Melee damage: 6 - 42; Magic damage: 7 - 46; Critical Chance: 8%
 Requires Level 12; Strength 18
 +4 to Melee Damage
 +1 to Intelligence
 +1 to Two-Handed Weapon Expertise skill
 2 empty enchantment slots
 Cannot be sold, stored, or destroyed

----------------
Balanced Heavy Iron Axe (Bear's Balanced Heavy Iron Axe of the Snake)
----------------
OBTAINED: In the Bandit Camp, on a table at the campsite. Four bandits are 
arguing over who gets which weapon. This is one of the two axes. Taking any 
of the weapons prompts the bandits to tell you to put it back; declining 
starts a battle with all four (all level 10).

 One-handed Axe
 Melee damage: 13 - 31; Magic damage: 2 - 6; Critical Chance: 8%
 Requires Level 10; Strength 9
 +22 to Mana
 +23 to Hitpoints
 1 empty charm slot
 1 empty enchantment slot

NOTE: The only thing making this special is the fact it has a buff and an 
enchantment slot, yet has no rarity title. It is barely unique, but still 
unique enough to qualify for the guide.

----------------
Balanced Heavy Iron Axe (Wolf's Balanced Heavy Iron Axe of the Firebat)
----------------
OBTAINED: In the Bandit Camp, on a table at the campsite. Four bandits are 
arguing over who gets which weapon. This is one of the two axes. Taking any 
of the weapons prompts the bandits to tell you to put it back; declining 
starts a battle with all four (all level 10).

 One-handed Axe
 Melee damage: 13 - 31; Magic damage: 2 - 6; Critical Chance: 8%
 Requires Level 10; Strength 9
 +1 to Vitality
 +16 to Mana
 1 empty charm slot
 1 empty enchantment slot

NOTE: The only thing making this special is the fact it has a buff and an 
enchantment slot, yet has no rarity title. It is barely unique, but still 
unique enough to qualify for the guide.

----------------
Balanced Heavy Iron Cleaver (see below)
----------------
FULL NAME: Eliminating Balanced Heavy Iron Cleaver of the Vampire
OBTAINED: In the Bandit Camp, on a table at the campsite. Four bandits are 
arguing over who gets which weapon. This is the cleaver. Taking any of the 
weapons prompts the bandits to tell you to put it back; declining starts a 
battle with all four (all level 10).

 One-handed Axe
 Melee damage: 12 - 28; Magic damage: 2 - 6; Critical Chance: 8%
 Requires Level 10; Strength 9
 +2 to Strength
 +6 to Magic Damage
 1 empty charm slot
 1 empty enchantment slot

NOTE: The only thing making this special is the fact it has a buff and an 
enchantment slot, yet has no rarity title. It is barely unique, but still 
unique enough to qualify for the guide.

----------------
Balanced Heavy Iron Sword (Wolf's Balanced Heavy Iron Sword of the Snake)
----------------
OBTAINED: In the Bandit Camp, on a table at the campsite. Four bandits are 
arguing over who gets which weapon. This is the one-handed sword. Taking any 
of the weapons prompts the bandits to tell you to put it back; declining 
starts a battle with all four (all level 10).

 One-handed Sword
 Melee damage: 17 - 28; Magic damage: 3 - 5; Critical Chance: 11%
 Requires Level 10; Strength 4; Dexterity 1
 +16 to Mana
 +8 to Melee Damage
 1 empty enchantment slot

NOTE: The only thing making this special is the fact it has a buff and an 
enchantment slot, yet has no rarity title. It is barely unique, but still 
unique enough to qualify for the guide.

----------------
Balanced Light Steel Sword (Knight's Balanced Light Steel Sword of the Snake)
----------------
OBTAINED: In Stone's Fortress Greenery, obtain the herb buds from the large 
wooden chest in the third room (right before the spring), then drop the Fanny 
Blossom and Moonshine buds into the spring. This sword is the reward.

 One-handed Sword
 Melee damage: 23 - 39; Magic damage: 16 - 26; Critical Chance: 5%
 Requires Level 26; Strength 12; Intelligence 12
 +56 to Hitpoints
 +4 to Intelligence
 +3 to Strength
 +1 to Single-Handed Weapon Expertise skill
 1 empty enchantment slot

NOTE: Choosing this item will prevent you from obtaining either a skill point 
OR five stat points! See Stone's Greenery section (19.4) for more information.

----------------
Barnabus' Mace (Eradicating Barnabus' Mace of Butchery)
----------------
OBTAINED: Dropped by Barnabus in the Sinister Cave in Orobas Fjords. Disable 
the barrier by flipping the two switches (via two of the teleporters in the 
main chamber), then attack him on the central platform.

LOST: When you turn the mace in to Sejanus as part of "A Hunting We Shall Go 
Again." It is possible to simply never turn the mace in (eventually failing 
the quest) to keep it forever, though.

 One-handed Warhammer
 Melee damage: 41 - 51; Magic damage: 12 - 15; Critical Chance: 8%
 Requires Level 23; Strength 22
 +15 to Melee Damage
 +3 to Dexterity
 +9 to Magic Damage
 +1 to Bleed skill
 2 empty enchantment slots
 "A legendary mace used by the necromancer Barnabus to claim the lives of 
  many."
 Cannot be sold, stored, or destroyed

----------------
Brightblade (Eliminating Brightblade of the Snake)
----------------
MINDREAD: Seth (800 EXP)

OBTAINED: Pay Sosostra the fortune teller to tell your fortune a second time. 
Go south to the bridge at the three-way split in the southwestern part of the 
valley (northwest of the South Valley shrine). A knight named Seth will 
challenge you to a duel. Mindread him, and this weapon will be in the bag of 
loot he drops.

 One-Handed Sword
 Melee damage: 16 - 27; Magic damage: 7 - 12; Critical Chance: 13%
 Requires Level 12; Strength 5; Dexterity 2
 +1 to Intelligence
 +3 to Magic Damage
 +2 to Single-Handed Weapon Expertise skill
 2 empty enchantment slots

----------------
Epic-rarity melee weapon (Variable)
----------------
OBTAINED (1): Sassan drops a single random epic rarity melee weapon or bow 
when killed again in the Arena within the Hall of Echoes, during the endgame.

OBTAINED (2): Laiken drops a single random epic rarity melee weapon or bow 
when killed again in the Arena within the Hall of Echoes, during the endgame.

OBTAINED (3): Lady Kara drops a single random epic rarity melee weapon or bow 
when killed again in the Arena within the Hall of Echoes, during the endgame.

The stats of this weapon are all randomized. The base stats are dependent on 
the type of weapon generated. This item can be any one-handed or two-handed 
melee weapon in the game, whether sword, hammer, mace, axe, or claymore. It 
can be light or heavy, normal, well-crafted, balanced, or magical. However, 
the random buffs are the highest possible range, and the enchantments may be 
of any level, even if the weapon a weak early-game one like a Normal Light 
Iron Cleaver.

 5 random buffs
 Up to 3 empty charm slots
 2 filled enchantment slots

NOTE: Only three Epic melee weapons OR bows can exist, depending on what is 
dropped. These can be three melee weapons or bows, or a combination thereof. 
More information on Epic items can be found in section 19.2.

----------------
Gawain's 'My First Sword'
----------------
OBTAINED: Talk to Gawain and choose the Warrior path in Farglow.

 One-handed Sword
 Melee damage: 2 - 3; Critical Chance: 8%

----------------
Laiken's Sword (Rogue Laiken's Sword of the Firebat)
----------------
MINDREAD: Laiken, during "Laiken in his Lair" (1400 EXP)

OBTAINED: Mindread Laiken when you confront him during "Laiken in his Lair," 
then open the chest behind the throne in the Throne Room after the battle.

 One-handed Sword
 Melee damage: 11-18; Magic damage: 30 - 50; Critical Chance: 8%
 Requires Level 18; Strength 17
 +2 to Strength
 +2 to Dexterity
 +1 to Summon Mastery skill
 2 empty enchantment slots

----------------
Mace (Tutor's Mace of the Vampire)
----------------
MINDREAD: Winthrop (40 EXP)

OBTAINED: Mindread Winthrop, then look behind the far corner of the pig pen at 
Jackson's Farm.

 One-handed Warhammer
 Melee damage: 10 - 12; Critical Chance: 8%
 Requires Level 4; Strength 3
 +1 to Intelligence
 1 empty enchantment slot

----------------
Myrthos (Disintegrating Myrthos of Butchery)
----------------
OBTAINED: Dropped by Kali in the Headquarters of her flying fortress, found 
by taking the Rivertown Gorge exit of the Orobas Fjords.

LOST: Hermosa requires giving her this item to complete her second quest, 
"Murder for Myrthos." If Kenneth was chosen as the trainer, the sword may be 
kept forever. You may still keep it even if Hermosa was chosen, but doing so 
will forego the second upgrade to the Trainer platform until it is given to 
her.

 One-handed Sword
 Melee damage: 23 - 38; Magic damage:  45 - 75; Critical Chance: 8%
 Requires Level 30; Strength 14; Dexterity 5
 +14 to Melee Damage
 +3 to Vitality
 +7 to Magic Damage
 +1 to Destruction skill
 3 empty enchantment slots
 "Myrthos, the Sword of Power, forged by a great weaponsmith, the father of 
 Kali and Hermosa."

----------------
Normal Heavy Iron Mace (Wrecking Normal Heavy Iron Mace of the Snake)
----------------
OBTAINED: Find Lovis' Scrying Stone, and use it from your inventory before 
giving it to Romon. Alternatively, enter the church after finishing "Lovis' 
Loot" and start the quest "Into Thin Air," progressing until you enter the 
Citadel Dungeon. This will teleport you into a room. Clear the room of 
enemies, then examine and activate the two glowing green artifacts in the 
room. Once both platforms are created, climb them and press a button on the 
wall. Four items will hang from the ceiling, of which you may take only one. 
This is the mace.

 One-handed Warhammer
 Melee damage: 16 - 20; Critical Chance: 5%
 Requires Level 9; Strength 5
 +3 to Magic Damage
 +1 to Mana Leech skill
 1 empty charm slot
 1 empty enchantment slot

NOTE: Choosing this item will prevent you from obtaining a Skill Book! See 
Book 4 in the skill point section for more information.

----------------
Normal Heavy Iron Sword (Mercenary's Normal Heavy Iron Sword of Destruction)
----------------
OBTAINED: Find Lovis' Scrying Stone, and use it from your inventory before 
giving it to Romon. Alternatively, enter the church after finishing "Lovis' 
Loot" and start the quest "Into Thin Air," progressing until you enter the 
Citadel Dungeon. This will teleport you into a room. Clear the room of 
enemies, then examine and activate the two glowing green artifacts in the 
room. Once both platforms are created, climb them and press a button on the 
wall. Four items will hang from the ceiling, of which you may take only one. 
This is the sword. Getting this item will prevent getting a Skill Book, 
however, so choose wisely.

 One-Handed Sword
 Melee damage: 8 - 14; Magic damage: 3 - 5; Critical Chance: 8%
 Requires Level 9; Strength 4; Dexterity 1
 +1 to Vitality
 1 empty enchantment slot

NOTE: The only thing making this special is the fact it has a buff and an 
enchantment slot, yet has no rarity title. If you're after unique stuff, take 
the bow or mace instead. They have skill bonuses! Also, choosing this item 
will prevent you from obtaining a Skill Book! See Book 4 in the skill point 
section for more information.

----------------
Normal Light Iron Cleaver (Dog's Normal Light Iron Cleaver of Doom)
----------------
OBTAINED: Press a button in the back corner of Farmer Jackson's cellar, then 
pick it up from a chain in the middle of the room.

 One-handed Axe
 Melee damage: 13 - 29; Critical Chance: 5%
 Requires Level 7; Strength 4
 +8 to Mana
 +1 to Evade skill
 1 empty enchantment slot

----------------
Normal Light Iron Cleaver (Lich's Normal Light Iron Cleaver of Butchery)
----------------
OBTAINED: In Stone's Fortress Greenery, obtain the herb buds from the large 
wooden chest in the third room (right before the spring), then drop the Fanny 
Blossom and Holy Basil buds into the spring. This cleaver is the reward.

 One-handed Axe
 Melee damage: 47 - 109; Critical Chance: 5%
 Requires Level 26; Strength 17
 +32 to Magic Damage
 +50 to Mana
 +1 to Reflect skill
 1 empty enchantment slot

NOTE: Choosing this item will prevent you from obtaining either a skill point 
OR five stat points! See Stone's Greenery section (19.4) for more information.

----------------
Normal Light Noble Hammer (Knight's Normal Light Noble Hammer of Doom)
----------------
OBTAINED: In Stone's Fortress Greenery, obtain the herb buds from the large 
wooden chest in the third room (right before the spring), then drop the Holy
Basil and Moonshine buds into the spring. This hammer is the reward.

 One-handed Warhammer
 Melee damage: 47 - 57; Critical Chance: 5%
 Requires Level 26; Strength 17
 +14 to Melee Damage
 +57 to Hitpoints
 +3 to Strength
 +1 to Bleed skill
 1 empty enchantment slot

NOTE: Choosing this item will prevent you from obtaining either a skill point 
OR five stat points! See Stone's Greenery section (19.4) for more information.

----------------
Noryfundus' Rusty Sword
----------------
OBTAINED: Purchase from Noryfundus in the southeast corner of Broken Valley. 
This is marketed under the name "Noryfundus' Sword of Pain."

 Two-handed Sword
 Melee damage: 1 - 4; Critical Chance: 5%

----------------
Radcliff's Sword (Shark's Radcliff's Sword of Destruction)
----------------
OBTAINED: On Sentinel Island, talk to Wesson, then Radcliff. Then return to 
Wesson and inform him of Radcliff's suggestion of a contest. Go to Radcliff 
and the two will face off. You get both enchanters' swords. This is Radcliff's 
weapon.

 One-Handed Sword
 Melee damage: 14 - 23; Magic damage: 14 - 23; Critical Chance: 8%
 Requires Level 15; Strength 7, Dexterity 2
 +25 to Hitpoints
 1 empty charm slot
 3 empty enchantment slots

----------------
Razakel's Hammer (Disrupting Razakel's Hammer of the Firebat)
----------------
MINDREAD: Razakel (1200 EXP)

OBTAINED: Dropped by Barnabus in the Sinister Cave in Orobas Fjords. Disable 
the barrier by flipping the two switches (via two of the teleporters in the 
main chamber), then attack him on the central platform.

 One-handed Warhammer
 Melee damage: 4 - 10; Magic damage: 26 - 60; Critical Chance: 8%
 Requires Level 18; Strength 17
 +2 to Vitality
 +5 to Magic Damage
 +1 to Death Blow skill
 1 empty charm slot
 3 empty enchantment slots

----------------
Slayerbane (Witch's Slayerbane of the Mage Priest)
----------------
MINDREAD: Talana (400 EXP)

OBTAINED: Mindread Talana during your first (and only) actual conversation. It 
is on a small path near the cliff in the northern middle part of the valley 
proper. It has a glowing blue aura around it, so it's difficult to miss.

 One-handed Axe
 Melee damage: 7 - 17; Magic damage: 5 - 11; Critical Chance: 8%
 Requires Level 10; Strength 9
 +3 to Spirit
 +1 to Jump Attack skill
 1 empty charm slot
 2 empty enchantment slots

----------------
Tagos' Axe (Eliminating Tagos' Axe of the Firebat)
----------------
OBTAINED: This axe is found near a body in the caravan wreckage at the 
three-way intersection in the southwest of the valley (northwest of the South 
Valley shrine). If you wish to keep it, don't give it back to Tagos when asked 
during "An Axe to Find," but fight and defeat him instead.

LOST: If you give the axe back to Tagos when turning in the quest "An Axe to 
Find." Refuse to fight him and, if you win, keep the axe.

 One-handed Axe
 Melee damage: 13 - 31; Magic damage: 2 - 6; Critical Chance: 8%
 Requires Level 10; Strength 9
 +5 to Magic Damage
 +2 to Strength
 +1 to Death Blow skill
 2 empty enchantment slots
 Cannot be sold, stored, or destroyed

----------------
Ultimate Evil Sword (Warrior's Ultimate Evil Sword of the Snake)
----------------
OBTAINED: On a weapon rack at the end of the Mysterious Cave (Bellegar's cave) 
in the Orobas Fjords. All three choices must be made for evil, and not good.

 Two-handed Sword
 Melee damage: 12 - 84; Magic damage: 12 - 84; Critical Chance: 8%
 Requires Level 24; Strength 11; Dexterity 4
 +3 Vitality
 +44 Hitpoints
 3 empty enchantment slots

NOTE: You can only choose one of the Ultimate Evil weapons: Bow, Sword, or 
Warhammer, so choose wisely.

----------------
Ultimate Evil Warhammer (Knight's Ultimate Evil Warhammer of the Snake)
----------------
OBTAINED: On a weapon rack at the end of the Mysterious Cave (Bellegar's cave) 
in the Orobas Fjords. All three choices must be made for evil, and not good.

 One-handed Warhammer
 Melee damage: 43 - 53; Magic damage: 22 - 26; Critical Chance: 8%
 Requires Level 24; Strength 23
 +2 Intelligence
 +3 Vitality
 3 empty enchantment slots

NOTE: You can only choose one of the Ultimate Evil weapons: Bow, Sword, or 
Warhammer, so choose wisely.

----------------
Ultimate Good Sword (Mage's Ultimate Good Sword of the Vampire)
----------------
OBTAINED: On a weapon rack at the end of the Mysterious Cave (Bellegar's cave) 
in the Orobas Fjords. All three choices must be made for good, and not evil.

 Two-handed Sword
 Melee damage: 12 - 84; Magic damage: 12 - 84; Critical Chance: 8%
 Requires Level 24; Strength 11; Dexterity 4
 +5 to Dexterity
 +38 to Mana
 +3 to Vitality
 1 empty charm slot
 3 empty enchantment slots

NOTE: You can only choose one of the "Ultimate Good" weapons: Bow, Sword, or 
Warhammer, so choose wisely. Additionally, this weapon will end up costing 
you three stat points: one Vitality and Spirit, along with a random one from 
your main five stats. Weigh these different options carefully!

----------------
Ultimate Good Warhammer (Mage's Ultimate Good Sword of the Firebat)
----------------
OBTAINED: On a weapon rack at the end of the Mysterious Cave (Bellegar's cave) 
in the Orobas Fjords. All three choices must be made for good, and not evil.

 One-handed Warhammer
 Melee damage: 43 - 53; Magic damage: 26 - 32; Critical Chance: 8%
 Requires Level 24; Strength 23
 +48 to Mana
 +15 Melee Damage
 +3 Spirit
 1 empty charm slot
 3 empty enchantment slots

NOTE: You can only choose one of the "Ultimate Good" weapons: Bow, Sword, or 
Warhammer, so choose wisely. Additionally, this weapon will end up costing 
you three stat points: one Vitality and Spirit, along with a random one from 
your main five stats. Weigh these different options carefully!

----------------
Unique-rarity melee weapon (Variable)
----------------
OBTAINED (1): The archdemon Ba'al drops two unique rarity melee weapons, bows, 
shields, or armors when defeated in the Broken Valley Mine during the "Lock 
and Key" of "Hall of Echoes Bound."

OBTAINED (2): Dropped by the two level 34 enemies in the final battle of 
Ygerna's Memory, at the end of the Hall of Echoes and the game. You'll know 
who they are. Each drops a single Unique item.

The stats of this weapon are all randomized. The base stats are dependent on 
the type of weapon generated. This item can be any higher-level one-handed or 
two-handed melee weapon in the game, whether sword, hammer, mace, axe, or 
claymore. It can be light or heavy, normal, well-crafted, balanced, or 
magical. However, the random buffs are the highest possible range, and the 
enchantments may be of any level.

 5 random buffs
 Up to 3 empty charm slots
 3 filled enchantment slots

NOTE: Only five Unique items will exist. Ba'al in the mines drops two Unique 
items of melee, bows, shields, or armors, but Ba'al in the Hall of Echoes only 
drops a single shield or armor. The two level 34 opponents in Ygerna's Memory 
drop a single melee, bow, shield, or armor as well. More information on Unique 
(rarity) items can be found in section 19.2.

----------------
Velanir's Axe (Paladin's Velanir's Axe of the Firebat)
----------------
MINDREAD: Velanir (1200 EXP)

OBTAINED: In the southeastern-most point of Keara's Fortress Headquarters is 
a wall of ice. Nearby on the wall is a button (brown-colored on a blue wall) 
that, when pressed, triggers fire to melt the ice. Once the ice is gone, press 
it again to switch the fire off. Behind the ice wall is a golden chest with 
this weapon inside, if Velanir was mindread when you entered.

 One-handed Axe
 Melee damage: 34 - 78; Magic damage: 10 - 24; Critical Chance: 8%
 Requires Level 28; Strength 27
 +58 to Mana
 +61 to Hitpoints
 +1 to Jump Attack skill
 2 empty enchantment slots

----------------
Viper's Sword (Witch's Viper's Sword of Butchery)
----------------
OBTAINED: Part of the "A Hunting We Shall Go" quest. Directly south of the 
South Valley Shrine is Viper's encampment. Go there and kill him (and his 
guards), and this sword will be rewarded as a drop.

LOST: When you turn the sword in to Captain Rodney as part of "A Hunting We 
Shall Go." It is possible to simply never turn the sword in (eventually 
failing the quest) to keep it forever, though.

 One-handed Sword
 Melee damage: 17 - 28; Magic damage: 5 - 8; Critical Chance: 8%
 Requires Level 11; Strength 5; Dexterity 2
 +2 to Spirit
 +1 to Death Blow skill
 2 empty enchantment slots
 "A vicious blade that belonged to the infamous bandit Viper."
 Cannot be sold, stored, or destroyed

----------------
Well-Crafted Heavy Iron Axe (Variable)
----------------
OBTAINED: In the quest "Method or Madness," choose to let Clyde survive when 
getting the potion from Needleman. Clyde will reward you with this, Jackal's 
axe.

 One-handed Axe
 Melee damage: 11 - 25; Magic damage: 3 - 8; Critical Chance: 8%
 Requires Level 9; Strength 8
 +1 to Confusion skill
 2 random buffs
 Up to 2 empty charm slots
 1 filled enchantment slot

Buffs possible:
 Hitpoints/Mana: ? - ?
 Damage Rating: 1 - 6
 Critical Chance: ? - ?
 Main stats: 1

----------------
Well-Crafted Heavy Iron Axe (see below)
----------------
FULL NAME: Knight's Well-Crafted Heavy Iron Axe of the Mage Priest
OBTAINED: In Stone's Fortress Greenery, obtain the herb buds from the large 
wooden chest in the third room (right before the spring), then drop the Black 
Rose and Holy Basil buds into the spring. This axe is the reward.

 One-handed Axe
 Melee damage: 31 - 73; Magic damage: 9 - 22; Critical Chance: 8%
 Requires Level 26; Strength 25
 +13 to Magic Damage
 +4 to Vitality
 +56 to Hitpoints
 +1 to Death Blow skill
 1 empty charm slot
 1 empty enchantment slot

NOTE: Choosing this item will prevent you from obtaining either a skill point 
OR five stat points! See Stone's Greenery section (19.4) for more information.

----------------
Well-Crafted Heavy Noble Axe (see below)
----------------
FULL NAME: Disrupting Well-Crafted Heavy Noble Axe of Butchery

MINDREAD: Hermit (700 EXP)

OBTAINED: Mindread the Hermit on Sentinel Island, then look in the mouth of 
the dragon statue directly east of Allan's camp on the eastern shore of the 
island.

 One-handed Axe
 Melee damage: 20 - 48; Magic damage: 6 - 14; Critical Chance: 10%
 Requires Level 17; Strength 8; Dexterity 8
 +2 to Strength
 +7 to Magic Damage
 +1 to Confusion skill
 1 empty charm slot
 2 empty enchantment slots

----------------
Wesson's Sword (Vicious Wesson's Sword)
----------------
OBTAINED: On Sentinel Island, talk to Wesson, then Radcliff. Then return to 
Wesson and inform him of Radcliff's suggestion of a contest. Go to Radcliff 
and the two will face off. You get both enchanters' swords. This is Wesson's 
weapon.

 One-Handed Sword
 Melee damage: 14 - 23; Magic damage: 5 - 8; Critical Chance: 8%
 Requires Level 15; Strength 7, Dexterity 2
 +5 to Melee Damage
 1 empty charm slot


=====================================
2.3 - SHIELDS
=====================================
These shields are equipped to your melee off-hand slot.

----------------
Arben's shield (Leader's Arben's shield of the Devote)
----------------
MINDREAD: Arben Ghost (400 EXP)

OBTAINED: In Orobas' Crypt, in Dragon Cliff Castle in the Orobas Fjords, this 
shield will be sitting near the back of Orobas' skeleton, assuming Arben was 
mindread back in the Broken Valley chapel crypt near the beginning.

 Shield
 Melee Armor Rating: +9; Magic Armor Rating: +3
 Requires Level 19; Strength 23
 +4 to Indomitable Will
 +2 to Reflect skill
 2 empty enchantment slots

----------------
Epic-rarity shield (Variable)
----------------
OBTAINED (1): Marius drops a single random epic rarity armor or shield when 
killed again in the Arena within the Hall of Echoes, during the endgame.

OBTAINED (2): Amdusias drops a single random epic rarity armor or shield when 
killed again in the Arena within the Hall of Echoes, during the endgame.

The stats of this shield are all randomized. The base stats are dependent on 
the type of shield generated. This item can be any type of shield, whether 
light, heavy, or elite, guard, army, buckler, scutum, nightbringer, or noble. 
However, the random buffs are the highest possible range, and the enchantments 
may be of any level, even if the shield a weak early-game one like a Light 
Wooden Buckler.

 5 random buffs
 Up to 3 empty charm slots
 2 filled enchantment slots

NOTE: Only two Epic armors OR shields can exist, depending on what is dropped. 
These can be two armors, two shields, or one of each. More information on Epic 
items can be found in section 19.2.

----------------
Noryfundus' Paper-thin Shield
----------------
OBTAINED: Purchase from Noryfundus in the southeast corner of Broken Valley. 
This is marketed under the name "Noryfundus' Shield of Heaven."

 Shield
 Requires Strength 1

----------------
Unique-rarity shield (Variable)
----------------
OBTAINED (1): The archdemon Ba'al drops two unique rarity melee weapons, bows, 
shields, or armors when defeated in the Broken Valley Mine during the "Lock 
and Key" of "Hall of Echoes Bound."

OBTAINED (2): Ba'al drops a single random unique rarity melee weapon or bow 
when killed again in the Arena within the Hall of Echoes, during the endgame.

OBTAINED (3): Dropped by the two level 34 enemies in the final battle of 
Ygerna's Memory, at the end of the Hall of Echoes and the game. You'll know 
who they are. Each drops a single Unique item.

The stats of this shield are all randomized. The base stats are dependent on 
the type of shield generated. This item can be any higher-level type of 
shield, whether light, heavy, or elite, guard, army, buckler, scutum, 
nightbringer, or noble. However, the random buffs are the highest possible 
range, and the enchantments may be of any level.

 5 random buffs
 Up to 3 empty charm slots
 3 filled enchantment slots

NOTE: Only five Unique items will exist. Ba'al in the mines drops two Unique 
items of melee, bows, shields, or armors, but Ba'al in the Hall of Echoes only 
drops a single shield or armor. The two level 34 opponents in Ygerna's Memory 
drop a single melee, bow, shield, or armor as well. More information on Unique 
(rarity) items can be found in section 19.2.


=====================================
2.4 - RANGED WEAPONS
=====================================
These are bows, equipped to your ranged weapon slot.

----------------
Aravir's 'My First Bow'
----------------
OBTAINED: Talk to Aravir and choose the Ranger path in Farglow.

 Bow
 Ranged damage: 1 - 3; Critical Chance: 8%

----------------
Balanced Heavy Elven Bow (Disrupting Balanced Heavy Elven Bow of Destruction)
----------------
MINDREAD: Vacca (700 EXP)

OBTAINED: Mindread Vacca on Sentinel Island, then check the chest in the 
Hermit's cave for this bow. This will appear even if you loot the chest 
before mindreading Vacca.

 Bow
 Ranged damage: 11 - 34; Magic damage: 10 - 29; Critical Chance: 11%
 Requires Level 16; Dexterity 10
 +3 to Magic Damage
 +10 to Ranged Damage
 +1 to Ranger Stealth skill
 1 empty charm slot
 2 empty enchantment slots

----------------
Balanced Heavy Short Bow (Lich's Balanced Heavy Short Bow of the Vampire)
----------------
OBTAINED: In Stone's Fortress Greenery, obtain the herb buds from the large 
wooden chest in the third room (right before the spring), then drop the Black 
Rose and Oak Tears buds into the spring. This bow is the reward.

 Bow
 Ranged damage: 16 - 47; Magic damage: 10 - 31; Critical Chance: 7%
 Requires Level 26; Dexterity 12; Intelligence 12
 +7 to Ranged Damage
 +52 to Mana
 +4 to Vitality
 +1 to Ranger Strength skill
 2 empty charm slots
 1 empty enchantment slot

NOTE: Choosing this item will prevent you from obtaining either a skill point 
OR five stat points! See Stone's Greenery section (19.4) for more information.

----------------
Bow of Tiberius (Variable)
----------------
OBTAINED: This is the reward for completing all five subquests of "A Hunting 
We Shall Go Again" in Orobas Fjords. 

 Bow
 Ranged damage: 11 - 78; Magic damage: 7 - 49; Critical Chance: 8%
 Requires Level 28; Dexterity 18
 +1 to Ranger Strength skill
 3 random buffs
 Up to 3 empty charm slots
 2 filled enchantment slots
 "Masterfully crafted, this bow belonged to Tiberius: known among the imp and 
 goblin tribes as the Invisible Terror. Where he obtained this unique weapon 
 is not known, but malicious voices whisper its shape suggests Demonic 
 influences."

Buffs possible:
 Hitpoints/Mana: 24 - 65
 Damage Rating: 6 - 17
 Critical Chance: ? - ?
 Main stats: 3 - 6

----------------
Epic-rarity bow (Variable)
----------------
OBTAINED (1): Sassan drops a single random epic rarity melee weapon or bow 
when killed again in the Arena within the Hall of Echoes, during the endgame.

OBTAINED (2): Laiken drops a single random epic rarity melee weapon or bow 
when killed again in the Arena within the Hall of Echoes, during the endgame.

OBTAINED (3): Lady Kara drops a single random epic rarity melee weapon or bow 
when killed again in the Arena within the Hall of Echoes, during the endgame.

The stats of this bow are all randomized. The base stats are dependent on 
the type of weapon generated. This item can be any bow in the game, whether 
short, elven, noble, champion, or composite. It can be light or heavy, normal, 
well-crafted, balanced, or magical. However, the random buffs are the highest 
possible range, and the enchantments may be of any level, even if the weapon a 
weak early-game one like a Normal Light Short Bow.

 5 random buffs
 Up to 3 empty charm slots
 2 filled enchantment slots

NOTE: Only three Epic melee weapons OR bows can exist, depending on what is 
dropped. These can be three melee weapons or bows, or a combination thereof. 
More information on Epic items can be found in section 19.2.

----------------
Normal Light Composite Bow (Dog's Normal Light Composite Bow of the Snake)
----------------
OBTAINED: Find Lovis' Scrying Stone, and use it from your inventory before 
giving it to Romon. Alternatively, enter the church after finishing "Lovis' 
Loot" and start the quest "Into Thin Air," progressing until you enter the 
Citadel Dungeon. This will teleport you into a room. Clear the room of 
enemies, then examine and activate the two glowing green artifacts in the 
room. Once both platforms are created, climb them and press a button on the 
wall. Four items will hang from the ceiling, of which you may take only one. 
This is the bow.

 Bow
 Ranged damage: 9 - 27; Critical Chance: 7%
 Requires Level 9; Dexterity 5
 +17 to Mana
 +1 to Regenerate skill
 1 empty enchantment slot

NOTE: Choosing this item will prevent you from obtaining a Skill Book! See 
Book 4 in the skill point section for more information.

----------------
Noryfundus' Crappy Bow
----------------
OBTAINED: Purchase from Noryfundus in the southeast corner of Broken Valley. 
This is marketed under the name "Noryfundus' Bow of Wonders."

 Bow
 Ranged Damage: 1 - 3; Critical Chance: 7%

----------------
Rothman's Bow (Variable)
----------------
OBTAINED: Head south of the South Valley Shrine and you'll see a large pit 
covered with twigs. Go near, and a man will ask for help. Rescuing him 
requires a rope (found in many places). Once rescued, a troll will attack the 
both of you. Kill the troll, and the man gives this bow in thanks for his 
rescue.

 Bow
 Ranged damage: 8 - 25; Magic damage: 7 - 22; Critical Chance: 10%
 Requires Level 12; Dexterity 7
 +1 to Wisdom skill
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Buffs possible:
 Hitpoints/Mana: 7 - 24
 Damage Rating: 1 - 7
 Critical Chance: 1 - 2
 Main stats: 1 - 2

----------------
Ultimate Evil Bow (Priestly Ultimate Evil Bow of the Firebat)
----------------
OBTAINED: On a weapon rack at the end of the Mysterious Cave (Bellegar's cave) 
in the Orobas Fjords. All three choices must be made for evil, and not good.

 Bow
 Ranged damage: 19 - 58; Magic damage: 12 - 36; Critical Chance: 11%
 Requires Level 24; Dexterity 16
 +6 Intelligence
 1 empty charm slot
 3 empty enchantment slots

NOTE: You can only choose one of the "Ultimate Evil" weapons: Bow, Sword, or 
Warhammer, so choose wisely.

----------------
Ultimate Good Bow (Mage's Ultimate Good Sword of the Firebat)
----------------
OBTAINED: On a weapon rack at the end of the Mysterious Cave (Bellegar's cave) 
in the Orobas Fjords. All three choices must be made for good, and not evil.

 Bow
 Ranged damage: 19 - 58; Magic damage: 14 - 43; Critical Chance: 11%
 Requires Level 24; Dexterity 16
 +26 Magic Damage
 +52 Hitpoints
 2 empty charm slots
 3 empty enchantment slots

NOTE: You can only choose one of the "Ultimate Good" weapons: Bow, Sword, or 
Warhammer, so choose wisely. Additionally, this weapon will end up costing 
you three stat points: one Vitality and Spirit, along with a random one from 
your main five stats. Weigh these different options carefully!

----------------
Unique-rarity bow (Variable)
----------------
OBTAINED (1): The archdemon Ba'al drops two unique rarity melee weapons, bows, 
shields, or armors when defeated in the Broken Valley Mine during the "Lock 
and Key" of "Hall of Echoes Bound."

OBTAINED (2): Dropped by the two level 34 enemies in the final battle of 
Ygerna's Memory, at the end of the Hall of Echoes and the game. You'll know 
who they are. Each drops a single Unique item.

The stats of this bow are all randomized. The base stats are dependent on 
the type of weapon generated. This item can be higher-level any bow in the 
game, whether short, elven, noble, champion, or composite. It can be light or 
heavy, normal, well-crafted, balanced, or magical. However, the random buffs 
are the highest possible range, and the enchantments may be of any level.

 5 random buffs
 Up to 3 empty charm slots
 3 filled enchantment slots

NOTE: Only five Unique items will exist. Ba'al in the mines drops two Unique 
items of melee, bows, shields, or armors, but Ba'al in the Hall of Echoes only 
drops a single shield or armor. The two level 34 opponents in Ygerna's Memory 
drop a single melee, bow, shield, or armor as well. More information on Unique 
(rarity) items can be found in section 19.2.


=====================================
2.5 - ARMOR
=====================================
Armor is equipped to your body, arms, head, or leg slot, based on what type 
of armor it is.

----------------
Champion David's Gauntlets (Variable)
----------------
MINDREAD: David (120 EXP)

OBTAINED: Mindread David in Black Boar pub to start "The Fugitive" quest. 
Agree to keep David's desertion a secret for a price, and he will give these 
to you. Don't agree to keep the secret, or turn him in, otherwise these 
gauntlets will be lost!

 Armor - Gauntlets
 Ranged Armor Rating: +2
 Requires Level 8; Dexterity 10
 +1 to Ranger Strength skill
 1 random buff
 Up to 1 empty charm slot
 2 filled enchantments slots
 "The Hunter Gauntlets of Power, an ideal piece of armor for a ranger."

Buffs possible:
 Hitpoints/Mana: ? - ??
 Armor Rating: 1 - 3
 Main stats: 1
 Body/Reflex/Will: 1

NOTE: Repeatedly insisting to David that you will turn him in will scare him 
off, and open up the chance to mindread him later for 1 stat point in exchange 
for the chance to obtain these gauntlets. Choose carefully.

----------------
Cuirass of Jurak (Variable)
----------------
OBTAINED: Complete all five bounties in Broken Valley and turn in their items: 
Hjalmar the Goblin Beholder, Hallorn the Bandit, Yup'ik the Goblin Chief, 
Viper the Bandit, and Jagon the Bandit Leader. Captain Rodney will give you 
this armor as an extra reward.

 Armor
 Melee Armor Rating: +6; Magic Armor Rating: +2
 Requires Level 12; Strength 15
 +2 to Reflect skill
 2 random buffs
 Up to 2 empty charm slots
 1 filled enchantment slot
 "Specially forged for the renowned Broken Valley Guard Captain Jurak, this 
 cuirass is a hallmark in the craft of smithing."

Buffs possible:
 Hitpoints/Mana: 7 - 24
 Armor Rating: 2 - 4
 Main stats: 1 - 2
 Body/Reflex/Will: 1 - 2

----------------
Epic-rarity armor (Variable)
----------------
OBTAINED (1): Marius drops a single random epic rarity armor or shield when 
killed again in the Arena within the Hall of Echoes, during the endgame.

OBTAINED (2): Amdusias drops a single random epic rarity armor or shield when 
killed again in the Arena within the Hall of Echoes, during the endgame.

The stats of this armor are all randomized. The base stats are dependent on 
the type of armor generated. This can be a cuirass, helmet, gauntlets, or 
leggings. This item can be any variety of armor, such as guard, army, noble, 
champion, nightbringer, and of light, heavy, or elite quality. However, the 
random buffs are the highest possible range, and the enchantments may be of 
any level, even if the armor is a weak one, like a Light Guard Cuirass.

 5 random buffs
 Up to 3 empty charm slots
 2 filled enchantment slots

NOTE: Only two Epic armors OR shields can exist, depending on what is dropped. 
These can be two armors, two shields, or one of each. More information on Epic 
items can be found in section 19.2.

----------------
Noryfundus' Muddy Boots
----------------
OBTAINED: Purchase from Noryfundus in the southeast corner of Broken Valley. 
This is marketed under the name "Noryfundus' Boots of Grace."

 Armor - Leggings
 Requires Strength 1

----------------
Raze's Cuirass (Paladin's Raze's Cuirass of the Devote)
----------------
OBTAINED: Dropped by Raze in the Headquarters of his flying fortress. The blue 
portal which leads there is on a cliff on the west side of the gorge south of 
Champion Harbor.

LOST: Wesson requires this item for his second quest, "Raging Raze." If 
Radcliff was chosen as enchanter, this item may be kept forever. You may still 
keep it even if Wesson was chosen, but doing so will forego the second upgrade 
to the Enchanter platform until it is given to him.

 Armor
 Melee Armor Rating: +9; Magic Armor Rating: +9
 Requires Level 29; Strength 36
 +27 to Hitpoints
 +4 to Strength
 +1 to Reflect skill
 1 empty charm slot
 2 empty enchantment slots

----------------
Regular Noble Helmet (Variable)
----------------
MINDREAD: Amdusias, dragon or human (400 EXP, either)

OBTAINED: Mindread Amdusias at the Blood Altar in Maxos Temple. You get two 
chances: the first when you enter the room (dragon form), and the second when 
you return him to human form, before the fight. Then, open the locked chest on 
the bed in Amdusias' room (it is the room where the Book of Dragon Lore was 
found). This is one of the contents.

 Armor - Helmet
 Melee Armor Rating: +3; Magic Armor Rating: +3
 Requires Level 19; Strength 23
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Buffs possible:
 Hitpoints/Mana: 16 - 46
 Armor Rating: 3 - 6
 Main stats: 2 - 3
 Body/Reflex/Will: 2 - 4

----------------
Unique-rarity armor (Variable)
----------------
OBTAINED (1): The archdemon Ba'al drops two unique rarity melee weapons, bows, 
shields, or armors when defeated in the Broken Valley Mine during the "Lock 
and Key" of "Hall of Echoes Bound."

OBTAINED (2): Ba'al drops a single random unique rarity melee weapon or bow 
when killed again in the Arena within the Hall of Echoes, during the endgame.

OBTAINED (3): Dropped by the two level 34 enemies in the final battle of 
Ygerna's Memory, at the end of the Hall of Echoes and the game. You'll know 
who they are. Each drops a single Unique item.

The stats of this armor are all randomized. The base stats are dependent on 
the type of armor generated. This can be any higher-level cuirass, helmet, 
gauntlets, or leggings. This item can be any variety of armor, such as guard, 
army, noble, champion, nightbringer, and of light, heavy, or elite quality. 
However, the random buffs are the highest possible range, and the enchantments 
may be of any level.

 5 random buffs
 Up to 3 empty charm slots
 3 filled enchantment slots

NOTE: Only five Unique items will exist. Ba'al in the mines drops two Unique 
items of melee, bows, shields, or armors, but Ba'al in the Hall of Echoes only 
drops a single shield or armor. The two level 34 opponents in Ygerna's Memory 
drop a single melee, bow, shield, or armor as well. More information on Unique 
(rarity) items can be found in section 19.2.


=====================================
2.6 - JEWELRY
=====================================
Jewelry consists of belts, bracelets, earrings, rings, and necklaces. They 
are equipped to the specified slot. Rings have two slots, all others have one.

----------------
Alchemy Amulet (Archmage's Alchemy Amulet of the Snake Gods)
----------------
OBTAINED: Dropped by Rayhun, found in his Headquarters in Broken Valley. The 
teleporter that leads there is found on a flying fortress hovering where the 
Broken Valley Village used to be.

LOST: Given to Barbatos for his second quest, "An Alchemist's Apparel." If 
Allan was chosen as Alchemist, this amulet may be kept forever. You may still 
keep it even if Barbatos was chosen, but doing so will forego the second 
upgrade to the Alchemy Garden until it is given to him.

 Amulet
 Requires Level 29
 +51 Mana
 +1 Regenerate skill
 +1 Wisdom skill
 2 empty enchantment slots
 "The legendary Amulet of Alchemy, which brims with unique magical powers."

----------------
Alrik's Leader Necklace (Warrior's Alrik's Leader Necklace of Aleroth)
----------------
OBTAINED: In Orobas Fjords, find Alrik's imp camp on the cliffside south of 
Champion Harbor. Kill him, and loot him to find it.

LOST: When you turn the necklace in to Sejanus as part of "A Hunting We Shall 
Go Again." It is possible to simply never turn the mace in (eventually failing 
the quest) to keep it forever, though.

 Necklace
 Requires Level 22
 +46 to Hitpoints
 +6 to Heightened Reflexes
 +1 to Life Leech skill
 2 empty enchantment slots
 "The necklace of Alrik the Imp outlaw. Yuckie!"
 Cannot be sold, stored, or destroyed

----------------
Amethyst Ring
----------------
OBTAINED: Given by someone in the Mysterious Cave (Bellegar's cave) in the 
Orobas Fjords. They are found in the third decision room, if the first two 
choices were evil. Save the group from death by fire by throwing the "Life" 
switch, and this is one reward. Not quite the "ring of enchanted old" the 
woman said, eh?

 Ring

NOTE: This item is unique because it has absolutely no properties or open 
slots. Useless, but unique nonetheless.

----------------
Barnabus' Ring (Deadly Barnabus' Ring of the Avenger)
----------------
OBTAINED: Dropped by Barnabus in the Sinister Cave in Orobas Fjords. Disable 
the barrier by flipping the two switches (via two of the teleporters in the 
main chamber), then attack him on the central platform. Although it cannot 
be sold, stored, or destroyed, it is not actually part of any quest in the 
game.

 Ring
 Requires Level 23
 +3 to Strength
 +2 to Vitality
 +1 to Summon Undead skill
 2 empty enchantment slots
 "A powerful ring that belonged to the vile necromancer Barnabus.
 Cannot be sold, stored, or destroyed

----------------
Bronze Ridged Ring (Priestly Bronze Ridged Ring of the Snake Gods)
----------------
OBTAINED: In Orobas Fjords, on a shore near the Primordial Cave, you'll find 
two women arguing over a ring from a body washed ashore. Tell them to give 
you the ring, and you'll get this item.

 Ring
 Requires Level 22
 +2 to Intelligence
 1 empty enchantment slot

----------------
Bronze Ridged Ring (Variable)
----------------
OBTAINED: In the quest "Method or Madness," choose to let Jackal survive when 
getting the potion from Needleman. Jackal will reward you with this, Clyde's 
ring.

 Ring
 Requires Level 9
 +1 to Confusion skill
 2 random buffs
 Up to 2 empty charm slots
 1 filled enchantment slot

Buffs possible:
 Hitpoints/Mana: ? - ??
 Armor Rating: 1 - 3
 Main stats: 1
 Body/Reflex/Will: 1

----------------
Guard's Belt (Rabbit's Guard's Belt of the Magic Gods)
----------------
MINDREAD: Arnold (40 EXP)

OBTAINED: Mindread Arnold near the chapel in Broken Valley Village, then check 
underneath a bed in the Barracks.

 Belt
 Requires Level 6
 +1 to Heightened Reflexes
 1 empty charm slot
 1 empty enchantment slot

----------------
Hallorn's Ring (Wolf's Hallorn's Ring of Eternal Burning)
----------------
OBTAINED: Enter the Derelict Tunnel and proceed to the southern corridor. 
Find Hallorn in a gold room and fight him. Once he dies, he drops a loot bag 
containing this ring.

LOST: When you turn the ring in to Captain Rodney as part of "A Hunting We 
Shall Go." It is possible to simply never turn the ring in (eventually 
failing the quest) to keep it forever, though.

 Ring
 Requires Level 8
 +2 to Magic Armor Rating
 +15 to Hitpoints
 1 empty enchantment slot
 "A fantastic ring that belonged to Hallorn the bandit."
 Cannot be sold, stored, or destroyed

----------------
Hermosa's Necklace (Priest's Hermosa's Necklace of Aleroth)
----------------
OBTAINED: Given to you by Hermosa on the Skill Trainer platform of the Battle 
Tower, ONLY if she was chosen. If Kenneth was chosen, this item can never be 
obtained. This is given as part of the quest "Dear John."

LOST: This necklace is given up during the quest "Dear John."

 Amulet
 Requires Level 19
 +4 to Indomitable Will
 +35 to Mana
 2 empty enchantment slots
 "A beautiful necklace given to Captain Hermosa."
 Cannot be sold, stored, or destroyed

----------------
Jackson's Amulet
----------------
OBTAINED: Get the key on the rafters of Carl Jackson's house, enter the 
cellar, and find Jackson's Diary (a quest item). Read it to start "Skeletons 
in the Closet." Talk to Carl Jackson and threaten to turn him in. Defeat him 
in combat and he will drop a loot bag with this item.

 Amulet
 +4 to Vitality
 +4 to Spirit
 +1 to Evade skill
 Cannot be stored or destroyed

----------------
Jagon's Necklace (Wolf's Jagon's Necklace of Eternal Burning)
----------------
OBTAINED: Start the quest "Temple of Doom" and proceed through the chambers 
until the end. Defeat Jagon in combat and he will drop this item.

LOST: When you turn the necklace in to Captain Rodney as part of "A Hunting We 
Shall Go." It is possible to simply never turn the necklace in (eventually 
failing the quest) to keep it forever, though, especially considering it is 
the only item that gives a bonus to Lockpick.

 Amulet
 Requires Level 11
 +10 to Mana
 +2 to Strength
 +1 to Lockpick skill
 2 empty enchantment slots
 "The necklace worn by Jagon, the now-dead leader of the Broken Valley 
 bandits."
 Cannot be sold, stored, or destroyed

NOTE: This is the only item in the game that gives a bonus to the Lockpick 
skill!

----------------
Jonah's Amulet (Stealthy Jonah's Amulet of the Snake Gods)
----------------
OBTAINED: Talk to Jonah on Sentinel Island to start "The Old Ghost and the 
Sea." Then head to the eastern shore and talk to Catherine. Tell her about 
this and she will give you this amulet.

LOST: When you turn it in to Jonah to complete the quest. It may be kept 
permanently by never finishing the quest, and letting it fail after claiming 
the Battle Tower, but this will also prevent finishing other quests.

 Amulet
 Requires Level 16
 +3 to Magic Armor Rating
 +1 to Ranger Stealth skill
 1 empty charm slot
 2 empty enchantment slots
 "An amulet given to Jonah by a woman called Lizzie."

----------------
Lovis' Pendant (Monk's Lovis' Pendant of the Magic Gods)
----------------
OBTAINED: Answer all five quests correctly at Lovis' throne in the Citadel 
Armory. The answers are:
1: Anastas
2: Ouroboros
3: The Battle of Ten Thousand
4: Ba'al
5: The Valley of Shrines

 Amulet
 Requires Level 8
 +1 to Heightened Reflexes
 +1 to Spirit
 +1 to Mindread skill
 1 empty charm slot
 1 empty enchantment slots
 "The amulet boasts a delicately sculpted Dragon's head whose fiery breath 
 forms the intertwined letters LL, which stand for Lord Lovis."

----------------
Noryfundus' Earrings of Might (see below)
----------------
FULL NAME: Athlete's Noryfundus' Earrings of Might of the Snake Gods

OBTAINED: Purchase from Noryfundus in the southeast corner of Broken Valley. 
This is his only "real" item, but it's pretty good.

 Earrings
 Requires Level 10
 +3 to Conditioned Body
 +1 to Mana Leech skill
 3 empty enchantment slots

----------------
Noryfundus' Plastic Ring
----------------
OBTAINED: Purchase from Noryfundus in the southeast corner of Broken Valley. 
This is marketed under the name "Noryfundus' Ring of Blazing."

 Ring

----------------
Penelope's Amulet (Lynx's Penelope's Amulet of the Magic Gods)
----------------
OBTAINED: In a small chest next to a corpse on a platform high up on 
Lovis' Tower.

LOST: Given up when you set it on a grave near the fortune teller Sosostra's 
camp (near the New Miner's Dig), triggering a treasure chest to appear. This 
is not part of a quest, and there is no reason to do this unless you want to 
get rid of it.

 Amulet
 Requires Level 12
 +1 to Heightened Reflexes
 1 empty charm slot
 1 empty enchantment slot
 "This amulet has the name Penelope engraved in it."
 Cannot be sold, stored, or destroyed

----------------
Pewter Ridged Ring
----------------
OBTAINED: Purchase from Merchant Lamotte in Broken Valley Village.

 Ring

NOTE: This item is unique because it has absolutely no properties or open 
slots. Useless, but unique nonetheless.

----------------
Power Belt (Rabbit's Power Belt of Aleroth)
----------------
OBTAINED: Finish "Band of Brutes" without badmouthing the soldiers to Louis. 
If he says he'll turn a blind eye, it was correct. Talk to Merill in the 2nd 
floor of the Barracks, and he'll give you "Louis' Stash" quest. Follow the 
catacombs next to the chapel until the final room, and this is sitting on a 
bench.

 Belt
 Requires Level 5
 +1 to Heightened Reflexes
 +1 to Evade skill
 1 empty enchantment slot

----------------
Ragon's Ring (Wizard's Ragon's Ring of the Snake Gods)
----------------
OBTAINED: In the Bandit Hideout cave in Orobas Fjords. Enter, disable the 
force field via the pressure plates in the treasure room, then kill Ragon in 
his room at the other end of the cave. He will drop this ring.

LOST: When you turn the ring in to Sejanus as part of "A Hunting We Shall Go 
Again." It is possible to keep it by simply never turning it in.

 Ring
 Requires Level 23
 +8 to Magic Armor Rating
 +3 to Vitality
 2 empty enchantment slots
 "A legendary ring that belonged to the bandit leader Ragon."
 Cannot be sold, stored, or destroyed 

----------------
Stone's Ring (Bright Stone's Ring of Eternal Burning)
----------------
OBTAINED: Dropped by General Stone in Stone's flying fortress, after his 
second defeat (and subsequent death) in the Arena. This will only drop if Igor 
was chosen as Necromancer!

LOST: When given to Igor to complete his second quest, "Black Ring's Ring." 
You may keep it forever by never turning the quest in to Igor, but until you 
do, the second upgrade to the Necromancer platform will not happen.

 Ring
 Requires Level 28
 +4 to Dexterity
 +1 to Summon Mastery skill
 +1 to Blind skill
 1 empty charm slot
 3 empty enchantment slots

----------------
Talisman of the North (Hermit's Talisman of the North of the Magic Gods)
----------------
OBTAINED: In the Derelict Tunnel, find the Talismans of the West, East, and 
South in chests. South is in a chest in a shrine at the goblin village (look 
on the wall near a red ore vein), East is found in a small chest at the 
western-most dead end passage, and south in a large wooden treasure chest 
in a treasure room near Hallorn. Take them to the shrine in the central room 
of the area (with two trees), and use the West from your inventory. Then give 
East, and South, and a box with this item will spawn. It's all much less 
complicated than this makes it sound.

 Amulet
 Requires Level 5
 +1 to Spirit
 +1 to Heightened Reflexes
 +1 to Indomitable Will
 +2 to Wisdom skill
 1 empty charm slot
 3 empty enchantment slots

----------------
Wishing Well Ample Bracelet (Variable)
----------------
OBTAINED: Throw 100 gold into the wishing well in the northwest of Broken 
Valley (in Dreavan's compound) and wish for an item. Keep in mind that only 
one of the three Wishing Well bracelets may be obtained, so choose carefully.

 Bracelet
 Requires Level 11
 +1 to Unarmed Expertise skill
 2 random buffs
 Up to 2 empty charm slots
 1 filled enchantment slot

Buffs possible:
 Hitpoints/Mana: 7 - 24
 Armor Rating: 2 - 4
 Main stats: 1 - 2
 Body/Reflex/Will: 1 - 2
 Skill bonuses

NOTE: This is the only item in the game that gives a bonus to the Unarmed 
Expertise skill!

----------------
Wishing Well Common Bracelet (Variable)
----------------
OBTAINED: Throw 10 gold into the wishing well in the northwest of Broken 
Valley (in Dreavan's compound) and wish for an item. Keep in mind that only 
one of the three Wishing Well bracelets may be obtained, so choose carefully.

 Bracelet
 Requires Level 11
 1 random buff
 Up to 1 random charm slot

Buffs possible:
 Hitpoints/Mana: 7 - 24
 Armor Rating: 2 - 4
 Main stats: 1 - 2
 Body/Reflex/Will: 1 - 2
 Skill bonuses

----------------
Wishing Well Exquisite Bracelet (Variable)
----------------
OBTAINED: Throw 1000 gold into the wishing well in the northwest of Broken 
Valley (in Dreavan's compound) and wish for an item. Keep in mind that only 
one of the three Wishing Well bracelets may be obtained, so choose carefully.

 Bracelet
 Requires Level 11
 +1 to Wisdom skill
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Buffs possible:
 Hitpoints/Mana: 7 - 24
 Armor Rating: 2 - 4
 Main stats: 1 - 2
 Body/Reflex/Will: 1 - 2
 Skill bonuses





========================================================
==========================================================================
*3* EQUIPMENT SETS
==========================================================================
========================================================
Equipment sets are collections of equipment, meant to all be equipped 
together. These provide a bonus for using multiple pieces of the same set. The 
more pieces, the bigger each individual piece's bonus.

The flying fortresses often have several islands overlapping, or different 
levels of ground on a single island. These are referred to as "tiers." For 
example, Raze's fortress has the southern part with the entrance portal, the 
northern Headquarters part, and an easter and western three-tier part. The low 
tier is the one closest to the bottom, near the level with the portal. The 
highest is on the same altitude as the Headquarters teleporter. These are key 
for giving directions to the pieces of the sets.

A minimum of two pieces of a set must be equipped to get any bonus. The 
bonuses for equipping multiple pieces of a set are listed in order, starting 
with the bonus for two pieces. For example, Ulthring's Cuirass lists 
+8/+12/+16 Melee Armor Rating. This means the cuirass provides an additional 
bonus of +8 (on top of all other effects) to Melee Armor when two pieces are 
equipped, +12 with three, and +16 with all four. 

The Archmage, Hunter, and Scorpion sets work differently from most unique 
items. They start with filled enchantment slots, but none of their buffs, 
charm slots, or actual enchantments are random. They are all pre-determined.


=====================================
3.1 - ALEROTH ARCHMAGE SET
=====================================
Class: Mage
Full set bonus:
Gauntlets: +12% to Vitality
Helmet: +12% to Intelligence
Leggings: +13 to Indomitable Will
Armor: +12% to Spirit
Belt: +70 to Mana
Amulet: +13 to Magic Armor Rating
Earrings: +13 to Melee Armor Rating
Bracelet: +13 to Ranged Armor Rating
Ring: +70 to Hitpoints
Weapon: +26 to Magic Damage

"Unique and incredibly powerful, the pieces of this set were fashioned by 
Aleroth's first Archmage: the famed Mardaneus. Though he was buried in his 
paraphernalia, graverobbers must have desecrated his last resting place, for 
soon parts of the set were sold on the black market for exorbitant prices. And 
so they sometimes fell into good hands, though more often into bad ones."

Pieces found throughout Stone's flying fortress.

----------------
Gauntlets: Aleroth Archmage Gauntlets
----------------
FULL NAME: Hero's Aleroth Archmage Gauntlets of Spiritual Power
OBTAINED: In a medium wooden chest in a tent at the base of the large spire-
shaped island at the north end of Stone's flying fortress (the Broken Valley 
portal exit is at the northern tip of this island). It is next to the tent 
with the Aleroth Archmage Cuirass, and directly north of the barrier generator 
for this sector.
 Armor - Gauntlets
 Melee Armor Rating: +1; Ranged Armor Rating: +1; Magic Armor Rating: +1
 Requires Level 28; Intelligence 47
 Set bonus: +4%/+5%/+6%/+7%/+8%/+9%/+10%/+11%/+12% to Vitality
 +4 to Vitality
 1 empty charm slot
 1 filled enchantment slot: Increase Mana 1

----------------
Helmet: Aleroth Archmage Helmet
----------------
FULL NAME: Legendary Aleroth Archmage Helmet of Hope
OBTAINED: In a rounded wooden chest on a small island with a lone Ballista 
tower and several Stone's Armored Dragon Elf enemies in the southeast corner 
of the outside area of the flying fortress.
 Armor - Helmet
 Magic Armor Rating: +11
 Requires Level 28; Intelligence 47
 Set bonus: +4%/+5%/+6%/+7%/+8%/+9%/+10%/+11%/+12% to Intelligence
 +8 to Heightened Reflexes
 1 empty charm slot
 1 filled enchantment slot: Life Line 2

----------------
Leggings: Aleroth Archmage Leggings
----------------
FULL NAME: Saint's Aleroth Archmage Helmet of the Devote
OBTAINED: In a large wooden chest on the top of the "spire" on the north end 
of the northern island in Stone's flying fortress. The Broken Valley portal 
is in the air right above this, and a large Wizard Tower sits right behind the 
chest.
 Armor - Leggings
 Magic Armor Rating: +6
 Requires Level 28; Intelligence 47
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Indomitable Will
 +4 to Intelligence
 +5 to Heightened Reflexes
 1 empty charm slot
 1 filled enchantment slot: Magic Protection 2

----------------
Armor: Aleroth Archmage Cuirass
----------------
FULL NAME: Divine's Aleroth Archmage Cuirass of the Guardian
OBTAINED: In a plain wooden chest in a tent at the base of the large spire-
shaped island at the north end of Stone's flying fortress (the Broken Valley 
portal exit is at the northern tip of this island). It is next to the tent 
with the Aleroth Archmage Gauntlets, and directly north of the barrier 
generator for this sector.
 Armor
 Magic Armor Rating: +18
 Requires Level 28; Intelligence 47
 Set bonus: +4%/+5%/+6%/+7%/+8%/+9%/+10%/+11%/+12% to Spirit
 +3 to Conditioned Body
 +6 to Ranged Armor Rating
 1 empty charm slot
 1 filled enchantment slot: Melee Protection 2

----------------
Belt: Aleroth Archmage Belt
----------------
FULL NAME: Philosopher's Aleroth Archmage Helmet of the Avenger
OBTAINED: In a plain wooden chest in a tent on the middle level of the 
northern island of Stone's flying fortress (with the Broken Valley portal exit 
at the northern tip). It is near a big cluster of gray and red spike-shaped 
rocks jutting from the ground, pointing east.
 Belt
 Requires Level 28
 Set bonus: +50/+53/+56/+59/+62/+64/+66/+68/+70 to Mana
 +3 to Indomitable Will
 1 filled enchantment slot: Retribution Aura 

----------------
Amulet: Aleroth Archmage Necklace
----------------
FULL NAME: Lich's Aleroth Archmage Necklace of the Warrior Gods
OBTAINED: In a large wooden chest on the eastern tip of Stone's flying 
fortress outside. It is next to what seems like a large Dragon Elf skeleton, 
on the land northwest of the Stone's Fortress Greenery entrance.
 Amulet
 Requires Level 28
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Magic Armor Rating
 +4 to Spirit
 1 filled enchantment slot: Damage Aura 2

----------------
Earrings: Aleroth Archmage Earrings
----------------
FULL NAME: Philosopher's Aleroth Archmage Earrings of Eternal Burning
OBTAINED: In a medium wooden chest in a lone tent on the eastern end of the 
northern island in Stone's flying fortress (the one with the Broken Valley 
portal on it).
 Earrings
 Requires Level 28
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Melee Armor Rating
 +5 to Indomitable Will
 1 filled enchantment slot: Spontaneous Combustion 1

----------------
Bracelet: Aleroth Archmage Bracelet
----------------
FULL NAME: Hero's Aleroth Archmage Earrings of the Warrior Gods
OBTAINED: In a plain wooden chest northeast of three tents on the lowest tier 
island a bit southwest of the Stone's Fortress Greenery entrance. A small 
island with a lone tent atop it is perched right above the one this chest is 
on.
 Bracelet
 Requires Level 28
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Ranged Armor Rating
 +3 to Vitality 
 1 filled enchantment slot: Damage Aura 2

----------------
Ring: Aleroth Archmage Ring
----------------
FULL NAME: Master assassin's Aleroth Archmage Ring of the Snake Gods
OBTAINED: In a plain wooden chest in a tent near the barrier generator 
northwest of the Fjords entrance of Stone's flying fortress.
 Ring
 Requires Level 28
 Set bonus: +50/+53/+56/+59/+62/+64/+66/+68/+70 to Hitpoints
 +3 to Dexterity
 1 filled enchantment slot: Poison Aura 2

----------------
Weapon: Archmage Warhammer
----------------
FULL NAME: Ruthless Archmage Warhammer of the Mage Priest
OBTAINED: Found in a plain wooden chest in a tent on the large piece of land 
directly northwest of the Fjords entrance portal to the fortress. This is on 
a piece of land two tiers up northwest from the portal, with a Nest Tower in 
the middle.
 One-handed Warhammer
 Melee damage: 50 - 62; Magic damage: 15 - 18; Critical Chance: 8%
 Requires Level 28; Intelligence 45
 Set bonus: +10/+12/+14/+16/+18/+20/+22/+24/+26 to Magic Damage
 +3 to Dexterity
 +4 to Strength
 2 empty charm slots
 1 filled enchantment slot: Mana Leech 6
 1 empty enchantment slot


=====================================
3.2 - HUNTER SET
=====================================
Class: Ranger
Full set bonus:
Gauntlets: +12 to Dexterity
Helmet: +12% to Vitality
Leggings: +13 to Heightened Reflexes
Cuirass: +12% to Spirit
Belt: +13 to Conditioned Body
Amulet: +13 to Magic Armor Rating
Earrings: +13 to Indomitable Will
Bracelet: +13 to Ranged Armor Rating
Ring: +70 to Mana
Weapon: +26 to Ranged Damage

"Conceived by a group of professional hunters, this set encompasses the best 
and most complete equipment a ranger could wish for. Rangers who wear this 
equipment should be among the most feared creatures in Rivellon but - as is 
intended - they are not: for how can prey fear that which they never even saw 
coming?"

Pieces found throughout Raze's flying fortress.

----------------
Gauntlets - Hunter Gauntlets
----------------
FULL NAME: Lich's Hunter Gauntlets of Magic Damnation
OBTAINED: In a plain wooden chest on a middle tier island on the west side of 
Raze's flying fortress. It is on the eastern island of the three-island 
cluster.
 Armor - Gauntlets
 Melee Armor Rating: +1; Ranged Armor Rating: +4; Magic Armor Rating: +1
 Requires Level 28; Dexterity 47
 Set bonus: +4/+5/+6/+7/+8/+9/+10/+11/+12 to Dexterity
 +6 to Heightened Reflexes
 +3 to Spirit
 1 filled enchantment slot: Magic Damage Aura 1

----------------
Helmet - Hunter Helmet
----------------
FULL NAME: Archmage's Hunter Helmet of the Devote
OBTAINED: In a plain wooden chest inside a tent on the lower level of the 
highest tier island in the northwest of Raze's flying fortress. This is on a 
lower level from the barrier generator compound (if the barrier is already 
disabled, the inside of the compound should still glow blue). This tent is 
next to the Hunter Earrings' tent.
 Armor - Helmet
 Ranged Armor Rating: +11
 Requires Level 28; Dexterity 47
 Set bonus: +4%/+5%/+6%/+7%/+8%/+9%/+10%/+11%/+12% to Vitality
 +6 to Magic Armor Rating
 +29 to Mana
 1 empty charm slot
 1 filled enchantment slot: Magic Protection 2

----------------
Leggings - Hunter Leggings
----------------
FULL NAME: Saint's Hunter Leggings of the Elf
OBTAINED: In a rounded wooden chest in a tent on a middle tier island on the 
west side of Raze's flying fortresss. It is on the southern island of the 
three-island cluster.
 Armor - Leggings
 Ranged Armor Rating: +6
 Requires Level 28; Dexterity 47
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Heightened Reflexes
 +4 to Intelligence; +8 to Ranged Armor Rating
 1 empty charm slot
 1 filled enchantment slot: Ranged Protection 3

----------------
Armor - Hunter Cuirass
----------------
FULL NAME: Lich's Hunter Cuirass of Spiritual Power
OBTAINED: In a plain wooden chest in a tent on the on the lower tier island 
on the west side of Raze's flying fortress. This is on the eastern side of the 
island.
 Armor
 Ranged Armor Rating: +18
 Requires Level 28; Dexterity 47
 Set bonus: +4%/+5%/+6%/+7%/+8%/+9%/+10%/+11%/+12% to Spirit
 +9 to Ranged Armor Rating
 +4 to Spirit
 1 empty charm slot
 1 filled enchantment slot: Increased Mana 1

----------------
Belt - Hunter Belt
----------------
FULL NAME: Charming Hunter Belt of Static Charge
OBTAINED: Found in a plain wooden chest in a tent directly north of the 
entrance portal to Raze's flying fortress, at the Black Ring camp on the same 
tier of land.
 Belt
 Requires Level 28
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Conditioned Body
 +3 to Spirit
 +1 to Charm skill
 1 empty charm slot
 1 filled enchantment slot: Static Charge Aura 5

----------------
Amulet - Hunter Necklace
----------------
FULL NAME: Thaumaturge's Hunter Necklace of the Warrior Gods
OBTAINED: In a rounded wooden chest in a tent on the south side of the tier of 
land right below the teleporter to Raze's Headquarters in his flying fortress.
 Amulet
 Requires Level 28
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Magic Armor Rating
 +3 to Vitality
 +5 to Magic Armor Rating
 1 filled enchantment slot: Damage Aura 4

----------------
Earrings - Hunter Earrings
----------------
FULL NAME: Archmage's Hunter Earrings of Static Charge
OBTAINED: In a plain wooden chest inside a tent on the lower level of the 
highest tier island in the northwest of Raze's flying fortress. This is on a 
lower level from the barrier generator compound (if the barrier is already 
disabled, the inside of the compound should still glow blue). This tent is 
next to the Hunter Helmet's tent.
 Earrings
 Requires Level 28
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Indomitable Will
 +24 to Mana
 +6 to Conditioned Body
 1 empty charm slot
 1 filled enchantment slot: Static Charge Aura 1

----------------
Bracelet - Hunter Bracelets
----------------
FULL NAME: Legendary Hunter Bracelets of Eternal Burning
OBTAINED: In a plain wooden chest on a middle tier island on the east side of 
Raze's flying fortress. It is on the northern island of the three-island 
cluster, in a tent on the north side of the island.
 Bracelet
 Requires Level 28
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Ranged Armor Rating
 +4 to Indomitable Will
 +3 to Heightened Reflexes
 1 empty charm slot
 1 filled enchantment slot: Spontaneous Combustion 3

----------------
Ring - Hunter Ring
----------------
FULL NAME: Legendary Hunter Ring of the Snake Gods
OBTAINED: In a rounded wooden chest on the lower tier island on the east side 
of Raze's flying fortress. It is on the northern side of the wall southwest 
of the barrier generator's compound (if destroyed, the compound still has a 
blue glow inside). Look near some tents outside the wall.
 Ring
 Requires Level 28
 Set bonus: +50/+53/+56/+59/+62/+64/+66/+68/+70 to Mana
 +12 to Heightened Reflexes
 1 empty charm slot
 1 filled enchantment slot: Poison Aura 5

----------------
Weapon - Hunter Bow
----------------
FULL NAME: Saint's Hunter Bow of the Snake
OBTAINED: In a large wooden chest on the northeastern-most island in Raze's 
flying fortress (on the top tier of islands). It is in a large, tall 
cylindrical prison on the east side of the island. Very noticeable when on 
foot.
 Bow
 Ranged damage: 28 - 84; Magic damage: 8 - 25; Critical Chance: 11%
 Requires Level 28; Dexterity 45
 Set bonus: +10/+12/+14/+16/+18/+20/+22/+24/+26 to Ranged Damage
 +3 to Vitality
 +4 to Intelligence
 1 empty charm slot
 1 filled enchantment slot: Poison 6
 1 empty enchantment slot


=====================================
3.3 - SCORPION SET
=====================================
Class: Warrior
Full set bonus:
Gauntlets: +12% to Strength
Helmet: +12% to Vitality
Leggings: +13 to Magic Armor Rating
Cuirass: +13 to Ranged Armor Rating
Belt: +13 to Melee Armor Rating
Amulet: +13 to Conditioned Body
Earrings: +13 to Indomitable Will
Bracelet: +12% to Spirit
Ring: +70 to Hitpoints
Weapon: +26 to Melee Damage

"The Black Ring is rife with splinter groups that wage wars amongst themselves 
as much and frequently as they do against their many enemies. One of these is 
the Scorpions, a particularly vicious band of warriors born and bred in the 
godforsaken deserts of Yuthul Gor. Their dark accoutrement is of all-but-
unrivalled quality and its vicious shapes are the last things beheld by 
countless unfortunates who cross their path."

Pieces found throughout Kali's flying fortress.

----------------
Gauntlets: Scorpion Gauntlets
----------------
FULL NAME: Dragon's Scorpion Gauntlets of Hope
OBTAINED: In a plain wooden chest in an eastern tent on the main western 
island of the generator complex (northern half) of Kali's flying fortress.
 Armor - Gauntlets
 Melee Armor Rating: +4; Ranged Armor Rating: +1; Magic Armor Rating: +1
 Requires Level 28; Strength 47
 Set bonus: +4%/+5%/+6%/+7%/+8%/+9%/+10%/+11%/+12% to Strength
 +13 to Melee Armor Rating
 1 empty charm slot
 1 filled enchantment slot: Life Line 8
 1 empty enchantment slot

----------------
Helmet: Scorpion Helmet
----------------
FULL NAME: Master assassin's Scorpion Helmet of the Guardian
OBTAINED: In a rounded wooden chest on the middle tier south of a plateau on 
the northeastern end of the southern island in Kali's flying fortress.
 Armor - Helmet
 Melee Armor Rating: +11
 Requires Level 28; Strength 47
 Set bonus: +4%/+5%/+6%/+7%/+8%/+9%/+10%/+11%/+12% to Vitality
 +4 to Vitality
 +3 to Dexterity
 1 empty charm slot
 1 filled enchantment slot: Melee Protection 5
 1 empty enchantment slot

----------------
Leggings: Scorpion Leggings
----------------
FULL NAME: Philosopher's Scorpion Leggings of Spiritual Power
OBTAINED: In a rounded wooden chest in a tent on the east side of the lower 
island of the northwest of the generator complex (northern half) of Kali's 
flying fortress. It is directly north of an odd light blue spire in the middle 
of four large metal walls (this makes sense when you actually see it in-game).
 Armor - Leggings
 Melee Armor Rating: +6
 Requires Level 28; Strength 47
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Magic Armor Rating
 +5 to Ranged Armor Rating
 +5 to Indomitable Will
 1 empty charm slot
 1 filled enchantment slot: Increased Mana 8
 1 empty enchantment slot

----------------
Armor: Scorpion Cuirass
----------------
FULL NAME: Divine's Scorpion Cuirass of the Guardian
OBTAINED: In a plain wooden chest in a tent outside of Kali's Headquarters 
entrance in her flying fortress. The camp is on the western side of the 
highest tier of the southern island.
 Armor
 Melee Armor Rating: +18
 Requires Level 28; Strength 47
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Ranged Armor Rating
 +3 to Conditioned Body
 +4 to Ranged Armor Rating
 1 filled enchantment slot: Melee Protection 1
 1 empty enchantment slot

----------------
Belt: Scorpion Belt
----------------
FULL NAME: Philosopher's Scorpion Belt of the Warrior Gods
OBTAINED: In a plain wooden chest in a tent in a Black Ring camp in Kali's 
flying fortress. It is on the southern island (where the Headquarters is 
located), and is on a lower tier of ground in the southeast of the landmass.
 Belt
 Requires Level 28
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Melee Armor Rating
 +7 to Indomitable Will
 1 filled enchantment slot: Damage Aura 2

----------------
Amulet: Scorpion Necklace
----------------
FULL NAME: Archmage's Scorpion Necklace of Aleroth
OBTAINED: In a large wooden chest on the east end of higher island in the 
northwest of the generator complex (northern half) of Kali's flying fortress.
 Amulet
 Requires Level 28
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Conditioned Body
 +4 to Conditioned Body
 +63 to Mana
 1 empty charm slot
 1 filled enchantment slot: Healing Aura 5

----------------
Earrings: Scorpion Earrings
----------------
FULL NAME: Paladin's Scorpion Earrings of the Avenger
OBTAINED: In a rounded wooden chest on the middle tier of land along the 
western rim of the southern island of Kali's flying fortress.
 Earrings
 Requires Level 28
 Set bonus: +5/+6/+7/+8/+9/+10/+11/+12/+13 to Indomitable Will
 +3 to Vitality
 +42 to Hitpoints
 1 empty charm slot
 1 filled enchantment slot: Retribution Aura 3

----------------
Bracelet: Scorpion Bracelet
----------------
FULL NAME: Divine's Scorpion Bracelet of the Magic Gods
OBTAINED: In a plain wooden chest in a tent on the lower tier of the 
southwestern island of the generator complex (northern half) of Kali's flying 
fortress.
 Bracelet
 Requires Level 28
 Set bonus: +4%/+5%/+6%/+7%/+8%/+9%/+10%/+11%/+12% to Spirit
 +4 to Indomitable Will
 +6 to Conditioned Body
 1 empty charm slot
 1 filled enchantment slot: Magic Damage Aura 3

----------------
Ring: Scorpion Ring
----------------
FULL NAME: Fiery Scorpion Ring of the snake Gods
OBTAINED: In a large wooden chest in a tent in the center of the southern 
island of the generator complex (northern half) of Kali's flying fortress.
 Ring
 Requires Level 28
 Set bonus: +50/+53/+56/+59/+62/+64/+66/+68/+70 to Hitpoints
 +3 to Spirit
 +1 to Firewall skill
 1 filled enchantment slot: Poison Aura 2

----------------
Weapon: Scorpion Sword
----------------
FULL NAME: Archmage's Scorpion Sword of Doom
OBTAINED: Found in a large wooden chest in a tent on the south side of the 
southeastern island of the generator complex (northern half) of Kali's flying 
fortress.
 Two-handed Sword
 Melee damage: 14 - 98; Magic damage: 14 - 98; Critical Chance: 8%
 Requires Level 28; Strength 45
 Set bonus: +10/+12/+14/+16/+18/+20/+22/+24/+26 to Melee Damage
 +3 to Vitality
 +53 to Mana
 1 filled enchantment slot: Increased Damage 8
 2 empty enchantment slots


=====================================
3.4 - ULTHRING'S SET
=====================================
Class: None
Full set bonus:
Helmet: +15 to Ranged Armor Rating
Gauntlets: +15 to Magic Armor Rating
Armor: +15 to Melee Armor Rating
Leggings: +12% to Vitality

"The mighty Armor of Ulthring was once worn by the mad wizard after whom it 
was named. He died in a great battle against the united forces of mankind, 
and afterwards the Black Ring got hold of the pieces that formed the armor. 
They were then distributed among their most deserving members, and 
redistributed when a piece holder died. To wear even part of the Armor of 
Ulthring is considered to be a great honor, even though this honor usually 
means the wearer becomes the center of Black Ring jealousy and greed."

Pieces dropped by Black Ring Generals Xanlosch, Stone, Raze, and Kali.

----------------
Helmet: Ulthring's Helmet
----------------
FULL NAME: Legendary Ulthring's Helmet of the Elf
MINDREAD: Kali (3600 EXP)
OBTAINED: Dropped by Kali in the Headquarters of her flying fortress, if she 
was mindread prior to the fight.
 Armor - Helmet
 Melee Armor Rating: +9; Magic Armor Rating: +2
 Requires Level 30; Strength 37
 Set bonus: +8/+12/+15 to Ranged Armor Rating
 +4 to Indomitable Will
 +5 to Heightened Reflexes
 +1 to Mana Leech skill
 1 empty charm slot
 3 empty enchantment slots

----------------
Gauntlets: Ulthring's Gauntlets
----------------
FULL NAME: Sorcerer's Ulthring's Gauntlets of the Guardian
MINDREAD: Xanlosch (3600 EXP)
OBTAINED: Dropped by General Xanlosch in the central fortress in the outside 
area of Stone's flying fortress if he was mindread prior to the fight.
 Armor - Gauntlets
 Melee Armor Rating: +4; Ranged Armor Rating: +1; Magic Armor Rating: +1
 Requires Level 26; Strength 32
 Set bonus: +8/+12/+15 to Magic Armor Rating
 +3 to Intelligence
 +16 to Magic Armor Rating
 +1 to Life Leech skill
 1 empty charm slot
 2 empty enchantment slots

----------------
Armor: Ulthring's Cuirass
----------------
FULL NAME: Paladin's Ulthring's Cuirass of the Guardian
MINDREAD: Stone (3600 EXP)
OBTAINED: Dropped by General Stone in the Arena of Stone's flying fortress, if 
he was mindread prior to the fight.
 Armor
 Melee Armor Rating: +13; Magic Armor Rating: +4
 Requires Level 28; Strength 35
 Set bonus: +8/+12/+15 to Melee Armor Rating
 +51 to Hitpoints
 +6 to Melee Armor Rating
 +6 to Conditioned Body
 +1 to Regenerate skill
 2 empty charm slots
 2 empty enchantment slots

----------------
Leggings: Ulthring's Leggings
----------------
FULL NAME: Archmage's Ulthring's Leggings of the Guardian
MINDREAD: Raze (3600 EXP)
OBTAINED: Dropped by General Raze in the Headquarters of his flying fortress 
if mindread before the battle.
 Armor - Leggings
 Melee Armor Rating: +6
 Requires Level 29; Strength 36
 Set bonus: +5%/+8%/+12% to Vitality
 +46 to Mana
 +3 to Vitality
 +1 to Evade skill
 2 empty enchantment slots





========================================================
==========================================================================
*4* DLC EQUIPMENT SETS
==========================================================================
========================================================
!!!IMPORTANT NOTE!!!
With the release of Dragon Knight Saga, it appears that all DLC for the Xbox 
360 version of Ego Draconis has been taken off of the Marketplace, and is 
thus unavailable. The only exception is the Rivellon Guards set. It is 
unknown to me at this point whether those who have purchased them may still 
download them via download history, if remaining pre-order DLC codes still 
work, whether there is some method planned to allow players to still obtain 
these sets within Ego Draconis, or whether or not PC players still have the 
content available. If and when I obtain this information, I will update the 
guide accordingly.
!!!IMPORTANT NOTE!!!


These sets are available as downloadable content (DLC). They are added to 
your inventory the next time you load a save after downloading the content. 
Each set costs 160 MSP ($2.00 US) on the Xbox Live Marketplace for the Xbox 
360 version, or via the Games for Windows LIVE Client Software for the PC 
version.

The items are automatically added to your inventory, which is when their 
random properties (buffs, charm slots, and enchantments) are decided. Their 
titles are determined by their random properties, as with anything randomly 
generated. The set bonus is +5% to the listed stat for equipping two pieces of 
the set, and +10% if all three are equipped.

The DLC's random properties, once determined, appear to be saved to the DLC 
file itself. Anytime you start a new game, or load a game without that DLC, 
the items given will have the same stats (buffs, charm slots, and 
enchantments) each time. There does appear to be a way to reroll the changes, 
but tests were unable to determine any real rhyme or reason to how it works. 
Hope you get lucky!


!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
On the PC version, Wild Dwellers sets 1 and 2 are switched! This means that 
Wild Dwellers set 1 has the axe, and set 2 has the bow! Thanks to Dark Shadow 
for discovering this. To recap: 

360 Version set 1:      PC Version set 1:
-Bow                    -Axe
-Leggings               -Helmet      

360 Version set 2:      PC Version set 2:
-Axe                    -Bow
-Helmet                 -Leggings
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!


=====================================
4.1 - BLOOD ECHELON SET 1
=====================================
Class: Warrior
Full set bonus:
Armor: +10% to Vitality
Leggings: +10% to Strength
Weapon: +10% to Dexterity

"The Blood Echelon is a select lodge of elite Dragon Slayers who have earned 
the highest of distinctions on the battlefield. Members of the Echelon are 
warriors unmatched and undefeated, mere mention of whom strikes panic in the 
hearts of their enemies and sparks godlike admiration in those of their 
allies. The current Blood Echelon Commander is a young woman called Rhode, 
who is in all respects the ultimate Dragon Slayer.

Attack may be the best form of defense, but Dragon Slayers who spend more time 
in the field rather than poised over battle maps know not to take this dictum 
too strictly. 'Better to err on the side of caution', they justly proclaim 
and dress themselves in the very best the order's smiths can fashion. Sturdy 
as granite and shaped to intimidate, Blood Echelon armors set new standards 
in the art of war."

Armor: Blood Echelon Armor
 Armor
 Melee Armor Rating: +4; Ranged Armor Rating: +1; Magic Armor Rating: +1
 Requires Level 5; Strength 6
 Set bonus: +5%/+10% to Vitality
 1 random buff
 Up to 1 empty charm slot
 1 filled enchantment slot

Leggings: Blood Echelon Leggings
 Armor - Leggings
 Melee Armor Rating: +4; Ranged Armor Rating: +3; Magic Armor Rating: +3
 Requires Level 15; Strength 18
 Set bonus: +5%/+10% to Strength
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Weapon: Blood Echelon Claymore
 Two-handed Sword
 Melee damage: 15 - 105; Magic damage: 15 - 105; Critical Chance: 24%
 Requires Level 20; Strength 32
 Set bonus: +5%/+10% to Dexterity
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots


=====================================
4.2 - BLOOD ECHELON SET 2
=====================================
Class: Warrior
Full set bonus:
Armor: +10% to Vitality
Gauntlets: +10% to Strength
Shield: +10% to Dexterity
Weapon: +10% to Intelligence

Armor: Blood Echelon Armor
 Armor
 Melee Armor Rating: +4; Ranged Armor Rating: +1; Magic Armor Rating: +1
 Requires Level 5; Strength 6
 Set bonus: +?%/+?%/+10% to Vitality
 1 random buff
 Up to 1 empty charm slot
 1 filled enchantment slot

Gauntlets: Blood Echelon Bracers
 Armor - Bracers
 Melee Armor Rating: +3; Ranged Armor Rating: +1; Magic Armor Rating: +1
 Requires Level 15; Strength 18
 Set bonus: +?%/+?%/+10% to Strength
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Shield: Blood Echelon II Shield
 Shield
 Melee Armor Rating: +10; Ranged Armor Rating: +3; Magic Armor Rating: +3
 Requires Level 18; Strength 22
 Set bonus: +?%/+?%/+10% to Dexterity
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Weapon: Blood Echelon Sword
 One-handed Sword
 Melee damage: 45 - 75; Magic damage: 45 - 75; Critical Chance: 24%
 Requires Level 20; Strength 9; Dexterity 3
 Set bonus: +?%/+?%/+10% to Intelligence
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots


=====================================
4.3 - DEFENDERS OF ALEROTH SET 1
=====================================
Class: Mage
Full set bonus:
Armor: +10% to Vitality
Leggings: +10% to Intelligence
Weapon: +10% to Dexterity

"The Defenders of Aleroth were a group of wizards who at the height of the 
Great War formed a cabal that was to play a pivotal part in the city's 
defense. Experienced casters all, they were terrifying opponents who refused 
to yield when an army of Demons launched a massive assault. None of them 
survived, but the carnage they inflicted was of such a scale that they have 
become legends among the people of Rivellon and today, sparse though its 
numbers may be, their equipment is sought after by even the most powerful 
of battle mages.

Magic was the Defenders' first line of attack and defense, yes, but they knew 
too much about war not to encase themselves in the protection of steel. 
Wrought by the armor smiths that would later supply the Aleroth Champions, 
their armors are brilliant pieces of workmanship. It is no coincidence all 
but exact replicas of them are now fashioned for those who enlist in the ranks 
of the New Order of Rivertown."

Armor: Defenders of Aleroth Armor
 Armor
 Melee Armor Rating: +4; Ranged Armor Rating: +1; Magic Armor Rating: +1
 Requires Level 5; Strength 6
 Set bonus: +5%/+10% to Vitality
 1 random buff
 Up to 1 empty charm slot
 1 filled enchantment slot

Leggings: Defenders of Aleroth Leggings
 Armor - Leggings
 Melee Armor Rating: +4; Ranged Armor Rating: +3; Magic Armor Rating: +3
 Requires Level 15; Strength 18
 Set bonus: +5%/+10% to Intelligence
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Weapon: Defenders of Aleroth Fire Mace
 One-handed Warhammer
 Melee damage: 54 - 66; Magic damage: 54 - 66; Critical Chance: 24%
 Requires Level 20; Strength 19
 Set bonus: +5%/+10% to Dexterity
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots


=====================================
4.4 - DEFENDERS OF ALEROTH SET 2
=====================================
Class: Mage
Full set bonus:
Armor: +10% to Vitality
Helmet: +10% to Intelligence
Weapon: +10% to Dexterity

Armor: Defenders of Aleroth Armor
 Armor
 Melee Armor Rating: +4; Ranged Armor Rating: +1; Magic Armor Rating: +1
 Requires Level 5; Strength 6
 Set bonus: +5%/+10% to Vitality
 1 random buff
 Up to 1 empty charm slot
 1 filled enchantment slot

Helmet: Defenders of Aleroth Helmet
 Armor - Helmet
 Melee Armor Rating: +6; Ranged Armor Rating: +3; Magic Armor Rating: +3
 Requires Level 15; Strength 18
 Set bonus: +5%/+10% to Intelligence
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Weapon: Defenders of Aleroth Vampire Mace
 One-handed Warhammer
 Melee damage: 54 - 66; Magic damage: 54 - 66; Critical Chance: 24%
 Requires Level 20; Strength 19
 Set bonus: +5%/+10% to Dexterity
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots


=====================================
4.5 - RIVELLON GUARDS SET
=====================================
Class: None
Full set bonus:
Armor: +10% to Dexterity
Leggings: +10% to Intelligence
Weapon: +10% to Strength

"The Rivellon Guards are plentiful in number, being the prime protectors of 
many villages that dot the glades and vales, but that does not mean they are 
not a force to be reckoned with, even individually. For without them mankind 
would be doomed to fall prey to the many, many foes that threaten 
civilization. Dragon Slayers and Aleroth Champions may form the fists of the 
human military body, but the Rivellon Guards, they are the backbone.

Guard armors have to be versatile as they must serve under many conditions: 
they must be light enough to be worn all day, but strong enough to withstand 
blade and arrow; flexible enough to be able to chase brigands up mountain 
paths and through thick forests, but up to the challenge when their wearer is 
ambushed by a troll or goblin raiding party. Striking a balance between so 
many requirements is not easy, but years of tradition have supplied the 
Rivellon guards with the best of the best."

Armor: Rivellon Guards Armor
 Armor
 Melee Armor Rating: +4; Ranged Armor Rating: +1; Magic Armor Rating: +1
 Requires Level 5; Strength 6
 Set bonus: +5%/+10% to Dexterity
 1 random buff
 Up to 1 empty charm slot
 1 filled enchantment slot

Leggings: Rivellon Guards Leggings
 Armor - Leggings
 Melee Armor Rating: +4; Ranged Armor Rating: +3; Magic Armor Rating: +3
 Requires Level 15; Strength 18
 Set bonus: +5%/+10% to Intelligence
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Weapon: Rivellon Guards Warhammer
 One-handed Warhammer
 Melee damage: 54 - 66; Magic damage: 54 - 66; Critical Chance: 24%
 Requires Level 20; Strength 19
 Set bonus: +5%/+10% to Strength
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots


=====================================
4.6 - WILD DWELLERS SET 1
=====================================
Class: Ranger
Full set bonus:
Armor: +10% to Vitality
Leggings: +10% to Intelligence
Weapon: +10% to Dexterity

"About their existence there is no doubt, but few to none have actually seen 
them. Merged with the wilderness like phantoms with shadows they go where 
their fickle nature leads them in the everlasting quest for the protection of 
nature against the 'barbarians' that would deface her with myriad cities; scar 
her with fences and ploughs. Where settlers are found slain by the Wild 
Dwellers' trademark arrowheads in the shape of maple leaves, no human - or 
goblin for that matter - will dare to show his face ever again.

Wild Dweller armor is akin in quality and semblance to the flora and fauna its 
wearers so fiercely guard. Brown as the earth itself, gray as the morning fog, 
it blends the Dwellers with their surroundings; flexible yet resilient like 
wolf's skin, but strategically plated like a beetle, it allows them rapid 
movement without relinquishing the need for protection."

!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
On the PC version, Wild Dwellers sets 1 and 2 are switched! This means that 
Wild Dwellers set 1 has the axe, and set 2 has the bow! Thanks to Dark Shadow 
for discovering this. To recap: 

360 Version set 1:      PC Version set 1:
-Bow                    -Axe
-Leggings               -Helmet      

360 Version set 2:      PC Version set 2:
-Axe                    -Bow
-Helmet                 -Leggings
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!

Armor: Wild Dwellers Armor
 Armor
 Melee Armor Rating: +1; Ranged Armor Rating: +4; Magic Armor Rating: +1
 Requires Level 5; Strength 6
 Set bonus: +5%/+10% to Vitality
 1 random buff
 Up to 1 empty charm slot
 1 filled enchantment slot

Leggings: Wild Dwellers Leggings
 Armor - Leggings
 Melee Armor Rating: +3; Ranged Armor Rating: +4; Magic Armor Rating: +3
 Requires Level 15; Strength 18
 Set bonus: +5%/+10% to Intelligence
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Weapon: Wild Dwellers Composite Bow
 Bow
 Ranged damage: 20 - 60; Magic damage: 20 - 60; Critical Chance: 27%
 Requires Level 20; Dexterity 13
 Set bonus: +5%/+10% to Dexterity
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots


=====================================
4.7 - WILD DWELLERS SET 2
=====================================
Class: Ranger
Full set bonus:
Armor: +10% to Vitality
Helmet: +10% to Dexterity
Weapon: +10% to Intelligence

!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
On the PC version, Wild Dwellers sets 1 and 2 are switched! This means that 
Wild Dwellers set 1 has the axe, and set 2 has the bow! Thanks to Dark Shadow 
for discovering this. To recap: 

360 Version set 1:      PC Version set 1:
-Bow                    -Axe
-Leggings               -Helmet      

360 Version set 2:      PC Version set 2:
-Axe                    -Bow
-Helmet                 -Leggings
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!!!!!!!!!!

Armor: Wild Dwellers Armor
 Armor
 Melee Armor Rating: +1; Ranged Armor Rating: +4; Magic Armor Rating: +1
 Requires Level 5; Strength 6
 Set bonus: +5%/+10% to Vitality
 1 random buffs
 Up to 1 empty charm slot
 1 filled enchantment slot

Helmet: Wild Dwellers Helmet
 Armor - Helmet
 Melee Armor Rating: +3; Ranged Armor Rating: +6; Magic Armor Rating: +3
 Requires Level 15; Strength 18
 Set bonus: +5%/+10% to Dexterity
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots

Weapon: Wild Dwellers Battle Axe
 One-handed Axe
 Melee damage: 36 - 84; Magic damage: 36 - 84; Critical Chance: 24%
 Requires Level 20; Strength 19
 Set bonus: +5%/+10% to Intelligence
 2 random buffs
 Up to 2 empty charm slots
 2 filled enchantment slots





========================================================
==========================================================================
*5* DRAGON ARMOR SETS
==========================================================================
========================================================
These are armor sets for your dragon form. They provide either a stat bonus 
(percentage) or a dragon skill bonus. There does not appear to be a bonus for 
equipping all pieces of a particular set.


=====================================
5.1 - BONE DRAGON SET
=====================================
"Sturdy and almost as strong as metal, the bones of Dragons make for an 
excellent exoskeleton that may protect a Dragon Knight's scaly skin from 
being torn by wyvern claws. This use of Dragon bones, however, was viewed by 
most who could take the wyrm's shape as disrespectful and a desecration of 
their dead master's mighty remains."

Claws piece: +1 to Dragon Shield skill.
  In the left chest of Lord Lovis' throne in the Citadel Armory. Unlocking it 
  requires successfully completing "Lost Soul," and thus failing "In Cold 
  Blood."

Cuirass piece: +40% to Hitpoints.
  This is found in the Coffer chest in the bedchambers of the Battle Tower.

Helmet piece: +1 to Dragon Spirit skill.
  Dropped by Amdusias in the Maxos Temple.

Leg piece: +40% to Offense.
  This is found in the Coffer chest in the bedchambers of the Battle Tower.

Tail piece: +1 to Dragon Polymorph skill.
  Found in a chest at the end of the Dark Cave (part of the "Temple of Doom" 
  quest and dungeon in the Bandit Camp). Make sure to get this before taking 
  the teleporter back to the Bandit Camp, or else it's lost forever!


=====================================
5.2 - CHAINMAIL DRAGON SET
=====================================
"When venturing into unknown or outright hostile areas, Dragon Knights knew it 
couldn't hurt to wear some form of protection. Expert smiths would fashion 
great sets of chain mail armor for their masters, which made it safe for them 
to engage in combat with heftier foes."

Claws piece: +1 to Dragon Spirit skill.
  In a large wooden chest in the Sinister Cave. This is in the room connected 
  to the northern teleporter in the main chamber (the one lowest to the 
  magma). Proceed partway through the platforming puzzle, and this chest is 
  next to a different teleporter.

Cuirass piece: +40% to Mana.
  In a large wooden chest on the scaffolding behind Svadilfari in the Red 
  Hammer Tribe cave in the southeastern part of Orobas Fjords. Mindread 
  Svadilfari (before killing him, obviously) to unlock it. The mindread costs 
  3600 EXP. Note that this item is named "Svadilfari's Dragon Armour" instead 
  of the expected "Chainmail Dragon Cuirass."

Helmet piece: +1 to Fire Sphere skill.
  In a large wooden chest in the Well Cave of High Hall. To access this, 
  you must mindread Zagan the demon at the end of the Well Cave, then defeat 
  him in dragon combat. The corridor you came in will collapse, leaving you 
  to escape via a blue-tinted corridor near the top of the room. In this 
  passage is the chest, IF you mindread Zagan.

Leg piece: +40% to Offense.
  Found in a large wooden chest in the back of the Imps' Lair in Orobas 
  Fjords, found on a cliff southeast of the entrance portal to Stone's Flying 
  Fortress.  The lair has a crude wooden hut (like those in other goblin or 
  imp areas) outside of it, making it somewhat easier to find.

Tail piece: +1 to Dragon Shield skill.
  Found in a large wooden chest east of Aurelius' office in the Champion 
  Harbor building. The key to it is found in a large grain sack in the fenced-
  off corner of the room, past the merchant Irwin.


=====================================
5.3 - CRYSTAL DRAGON SET
=====================================
"The Great War taught Dragon Knights the harsh lesson that their dominion of 
the skies could be challenged by the ferocious power of winged Demons. In 
response the Dragon Knights created prodigious armor laced with crystal that 
not only made them quasi-impervious to all that may harm, but also increased 
their already legendary might."

Claws piece: +1 to Firebreath skill.
  In a wooden chest in the library of the Aleroth Ministry building.

Cuirass piece: +40% to Hitpoints.
  In the chest at the end of the Mysterious Cave (Bellegar's cave) in the 
  Orobas Fjords. All three choices must be made for evil, and not good.

Helmet piece: +1 to Fire Sphere skill.
  This is found inside the sultry talking treasure chest in the main room of 
  the crypt. Its three questions must be answered correctly, and you only get 
  ONE chance at it. The correct answers are:
  1: Three (skulls)
  2: One health potion, two apples, one Droxlerite
  3: Four (candles)
 
Leg piece: +40% to Defense.
  In a large wooden chest in the middle room on the eastern side of Raze's 
  Headquarters, in his flying fortress. It is in the northern chest in the 
  room.

Tail piece: +1 to Dragon Burst skill.
  In a golden chest in the main room of Rayhun's Headquarters, in the poisoned 
  Broken Valley.


=====================================
5.4 - PLATE DRAGON SET
=====================================
"From encounters with flying terrors such as airborne undead monsters grew the 
need for Dragon Knights to increase the protection worn in battle. Taking cue 
from the frequently-proven strength of plate armor worn in human shape, new 
armor was forged in that same tradition to fit their mightier form. Their 
efficacy soon quashed the hopes of necromancers who wanted to challenge the 
Dragons' rule of the heavens."

Claws piece: +1 to Dragon Burst skill.
  In a golden chest in the room of Geshniz's Headquarters, where Geshniz 
  herself is fought. The headquarters teleporter is on a cliff located near 
  Maxos Temple, in Broken Valley.

Cuirass piece: +40% to Mana.
  In the chest at the end of the Mysterious Cave (Bellegar's cave) in the 
  Orobas Fjords. All three choices must be made for good, and not evil. This 
  will cost THREE stat points PERMANENTLY. One Vitality and Spirit point, and 
  one free stat point (Intelligence, if all have been allocated).

Helmet piece: +1 to Firebreath skill.
  In a golden chest in Kali's Storage, located in a small compound atop the 
  center spire of the generator complex (northern half) of Kali's flying 
  fortress. The portal to her fortress is via the Rivertown Gorge exit of the 
  Orobas Fjords.

Leg piece: +40% to Defense.
  In a golden treasure chest at the bottom of the Stone's Fortress Greenery 
  room in Stone's flying fortress, located through a blue portal on a cliff 
  east of Dragon Cliff Castle in Orobas Fjords.

Tail piece: +1 to Dragon Shield skill.
  In a golden chest near the teleporter past Ba'al's lair in the Broken Valley 
  mine. This is in the eastern side of the small room past the arena where 
  Ba'al is fought.





========================================================
==========================================================================
*6* BONUS SKILL POINTS
==========================================================================
========================================================
There are a lot of bonus skill points to be had from books and mindreading, 
almost as many (and for many players, probably many more) as are available 
from leveling up. This section provides a detailed list of all available 
bonus points, followed by a quick list of all points total.

To maximize the skill points gained from your Battle Tower servants' quests, 
choose Wesson as Enchanter, Barbatos as Alchemist, Jonelath as Necromancer, 
and Hermosa as Skill Trainer. All award 2 points, one for each quest, as 
opposed to their counterparts, who only award 1. The exception is Jonelath, 
who's quests give 3 points total, instead of Igor's 2.

All skill points before the Battle Tower are missed after claiming the tower 
for your own. All skill points after the Battle Tower are missed once you 
enter the Hall of Echoes.

----------------
Skill Books (1 skill point):
----------------
Book 1 (Farglow): Atop the rock in the middle of the training area. Climb 
  onto the large middle rock from the north side (there are rocks jutting out 
  that form a sort of staircase up the rock). The actual jumping can still be 
  a bit difficult, though, but getting high enough to see the book sitting 
  there is easy.

Book 2 (Broken Valley Village): In the Black Boar Pub, enter the locked door 
  (this door requires Lockpick level 2 to pick!) on the right side of the top 
  floor, and pick up the Strange Volume book inside. Read it, then pick up 
  Strange Volume II from the counter at the bar. Strange Volume III is near 
  the bookshelf on the second floor (near the banquet table where Mara is). 
  The skill book can then be found in the fireplace.

Book 3 (Broken Valley): In the Secret Passage, in the area beyond the locked 
  wooden door (it is unlocked when Martis is rescued, or if you see him being 
  broken out of the jail). Head straight through from the locked door and 
  you'll then see a sharp turn left, and a spider web straight ahead. Head 
  straight, through the web, and activate a pressure plate on the left wall. 
  Go inside the new room, and skill book is on the floor.

Book 4 (Citadel Dungeon): This is the area of Lovis' tower accessed via his 
  Scrying Stone. If you did not use the stone before giving it to Romon, enter 
  the church in Broken Valley Village, start "Into Thin Air," and pick up and 
  read Romon's Notes to unlock the chamber next to the Lake Shrine. This book 
  is obtained by activating the two pedestals (glowing purple), which create 
  two platforms near the exit. Climb these and press the button on the wall. 
  This will trigger four items on chains to be lowered from the ceiling. 
  Instead of picking one of the weapons, return to the corner you started in 
  (after using the stone), and you will see a Skill Book hanging there. Pick 
  it up, and all the chains will rise again. THIS SKILL POINT IS GONE FOREVER 
  IF YOU PICK ONE OF THE FOUR ITEMS ON CHAINS IN THE CENTER OF THE ROOM!

Book 5 (Naberius' Storage): Mindread Naberius in his old cave west of the 
  Chapel Shrine. Then go and collect four Parchment items from four wooden 
  chests throughout the southeastern section of Broken Valley. Take them to 
  ZixZax the imp (near Maxos Temple) and he will translate them, giving you 
  the password to the odd teleporter near the Chapel Shrine. Return to it and 
  activate it. It will teleport you to a ledge, on which you'll find Naberius' 
  Storage. Enter, take the key from the nearby cage, open the locked door, 
  and this skill book is waiting on the chair in the back.

Book 6 (Sinister Cave): In the main chamber, take the southernmost teleporter, 
  which is at the highest elevation of the three. In the middle of the long 
  corridor, find a key inside a broken coffin. Then, use it to open the large 
  wooden chest at the end of the corridor. It is near the Book of the Dead, 
  and two piles of (lootable) corpses.

Book 7 (High Hall Mines): In Mundus' second floor office in the High Hall 
  Mines, on the left end of his desk. To get here, follow the southeastern 
  path until you find a Troll Runekeeper. Kill it, pick up the runes, then 
  disable the barrier on the southwestern path. Take the elevator to the 
  second floor, and turn right after exiting.

Book 8 (Red Hammer Tribe): This book is behind Groth the Storyteller's locked 
  door. To access it, the quest "Much Ado About Goblins" must be completed. It 
  sits on a bench near a locked wooden chest.

Book 9 (Bone Burrow): Defeat the Ultimate Creature Boss enemy in Bone Burrow, 
  found on a cliff at the southeastern corner of Orobas Fjords. This enemy can 
  be found whether or not Jonelath is chosen, but it will only give the "quest 
  rewards" (including the skill book) if Jonelath was chosen!

Book 10 (Battle Tower): Complete the first quest for your Necromancer. 
  Jonelath's is "Out on a Limb," and Igor's is "The Book of the Dead." It will 
  be among the rewards.

Book 11 (Battle Tower): Complete the first quest for your Enchanter. Wesson's 
  is "Short Supply," and Radcliff's is "Delicate Affairs." It will be among 
  the rewards. BEWARE! Radcliff counts the skill book among the rewards you 
  must choose, and if you sell his Goblin Stone to the goblins, you cannot 
  choose the skill book at all!

Book 12 (Battle Tower): Complete the first quest for Barbatos, "Borrowed 
  Book," if you chose him as your Alchemist. ALLAN DOES NOT AWARD THIS SKILL
  BOOK!

Book 13 (Battle Tower): Complete the first quest for Hermosa, "Dear John," if 
  you chose her as your Skill Trainer. KENNETH DOES NOT AWARD THIS SKILL BOOK!

Book 14 (Battle Tower): Complete the second quest for your Necromancer. 
  Jonelath's is "Risk Life for Limb," and Igor's is "Black Ring's Ring." It 
  will be among the rewards.

Book 15 (Battle Tower): Complete the second quest for Wesson, "Raging Raze," 
  if you chose him as your Enchanter. Radcliff has no second quest, and 
  therefore CANNOT AWARD ANOTHER SKILL BOOK!

Book 16 (Battle Tower): Complete the second quest for your Alchemist. Allan's 
  is "Wisdom in a Bottle," and Barbatos' is "An Alchemist's Apparel." It will 
  be among the rewards.

Book 17 (Battle Tower): Complete the second quest for your Skill Trainer. 
  Kenneth's is "By the Book," and Hermosa's is "Murder for Myrthos." It will 
  be among the rewards. Be careful, as Kenneth counts the book among the 
  rewards you choose for the quest, so be sure to choose it!

Book 18 (Hall of Echoes - Ygerna's Memory): This book is found on the floor in 
  the entrance to Ygerna's Memory, where you enter from. It is literally right 
  behind you after the fight starts. It is not hard to find, but be aware 
  you'll be attacked by all the enemies in the room while you pick it up. This 
  is the room after finishing the Arena and entering the second black orb as 
  the dragon.

----------------
Skill point mindreads:
----------------
2pts: ZixZax, outside of Maxos Temple in Broken Valley. Costs 800 EXP.

1pt: Island, after finishing "The Prophecy" on Sentinel Island. This is an 
  automatic encounter after picking your servants (or entering the Battle 
  Tower during "Breaking an Entry" without choosing them all). This is the 
  only chance for this point! Costs 1400 EXP.

1pt: Sassan, after "Laiken in his Lair." Mindread her when she's standing on 
  the balcony of your personal chambers in the Battle Tower. Costs 1400 EXP.

1pt: Your Skill Trainer in the Battle Tower, after "Laiken in his Lair." This 
  is either Kenneth or Hermosa, whoever was chosen. Costs 1400 EXP.

1pt: Your Alchemist in the Battle Tower, after "Laiken in his Lair." This is 
  either Allan or Barbatos, whoever was chosen. Costs 1400 EXP.

1pt: Your Enchanter in the Battle Tower, after "Laiken in his Lair." This is 
  either Wesson or Radcliff, whoever was chosen. Costs 1400 EXP.

1pt: Your Necromancer in the Battle Tower, after "Laiken in his Lair." This is 
  either Jonelath or Igor, whoever was chosen. Costs 1400 EXP.

1pt: Lister, in front of the mine in Orobas Fjords. Your only chance is when 
  he calls out to you first, as he dies right afterwards. Don't miss this! 
  Costs 2400 EXP.

2pts: Zandalor, in the Ministry of Aleroth. When you first speak to him, tell 
  him you need to prepare first, then talk to him again and mindread him. 
  Costs 2400 EXP.

2pts: Ba'al, in the Broken Valley Mine. Make sure to mindread him when he 
  talks to you before the battle! Costs 3400 EXP.

1pt: Charon, in the Hall of Echoes Arena. Costs 3400 EXP.

1pt: Marius, in the Hall of Echoes Arena. Costs 3400 EXP.

1pt: Sassan, in the Hall of Echoes Arena. Costs 3400 EXP.

1pt: Amdusias, in the Hall of Echoes Arena. Costs 3400 EXP.

1pt: Ba'al, in the Hall of Echoes Arena. Costs 3400 EXP.

----------------
Special skill point sources:
----------------
1pt: During "The Farglow Connection." One point is put into Whirlwind, Poison 
  Arrows, or Fireball, depending on choice of Warrior, Ranger, or Mage path. 
  This point is automatically given to one of the listed skills, however it 
  may be unlearned at a Skill Trainer.

2pts: The Ancient Journal, found on the Sentinel Island shipwreck (in a tree) 
  during the "Legend of the Ancient Mariner." This is in a chest inside the 
  ship, which takes dragon form to reach. Use the book from your quest item 
  list for the points, but beware! This will destroy the book, and condemn 
  the quest to failure!

1pt: Stone's Fortress Greenery. Obtain the herb buds from the large wooden 
  chest in the room before the spring, then drop the Black Rose and Moonshine 
  buds into the spring. The order doesn't matter. This skill point is rewarded 
  for doing so. WARNING! Choosing this will prevent obtaining 5 stat points 
  from the same source.

2pts: Rewarded for completing the Quest "Sight for Sore Eyes." Give two 
  Malachite Gems to Simeon and as an extra bonus on top of the normal quest 
  rewards, he will give you two skill points. Note that this is missable, as 
  there are a limited number of Malachite Gems in the game! If you sell, use, 
  or destroy them all and mine all Malachite Ore Veins, you CANNOT complete 
  the quest.

5pts: The Demon Wars, a quest item book that is dropped by Kali, in the 
  Headquarters of her flying fortress. Kenneth needs this for his second 
  quest, "By the Book," but if Hermosa was chosen as skill trainer, the book 
  and its skill points are yours.

----------------
Skill points quick list (47 total):
----------------
1: "The Farglow Connection" point. Whirlwind, Poison Arrows, or Fireball.
2: Farglow, book on rock in goblin training area.
3: Broken Valley Village, book at end of the Black Boar pub book hunt.
4: Secret Passage, book on floor beyond locked door, past spider web.
5: Citadel Dungeon, one of the five items on chains to choose from.
6: Outside Maxos Temple, mindread ZixZax.
7: Outside Maxos Temple, mindread ZixZax.
8: Naberius' Storage, on a chair in the back of the room.
9: Sentinel Island, mindread Island after finishing "The Prophecy."
10: Read the Ancient Journal found during "Legend of the Ancient Mariner."
11: Read the Ancient Journal found during "Legend of the Ancient Mariner."
12: Sassan, mindread after acquiring the Battle Tower.
13: Mindread your Skill Trainer in the Battle Tower.
14: Mindread your Alchemist in the Battle Tower.
15: Mindread your Enchanter in the Battle Tower.
16: Mindread your Necromancer in the Battle Tower.
17: Orobas Fjords, mindread Lister. He dies after talking, so only one chance!
18: Sinister Cave, book in the chest near the Book of the Dead.
19: High Hall Mines, a book on the table in Mundus' second floor office.
20: Red Hammer Tribe cave, a book in Groth's room on a bench.
21: Book, awarded during Jonelath's first quest. Igor DOES NOT award this!
22: Book, awarded for Necromancer's first quest.
23: Book, awarded for Enchanter's first quest. See notes for Radcliff's!
24: Book, awarded for Barbatos' first quest. Allan's DOES NOT award this!
25: Book, awarded for Hermosa's first quest. Kenneth's DOES NOT award this!
26: Finish "Sight for Sore Eyes," and Simeon rewards this point.
27: Finish "Sight for Sore Eyes," and Simeon rewards this point.
28: Mindread Zandalor in Aleroth's ministry building.
29: Mindread Zandalor in Aleroth's ministry building.
30: Stone's Fortress Greenery, drop Black Rose and Moonshine into the spring.
31: Mindread Ba'al in the Broken Valley Mine.
32: Mindread Ba'al in the Broken Valley Mine.
33: Read the quest item The Demon Wars, dropped by Kali. (see notes!)
34: Read the quest item The Demon Wars, dropped by Kali. (see notes!)
35: Read the quest item The Demon Wars, dropped by Kali. (see notes!)
36: Read the quest item The Demon Wars, dropped by Kali. (see notes!)
37: Read the quest item The Demon Wars, dropped by Kali. (see notes!)
38: Book, awarded for Necromancer's second quest.
39: Book, awarded for Wesson's second quest. Radcliff DOES NOT award this!
40: Book, awarded for Alchemist's second quest.
41: Book, awarded for Trainer's second quest. See notes for Kenneth's!
42: Mindread Charon in the Hall of Echoes Arena.
43: Mindread Marius in the Hall of Echoes Arena.
44: Mindread Sassan in the Hall of Echoes Arena.
45: Mindread Amdusias in the Hall of Echoes Arena.
46: Mindread Ba'al in the Hall of Echoes Arena.
47: Book, found in Ygerna's Memory within the Hall of Echoes.





========================================================
==========================================================================
*7* BONUS STAT POINTS
==========================================================================
========================================================
Like skill points, stat points may be obtained. These go towards boosting your 
five main stats: Vitality, Spirit, Strength, Dexterity, and Intelligence. 
There are much fewer extra ones to be had, however. This is a detailed list 
of all available stat points, as well as a select few special sources that 
provide an increase to certain stats directly, instead of as points that are 
free to distribute as the player likes.

Many mindread stat points have a very small window of opportunity, so to be 
safe, mindread the people the first chance possible. Mindreading is also the 
primary source of bonus stat points, as there are precious few Stats Books to 
be found.

All stat points before the Battle Tower are missed after claiming the tower 
for your own. All stat points after the Battle Tower are missed once you 
enter the Hall of Echoes.

----------------
Stats Books (1 stat point):
----------------
Book 1 (Broken Valley Village): Sitting on a table in the main room of Arben's 
  Tomb, accessed during the story quest "To Lay a Ghost to Rest."

Book 2 (Champion Harbor Building): This book sits on a table inside Aurelius' 
  office in the Champion Harbor building in the Orobas Fjords.

----------------
Stat point mindreads:
----------------
1pt: Quincy, ONLY when he calls out to you from the guard tower outside of 
  Broken Valley Village! If you wait until he's back in the village, his 
  mindread becomes text-only. Costs 400 EXP.

1pt: Lomax, in Jackson's Farm, after killing Richard. ONLY if you side with 
  him against Richard in "New Order or Champion Chaos." To start that quest, 
  return a Goblin Heart to Richard, then when he brings up the "Feast or 
  Famine" quest, decline it. He will run off, and you can head to Jackson's 
  Farm to start "New Order or Champion Chaos." This point is ONLY available 
  right after killing Richard, when Lomax thanks you. After that, he reverts 
  to his text-only mindread form. Costs 400 EXP.

1pt: Christopher, ONLY when he is guarding the Bandit Camp (outside of the 
  camp). Completing "Into the Bandit's Den" will prevent you from gaining this 
  stat point, since he will be killed by the time you get to the camp. Also, 
  giving him the Rimmer's Rum quest item will prevent obtaining this as well. 
  Costs 800 EXP.

1pt: Tagos, in the Bandit Camp. Completing "Into the Bandit's Den" will 
  prevent you from gaining this stat point, since Tagos will be hostile (and 
  then dead). Costs 800 EXP.

1pt: Jenae OR Filip, whichever you side with during "Daylight Robbery." The 
  one you side against is killed before they may be mindread. This is ONLY 
  available right after the battle. Once back at camp, Jenae will turn into 
  a non-dialogue NPC, whereas Filip will just plain vanish. They are mutually 
  exclusive, and therefore essentially the same point. Costs 800 EXP.

1pt: Toshan. He is a ghost in the Citadel Dungeon of Lovis' tower. Getting 
  there requires use of the Lovis' Scrying Stone BEFORE giving it to Romon in 
  Broken Valley Village, because Toshan is gone if the area is unlocked via 
  the "Into Thin Air" quest. Mindread him while he is talking to you. Costs
  400 EXP.

1pt: Champion David. To get this, mindread David to open the quest "The 
  Fugitive," then threaten to turn David in to Richard. Confirm that you will 
  tell Richard, and David will flee. He can then be found on the mountain pass 
  leading to the Orobas Fjords. Mindread him there and the stat point is 
  yours. Note that once you talk to him near the Fjords, all dialogue options 
  cause him to flee and vanish forever, so it is your only chance!

1pt: Sassan. The living version of Sassan, in the summoning circle room, after 
  killing zombie Sassan, BUT BEFORE SUMMONING! This is the only chance for 
  THIS specific point! Waiting until afterwards will change it to the next 
  possible point. Costs 1400 EXP.

1pt: Sassan. This point comes from mindreading Sassan AFTER the summoning 
  ritual, but before following Razakel to Laiken. Costs 1400 EXP.

1pt: Augustus, Champion of Aleroth. He stands in front of the ministry in 
  the besieged city of Aleroth, reached after collecting at least one of each 
  type of Zeppelin part (compass, crystal, and rudder). Mindread him once 
  there. Costs 2400 EXP

----------------
Special stat point sources:
----------------
2pts: Mindread the Librarian in Maxos Temple. You will master an ancient 
  alphabet. Go to the room directly below the Librarian where there is a 
  pedestal with a book atop it. Examine the pedestal and read the book, and 
  it will give these two stat points. The mindread costs 800 EXP.

2pts: Mindread (living) Sassan when she's in the Bandit's Barracks (the 
  corridor RIGHT before the elevator, with the Black Ore Veins). This is the 
  only time this mindread is available! Doing this will unlock a book called 
  Erlking's Writings in the 1st floor library of the Battle Tower. Pick this 
  book up and read it for two stat points. You get a second momentary chance 
  at this mindread when Sassan talks to you once you have the Soul Forge 
  Contract. The mindread costs 700 EXP.

5pts: Stone's Fortress Greenery. Obtain the herb buds from the large wooden 
  chest in the room before the spring, then drop the Holy Basil and Oak Tears 
  buds into the spring. The order doesn't matter. The 5 stat points are 
  rewarded for doing so. WARNING! Choosing this will prevent obtaining a skill 
  point from the same source.

+3 to Strength, Dexterity, or Intelligence: Complete "The Farglow Connection," 
  and leave Farglow having chosen either the Warrior, Ranger, or Mage 
  discipline.

+1 to all five stats: After defeating Amdusias, Talana will tell you to pick 
  up the Book of the Dragon from the blood altar nearby. Doing this is 
  required to continue the story. Once picked up, you will be forced to read 
  it, and after doing so, will gain a boost of +1 to all five stats (Vitality, 
  Spirit, Strength, Dexterity, and Intelligence).

+5 to Intelligence: Use the Potion of Wisdom, won from Geshniz in a flying 
  fortress. Be warned, if you chose Allan as your Alchemist, this will fail 
  his second quest, and prevent getting the second Alchemy platform upgrade! 
  If Barbatos was chosen, you're free to use it.

----------------
Stat points quick list (21 free points, 13 pre-determined points, 34 total):
----------------
1: Wooden Guard Tower, mindread Quincy (only chance!).
2: Jackson's Farm, mindread Lomax after killing Richard (only chance!)
3: Village Chapel, book on a table in Lord Arben's tomb.
4: Outside Bandit's Camp, mindread Christopher.
5: Bandit's Camp, mindread Tagos.
6: Broken Valley, mindread Jenae or Filip RIGHT after "Daylight Robbery."
7: Citadel Dungeon, use Scrying Stone and mindread Toshan (only chance!).
8: Mindread David near Orobas Fjords after threatening to tell Richard.
9: From a book in the Maxos Temple library (mindread the Librarian first).
10: From a book in the Maxos Temple library (mindread the Librarian first).
11: Mindread alive Sassan in Bandit's Barracks, then read Erlking's Writings.
12: Mindread alive Sassan in Bandit's Barracks, then read Erlking's Writings.
13: Mindread alive Sassan BEFORE activating the summoning circle.
14: Mindread Sassan AFTER the summoning ritual, but before following Razakel.
15: Champion Harbor Building, book on a table in Aurelius' room.
16: Mindread General Augustus in front of the ministry in Aleroth.
17: Drop Holy Basil and Oak Tears into Stone's Greenery spring. (see notes)
18: Drop Holy Basil and Oak Tears into Stone's Greenery spring. (see notes)
19: Drop Holy Basil and Oak Tears into Stone's Greenery spring. (see notes)
20: Drop Holy Basil and Oak Tears into Stone's Greenery spring. (see notes)
21: Drop Holy Basil and Oak Tears into Stone's Greenery spring. (see notes)

+3 to Strength, Dexterity, or Intelligence: "The Farglow Connection."
+1 to all 5 stats: Read "Book of the Dragon" in Maxos Temple (required).
+5 to Intelligence: Use the "Potion of Wisdom."





========================================================
==========================================================================
*8* DRAGON SKILL POINTS
==========================================================================
========================================================
Dragon skill points work like normal ones, except are used specifically for 
dragon skills. This is a list of all bonus dragon skill points. Unlike normal 
skill points, the ONLY source of dragon points are the ones listed here. None 
are gained for leveling up, although the dragon does start with 1 point in 
Fire Sphere.

When skills are unlearned at the skill trainer, dragon skills are unlearned 
too, along with the default point in Fire Sphere. The total dragon skill 
points available are what is listed here plus one more, making 29 total 
points. Firebreath also has a point in it that, like Mindread, Encumbrabce, 
and the weapon skills, can never be removed. This makes 30 points out of the 
35 needed to max all 7 skills. Dragon armor can give +1 to three other 
skills, so you can have a total of 6 skills at Lv5, and one at Lv3.

All dragon skill points before the Battle Tower are missed after claiming the 
tower for your own. All dragon skill points after the Battle Tower are missed 
once you enter the Hall of Echoes.

----------------
Dragon Skill Books (1 stat point):
----------------
Book 1 (Maxos Temple): The Librarian gives this book as a reward for the story 
  quest "A Tale of Two Tomes." This cannot be missed.

Book 2 (Primordial Cave): This is in the Chicken Rune room, in the 
  southeastern corner of the lower floor of the cave. It sits on the table at 
  the back of the room.

Book 3 (Battle Tower): This is sitting on the bed of your bedchamber in the 
  Battle Tower on Sentinel Island, after defeating Laiken.

Book 4 (Battle Tower): This is sitting on a table on the Skill Trainer 
  platform of the Battle Tower, after killing Laiken.

Book 5 (Battle Tower): This is sitting on a table on the Alchemy platform of 
  the Battle Tower, after killing Laiken.

Book 6 (Battle Tower): This is sitting on the ground near the central machine 
  of the Enchanter platform of the Battle Tower, after killing Laiken.

Book 7 (Battle Tower): This is sitting on the central ring platform of the 
  Necromancer platform of the Battle Tower, after killing Laiken.

Book 8 (Sentinel Island): In a wyvern's nest in a tree slightly northwest of 
  the Battle Tower Shrine on Sentinel Island. This can only be reached using 
  the dragon form.

Book 9 (Primordial Cave): Past the three hungry statues is a maze filled with 
  fireball-spitting heads. In the northeast part of the (very small) maze is 
  a large wooden chest next to four pressure plates in a 2x2 pattern. The book 
  sits on the floor next to them.

Book 10 (Bandit Hideout): This sits on a desk in Ragon's room of the cave, past 
  the force field. To disable it, go to the opposite end of the cave and step 
  on the pressure plates in the correct order. Starting from the treasure 
  chest in the back, number them 1, 2, 3, and 4. Step on 2, 4, 1, and 3. The 
  desk this book sits on is right next to some potted plants and an Iron Ore 
  Vein.

Book 11 (Sinister Cave): Sitting on a table at the northwestern end of 
  Barnabus' platform in the center of the main room of the Sinister Cave. This 
  requires turning off both shield generators in the cave to access.

Book 12 (High Hall Mines): This book sits next to a chest near a lava pit in 
  the center of the mines (the four-way junction).

Book 13 (Well Cave): This book sits on a desk in the southern room of the Well 
  Cave, which has several bodies throughout it. A Priest's Corpse rests on the 
  floor next to the table.

Book 14 (Red Hammer Tribe): This book sits right next to the beholder Groth 
  the Storyteller. To access his room, the quest "Much Ado About Goblins" must 
  be completed.

Book 15 (Aleroth Ministry): On a table in the treasure room of Aleroth's 
  ministry building, up the stairs to the right.

Book 16 (Orobas Crypt): This is sitting near some candles on the ground in the 
  back of the crypt.

Book 17 (Orobas Crypt): This is found inside the sultry talking treasure chest 
  in the main room of the crypt. Its three questions must be answered 
  correctly, and you only get ONE chance at it. The correct answers are:
  1: Three (skulls)
  2: One health potion, two apples, one Droxlerite
  3: Four (candles)

Book 18 (Lost Tomb): On the floor near the casket in the center ruins inside 
  the Lost Tomb in Orobas Fjords.

Book 19 (Stone's Flying Fortress): Dropped by General Xanlosch in the central 
  fortress of the outside area of the flying fortress. His fortress is found 
  in a blue portal south of the legendary tree Jievaras.

Book 20 (Inner Passage): This book is in a large wooden chest in the eastern 
  room of the Inner Passage of Stone's flying fortress. His fortress is found 
 in a blue portal south of the legendary tree Jievaras.

Book 21 (Stone's Fortress Arena): General Stone of the Black Ring drops this 
  book upon his death. His fortress is found in a blue portal south of the 
  legendary tree Jievaras.

Book 22 (Raze's Headquarters): General Raze drops this book upon his death. 
  He is found in the Headquarters of his fortress, accessed via a blue portal 
  on the western cliff south of Champion Harbor.

Book 23 (Rayhun's Headquarters): Rayhun, a Black Ring General, drops this 
  book upon his death. He's found in his fortress headquarters, atop a flying 
  fortress that hovers above the remains of Broken Valley Village.

Book 24 (Kali's Headquarters): Kali, a Black Ring General, drops this book 
  upon her death. Her fortress is found by taking the Rivertown Gorge exit of 
  the Orobas Fjords.
 
Book 25 (Keara's Headquarters): Keara, a Black Ring General, drops this book 
  upon her death. Her fortress is found through a blue portal on the eastern 
  cliffs northwest of the Red Hammer Tribe shrine.

----------------
Dragon skill point mindreads:
----------------
3pts: Patriarch, in the Primordial Cave. This is at the end of the cave, well 
  past the hungry statues. It costs a whopping 3600 EXP, but gets THREE dragon 
  skill points!

----------------
Special Dragon Skill point sources:
----------------
1pt: Your character starts with one skill point in the Fire Sphere skill. 
  Although this point is already used, it will be unlearned at a Skill 
  Trainer.

----------------
Dragon skill points quick list (29 total):
----------------
1: One point is in the Fire Sphere skill by default. Can be unlearned.
2: Given by Librarian for completing "A Tale of Two Tomes."
3: On a desk in the Primordial Cave's Chicken Rune room.
4: Found on your bed in the Battle Tower, post-Laiken.
5: On a table of the Skill Trainer platform of the Battle Tower.
6: On a table of the Alchemist platform of the Battle Tower.
7: On the ground in the center of the Enchanter platform of the Battle Tower.
8: On the central ring of the Necromancer platform of the Battle Tower.
9: In a wyvern nest a bit northwest of the Battle Tower Shrine.
10: In the Primordial Cave maze room, on the floor near a chest.
11: On a desk in Ragon's room of the Bandit Hideout.
12: On a table near Barnabus in the Sinister Cave.
13: In the High Hall Mines, a book near the central lava pit.
14: In the Well Cave, sitting on a desk in the southern room.
15: Red Hammer Tribe cave, sitting on the floor next to Groth.
16: In the Aleroth Ministry building, on a table in the treasure room.
17: Orobas Crypt, sitting on the ground near some candles in the back.
18: Orobas Crypt, inside the talking chest if all questions correct.
19: Lost Tomb, on the floor near the casket in the center.
20: Dropped by General Xanlosch in Stone's Flying Fortress.
21: In a large wooden chest in the Inner Passage of Stone's flying fortress.
22: Dropped by General Stone in Stone's Fortress Arena.
23: Dropped by General Raze in the Headquarters of his flying fortress.
24: Dropped by Rayhun in his Headquarters in Broken Valley.
25: Dropped by Kali in the Headquarters of her flying fortress.
26: Dropped by Keara in the Headquarters of her flying fortress.
27: Mindread the dragon Patriarch in the Primordial Cave.
28: Mindread the dragon Patriarch in the Primordial Cave.
29: Mindread the dragon Patriarch in the Primordial Cave.





========================================================
==========================================================================
*9* BATTLE TOWER PLATFORM OPERATORS
==========================================================================
========================================================
Various operator choices have different bonuses, quests, and costs. When 
choosing them, often the EXP, skill points, and (lack of) giving up good items 
is the deciding factor, as opposed to the specific services offered.

Each set of potential candidates (alchemists aside) also have special 
interaction opportunities, such as the enchanter's smithing competition, the 
necromancer's attempt to kill each other, and the trainer's duel. Check these 
out if you wish, but keep in mind the necromancer or trainer who dies will no 
longer be eligible for choosing as an assistant.


=====================================
9.1 - SKILL TRAINERS
=====================================
The skill trainers are the one profession available to your Battle Tower that 
is unavailable in Broken Valley. They will allow you to increase your skill 
caps from the default of level 5 to level 10, 13, and finally 15. Not all 
skills can be increased, however. On top of that, the trainer can unlearn your 
skills. The unlearning costs 5000 gold the first time, and doubles each 
subsequent time. Overuse of this feature may lead to running the entire world 
out of gold!

If you talk to Hermosa, she will propose a duel with her rival. Telling 
Kenneth causes him to go challenge her. At the camp, he will express concern 
over her gender. If you tell them to duel anyways, Hermosa will win and the 
choice will be made for you; calling off the duel will still allow you to 
choose.

Comments: Kenneth's quests are horribly stacked against you, reward-wise. Not 
only do his missions give one less skill point then Hermosa's, he requires 
giving up an item worth FIVE skill points. His first quest requires failing 
another quest to achieve the maximum reward for, and his second only gives a 
choice of EXP, gold, or a skill book, instead of giving all three AND an 
additional choice. Hermosa requires giving up an Amulet and an otherwise-
useless quest item for the first quest, and the Myrthos sword for her second. 
The two items for her first quest cannot be obtained without choosing her, so 
they are not a loss either way.

Opinions: Kenneth's second quest requires giving up an item that gives FIVE 
skill points. Do you know how valuable that is? You've played the game long 
enough to reach the Battle Tower, so yes, you do. Screw you, Kenneth.

Lowdown:
-Kenneth:
 1 skill point.
 Priest and Mage skills are half price to train.
 Maximum reward for 1st quest requires failing another quest.
 Give up The Demon Wars quest item (worth 5 skill points!!!)
 (If the above doesn't seem bad enough, consider that Choosing Kenneth costs 
 you SIX skill points: 5 from The Demon Wars, and 1 that Hermosa rewards but 
 Kenneth doesn't)

-Hermosa:
 2 skill points.
 Warrior and Ranger skills are half price to train.
 Give up the Hermosa's Necklace jewelry item (must choose Hermosa to get).
 Give up The Art of War quest item (no other use, must choose Hermosa to get).
 Give up the Myrthos sword (very powerful, +1 to Destruction skill).

Recommended choice: Hermosa (by a huge margin)


==================
9.1.1 - KENNETH
==================
Bonus: Magical skills are half-price to train (750 gold or the first boost, 
1500 for the second boost, 2250 for the final boost). For the most part, 
Priest and Mage skills are magical, and Warrior and Ranger skills are 
physical. Dragon Slayer skills are never discounted.
(Unlocked immediately upon obtaining the Battle Tower)

Quest 1: "Apprentice and Adversary"
 Task: Rescue Saul from the Slayer camp south of Champion Harbor. To do this, 
  first visit High Hall and examine the teleporter control panel there. Then 
  set the teleporter near Saul's cell to High Hall, and tell Saul it's set. 
  This fails the quest "Thorn in the Side," however, but failing it has no 
  consequences beyond losing out on the rewards.
 Rewards: 4500 EXP, 520 gold, 2 of (1125 EXP, 520 gold, heroic armor, heroic 
  weapon, heroic jewelry, formula/charm).

 OR...
 Task: Kill Saul, which completes "Thorn in the Side" successfully, but upsets 
  Kenneth and greatly reduces your reward. This option will still allow for the 
  platform's upgrade, though.
 Rewards: 1 of (4500 EXP, 520 gold).

Upgrade 1: Unlocks the second level of skill training, allowing most skills to 
 be trained to a maximum of level 13. Discounted skills cost 1500 gold, others 
 cost 3000 gold.

Quest 2: "By the Book"
 Task: Give up The Demon Wars quest item, a book worth a massive FIVE skill 
  points. This book is dropped by Kali, in the Headquarters of her flying 
  fortress, found by taking the Rivertown Gorge exit of the Orobas Fjords.
 Rewards: 1 of (6000 EXP, 600 gold, 1 Skill Book).

Upgrade 2: Unlocks the final level of skill training, allowing many skills to 
 be trained to a maximum of level 15. Discounted skills cost 2250 gold, others 
 cost 4500 gold.


==================
9.1.2 - HERMOSA
==================
Bonus: Physical skills are half-price to train (750 gold or the first boost, 
1500 for the second boost, 2250 for the final boost). For the most part, 
Priest and Mage skills are magical, and Warrior and Ranger skills are 
physical. Dragon Slayer skills are never discounted.
(Unlocked immediately upon obtaining the Battle Tower)

Quest 1: "Dear John"
 Task: Deliver Hermosa's Necklace to Morgan in the Champion Harbor building, 
  then give the quest item Art of War Book (which Morgan gives you) to Hermosa 
  at the Battle Tower. Neither of these items can be obtained unless Hermosa is 
  chosen.
 Rewards: 4500 EXP, 520 gold, 1 Skill Book, 1 of (1125 EXP, 520 gold).

Upgrade 1: Unlocks the second level of skill training, allowing most skills to 
 be trained to a maximum of level 13. Discounted skills cost 1500 gold, others 
 cost 3000 gold.

Quest 2: "Murder for Myrthos"
 Task: Give up the sword Myrthos, a very powerful weapon that is dropped by 
  Kali, in the Headquarters of her flying fortress. This sword is a shame to 
  give away, but it still beats losing the 5 skill points Kenneth's quest 
  would cost you!
 Rewards: 6000 EXP, 600 gold, 1 Skill Book, 1 of (1500 EXP, 600 gold).

Upgrade 2: Unlocks the final level of skill training, allowing many skills to 
 be trained to a maximum of level 15. Discounted skills cost 2250 gold, others 
 cost 4500 gold.


=====================================
9.2 - ALCHEMISTS
=====================================
Alchemists are the ones who will allow you to make potions, just like 
Abanayamar did back in Broken Valley. Their functions are largely the same, 
but each has a special potion ability to use, as well as reducing the number 
of ingredients used per potion via upgrades to the platform.

The two Alchemists will talk about each other, but no contact or competition 
with the two will occur.

Comments: Neither Alchemist requires much of a sacrifice for their first 
quest. Allan requires some common ingredients, Barbatos needs a quest item 
that is otherwise useless. Allan's second quest, however, requires giving up a 
unique potion which gives +5 to your Intelligence stat. Barbatos' requires 
surrendering the Alchemy Amulet. The free potions are nothing you can't easily 
make yourself (and making better ones is simple, too), whereas the Allan Brew 
is unique and cannot be acquired unless Allan is chosen.

Opinion: The +5 to Intelligence potion is a powerful thing. While the amulet 
for Barbatos is nice, that Int bonus will follow you around everywhere, no 
matter what is equipped. Barbatos also gives two skill books, instead of 
Allan's one. This means Allan will cost you a skill point and 5 Intelligence - 
not a good deal at all. The Allan Brew is a nice potion, but the cost is just 
too high.

Lowdown:
-Allan
 1 skill point.
 Unique potion formula, "Allan Brew." (see section 18 for more info)
 Give up the Potion of Wisdom consumable (permanent +5 to Intelligence stat).

-Barbatos
 Slightly more EXP from quests.
 2 skill points.
 Free Lv5 stat potions (Strength, Dexterity, Vitality).
 Give up the Master's Spell Book quest item (no other use).
 Give up the Alchemy Amulet jewelry item (+1 to Regenerate and Wisdom).

Recommended choice: Barbatos (by a small margin)


==================
9.2.1 - ALLAN
==================
Bonus: Will make the unique "Allan Brew" potion. This is a potion that boosts 
all armour ratings by 36 for 180 seconds. This makes it over 50% more powerful 
than the Ultimate Potion of Full Resistance (level 10). The cost for the Allan 
Brew is 4x Black Rose, Dragon Nail, Earth Root, Holy Basil, and Whisperwood. 
These costs can be reduced by upgrading the Alchemy platform, and by the 
Master Herbalist skill. One is given to you for finishing the quest, and the 
recipe is added to your recipe list when making potions.
(Unlocked after finishing his first quest, "Allan Brew Confidential")

Quest 1: "Allan Brew Confidential"
 Task: Obtain one each of Whisperwood, Black Rose, Earth Root, and Holy Basil. 
  Harry, the herb runner in the Throne Room, can obtain them if needed. Give 
  them to Allan, and he will request a Dragon Nail too. Obtain one, give it to 
  him, and the quest will be complete.
 Rewards: 4500 EXP, 2 of (520 gold, 6 formulas).

Upgrade 1: All potions consume one less of each ingredient to brew. Once the 
 cost of all ingredients of a potion are 1, further reductions (via upgrade or 
 the Master Herbalist skill) will begin eliminating ingredients entirely. All 
 potions will always require at least one of the first ingredient on the list, 
 however.

Quest 2: "Wisdom in a Bottle"
 Task: Give up the Potion of Wisdom, a unique consumable that gives a 
  permanent +5 to Intelligence! It is dropped by Geshniz, in her Headquarters 
  in the poisoned Broken Valley, near Maxos Temple.
 Rewards: 6000 EXP, 600 gold, 1 Skill Book, 1 of (1500 EXP, 600 gold).

Upgrade 2: All potions consume one less (two less total) of each ingredient to 
 brew. Once the cost of all ingredients of a potion are 1, further reductions 
 (via upgrade or the Master Herbalist skill) will begin eliminating 
 ingredients entirely. All potions will always require at least one of the 
 first ingredient on the list, however.


==================
9.2.2 - BARBATOS
==================
Bonus: Will make Substantial (level 5) stat potions (Strength, Dexterity, or 
Intelligence) for free, via a dialogue option. After choosing one, he walks to 
the table and will take a few seconds to make the potion. During this time, he 
cannot be used to make potions normally.
(Unlocked after finishing his first quest, "Borrowed Book")

Quest 1: "Borrowed Book"
 Task: Give up the quest item Master's Spell Book, found in the Bandit Hideout 
  where the outlaw Ragon resides. It is found after turning all dragon statues 
  in Ragon's room as far as they will go.
 Rewards: 4500 EXP, 520 gold, 1 Skill Book, 1 of (1125 EXP, 520 gold).

Upgrade 1: All potions consume one less of each ingredient to brew. Once the 
 cost of all ingredients of a potion are 1, further reductions (via upgrade or 
 the Master Herbalist skill) will begin eliminating ingredients entirely. All 
 potions will always require at least one of the first ingredient on the list, 
 however.

Quest 2: "An Alchemist's Apparel"
 Task: Give up the Alchemy Amulet (dropped by Rayhun in his Headquarters in 
  Broken Valley).
 Rewards: 6000 EXP, 600 gold, 1 Skill Book, 1 of (1500 EXP, 600 gold).

Upgrade 2: All potions consume one less (two less total) of each ingredient to 
 brew. Once the cost of all ingredients of a potion are 1, further reductions 
 (via upgrade or the Master Herbalist skill) will begin eliminating 
 ingredients entirely. All potions will always require at least one of the 
 first ingredient on the list, however.


=====================================
9.3 - ENCHANTERS
=====================================
Enchanters play the same role as Dreavan from Broken Valley: give equipment 
special effects using ore and gems. The main difference is your Battle Tower's 
enchanters can reduce the cost of certain enchantments when upgraded!

If you talk to Wesson, then Radcliff, then Wesson again, the two will engage 
in a weaponsmithing contest. You will get Wesson's Sword and Radcliff's Sword, 
with the latter being much stronger. This has no impact on the decision 
between the two, except to show off who makes better weapons.

Comments: Radcliff only has one quest, which grants both upgrades. The trick 
is that the item in the quest can be traded for two Malachite Gems, but at 
the cost of one of the upgrades. On top of this, Radcliff only gives 1 skill 
point, instead of Wesson's two, and ONLY if you don't get the Malachite Gems.

Opinion: Radcliff's quest is a mess of mutually exclusive rewards and possible 
permanent gimping of the platform's capabilities. Two Malachite Gems really 
aren't worth two skill points and the final upgrade, unless you are aimlessly 
playing the game to beat it and never look back, in which case this FAQ is 
probably not for you.

Lowdown:
-Wesson
 Much more EXP from quests.
 2 skill points.
 Give up the Wesson's goods quest item (no other use).
 Give up the Raze's Cuirass armor item (+1 to Reflect).

-Radcliff
 1 skill point.
 Can get 2 malachite gems at the cost of the skill point and 2nd upgrade.
 Give up the Goblin Stone quest item (can't get without Radcliff).

Recommended choice: Wesson (by a large margin)


==================
9.3.1 - WESSON
==================
Bonus: None.

Quest 1: "Short Supply"
 Task: Obtain the quest item Wesson's goods in the Depleted Ore Mine and give 
  it to Wesson. The fugitive beholder Alutiiq drops the key to its chest. This 
  is in a small room in the northeastern section of the mine.
 Rewards: 4500 EXP, 480 gold, 1 Skill Book, 1 of (1125 EXP, 480 gold).

Upgrade 1: The player's choice of Weapons, Armor, or Jewelry enchantments will 
 take one less of each ingredient to enchant. This cannot reduce the cost of 
 an ingredient below 1, however.

Quest 2: "Raging Raze"
 Task: Give up Raze's Cuirass (dropped by General Raze in the Headquarters of 
  his flying fortress).
 Rewards: 6000 EXP, 600 gold, 1 Skill Book, 1 of (1500 EXP, 600 gold).

Upgrade 2: The player's choice of Weapons, Armour, or Jewelry enchantments will 
 take one less of each ingredient to enchant. This cannot reduce the cost of 
 an ingredient below 1, however. This may stack to reduce one category's costs 
 by 2 ingredients total (keeping in mind the previous rule).


==================
9.3.2 - RADCLIFF
==================
Bonus: None.

Quest: "Delicate Affairs"
 Task: Radcliff gives you the Radcliff's Key quest item. Head to the winding 
  path in the Fjords which lead to the Rivertown Gorge exit (at the southern 
  end). Atop a hill there will be a chest. Open it and collect the Goblin 
  Stone quest item. Two goblins flyers will insist you give it back. Fight and 
  kill them, then return the Goblin Stone to Radcliff. The two goblins must be 
  killed before the stone can be given to Radcliff.
 Rewards: 1 of (6000 EXP, 600 gold, 1 Skill Book).

 OR...
 Task: Once you open the chest, sell the Goblin Stone you just got to some 
  goblins! GREAT IDEA! Rewards 1 are from the goblins, Rewards 2 from Radcliff. 
  THIS WILL PREVENT OBTAINING THE SECOND PLATFORM UPGRADE FOREVER!
 Rewards 1: 6000 EXP, 600 gold, 2 Malachite Gems, 1 of (1500 EXP, 600 gold, 
  heroic armor, heroic weapon, heroic jewelry, formula/charm)
 Rewards 2: 1 of (6000 EXP, 600 gold).

Upgrade 1: The player's choice of Weapons, Armor, or Jewelry enchantments will 
 take one less of each ingredient to enchant. This cannot reduce the cost of 
 an ingredient below 1, however.

Upgrade 2: The player's choice of Weapons, Armour, or Jewelry enchantments will 
 take one less of each ingredient to enchant. This cannot reduce the cost of 
 an ingredient below 1, however. This may stack to reduce one category's costs 
 by 2 ingredients total (keeping in mind the previous rule).


=====================================
9.4 - NECROMANCERS
=====================================
These are the attendants who will allow you to assemble your undead Creature, 
summoned by the Crystal Skull. They perform the same functions Naberius did 
in the Broken Valley saga. If you did not acquire the Crystal Skull in Broken 
Valley, your necromancer will give it to you upon obtaining the Battle Tower.

If you tell Igor to poison Jonelath, then Jonelath will die when you leave the 
Necromancer's cave. If you inform Jonelath of that plan before leaving, he 
will kill Igor when you leave the cave. Either way, your Necromancer will be 
decided for you.

Comments: Aside from the melee/magic resistance issue, Jonelath's quests give 
more EXP. Igor's also require giving up Stone's Ring, which can't even be 
obtained unless Igor is chosen. Jonelath's first quest seems bugged, and gives 
two sets of rewards. Set 1 is given upon killing the target, while set 2 is 
upon returning to Jonelath. This is a HUGE consideration, as this means it 
gives TWO skill books, instead of one. Jonelath this gives 3 skill points 
total, to Igor's two.

Opinion: The actual necromancy aside, Jonelath is superior to Igor in every 
way; more EXP and no unique items given up. The only concern is Jonelath's 
second quest may apparently glitch and not let you complete it if Xanlosch and 
Isabelle are killed before you obtain the quest. I have tried it, and killing 
them beforehand does NOT affect the quest, but be warned it may be possible.

Lowdown:
-Jonelath:
 More Melee Armor for Creature.
 More EXP from quests.
 3 skill points.

-Igor:
 More Magic Armor for Creature.
 2 skill points.
 Give up the Book of the Dead quest item (no other use).
 Give up the Stone's Ring jewelry item (+1 to Summon Mastery and Blind, can't 
  get without Igor).

Recommended choice: Jonelath (by a good margin)


==================
9.4.1 - JONELATH
==================
Bonus: Gives your Creature an extra bonus of +10 to Melee Armor rating.
(Unlocked immediately upon obtaining the Battle Tower)

Quest 1: "Out on a Limb"
 Task: Defeat the "Ultimate Creature Boss" in the Bone Burrow, found in the 
  southeastern corner of the Orobas Fjords. Defeating it flags the quest as 
  complete, so it can be turned in successfully even if the body part the 
  Ultimate Creature Boss yields is sold or destroyed.
 Rewards: 6000 EXP, 560 gold, 1 Skill Book, 1 of (Well-Preserved Remains of a 
  Head, Torso, Arms, or Legs).
 Rewards 2: 6000 EXP, 560 gold, 1 Skill Book, 1 of (1500 EXP, 560 gold).

Upgrade 1: Increases the Creature's Melee Armor bonus from +10 to +20.

Quest 2: "Risk Life for Limb"
 Task: Fight and defeat Xanlosch and his creature Isabelle in the central 
  compound of Stone's flying fortress. Although he asks you to bring back a 
  body part of Isabelle's, like his first quest, just defeating it flags the 
  quest as completed, so discarding, selling, or turning in the body parts won 
  before turning in the quest does not affect its completion.
 Rewards: 6000 EXP, 560 gold, 1 Skill Book, 1 of (1500 EXP, 560 gold).

Upgrade 2: Increases the Creature's Melee Armor bonus from +20 to +30.


==================
9.4.2 - IGOR
==================
Bonus: Gives your Creature an extra bonus of +10 to Magic Armor rating.
(Unlocked immediately upon obtaining the Battle Tower)

Quest 1: "The Book of the Dead"
 Task: Give up the quest item Book of the Dead, found in the Sinister Cave 
  where the bounty target Barnabus resides. This is found at the end of the 
  corridor the southern teleporter in the main chamber connects to. The book 
  can be found even if Igor was not chosen, but has no value outside of this 
  quest.
 Rewards: 4500 EXP, 520 gold, 1 Skill Book, 1 of (1125 EXP, 520 gold).

Upgrade 1: Increases the Creature's Magic Armor bonus from +10 to +20.

Quest 2: "Black Ring's Ring"
 Task: Give up Stone's Ring (dropped by General Stone in the Arena of his 
  flying fortress). This ring only drops if Igor was chosen as Necromancer, so 
  there is no way to keep it and perfect your Battle Tower.
 Rewards: 6000 EXP, 600 gold, 1 Skill Book, 1 of (1500 EXP, 600 gold).

Upgrade 2: Increases the Creature's Magic Armor bonus from +20 to +30.





========================================================
==========================================================================
*10* MONSTER LOG
==========================================================================
========================================================
This is a list of all the monster log entries (the fourth section of the 
logbook) and where they can be found. They are listed in the order used in 
the game, NOT alphabetical or location order.

NOT ALL ENEMIES GIVE AN ENTRY! If you kill an enemy and no entry is added, 
they don't have one. Additionally, all enemies with "classes" are compiled 
into one entry. All Tribal Goblins, whether a warrior, ranger, mage, shaman, 
healer, or chief are all under the "Tribal Goblin" entry.

Enemies listed as found during a specific quest indicate that the listed 
enemy is placed directly in your path, and therefore missing the entry 
requires active ignorance on the player's part.

Enemy EXP is based on how much of their HP you deplete. When fighting 
alongside allies, the damage they inflict reduces your EXP gain. An enemy 
entry is only added if you obtain EXP from a kill! The exception is when your 
Creature, or a summon spell kills the enemy; full EXP is gained.

A glitch occurs when you save the game mid-battle: All damage done to the 
enemy is "forgotten" temporarily. If you save before dealing the finishing 
blow, and when reloaded, the enemy dies (such as from fire, poison, bleeding, 
or an NPC's attacks), you will gain NO EXP for the kill, nor the enemy's 
entry. To correct this, damage the enemy again before they die. You will still 
gain the correct amount of EXP, but the game needs the "reminder."

Entries marked with exclamations can be missed more easily than others. One 
mark is only missable if you aren't thorough in exploration. Two and above 
are VERY missable unless the right steps (and sacrifices) are undertaken at 
the right time.

----------------
(!): An enemy which requires extra exploration besides just wandering around. 
These entries usually require extra actions such as exploring side dungeons, 
or activating various aspects of the game world. These are possible to miss 
or skip if you are not thorough in exploration.

(!!): Requires making the right (or wrong) choices during a quest. This can 
involve siding with a specific party in a quest that requires a choice in 
who to ally with. These are very missable if you do not make the correct 
choice, but making that choice has no impact on failing or missing a quest.

(!!!): These entries are difficult to get, requiring specific decisions during 
a quest (or quests), and in the correct order. Read them carefully to know how 
to handle the decisions.

(!!!!): An enemy which is extremely easy to miss entirely. This requires 
choices that can skip or even fail a quest. These may be extremely 
unintuitive to find, and will usually require actions which deny you other 
resources.
----------------

Skeleton
  Found all around and on Lovis' Tower in the center of Broken Valley.

Tribal Goblin
  Many are found scattered around first part of Broken Valley.

Tribal Goblin Beholder
  There is one in first part of Broken Valley, but it'll always be there.

Black Goblin
  These are scattered around Broken Valley proper. The Farglow training 
  goblins also seem to count as this.

Brown Boar
  Many are outside of Broken Valley Village.

Armored Boar (!)
  These guard the chest in Robin Wood's storage closet. Open it and the boars 
  will appear behind you.

Bandit
  Many are scattered around southwest region of Broken Valley proper.

Black Ring
  They guard the pass to Maxos Temple, to Orobas Fjords, and the quarry.

Stone Troll
  Found during quest "Stuck in a Hole."
  Alternatively: Tell Louis that Merrill and the others were out of line in
  "Band of Brutes," or if you had Louis go easy on them, talk to Merrill for 
  the quest "Louis' Stash," then tell Louis that Merrill betrayed his storage 
  location to you. Then go to the valley north of the Tribal Shrine, and 
  you'll see Merrill and others fighting a troll.

Undead Abomination
  In the Citadel Dungeon of Lovis' Tower. Use Lovis' Scrying Stone before 
  giving it to Romon, or go there during "Into Thin Air."

Walking Armor
  Found during the dragon trials in Maxos Temple (part of the main story).

Arben's Tomb Skeleton
  During the story quest "To Lay a Ghost to Rest."

Lesser Skeleton
  Found in the Secret Passage and Forgotten Outpost in Broken Valley.

Goblin Outcast
  Deep in the Secret Passage in Broken Valley.

Summoned Skeletal Skeleton (!)
  Summoned by various enemy summoners. The (!) mark is purely theoretical, 
  since in practice it is almost impossible to avoid at least one of these 
  appearing.

Ambush Bandit (!!!) or (!!!!)
  Side with Filip during "Daylight Robbery."
  Alternatively: side with Jenae, then finish the quest "Into the Bandit's 
  Den." Go to the Bandit Camp and assist the Seekers with its destruction. 
  Among the hostile bandits will be Jenae's crew of four bandits. Killing them 
  here will also get this entry (but ONLY those four bandits work). "Daylight 
  Robbery" must be completed before "Into the Bandit's Den" for this to work!

Ambush Nobleman Bodyguard (!!)
  Found during "Daylight Robbery," if you side with Jenae and the bandits.

Heroic Black Goblin (!)
  Found south of Dreavan's compound after crossing the stone bridge near the 
  West Valley Shrine.

Hellgate Demon (!)
  Activate the Hellgate Pedestal (west of the quarry) until it appears.  It is 
  the fourth summon from the portal.

Dragon Slayer
  Required battle when you first approach Maxos Temple.

Richard (!!!!)
  Complete "Hearttaker," then refuse Richard's next quest (Feast or Famine). 
  He will run off to Jackson's Farm. Go there, and during "New Order or 
  Champion Chaos," side with Lomax.

Lord Seth (!)
  On a bridge in southwest Broken Valley (northwest of the South Valley 
  Shrine) after Sosostra's second prophecy.

Furfur
  Found during "Lost for Words."

Viper
  One of the bounty quests in Broken Valley (part of "A Hunting We Shall Go"), 
  found in the ruins directly south of the South Valley Shrine.

Yup'ik
  One of the bounty quests in Broken Valley (part of "A Hunting We Shall Go"), 
  found in a goblin village east of the South Valley Shrine.

Lesser Creature
  Found during "Vigor Mortis."

Bellegar's Goblin (!)
  Summoned during the first and final encounters with Bellegar. These 
  encounters occur at the various circular ruins throughout Broken Valley 
  proper. The encounters happen in the same order regardless of the order the 
  shrines are visited.

Bellegar's Demon (!)
  Summoned during the second and final encounters with Bellegar. These 
  encounters occur at the various circular ruins throughout Broken Valley 
  proper. The encounters happen in the same order regardless of the order the 
  shrines are visited.

Bellegar's Undead (!)
  Summoned during the third and final encounters with Bellegar. These 
  encounters occur at the various circular ruins throughout Broken Valley 
  proper. The encounters happen in the same order regardless of the order the 
  shrines are visited.

Bellegar's Troll (!)
  Summoned during the fourth and final encounters with Bellegar. These 
  encounters occur at the various circular ruins throughout Broken Valley 
  proper. The encounters happen in the same order regardless of the order the 
  shrines are visited.

Martis (!!!)
  Mindread Martis in Broken Valley Village's prison, then proceed through the 
  Secret Passage until a scene occurs between him and two other bandits. Tell 
  them you'll kill them, and do so. He seems to vanish during the Seekers' 
  raid on the Bandit Camp after "Into the Bandit's Den."

Hallorn
  One of the bounty quests in Broken Valley (part of "A Hunting We Shall Go"), 
  found in the southern branch of the Derelict Tunnel.

Camp Bandit (!)
  In the Bandit Camp after turning in "Into the Bandit's Den."
  Alternatively, you can take a weapon on the center table (with four bandits 
  arguing), and kill them when they turn hostile.

Bandit Leader Jagon
  One of the bounty quests in Broken Valley (part of "A Hunting We Shall Go"), 
  found as the boss at the end of "The Temple of Doom" (both the quest and 
  dungeon).

Jagon's Undead Abomination
  Found during "The Temple of Doom."

Lost Soul (!!!!)
  This entry is only available if you decide to side with Lovis and complete 
  "Lost Soul," instead of siding with Abalam in "In Cold Blood." Abalam and 
  a few other ghosts will attack you, counting as this entry.

Evil Sassan
  During the story quest "What's in a Name?"

Amdusias
  During the story quest "Dragon No More."

Black Ring Champion
  During the story quest "Dragon No More."

Lady Kara
  In the Camp Eagle's Nest bunker in Orobas Fjords.

Lord John
  In the Camp Eagle's Nest bunker in Orobas Fjords.

Island Dragon Elf
  Scattered around Sentinel Island's overworld.

Undead Death Abomination
  In a cluster south of the Sea Side Shrine (west of the whale skeleton).

Island Creature Abomination
  Found in the southeastern corner of Sentinel Island's overworld.

Island Creature Pet
  Found in the southeastern corner of Sentinel Island's overworld.

Island Creature Goblin
  Found in the southeastern corner of Sentinel Island's overworld.

Island Creature Dragon Elf
  Found in the southeastern corner of Sentinel Island's overworld.

Laiken's Troop Bandits
  During the story quest "Breaking an Entry."

Mahalath's Walking Armor (!!!)
  In the Forlorn Cave, claim you are the strongest to fight them all.
  Alternatively: Side with a sister, then when sabotaging the other, fail to 
  convince the other sister that you're not sabotaging them (easiest to just 
  outright tell them you're sabotaging them). This will result in all entries 
  being possible, but will fail the mission.

Adah's Dragon Elf (!!!)
  In the Forlorn Cave, claim you are the strongest to fight them all.
  Alternatively: Side with a sister, then when sabotaging the other, fail to 
  convince the other sister that you're not sabotaging them (easiest to just 
  outright tell them you're sabotaging them). This will result in all entries 
  being possible, but will fail the mission.

Dark Ghost Crawler
  In Vacca's Cave during "Ghostbuster."

Laiken's Guard Undead Abomination
  During the story quest "The Second Coming."

Elevator Cave Bandit
  During the story quest "Breaking an Entry."

Elevator Cave Undead Abomination
  During the story quest "Breaking an Entry."

Elevator Cave Skeleton
  During the story quest "Breaking an Entry."

Alutiiq's Black Goblin
  Found near Alutiiq in the northeastern area of the Depleted Ore Mine.

Alutiiq
  Found in the northeastern area of the Depleted Ore Mine.

Zagan's Small Demon
  Found during the quest "The Horror of High Hall."

Zagan's Demon
  Found during the quest "The Horror of High Hall."

Zagan's Flying Demon
  Found during the quest "The Horror of High Hall," during the battle with 
  Zagan.

Elite Creature
  Found in the Bone Burrow, on a cliff ledge at the southeast corner of Orobas 
  Fjords. This is part of Jonelath's quest "Out on a Limb," but can still be 
  found if Igor was chosen.

Ultimate Creature Boss
  Found in the Bone Burrow, on a cliff ledge at the southeast corner of Orobas 
  Fjords. This is part of Jonelath's quest "Out on a Limb," but can still be 
  found if Igor was chosen.

Orobas Fjords Imp
  Scattered around the Orobas Fjords overworld.

Patriarch's Armored Dragon Elf
  Found in the Primordial Cave in Orobas Fjords.

Patriarch's Skeleton
  Found in the Primordial Cave in Orobas Fjords.

Barnabus' Undead Abomination
  Found in the Sinister Cave, in the rooms teleporters connect to.

Barnabus' Flying Undead
  Found in the Sinister Cave, flying around the main lava-filled chamber.

Barnabus' Creature
  Found in the Sinister Cave, in the rooms teleporters connect to.

Ragon's Bandit
  Found inside the Bandit Hideout cave in Orobas Fjords.

Svadilfari
  Found in the Red Hammer Tribe cave, during the quest "A Shaman's Ransom," or 
  after finishing the quest "Death of a Champion." Either one leads to killing 
  him, but the quests themselves are mutually exclusive.

Moral Cave Skeleton (!!)
  These are found in the Mysterious Cave (Bellegar's cave) in the Orobas 
  Fjords. They are found on the following path: 1st evil, 2nd evil. This and 
  the Moral Cave Imp are mutually exclusive. (Tier 2)

Moral Cave Goblin
  These are found in the Mysterious Cave (Bellegar's cave) in the Orobas 
  Fjords. They are found on the first branch corridor of both good and evil 
  (and several others), so they cannot be missed. They also appear on the 
  following paths: 1st good, 2nd evil and 1st evil, 2nd good. (Tier 1)

Moral Cave Walking Armor (!!)
  These are found in the Mysterious Cave (Bellegar's cave) in the Orobas 
  Fjords. They are found on the following paths: 1st good, 2nd evil, 3rd good, 
  or 1st good, 2nd good, 3rd evil. This and the Moral Cave Dragon Elf, Undead, 
  and Demon are mutually exclusive. (Tier 3)

Moral Cave Undead (!!)
  These are found in the Mysterious Cave (Bellegar's cave) in the Orobas 
  Fjords. They are found on the following paths: 1st evil, 2nd good, 3rd evil, 
  or 1st evil, 2nd evil, 3rd good. This and the Moral Cave Dragon Elf, Walking 
  Armor, and Demon are mutually exclusive. (Tier 3)

Moral Cave Demon (!!)
  These are found in the Mysterious Cave (Bellegar's cave) in the Orobas 
  Fjords. They are found on the following path: 1st evil, 2nd evil, 3rd evil.
  This and the Moral Cave Dragon Elf, Walking Armor, and Undead are mutually 
  exclusive. (Tier 3)

Moral Cave Imp (!!)
  These are found in the Mysterious Cave (Bellegar's cave) in the Orobas 
  Fjords. They are found on the following path: 1st good, 2nd good. This and 
  the Moral Cave Skeleton are mutually exclusive. (Tier 2)

Moral Cave Armored Dragon Elf (!!)
  These are found in the Mysterious Cave (Bellegar's cave) in the Orobas 
  Fjords. They are found on the following path: 1st good, 2nd good, 3rd good. 
  This and the Moral Cave Walking Armor, Undead, and Demon are mutually 
  exclusive. (Tier 3)

Keara's Fire Skeleton
  Found inside Keara's Headquarters in her flying fortress.

Keara's Walking Armor
  Found inside Keara's Headquarters in her flying fortress.

Keara's Black Ring
  Found scattered around outside in Keara's flying fortress.

Keara's Metal Skeleton (!!!)
  Found inside Keara's Headquarters during the battle against Keara herself. 
  Refuse to tell Keara of Velanir (whether or not you killed his ghost 
  earlier), and the skeleton will be part of the battle with Keara. If you 
  have the quest "Close to the Bone," this will not affect completing it, or 
  the rewards.

Keara's Ghost (!!!!)
  Found inside Keara's Headquarters when you first enter. Getting this 
  requires refusing to help Velanir, causing him to go hostile. Kill his ghost 
  for this entry. This locks you out of the quest "Close to the Bone."

Raze's Black Ring Guard
  Found all around the outside of Raze's flying fortress.

Raze's Crawler
  Found all around the outside of Raze's flying fortress, and can be summoned 
  by certain enemies.

Raze's Walking Armor
  Summoned during the battle with General Raze, in the Headquarters of his 
  flying fortress.

General Raze
  Found in the final room of Raze's Headquarters in his flying fortress.

General Stone
  Found in the arena of Stone's flying fortress, after destroying all of his 
  arena monsters.

Stone's Black Ring Guard
  Found all around the outside of Stone's flying fortress.

Stone's Walking Armor
  Found outside in Stone's flying fortress. One cluster is a little ways 
  southwest of the northern exit from the fortress.

Stone Fortress Black Ring
  Found inside Stone's flying fortress rooms, including Stone's Fortress 
  Greenery.

Stone Fortress Armored Boar
  Found inside Stone's Fortress Greenery, in Stone's flying fortress. A couple 
  are also found in the outside area.

Stone Fortress Armored Dragon Elf
  Found inside Stone's Fortress Greenery, in Stone's flying fortress. Also 
  found on a small island with a lone Ballista tower in the southwest corner 
  of the outside area.

Xanlosch's Skeleton
  Found outside in Stone's flying fortress, near the central fortress compound 
  where General Xanlosch is found.

Bascuul
  Found in the arena of Stone's flying fortress, prior to your final battle 
  against Stone himself.

Gryphon
  Found in the arena of Stone's flying fortress, prior to your final battle 
  against Stone himself.

Munin
  Found in the arena of Stone's flying fortress, prior to your final battle 
  against Stone himself.

Hugin
  Found in the arena of Stone's flying fortress, prior to your final battle 
  against Stone himself.

Stone Imp
  Found in the arena of Stone's flying fortress, prior to your final battle 
  against Stone himself.

Stone Skeleton
  Found outside in Stone's flying fortress.

Stone Ghost
  Found outside in Stone's flying fortress, on a platform north of the 
  entrance to Stone's Fortress Greenery.

Stone Demon
  Found all around the outside of Stone's flying fortress.

Poisoned Broken Valley Damian Dragon
  Found in the air around the now-poisoned Broken Valley.

Rayhun's Black Ring Guard
  Found on the ground throughout the now-poisoned Broken Valley.

Geshniz's Black Ring Guard
  Found in the small corridor that is Geshniz's Headquarters in Broken Valley.

Ba'al
  Found inside the Broken Valley Mine during the story quest "Hall of Echoes 
  Bound," subquest "Lock and Key." He is the boss that guards the sigil.

Ba'al's Demon
  Found inside the Broken Valley Mine during the story quest "Hall of Echoes 
  Bound," subquest "Lock and Key."

Ba'al's Black Ring Guard
  Found inside the Broken Valley Mine during the story quest "Hall of Echoes 
  Bound," subquest "Lock and Key."

Ba'al's Fire Skeleton
  Summoned by the Demon Summoners inside the Broken Valley Mine during the 
  story quest "Hall of Echoes Bound," subquest "Lock and Key."

Poisoned Sentinel Island Flying Demon
  Fought in the dragon battle after "Laiken in his Lair."

Mundus' Troll
  Found during the quest "The Runes of Wrath."

Stone's Battalion Flying Demon
  Found in the air around Stone's flying fortress.

Stone's Battalion Gas Floater
  Found in the air around Stone's flying fortress.

Raze's Battalion Damian Dragon
  Found in the air around Raze's flying fortress.

Raze's Battalion Gas Floater
  Found in the air around Raze's flying fortress.

Keara's Battalion Damian Dragon
  Found in the air around Keara's flying fortress.

Kali's Battalion Damian Dragon
  Found in the air around Kali's flying fortress.

Kali's Battalion Gas Floater
  Found in the air around Kali's flying fortress.

Hall of Echoes Battalion Memory Eater
  Found in the opening area of the Hall of Echoes.

Arena Skeleton
  Found during the fight with Ba'al in the Hall of Echoes Arena.

????????
  Found during the final battle in the Hall of Echoes. Cannot be missed. These 
  are Lv32 warriors, rangers, and mages.

????????
  Found during the final battle in the Hall of Echoes. Cannot be missed. This 
  is a Lv34 warrior.

????????
  Found during the final battle in the Hall of Echoes. Cannot be missed. This 
  is a Lv34 mage.

Kali's Metal Skeleton
  Found all around the grounds of Kali's flying fortress.

Kali's Black Ring
  Found all around the grounds of Kali's flying fortress.

Kali
  In the final chamber of Kali's Headquarters, in her flying fortress.

Mundus
  During "The Runes of Wrath," choose to fight Mundus instead of finding him 
  the Chicken Rune, or destroying the Friendship Rune, and he will turn 
  hostile.

Orobas Fjords Black Beholder
  One found near the Primordial Cave waterfall.

Orobas Fjords Black Goblin
  Scattered around the Orobas Fjords overworld.

Orobas Fjords Battalion Black Ring
  Scattered around the Orobas Fjords overworld.

Orobas Fjords Battalion Flying Demon
  These are giant demon bugs generated by the Nest Towers in the Fjords.

Orobas Fjords Wyvern
  These are scattered in the air throughout the Fjords.

High Hall Troll (!)
  Appears when first entering the High Hall area. Make sure to assist the 
  Champions in defeating it!

Hall of Echoes Memory Eater
  Found in the Hall of Echoes Arena as you battle ghosts from your past.

Village Guard Flying Goblin
  Several of these guard the large goblin city in the southeastern region of 
  the Orobas Fjords. They launch rapid purple energy bolts at you.

Adah (!!!)
  In the Forlorn Cave, claim you are the strongest to fight them all.
  Alternatively: Side with a sister, then when sabotaging the other, fail to 
  convince the other sister that you're not sabotaging them (easiest to just 
  outright tell them you're sabotaging them). This will result in all entries 
  being possible, but will fail the mission.

Mahalath (!!!)
  In the Forlorn Cave, claim you are the strongest to fight them all.
  Alternatively: Side with a sister, then when sabotaging the other, fail to 
  convince the other sister that you're not sabotaging them (easiest to just 
  outright tell them you're sabotaging them). This will result in all entries 
  being possible, but will fail the mission.

Razakel (!!)
  During the story quest "Laiken in his Lair." Note that the only way to get 
  both this entry and Laiken's is if you damage both at least once before 
  killing one. If you save mid-battle, be aware you will have to re-damage 
  the one you don't kill for credit!

Laiken (!!)
  During the story quest "Laiken in his Lair." Note that the only way to get 
  both this entry and Razakel's is if you damage both at least once before 
  killing one. If you save mid-battle, be aware you will have to re-damage 
  the one you don't kill for credit!

Gabet
  During the story quest "Breaking an Entry."

Barnabus
  In the Sinister Cave in Orobas Fjords. Turn off the two shield generators, 
  then fight him atop his raised platform in the main chamber.

Vacca (!!!!)
  Pick up (and keep, don't sell or destroy!) Vacca's Gem during Ghostbuster, 
  and refuse to return it when turning in the quest. This fails the quest!

Antumbra (!!)
  Found during "Buad Blood," only if you side with Miller Upton. Mutually 
  exclusive with Linda's and Miller Upton's entries.

Linda (!!)
  Found during "Buad Blood," only if you side with Antumbra. Mutually 
  exclusive with Antumbra's entry.

Miller Upton (!!)
  Found during "Buad Blood," only if you side with Antumbra. Mutually 
  exclusive with Antumbra's entry.

Khan (!!!)
  Found during "Delicate Affairs," Radcliff's first and only quest. Once the 
  Goblin Stone is acquired, Khan and Raj will approach and demand the stone 
  back, offering 2 Malachite Gems (and other rewards) for it. Refuse, and 
  they attack.

Raj (!!!)
  Found during "Delicate Affairs," Radcliff's first and only quest. Once the 
  Goblin Stone is acquired, Khan and Raj will approach and demand the stone 
  back, offering 2 Malachite Gems (and other rewards) for it. Refuse, and 
  they attack.

Sentinel Island Wyvern
  Found around wyvern nests on Sentinel Island.

Dolgan
  Atop the large anti-dragon field in the goblin city, in the southeastern 
  region of Orobas Fjords. A cutscene draws your attention to it.

Alrik
  Found in a cliffside camp along the western cliffs south of the Champion 
  Harbor.

Moor
  Found in a cliffside camp along the eastern cliffs south of the Champion 
  Harbor.

Dragon Terror Patrol
  Finish the quest "Down the Hatch" by talking to Jedidiah after discovering 
  Orobas' fate, and these buffoons will attack you.

Goblin Charlie
  Found during the story quest "Reaping the Seeds," subquest "The Second 
  Hungry Statue."

Isabelle
  Found in the central fortress area in the outside region of Stone's flying 
  fortress, along with General Xanlosch.

General Xanlosch
  Found in the central fortress area in the outside region of Stone's flying 
  fortress, along with Isabelle.

Ministry Memory Eater
  Found during the story quest "Hall of Echoes Bound," subquest "Come to No 
  Harm." These appear while closing the rifts on the bottom floor.

Ministry Room Crawler
  Found during the story quest "Hall of Echoes Bound," subquest "Come to No 
  Harm." These appear while closing the rifts on the bottom floor.

Ministry Room Crawler
  Found during the story quest "Hall of Echoes Bound," subquest "Come to No 
  Harm." These appear while closing the rifts on the bottom floor.

Ministry Room Goblin
  Found during the story quest "Hall of Echoes Bound," subquest "Come to No 
  Harm." These appear while closing the first rift, as well as while closing 
  the rifts on the bottom floor.

Ministry Room Walking Armour
  Found during the story quest "Hall of Echoes Bound," subquest "Come to No 
  Harm." These appear while closing the rifts on the bottom floor.

Amon
  Found inside the Broken Valley Mine during the story quest "Hall of Echoes 
  Bound," subquest "Lock and Key." He drops the key needed to reach Ba'al.

Hjalmar
  One of the bounty quests in Broken Valley, part of "A Hunting We Shall Go." 
  It is found in the large goblin village in the middle of the first part of 
  the valley (the northeast). Large and yellow, difficult to miss.

New Order (!!!)
  Complete "Hearttaker," then accept one of Richard's two quests; "Feast or 
  Famine by agreeing to his plan to get food for Aleroth, or "New Order or 
  Champion Chaos" by refusing it. If the former quest, talk to Lomax at 
  Jackson's Farm and choose to take the food by force (don't bribe or 
  persuade). If the latter quest, go to Jasckson's Farm and side with Richard 
  against Lomax. Either way, Lomax and crew become hostile and killing them 
  gives this entry.

Ore Cave Black Goblin
  Found in the Depleted Ore Mine in Orobas Fjords.

Ore Cave Black Beholder
  One is found on the middle floor of the Depleted Ore Mine (the one with the 
  three books: Blue, Red, and Dark).

Stone's Battalion Demon
  Found outside in Stone's flying fortress. These are presumably the very big, 
  level 28 demons.

Keara's Battalion Black Ring
  Found outside in Keara's flying fortress. These seem to be the main Black 
  Ring enemies outside.

Toshan (!!!!)
  Use Lovis' Scrying Stone before giving it to Romon. This denies you the 
  quest "Into Thin Air," but gives you a chance to mindread Toshan for a stat 
  point.

Julian (!!)
  Follow the path from the Depleted Ore Mine to Champion Harbor a short ways 
  and you will see two men arguing. Insist you are the superior soldier to 
  them, and they will attack. This is one of them.

Webster (!!)
  Follow the path from the Depleted Ore Mine to Champion Harbor a short ways 
  and you will see two men arguing. Insist you are the superior soldier to 
  them, and they will attack. This is one of them.

Lovis Skeleton (!)
  Found in the Citadel Armory of Lovis' Tower after failing "Lost Soul" (by 
  completing "In Cold Blood"), and reporting to Lovis.
  Alternatively: Found in Naberius' Storage after taking the key.

Flying Undead
  Fought during the dragon sequence after first meeting Talana.

Lovis Crawler (!)
  Found atop Lovis' Tower (take the mysterious teleporter north of the tower).

Killer Bunny (!!!)
  Kill 20 Rabbits, and this will spawn nearby. This is a level 22 enemy, and 
  will utterly destroy a character if spawned at the first possible 
  opportunity! Note that after acquiring the Battle Tower, there are not 
  enough Rabbits left in the game to trigger this battle unless some were 
  killed beforehand!





========================================================
==========================================================================
*11* TRADERS AND SHOPS
==========================================================================
========================================================
This is a list of shops, where they are, what the stock, and how one may get 
a discount (or discounts). Angering a shopkeeper (most likely by failing a 
quest they ask of you) will raise their prices, and in some cases, cause them 
to refuse to trade with you at all. The price formula works like so:
(Final price) = (Base price) * ((Discount 1)+(Discount 2)) * (Price raise)

This formula doesn't always work, particularly when dealing with discounts and 
price raises that aren't 25% or 100%. I'm not sure why the result is off, but 
it's not by much.

Shops restock items every time you gain a level. Randomly generated stock is 
replaced each level, so if you see something in a shop (such as a skill 
boosting piece of jewelry), be sure to buy it ASAP. Rarities of items sold 
depend on the trader, and are listed in the below lists. "Common" equipment 
(no rarity) are always pre-determined. Randomly generated equipment will 
always be uncommon or rarer.

Pre-set items are ones the trader is guaranteed to start with, and will always 
remain until purchased, but one purchased, will never restock (unless they 
are also part of the random items). If their inventory listing is left empty, 
the pre-set items are the only items they ever stock.

If a shopkeeper has requirements to either trade with, or vanishes at some 
point, it will be listed. Note that all Broken Valley and Sentinel Island 
traders may no longer be accessed after acquiring the Battle Tower. All 
remaining shopkeepers cannot be accessed after entering the Hall of Echoes in 
the endgame.

----------------
Abram, in the Camp Eagle's Nest bunker in Orobas Fjords
----------------
Discount (25%): Mindread for 1200 EXP, then choose the new dialogue option.
Unavailable 1: Choose to kill him instead of sparing him when you first enter.
Unavailable 2: After entering the Hall of Echoes.

Inventory (29750 gold):
  Food and drinks
  Formulas
  Gems
  Herbs
  Ore  
Pre-set items:
  Ale (x1)
  Amber (x3)
  Aquamarine (x3)
  Beer (x1)
  Black Rock (x18)
  Black Rose (x18)
  Bread (x1)
  Cheese (x1)
  Chicken Leg (x1)
  Crystal (x3)
  Diamond (x3)
  Dragon Nail (x18)
  Droxlerite (x20)
  Earth Root (x18)
  Emerald (x3)
  Fanny Blossom (x18)
  Farhangite (x18)
  Fatfern (x18)
  Fossil (x20)
  Ginseng (x18)
  Gold Ore (x20)
  Holy Basil (x18)
  Iron (x20)
  Malachite Ore (x20)
  Moonshine (x18)
  Moonstone (x3)
  Oak Tears (x18)
  Obsidian (x3)
  Opal (x3)
  Pearl (x3)
  Potion of Greater Healing (x48)
  Potion of Greater Revitalizing (x42)
  Pyrite (x3)
  Quartz (x3)
  Red Ore (x20)
  Ruby (x3)
  Sapphire (x3)
  Spinel (x3)
  Stardust (x18)
  Tiger's Eye (x3)
  Topaz (x3)
  Venom Stone (x20)
  Water (x1)
  Whisperwood (x18)
  Wine (x1)

----------------
Artemas, in the Dragon Cliff Castle of Orobas Fjords
----------------
Discount (25%): Mindread for 1200 EXP.
Discount (25%): Complete the quest "Down the Hatch."
Unavailable: After entering the Hall of Echoes.

Inventory (26350 gold):
  Armor (uncommon and rare)
  Charms (lesser and minor)
  Weapons (uncommon and rare)
Pre-set items:
  Formula of Advanced Life Leech (x1)
  Heavy Nightbringer Cuirass (x1)
  Heavy Nightbringer Gauntlet (x1)
  Heavy Nightbringer Helmet (x1)
  Heavy Nightbringer Leggings (x1)
  Potion of Greater Healing (x96)
  Potion of Greater Revitalizing (x102)

----------------
Beird, in the Camp Eagle's Nest bunker in Orobas Fjords
----------------
Discount (25%): Mindread for 1200 EXP.
Unavailable 1: Choose to kill him instead of sparing him when you first enter.
Unavailable 2: After entering the Hall of Echoes.

Inventory (26040 gold):
  Armor (heroic)
  Jewelry (heroic)
  Weapons (heroic)
Pre-set items:
  Formula of Advanced Increased Damage (x1)
  Formula of Advanced Melee Protection (x1)
  Formula of Advanced Poison (x1)
  Formula of Advanced Poison Aura (x1)

----------------
Carleton, traveling merchant of the Orobas Fjords
----------------
NOTE: This merchant is met as you round the bend in the path past the Depleted 
Ore Mine, changing from heading east to north. You only get one chance to shop 
from him!
Unavailable: After ending the conversation, he leaves and never appears again.

Inventory (29940 gold):
  Armor (heroic)
  Charms (lesser and minor)
  Gems
  Weapons (heroic)
Pre-set items:
  Ale (x1)
  Amber (x1)
  Aquamarine (x1)
  Beer (x1)
  Bread (x1)
  Cheese (x1)
  Chicken Leg (x1)
  Crystal (x1)
  Diamond (x1)
  Emerald (x1)
  Formula of Advanced Butchery (x1)
  Formula of Major Retribution Aura (x1)
  Malachite Gem (x1)
  Moonstone (x1)
  Obsidian (x1)
  Opal (x1)
  Pearl (x1)
  Potion of Greater Healing (x30)
  Potion of Greater Rejuvenation (x1)
  Potion of Greater Revitalizing (x24)
  Pyrite (x1)
  Quartz (x1)
  Ruby (x1)
  Sapphire (x1)
  Spinel (x1)
  Tiger's Eye (x1)
  Topaz (x1)
  Water (x1)
  Wine (x1)

----------------
Carlin, in the Citadel Chambers (top room) of Lovis' Tower
----------------
Discount (25%): Mindread for 133 EXP.
Unavailable 1: Continue the "how do you exist?" dialogue until he vanishes.
Unavailable 2: After acquiring the Battle Tower.

Inventory (6666 gold):
  Armor (uncommon, rare, magical)
  Weapons (uncommon, rare, magical)
Pre-set items:
  (none)

----------------
Deodatus, in the Ministry of Aleroth
----------------
NOTE: Deodatus begins selling his wares after finishing "Come to No Harm," and 
then mindreading him for 1400 EXP.
Unavailable: After entering the Hall of Echoes.

Inventory (50102 gold): 
  Jewelry (uncommon)
Pre-set items:
  Ale (x1)
  Beer (x1)
  Bread (x1)
  Cheese (x1)
  Chicken Leg (x1)
  Formula of Ultimate Butchery (x1)
  Formula of Ultimate Damage Aura (x1)
  Formula of Ultimate Dexterity (x1)
  Formula of Ultimate Fire Curse (x1)
  Formula of Ultimate Full Resistance (x1)
  Formula of Ultimate Healing (x1)
  Formula of Ultimate Healing Aura (x1)
  Formula of Ultimate Increased Damage (x1)
  Formula of Ultimate Increased Magical Damage (x1)
  Formula of Ultimate Increased Mana (x1)
  Formula of Ultimate Intelligence (x1)
  Formula of Ultimate Life Leech (x1)
  Formula of Ultimate Life Line (x1)
  Formula of Ultimate Magic Damage Aura (x1 - armor version)
  Formula of Ultimate Magic Damage Aura (x1 - jewelry version)
  Formula of Ultimate Magic protection (x1)
  Formula of Ultimate Mana Leech (x1)
  Formula of Ultimate Melee protection (x1)
  Formula of Ultimate Poison (x1)
  Formula of Ultimate Poison Aura (x2)
  Formula of Ultimate Ranged protection (x1)
  Formula of Ultimate Rejuvenation (x1)
  Formula of Ultimate Retribution Aura (x1)
  Formula of Ultimate Revitalizing (x1)
  Formula of Ultimate Spontaneous Combustion (x1)
  Formula of Ultimate Static Charge Aura (x1)
  Formula of Ultimate Strength (x1)
  Potion of Ultimate Healing (x89)
  Potion of Ultimate Revitalizing (x120)
  Water (x1)
  Wine (x1)

----------------
Derk, in the smithery of Broken Valley Village
----------------
Discount (25%): Mindread for 133 EXP.
Discount (25%): Complete "A Private Delivery" without opening the letter.
Discount (10%): Complete "A Private Delivery" without opening the letter AFTER
  threatening to turn Carl Jackson in during "Skeletons in the Closet."
Price raise (10%): Complete "A Private Delivery" having opened the letter.
Price raise (20%): Complete "A Private Delivery" having opened the letter 
  AFTER threatening to turn Carl Jackson in during "Skeletons in the Closet."
Unavailable 1: Fail "A Private Delivery" by reading the letter and trying to 
 extort Dana.
Unavailable 2: After acquiring the Battle Tower.

Inventory (19952 gold):
  Armor (uncommon and rare)
  Weapons (uncommon and rare)
Pre-set items:
  Balanced Light Iron Cleaver (x1)
  Balanced Light Iron Mace (x1)
  Balanced Light Short Bow (x1)
  Balanced Light Iron Sword (x1)
  Light Army Cuirass (x1)
  Light Army Gauntlets (x1)
  Light Army Helmet (x1)
  Light Army Leggings (x1)
  Light Battle Gauntlets (x1)
  Light Battle Helmet (x1)
  Light Champion's Gauntlets (x1)
  Light Champion's Helmet (x1)
  Light Guard Cuirass (x1)
  Light Guard Gauntlets (x1)
  Light Guard Helmet (x1)
  Light Guard Leggings (x1)
  Light Metal Shield (x1)
  Light Rogue Cuirass (x1)
  Light Rogue Gauntlet (x1)
  Light Rogue Helmet (x1)
  Light Rogue Leggings (x1)
  Light Scutum (x1)
  Light Wooden Buckler (x1)
  Magical Light Iron Cleaver (x1)
  Magical Light Iron Mace (x1)
  Magical Light Short Bow (x1)
  Magical Light Iron Sword (x1)
  Normal Heavy Iron Cleaver (x1)
  Normal Heavy Iron Flamberge (x1)
  Normal Heavy Iron Mace (x1)
  Normal Heavy Iron Sword (x1)
  Normal Heavy Short Bow (x1)
  Normal Light Composite Bow (x1)
  Normal Light Army Sword (x1)
  Normal Light Iron Flamberge (x1)
  Normal Light Iron Cleaver (x1)
  Normal Light Iron Mace (x1)
  Normal Light Iron Sword (x1)
  Normal Light Short Bow (x1)
  Regular Army Cuirass (x1)
  Regular Army Gauntlets (x1)
  Regular Army Helmet (x1)
  Regular Army Leggings (x1)
  Regular Guard Cuirass (x1)
  Regular Guard Gauntlets (x1)
  Regular Guard Helmet (x1)
  Regular Guard Leggings (x1)
  Well-Crafted Light Iron Cleaver (x1)
  Well-Crafted Light Iron Mace (x1)
  Well-Crafted Light Short Bow (x1)
  Well-Crafted Light Iron Sword (x1)

----------------
Doctor Needleman, in a 2F room in the Black Boar in Broken Valley
----------------
Unavailable: After acquiring the Battle Tower.

Inventory (4510 gold):
  Jewelry (rare)
Pre-set items:
  Potion of Lesser Healing (x30)
  Potion of Lesser Revitalizing (x30)
  Potion of Limited Dexterity (x10)
  Potion of Limited Intelligence (x10)
  Potion of Limited Strength (x10)

----------------
Folo, in the pig pen of Broken Valley Village
----------------
Unavailable: After acquiring the Battle Tower.

Inventory (450 gold):
  (none)
Pre-set items:
  Ham (x10)

----------------
Gerald, in Farglow
----------------
Discount (25%): Mindread for 3 EXP, then choose the dialogue option it opens.
Discount (25%): Mindread Barbara (3 EXP), then offer to sell Gerald the book.
Unavailable: After leaving Farglow.

Inventory (5101 gold):
  Armor (uncommon)
  Weapons (uncommon)
Pre-set items:
  Elite Champion's Leggings (x1)
  Elite Noble Helmet (x1)
  Heavy Battle Cuirass (x1)
  Magical Heavy Composite Bow (x1)
  Magical Heavy Noble Hammer (x1)
  Magical Heavy Royal Sword (x1)
  Magical Light Death Sword (x1)
  Potion of Limited Healing (x13)
  Potion of Limited Revitalizing (x11)

----------------
Grimm, on the Necromancy platform of the Battle Tower
----------------
Unavailable: After entering the Hall of Echoes.

Inventory (23600 gold):
  Severed limbs
Pre-set items:
  Infested Dragon Elf Arms (x1)
  Infested Ghoulish Arms (x1)
  Infested Goblin Arms (x1)
  Infested Remains of Arms (x1)
  Infested Dragon Elf Head (x1)
  Infested Ghoulish Head (x1)
  Infested Goblin Head (x1)
  Infested Remains of Head (x1)
  Infested Dragon Elf Legs (x1)
  Infested Ghoulish Legs (x1)
  Infested Goblin Legs (x1)
  Infested Remains of Legs (x1)
  Infested Dragon Elf Torso (x1)
  Infested Ghoulish Torso (x1)
  Infested Goblin Torso (x1)
  Infested Remains of a Torso (x1)

----------------
Hermit, near the Beach Shrine on Sentinel Island
----------------
Discount (25%): Mindread for 700 EXP.
Unavailable: After acquiring the Battle Tower.

Inventory (4850 gold):
  Gems
  Herbs
  Ore
  Utensils and cookware
Pre-set items:
  Potion of Lesser Healing (x50)
  Potion of Lesser Revitalizing (x50)

----------------
Irwin, in the Champion Harbor building in Orobas Fjords
----------------
Discount (25%): Mindread for 1200 EXP.
Unavailable: After entering the Hall of Echoes.

Inventory (24900 gold):
  Armor (magical and heroic)
  Weapons (magical and heroic)
Pre-set items:
  Balanced Light Iron Cleaver (x1)
  Balanced Light Iron Mace (x1)
  Balanced Light Iron Sword (x1)
  Balanced Light Short Bow (x1)
  Heavy Battle Shield (x1)
  Light Army Cuirass (x1)
  Light Army Gauntlets (x1)
  Light Army Helmet (x1)
  Light Army Leggings (x1)
  Light Battle Gauntlets (x1)
  Light Battle Helmet (x1)
  Light Battle Shield (x1)
  Light Champion's Gauntlets (x1)
  Light Champion's Helmet (x1)
  Light Guard Cuirass (x1)
  Light Guard Gauntlets (x1)
  Light Guard Helmet (x1)
  Light Guard Leggings (x1)
  Light Rogue Cuirass (x1)
  Light Rogue Helmet (x1)
  Light Rogue Gauntlets (x1)
  Light Rogue Leggings (x1)
  Magical Light Iron Cleaver (x1)
  Magical Light Iron Mace (x1)
  Magical Light Iron Sword (x1)
  Magical Light Short Bow (x1)
  Normal Heavy Iron Cleaver (x1)
  Normal Heavy Iron Flamberge (x1)
  Normal Heavy Iron Mace (x1)
  Normal Heavy Iron Sword (x1)
  Normal Heavy Short Bow (x1)
  Normal Light Composite Bow (x1)
  Normal Light Army Sword (x1)
  Normal Light Iron Cleaver (x1)
  Normal Light Iron Flamberge (x1)
  Normal Light Iron Mace (x1)
  Normal Light Iron Sword (x1)
  Normal Light Short Bow (x1)
  Regular Army Cuirass (x1)
  Regular Army Gauntlets (x1)
  Regular Army Helmet (x1)
  Regular Army Leggings (x1)
  Regular Battle Shield (x1)
  Regular Guard Cuirass (x1)
  Regular Guard Gauntlets (x1)
  Regular Guard Helmet (x1)
  Regular Guard Leggings (x1)
  Well-Crafted Light Iron Cleaver (x1)
  Well-Crafted Light Iron Mace (x1)
  Well-Crafted Light Iron Sword (x1)
  Well-Crafted Light Short Bow (x1)

----------------
Leon, in the Champion Harbor building in Orobas Fjords
----------------
Discount (25%): Mindread for 1200 EXP.
Unavailable: After entering the Hall of Echoes.

Inventory (25600 gold):
  Formulas
  Gems
  Herbs
  Ore
  Potions
Pre-set items:
  Ale (x10)
  Beer (x10)
  Bread (x5)
  Cheese (x5)
  Chicken Leg (x5)
  Potion of Greater Healing (x98)
  Potion of Greater Revitalizing (x112)
  Water (x10)
  Wine (x10)

----------------
Locke, in the Black Boar, after completing "Band of Brutes"
----------------
Discount (25%): Mindread for 133 EXP.
Discount (25%): Complete "For a Pound of Flesh" successfully.
Price raise (100%): Fail "For a Pound of Flesh" by refusing to extort Keane.
Unavailable 1: Fail "For a Pound of Flesh" by stealing the money.
Unavailable 2: After acquiring the Battle Tower.

Inventory (15696 gold): 
  Armor (rare)
  Food and drinks
  Herbs
  Jewelry (rare)
  Potions
  Weapons (rare)
Pre-set items:
  Potion of Limited Healing (x50)
  Potion of Limited Revitalizing (x50)
  Black Rose (x10)
  Dragon Nail (x10)
  Earth Root (x10)
  Fanny Blossom (x10)
  Farhangite (x10)
  Fatfern (x10)
  Red Ore (x1)
  Rotten Earth Root (x10)
  Stardust (x10)
  Whisperwood (x10)

----------------
Mara, in the 2F banquet hall of the Black Boar in Broken Valley
----------------
Discount (25%): Mindread for 133 EXP.
Unavailable: After acquiring the Battle Tower.

Inventory (26600 gold):
  Armor (rare)
  Weapons (rare)
Pre-set items:
  Ale (x10)
  Beer (x10)
  Bread (x5)
  Cheese (x5)
  Chicken Leg (x5)
  Water (x10)
  Wine (x10)

----------------
Martis, in the Bandit Camp
----------------
Discount (25%): Mindread for 33 EXP.
Unavailable 1: Mindread Martis in jail, then kill him in the Secret Passage.
Unavailable 2: Complete "Into the Bandit's Den."
Unavailable 3: After acquiring the Battle Tower.

Inventory (24080 gold):
  Armor (rare and magical)
  Weapons (rare and magical)
Pre-set items:
  Light Nightbringer Cuirass (x1)
  Light Nightbringer Gauntlets (x1)
  Light Nightbringer Helmet (x1)
  Light Nightbringer Leggings (x1)
  Potion of Lesser Healing (x50)
  Potion of Lesser Revitalizing (x50)

----------------
Mercator, west of the Plaza Shrine in the City of Aleroth
----------------
Discount (25%): Mindread for 1200 EXP.
Unavailable: After entering the Hall of Echoes.

Inventory (11300 gold):
  Armor (magical)
  Gems
  Herbs
  Ore
  Weapons (magical)
Pre-set items:
  Ale (x1)
  Beer (x1)
  Bread (x1)
  Cheese (x1)
  Chicken Leg (x1)
  Water (x1)
  Wine (x1)

----------------
Merchant Lamotte, near the church in Broken Valley Village
----------------
Discount (25%): Mindread for 133 EXP.
Unavailable: After acquiring the Battle Tower.

Inventory (20492 gold):
  Charms (lesser and minor)
  Gems
  Herbs
  Jewelry (uncommon)
Pre-set items: 
  Black Rock (x3)
  Formula of Substantial Poison (x1)
  Ginseng (x10)
  Gold Ore (x7)
  History of the Dragon Knights, Part I (x1)
  Holy Basil (x5)
  Malachite Gem (x2)
  Moonshine (x5)
  Pewter Ridged Ring (x1)
  Potion of Limited Healing (x20)
  Potion of Limited Revitalizing (x20)
  Rope (x1)
  Venom Stone (x3)
  Wine (x10)

----------------
Miller Upton, in the mill in the center of Broken Valley Village
----------------
Discount (25%): Complete "Buad Blood" and side with Upton against Antumbra.
Unavailable 1: Side with Antumbra during "Buad Blood."
Unavailable 2: After acquiring the Battle Tower.

Inventory (5050 gold):
  (none)
Pre-set items:
  Potion of Limited Healing (x34)
  Potion of Limited Revitalizing (x28)

----------------
Mullet, fishmonger of the harbor in Orobas Fjords
----------------
Unavailable: After entering the Hall of Echoes.

Inventory (4150 gold):
  Food and drinks
  Herbs
  Potions
Pre-set items:
  Bread (x3)
  Cheese (x5)
  Chicken Leg (x3)
  Fish (red icon) (x8)
  Fish (yellow icon) (x4)
  Fish Dish (x6)
  Potion of Greater Healing (x52)
  Water (x12)

----------------
Nicolas, merchant at the High Hall camp in Orobas Fjords
----------------
NOTE: Nicolas begins selling his wares after finishing "The Runes of Wrath." 
Discount (25%): Mindread for 1200 EXP.
Unavailable: After entering the Hall of Echoes.

Inventory (25510):
  Armor (legendary)
  Food and drinks
  Gems
  Herbs
  Ore
  Weapons (legendary)
Pre-set items:
  AdventuRing for Dummies, Part Two (x1)
  Drudanae Herbs (x1)

NOTE: The Drudanae Herms are not sold until you ask him about his "special 
items."

----------------
Noryfundus, in a nook in the southeastern corner of Broken Valley
----------------
Discount (25%): Mindread for 400 EXP.
Unavailable: After acquiring the Battle Tower.

Inventory (25200):
  Potions
Pre-set items:
  Noryfundus' Boots of Grace (x1) (fake, becomes Muddy Boots)
  Noryfundus' Bow of Wonders (x1) (fake, becomes Crappy Bow)
  Noryfundus' Earrings of Might (x1)
  Noryfundus' Ring of Blazing (x1) (fake, becomes Plastic Ring)
  Noryfundus' Shield of Heaven (x1) (fake, becomes Paper-thin Shield)
  Noryfundus' Sword of Pain (x1) (fake, becomes Rusty Sword)
  Potion of Lesser Healing (x25)
  Potion of Lesser Revitalizing (x25)

----------------
Pilcher, near the Plaza Shrine in the City of Aleroth
----------------
Discount (25%): Mindread for 1200 EXP.
Unavailable: After entering the Hall of Echoes.

Inventory (56000 gold):
  Armor (heroic and legendary)
  Weapons (heroic and legendary)
Pre-set items:
  Amber (x5)
  Aquamarine (x4)
  Black Rock (x29)
  Crystal (x6)
  Diamond (x4)
  Droxlerite (x26
  Elite Wooden Buckler (x1)
  Emerald (x5)
  Fossil (x25)
  Gold Ore (x24)
  Heavy Army Helmet (x1)
  Heavy Army Shield (x1)
  Heavy Champion's Gauntlets (x1)
  Iron (x22)
  Malachite Ore (x19)
  Moonstone (x4)
  Obsidian (x4)
  Opal (x6)
  Pearl (x6)
  Pyrite (x4)
  Quartz (x5)
  Red Ore (x23)
  Ruby (x7)
  Sapphire (x3)
  Spinel (x5)
  Tiger's Eye (x4)
  Topaz (x5)
  Venom Stone (x20)

----------------
Romon, near the church in Broken Valley Village
----------------
Unavailable 1: Finish "Lovis' Loot" without using the Scrying Stone yourself.
Unavailable 2: After acquiring the Battle Tower.

Inventory (2002 gold):
  (none)
Pre-set items:
  Potion of Limited Healing (x54)
  Potion of Limited Revitalizing (x59)

----------------
Sam, in the middle of the Shipwreck Camp on Sentinel Island
----------------
Discount (25%): Mindread for 700 EXP.
Discount (10%): Give an Earth Root after mindreading. (This works even if you 
 don't have any Earth Roots!)
Price raise (10%): Give a Rotten Earth Root after mindreading.
Unavailable: After acquiring the Battle Tower.

Inventory (24850 gold):
  Armor (rare and magical)
  Weapons (rare and magical)

----------------
Sassan, on the balcony of your bedchamber in the Battle Tower
----------------
Unavailable: After entering the Hall of Echoes.

Inventory (1999 gold):
  Charms (lesser and minor)
  Formulas 
  Gems
  Herbs
  Ore
  Potions
Pre-set items:
  Potion of Greater Healing (x50)
  Potion of Greater Revitalizing (x50)

----------------
Tim, the bartender of the Black Boar Pub
----------------
Discount (25%): Mindread for 40 EXP.
Discount (25%): Complete "Band of Brutes."
Unavailable: After acquiring the Battle Tower.

Inventory (9212 gold):
  Food and drinks
  Potions
Pre-set items:
  Ale (x10)
  Beer (x10)
  Bread (x5)
  Cheese (x5)
  Chicken Leg (x5)
  Water (x10)
  Wine (x10)

----------------
Timpuk, in the Red Hammer Tribe cavern in Orobas Fjords
----------------
Discount (25%): Mindread for 1200 EXP.
Unavailable 1: Tell Svadilfari that you insist on killing him.
Unavailable 2: Complete the quest "Death of a Champion."
Unavailable 3: After entering the Hall of Echoes.

Inventory (12800 gold):
  Formulas
  Herbs
  Ore
  Potions
Pre-set items:
  Ale (x1)
  Beer (x1)
  Black Rose (x43)
  Bread (x1)
  Cheese (x1)
  Chicken Leg (x1)
  Dragon Nail (x42)
  Earth Root (x40)
  Fanny Blossom (x38)
  Farhangite (x32)
  Fatfern (x36)
  Ginseng (x28)
  Holy Basil (x45)
  Moonshine (x42)
  Oak Tears (x41)
  Potion of Greater Healing (x27)
  Potion of Greater Revitalizing (x30)
  Stardust (x35)
  Water (x1)
  Whisperwood (x29)
  Wine (x1)

----------------
Zarniyar, near the Plaza Shrine in the City of Aleroth
----------------
Discount (25%): Mindread for 1200 EXP.
Unavailable: After entering the Hall of Echoes.

Inventory (49945 gold):
  Charms (major and blessed)
  Formulas
  Herbs
  Jewelry (legendary)
Pre-set items:
  Black Rose (x20)
  Dragon Nail (x20)
  Earth Root (x20)
  Elite Nightbringer Cuirass (x1)
  Elite Nightbringer Gauntlets (x1)
  Elite Nightbringer Helmet (x1)
  Elite Nightbringer Leggings (x1)
  Fanny Blossom (x20)
  Farhangite (x20)
  Fatfern (x20)
  Formula of Greater Dexterity (x15)
  Formula of Greater Full Resistance (x10)
  Formula of Greater Intelligence (x14)
  Formula of Greater Poison (x14)
  Formula of Greater Rejuvenation (x26)
  Formula of Greater Strength (x18)
  Ginseng (x20)
  History of the Dragon Knights, Part I (x1)
  Holy Basil (x20)
  Moonshine (x20)
  Oak Tears (x20)
  Potion of Greater Healing (x198)
  Potion of Greater Revitalizing (x212)
  Stardust (x20)
  Whisperwood (x20)





========================================================
==========================================================================
*12* BOOKS
==========================================================================
========================================================
This is a list of books in the game, and where (if anywhere) a particular 
book is guaranteed to appear. Other copies of a book must be randomly obtained 
from chests. Some books are available from breakable objects or in chests, but 
a large amount are only from the listed sources. This list only counts books 
found in the sixth inventory pocket (with gems, herbs, ore, formulas, and so 
forth). Books in the quest item pocket are listed in section 12.

A book of chronicles that reads: The Temple of Doom
  On a table near the tent with a chest in the Bandit Camp in Broken Valley.

A Dusty Diary
  On the ground in the back corner of the Citadel Chambers (accessed by using 
  Lovis' Scrying Stone, or during the quest "Into Thin Air").

A Guard's Memoirs (Work in Progress)
  On the bed nearest to the stove in the Broken Valley Village barracks.

A Paleontologist’s Field Guide
  On the platform south of Allan's camp on Sentinel Island. It is on the corner 
  of a wall, next to some rope and some tools which cannot be picked up.

A Short History of Maxos, the Dragon Mage
  Sitting on the dragon statue west of the Temple Shrine (near ZixZax).
  Alternative: Found randomly in most chests and breakable objects.

A Word of Warning
  On a bench in Geshniz's Headquarters, in the now-poisoned Broken Valley. The 
  bench is on the left side of the short corridor that comprises this 
  "dungeon."

AdventuRing for Dummies, Part One
  Found on the ground near the wyvern nest with the Corpse of Jack Bolton, on 
  a lower cliff along the northern cliffs found northeast of Jievaras, the 
  legendary tree.

AdventuRing for Dummies, Part Two
  Purchased from Nicolas the trader in High Hall. To open up his trades, the 
  quest "The Runes of Wrath" must be completed.

AdventuRing for Dummies, Part Three
  On the floor near the casket in the center ruins inside the Lost Tomb in 
  Orobas Fjords.

Alchemy Treaty
  On the nightstand in Beatrice's house at the High Halls in Orobas Fjords.

All but Illegible Scribble
  On the floor in the treasure room of the Forgotten Outpost in Broken Valley.

Allan's Research
  Sitting on the corner of the red rug at Allan's camp on Sentinel Island.

Amusing Anomalies
  On a table on the right side of the second floor torture room of the Battle 
  Tower (above Erlking's floor).

An ABC of Dragons
  On the ground next to the large wooden chest at the north end of Allan's 
  camp on Sentinel Island.
  Alternative: Found randomly in most chests and breakable objects.

Ancient Healing Crystal Methods, Part One
  On the left end of the altar in Broken Valley Village's chapel.

Ancient Healing Crystal Methods, Part Two
  Sitting on a pew right under Dominic's platform in the chapel.

Ancient Parchment
  Sitting on a table south of the Golden Statues and large door inside the 
  Primordial Cave. A Priest's Corpse is next to the table.

Angry Remark
  On the floor next to a wooden chest at the back of the middle floor of the 
  Well Cave in High Hall. It is behind a locked door, the key to which is on 
  a table in the southern room of the first floor.

Anonymous Limerick
  Next to the corpse with Tagos' Axe in it at the bandit ambush site in the 
  southwest three-way junction of Broken Valley proper.
  Alternative: Found randomly in most chests and breakable objects.

Chalice of the Dragon
  Next to a small chest in the top of the tower in the building south of 
  Artemas in the Dragon Cliff Castle settlement.

Creature Training Notes
  On the floor next to a locked wooden chest in the 2x2 room section of the 
  Inner Passage in Stone's flying fortress.

Crumpled Letter
  Found randomly in most chests and breakable objects.

Crumpled Note
  Dropped by Viper, in his camp south of the South Valley Shrine.

Dana's Book of Conquests
  Behind boxes in the barn next to the Black Boar in Broken Valley Village.

Diary of Jonelath, aged eight.
  On the table in the back of the Necromancer Cave on Sentinel Island.

Diary of the Great Adventurer Jimmy Dean
  Next to the Corpse of Jimmy Dean, on a high cliff northwest of Champion 
  Harbor (between the harbor and the path to High Hall).

Discarded Note
  On a bench in the Headquarters of Stone's flying fortress, in the long 
  hallway stretching east from the large room with the Arena teleporter.

Disgruntled Missive
  Next to a Mine Guard Corpse on the floor of the southwestern path in the 
  High Hall Mines.

Dragon Shield
  On a table in a Black Ring tent in Kali's flying fortress. The camp is in 
  the northeast part of the southern island of the fortress, on the highest 
  tier of the landmass.

Dragon Spirit
  On a table in a Black Ring tent in Raze's flying fortress. The camp is on 
  the northern island of the three-island cluster on the middle tier of the 
  eastern side of the fortress.

Drudanae, a Manual
  On the table inside Nicolas' house at the High Halls in Orobas Fjords.

Dusty Tome
  On a bench in the middle room of the Derelict Tunnels in Broken Valley, near 
  the shrine where the Talismans go.

Elvish Tales
  On a desk in the final room of the Lost Cavern in Broken Valley.

Erlking's Writings
  On the eastern desk in Erlking's library in the Battle Tower, ONLY if you 
  mindread Sassan BEFORE obtaining the Soul Forge Document. Reading this book 
  gives you two stat points, but destroys the book in the process.

Fendrel's Diary
  Found on the bookshelf in the southeastern bedroom of the hub room south 
  of the Crypt Shrine in Maxos Temple.

Folded Letter
  Dropped by Kali in the Headquarters of her flying fortress.

Folo's Book of Poems
  Sitting on a bench inside Folo's house in Broken Valley Village.

Forgotten Piece of Paper
  Found on the floor on a corner of the inside wall of Keara's throne room, in 
  the Headquarters of her flying fortress.

Francis' Diary
  Found on the bookshelf in the southwestern bedroom of the hub room south 
  of the Crypt Shrine in Maxos Temple.

Guard Captain's Log
  On the table near Captain Rodney in the Broken Valley Village barracks.

Guide to the Robbery of Noblemen
  On a bench outside the treasure room in the Derelict Tunnel with the 
  Talisman of the South.

Guild Master's Log
  On a table near the fireplace in the Black Boar.

History of the Damned One, Part I
  Sitting on a bed in the Old Cave in Broken Valley (Naberius' cave).
  Alternative: Found randomly in most chests and breakable objects.

History of the Damned One, Part II
  On a carved-up tree in the goblin camp north of the Tribal Shrine.
  Alternative: Found randomly in most chests and breakable objects.

History of the Damned One, Part III
  Found randomly in most chests and breakable objects.

History of the Damned One, Part IV
  On the bench next to Igor in the Necromancer Cave on Sentinel Island.
  Alternatively: found on a bench next to Erlking in the Battle Tower.
  Alternative: Found randomly in most chests and breakable objects.

History of the Damned One, Part V
  On the table on the first floor of Camp Eagle's Nest in Orobas Fjords.
  Alternative: Found randomly in most chests and breakable objects.

History of the Damned One, Part VI
  Sitting on the ground on the altar in the room of Kali's Headquarters where 
  Kali herself is fought.
  Alternative: Found randomly in most chests and breakable objects.

History of the Dragon Knights, Part I
  Sold by Merchant Lamotte in Broken Valley Village.
  Alternative: Found on a table in the treasure room of the Abandoned Crypt.
  Alternative: Found randomly in most chests and breakable objects.

History of the Dragon Knights, Part II
  On a bench in the easternmost tent of the Bandit Camp in Broken Valley.
  Alternative: Found randomly in most chests and breakable objects.

History of the Dragon Knights, Part III
  On a table inside Hermosa's quarters in the Shipwreck Colony on Sentinel 
  Island.
  Alternative: Found randomly in most chests and breakable objects.

History of the Dragon Slayers, Part I
  On the raised part of the roof of the Broken Valley Village barracks.
  Alternative: Found randomly in most chests and breakable objects.

History of the Dragon Slayers, Part II
  In a tent at Kenneth's camp on Sentinel Island.
  Alternative: Found randomly in most chests and breakable objects.

History of the Dragon Slayers, Part III
  On a table inside a tent in the Dragon Slayer training camp a short ways 
  southwest of the Champion Harbor in Orobas Fjords.
  Alternative: Found randomly in most chests and breakable objects.

Imp's Notebook
  Dropped by Alutiiq the beholder in the Depleted Ore Mine.

Jagon's Notes
  On the floor in the treasure room of the Temple of Doom. Before entering, 
  mindread Ragnar in the Bandit Camp. Then find the key on the giant stone 
  dragon head in the Temple of Doom (right before the river and lava area). 
  Then open the locked door with the big chest behind it in the previous 
  room, and this book is on the floor nearby. Finishing "Into the Bandit's 
  Den" without mindreading Ragnar will make this inaccessible.

Keane's Diary
  On the floor in a corner of the bedroom of the Broken Valley Village 
  barracks.

Killing Contest Results
  On a table in the middle tent of the Bandit Camp in Broken Valley.

Letter bearing the Champion seal.
  Sitting on a desk in a small room west of Aurelius' office in the Champion 
  Harbor building in Orobas Fjords.

Letter from Laiken to an unknown recipient
  On a table with a corpse in the back of Laiken's Study on Sentinel Island.

Locke's Ledger
  In Locke's Cart in Broken Valley Village. Either mindread the cart or 
  refuse to extort Keane during "For a Pound of Flesh" for the password. Note 
  that doing the latter will fail the quest and raise Locke's prices!

Lost Set of Notes
  Next to a Priest's Corpse on the floor right inside the entrance of the 
  Bandit Hideout in Orobas Fjords.

Marching Orders
  On a table outside of Nicolas' house at the High Halls in Orobas Fjords.

Michael's Diary
  Sitting on the corner of a small wooden raft near some rocks in the waters 
  northeast of Sentinel Island (directly east of two small island, which are 
  the northeastern most bits of land on the actual map).

Mining Guild Note
  On a rock right outside the cave Crabbe the miner is standing in, at the 
  entrance to the Orobas Fjords.

Morgan's Diary
  On a ledge west of Leon the trader in the Champion Harbor building of Orobas 
  Fjords.

Mundus' Journal
  In Mundus' second floor office in the High Hall Mines, on the right end of 
  his desk.

My Big Book of Research by Erlking
  On the border of the summoning chamber in the Battle Tower near the summon 
  circle.

My Correspondence
  Dropped by Moor, in his cliffside camp south of Champion Harbor.

My Hunting Records by Brave Sir Robin
  Sitting on the banquet table on the second floor of the Black Boar.

Note written on New Order Stationary
  On a nightstand in Louis' room of the Broken Valley Village barracks (up the 
  ladder) near the prison).

Notes
  On the desk in Laiken's Study, behind the small chest with Sassan's Ring.

Official Seeker Log
  On a bench near Louis in the Broken Valley Village barracks.

Old Maxos Book
  Found on a bed in the southeastern bedroom of the hub room south of the 
  Crypt Shrine in Maxos Temple.

Old Message
  On a dining table in the first large room of Raze's Headquarters, in his 
  flying fortress. The table is in the northwestern part of the room.

Piece of written-upon wyvern skin
  Dropped by Yup'ik, in his camp east of the South Valley Shrine.

Plant-juice-stained Correspondence
  On a bench in Rayhun's Headquarters in Broken Valley. The bench is on the 
  right side of the small corridor, right before Rayhun's chamber.

Ragon's Journal
  Dropped by Ragon, in the Bandit Hideout of Orobas Fjords.

Recent Message
  Dropped by Hallorn, in the Derelict Tunnel of Broken Valley.

Recipe Book
  Next to the chest in the Hermit's Cave on Sentinel Island.

Research Notes
  On a table on the left side of the second floor torture room of the Battle 
  Tower (above Erlking's floor).

Research notes written by Stone
  On a table next to the spring in the Stone's Fortress Greenery area of 
  Stone's flying fortress.

Rivellonian History in Sonnets, Part I
  Sitting on a bench at Sosostra the fortune teller's camp on the west end of 
  Broken Valley.
  Alternative: Found randomly in most chests and breakable objects.

Rivellonian History in Sonnets, Part II
  On a table inside Hermosa's quarters in the Shipwreck Colony on Sentinel 
  Island.
  Alternative: Found randomly in most chests and breakable objects.

Rivellonian History in Sonnets, Part III
  On the center bench in Beatrice's house at the High Halls in Orobas Fjords.
  Alternative: Found randomly in most chests and breakable objects.

Romon's Supernatural Phenomena, Part One
  On the right end of the altar in Broken Valley Village's chapel.

Romon's Supernatural Phenomena, Part Two
  On a table in the Tomb of Broken Valley Village's chapel (unlocked during 
  "To Lay a Ghost to Rest").

Set of Orders
  Dropped by Lomax the Seeker in Jackson's Farm in Broken Valley. To turn 
  Lomax hostile, take either of Richard's quests ("Feast or Famine," or "New 
  Order or Champion Chaos"), obtainable after turning in at least one Goblin's 
  Heart in "Hearttaker," hen either accept (the former quest), or refuse (the 
  latter) his plan to get food for Aleroth. If the former, talk to Lomax and 
  tell him you're taking the food by force. If the latter, go to Jackson's 
  Farm and side with Richard (after viewing the argument between the two).

Shipment List
  Laying on the upper ship of a two-part shipwreck in the southeastern waters 
  off of Sentinel Island. Only reachable via dragon form.

Short Note
  Sitting on a bench near the teleporter in Camp Pompous, accessed via the 
  teleporter in the Dragon Slayer's training camp south of Champion Harbor.

Strange Volume
  On a table in the right room on the third floor of the Black Boar.

Strange Volume II
  On the counter of the bar in the Black Boar (need to read Strange Volume 
  first).

Strange Volume III
  Near Mara in the banquet hall of the Black Boar (need to read Strange 
  Volume II first).

Survive the Trolls Survival Guide
  On the desk in Louis room of the Broken Valley Village barracks (up the 
  ladder) near the prison.

Tenets of the Order of the Dragon Slayers
  On a bench in the Dragon Slayer training camp a short ways southwest of the 
  Champion Harbor in Orobas Fjords.
  Alternative: Found randomly in most chests and breakable objects.

The Adventures of Robin Wood, Greatest of Rangers
  Sitting on the wood floor near Aravir the Ranger in Farglow.
  Alternative: Found randomly in most chests and breakable objects.

The Alchemist's Monthly
  On the wooden table south of Barbatos and Turgoyn in the Shipwreck Colony 
  on Sentinel Island.

The Atrocities of Samuel Puppykiller, Evilest of Mages
  Laying on the bed in your bedchamber in the Battle Tower.
  Alternative: Found randomly in most chests and breakable objects.

The Ballad of Jack Miller
  On Linda's bed in Miller Upton's house in Broken Valley Village.
  Alternative: Found randomly in most chests and breakable objects.

The Black Boar's Daybook
  Found on the counter of the Black Boar in Broken Valley Village.

The Legend of Ulfmar the Mariner and Other Stories - Volume 1
  In a chest in the belly of a shipwreck suspended in a large tree on the 
  southeastern corner of Sentinel Island. Requires dragon form to reach.

The Legend of Ulfmar the Mariner and Other Stories - Volume 2
  Inside a chest in the Hermit's Cave on Sentinel Island.

The Legend of Ulfmar the Mariner and Other Stories - Volume 3
  Inside a chest in the shipwreck south of the Shipwreck Colony on Sentinel 
  Island.

The Meaning of Life, the Universe and Everything
  Next to a large wooden chest atop the southeastern tower of the Dragon Cliff 
  Castle settlement in Orobas Fjords.
  Alternative: Found randomly in most chests and breakable objects.

The Passion of the Divine
  On the ground next to Frederic, slightly southeast of Gerald's shop in 
  Farglow.
  Alternative: Found randomly in most chests and breakable objects.

Torn Archeologist's Notebook
  On the ground next to a campfire near Laura, on a cliff directly southeast 
  of the grand knight statue in the Orobas Fjords (look at the cliff with the 
  shrine from the air and you'll see).

Torn Note
  On a table at the south end of Barnabus' platform in the Sinister Cave.

Update on Crime in the Orobas Fjords
  Sitting on a table near the bounty board in the Champion Harbor building.

Yukie for Dummies
  Dropped by Alrik the imp, at his cliffside camp south of Champion Harbor.





========================================================
==========================================================================
*13* QUEST ITEMS
==========================================================================
========================================================
A list of quest items and their properties and uses. The following is a list 
of terms used:

Type: The item type, listed under the item name in your inventory.

Quest: What quest, if any, the item is a part of.
-Temporary: This item vanishes once its quest is closed, even if unused.
-Permanent: This item stays in the item list forever, unless given away/used.
-Give up: This item is given or used during the quest, and thus is lost.
-Story: Needed for a story quest, and thus its fate is out of your hands.

Purpose: The function the item serves in the game.

Found: Where the item is located and obtained. If it has more than one 
possible location, all locations will be listed as Found (1), Found (2), etc.

Use: The item's effect when used from your inventory.
-Vanish: This tag is just a warning to read the "Use" description, because one 
 or more uses of the item will destroy it in the process, possibly failing 
 quests.

Multiple properties can exist at one time. For example, an item that is marked 
permanent AND give up means that while the quest requires giving or using it 
(thus removing it from your inventory), it is possible to complete the quest 
without using it, or possibly fail the quest (or not finish it, period) to 
keep the item. A temporary item would vanish from your inventory upon the 
quest closing, succeed or fail, no matter what you do.

If permanent or temporary are not marked on an item, it means I do not know 
which the item is. This is usually for quests which can only be passed by 
giving the item away, and only failed by obtaining the Battle Tower, or 
entering the Hall of Echoes.

----------------
Alutiiq's Mask
----------------
 Type: Quest Item
 Quest: "A Hunting We Shall Go Again" (Alutiiq subquest). (give up)

 Purpose: Give to Sejanus to prove Alutiiq's death.

 Found: Dropped by Alutiiq the Beholder in the Depleted Ore Mine.

 Use: None.

 "A great mask that was worn by the filthy beholder Alutiiq."

----------------
Ancient Journal
----------------
 Type: Quest Item
 Quest: "Legend of the Ancient Mariner." (permanent/give up)

 Purpose: Contains information Turgyon wishes to learn.

 Found: In a chest in the belly of a shipwreck suspended in a large tree on 
 the southeastern corner of Sentinel Island. Requires dragon form to reach.

 Use: Prompts to read the book. If you do, the book is destroyed, you get two 
 skill points and fail the quest if and when you return to Turgyon and report 
 your action. (vanish)

 "A book filled with wondrous magic, ready to be used - but once and only 
 once."

 NOTE: The two skill points are definitely better than finishing the quest, 
 unless you REALLY value not having a failed quest in the list.

----------------
Arcane Notebook
----------------
 Type: Quest Item
 Quest: "Candles in the Wind." (story)

 Purpose: Possesses a spell to stop the wind, allowing the candles to be lit.

 Found: Given by Elfrith as part of "Man Overboard."

 Use: Reads the book and prompts you to case the spell. Disappears only if 
 the spell actually stops the wind near the grave. (vanish)

----------------
Art of War Book
----------------
 Type: Quest Item
 Quest: "Dear John." (give up)

 Purpose: Give to Hermosa to finish the quest.

 Found: Given by Morgan in the Champion Harbor building after giving him 
 Hermosa's Necklace.

 Use: None.

 "A book that contains precious information on the art of combat and skill 
 training."

 NOTE: This is only available if you chose Hermosa as your Skill Trainer.

----------------
Benedict's Diary
----------------
 Type: Book
 Quest: None. (permanent)

 Purpose: Nothing, just some back story on Maxos and Lovis.

 Found: On the bookshelf in the southeastern bedroom of the hub room south 
 of the Crypt Shrine in Maxos Temple.

 Use: Prompts you to read the book.

----------------
Black Rose Bud
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Drop two of the herb buds in the spring in Stone's Fortress Greenery 
 to produce a result. See section 19.4 for more information.

 Found: In a large wooden chest in the third room of Stone's Fortress 
 Greenery.

 Use: None.

 "The sturdy bud of the Black Rose plant."

----------------
Blue Book
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Set on the pedestals on the middle floor of the Depleted Ore Mine to 
 spawn a treasure chest nearby. This one is set on the pedestal with three 
 candles beside it (the one in the middle, looking at it from the front). The 
 chest that spawns has a random formula or two inside, guaranteed.

 Found: On a pedestal in the the lowest basement of the Depleted Ore Mine 
 (near two Malachite Ore veins).

 Use: None.

 "A dusty blue book that doesn't seem to contain much more than a few boring 
 tales about country life."

----------------
Book of the Dead
----------------
 Type: Quest Item
 Quest: "The Book of the Dead." (permanent/give up)

 Purpose: Give to Igor as an information source. It can be acquired even if 
 Igor was not chosen as Necromancer, but it has no purpose except for his 
 first quest.

 Found: In a room of the Sinister Cave in Orobas Fjords, only reachable via 
 the southern teleporter in the large lava-filled room of the cave.

 Use: None.

 "A book that contains everything that Barnabus knows about the dead and, more 
 importantly, the undead."

 NOTE: This is available whether Jonelath or Igor was chosen as Necromancer. 
 However, Jonelath has no need of it, so nothing can be done with it if he was 
 chosen.

----------------
Book of The Dragon
----------------
 Type: Quest Item
 Quest: "Hall of Echoes Bound." (story)

 Purpose: Tells of how to find and enter the Hall of Echoes.

 Found: On the Blood Altar of Maxos Temple after killing Amdusias.

 Use: Reads the book. The first time read (which is mandatory upon acquiring 
 the book), it give +1 to your Vitality, Spirit, Strength, Dexterity, and 
 Intelligence stats.

 "The unique book that may lead the reader to the Hall of Echoes."

----------------
Cellar Key
----------------
 Type: Key
 Quest: None. (permanent/give up)

 Purpose: Unlocks the cellar in Farmer Jackson's house, wherein his diary is 
 located.
 Found: On a rafter inside Farmer Jackson's house at his farm in Broken 
 Valley. If the boxes inside are destroyed before this is acquired, it may be 
 impossible to acquire.

 Use: None.

----------------
Chalice Key
----------------
 Type: Key
 Quest: "Down the Hatch" (Chalice of the Dragon subquest). (permanent)

 Purpose: This unlocks the large wooden chest containing the Chalice of the 
 Dragon, found in the Slayer camp south of Champion Harbor.

 All three ways to acquire it require talking to Tilian.
 Found (1): Tell Tilian you will trade Arben's Sword for the Chalice. This 
 will cost you the sword.

 Found (2): Mindread Tilian, and use the information to convince him to give 
 it to you.

 Found (3): Tell Tilian you intend to use it to free Orobas, and insist you 
 are serious. Tilian and the other slayers at the camp will go hostile, and 
 Tilian will drop the key when you kill him.

 Use: None.

----------------
Chalice of the Dragon
----------------
 Type: Quest Item
 Quest: "Down the Hatch" (Chalice of the Dragon subquest). (permanent/give up)

 Purpose: This is needed to perform the ritual to unseal the crypt where 
 Orobas resides.

 Found: In a large wooden chest in the Slayer camp south of Champion Harbor. 
 The chest requires a key to open, which Tilian has.

 Use: Required to perform the invocation to unseal Orobas' crypt.

 "The chalice from which Orobas drank wine in honor of the Dragon god 
 Ouroboros."

----------------
Chicken Rune
----------------
 Type: Quest Item
 Quest: "The Runes of Wrath." (permanent/give up)

 Purpose: Give to Mundus to appease him and solve the troll problem.

 Found: In the Primordial Cave's southeastern room, sitting on the left table
 (quite obvious, really).

 Use: None.

----------------
Crystal Skull (1)
----------------
 Type: Unique
 Quest: "Vigor Mortis." (permanent)

 Purpose: Allows necromancer Creatures to be controlled, thus finishing the 
 quest and allowing you to use the Creature yourself.

 Found: Dropped by the final Lesser Creature in the New Miner's Dig.

 Use: None.

 "A crystal stone in the shape of a skull. There is an eerie darkness within 
 the crystal. It is said that one can summon a creature with this mysterious 
 object."

 NOTE: The (1) is not part of the item's actual name in-game, it is just used 
 to denote the non-functional version of the Crystal Skull you receive for 
 killing the Lesser Creature as part of "Vigor Mortis." This version cannot 
 actually be used.

----------------
Crystal Skull (2)
----------------
 Type: Unique
 Quest: None. (permanent)

 Purpose: Summoning your Creature and finishing the quest.

 Found (1): The Crystal Skull (1) becomes this after "Vigor Mortis" is 
 finished, or the Battle Tower is obtained.

 Found (2): If Crystal Skull (1) was not obtained by the time the Battle Tower 
 is acquired, your Necromancer will give it to you instead.

 Use: Summons your necromancer Creature. Can be mapped to a shortcut for easy 
 use. Available as a shortcut/hotkey item.

 "A crystal stone in the shape of a skull. A strange glow emits from within 
 the crystal, and you can very vaguely hear words uttered in an ancient 
 tongue. It is said that one can summon a creature with this mysterious 
 object."

 NOTE: The (2) is not part of the item's actual name in-game, is it just used 
 to denote the functional version of the Crystal Skull you receive from 
 Naberius after finishing "Vigor Mortis," or from your Necromancer once you 
 own the Battle Tower. This is the version that can be used to summon the 
 Creature.

----------------
Dark Book
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Set on the pedestals on the middle floor of the Depleted Ore Mine to 
 spawn a treasure chest nearby. This one is set on the pedestal with a single 
 candle beside it (the one on the left, looking at it from the front). The 
 chest that spawns has a random formula or two inside, guaranteed.

 Found: On a pedestal in the lowest basement of the Depleted Ore Mine 
 (near two Malachite Ore veins).

 Use: None.

 "An old dark book that holds poor examples of literature."

----------------
Demon Claw
----------------
 Type: Quest Item
 Quest: "The Greater Hunter." (give up)

 Purpose: Proving your hunting skill to Sir Robin.

 Found: Dropped by either the Bellegar Demon (found at the second of 
 Bellegar's shrines you stumble into), Hellgate Demon (summoned by the book on 
 the pedestal at the hellgate west of the Quarry shrine), or Furfur, who is 
 summoned by George Gremory at the end of "Lost for Words." Only the first 
 demon killed will drop the claw.

 Use: None.

 "The tip of a Demon's claw still covered in acidic blood."

----------------
Draconian to Rivellonian Dictionary
----------------
 Type: Quest Item
 Quest: "Lost for Words." (give up)

 Purpose: Helps George translate the words on the ruins.

 Found: Talk to ZixZax near Maxos Shrine after starting the quest.

 Use: None.

----------------
Dragon Crystal
----------------
 Type: Treasure (3 total)
 Quest: None. (permanent/give up)

 Purpose: Insert all three into the dragon statues near Maxos Temple to spawn 
 a chest containing a magical rarity item.

 Found: Found in three small white boxes around the Temple grounds. One 
 behind the shrine, one to the right of the Temple, and one to the left.

 Use: None.

----------------
Dragon Morph Stone
----------------
 Type: Unique
 Quest: None. (permanent)

 Purpose: Allows transforming into and out of dragon form in open areas.

 Found: Given after finishing "Laiken in his Lair."

 Use: Transforms the player into a dragon, or back to human. Can be mapped to 
 a shortcut for easy use.

 "A stone held by two beautifully-crafted dragons. You draw power from looking 
 at it. It seems like you can control your morphing power with this stone."

----------------
Dragon Scales
----------------
 Type: Dragon Scales
 Quest: "Dragon No More." (story)

 Purpose: Part of the formula to force Amdusias back to human form.

 Found: Near the Blood Altar in the throne room west of the Crypt Shrine in 
 Maxos Temple.

 Use: None.

----------------
Dragon Stone
----------------
 Type: Unique
 Quest: None. (permanent)

 Purpose: Teleports you to the Battle Tower's various facilities.

 Found: Given after finishing "Laiken in his Lair."

 Use: Allows instant transport to any platform of the Battle Tower from 
 anywhere. The options are: Necromancer, Alchemist, Skill Trainer, Workshop 
 (Enchanter), Throne Room, and Leave Battle Tower. Leaving the tower via the 
 stone will take you back to wherever you were last, making the stone an 
 effective way to escape from a difficult fight to recover and restock, then 
 return when (and if) you're ready. Can be mapped to a shortcut for easy use.

 "A very handy stone that enables the owner of a Battle Tower to access any 
 of its platforms instantly."

----------------
Explosives
----------------
 Type: Quest Item (2 total)
 Quest: "Breaking an Entry." (permanent/story)

 Purpose: Clear out rockslides blocking the path in the Bandit Barracks.

 Found: Sitting on a table in the secret area in the Bandit Barracks. Press a 
 small bronze button on the wooden structure in the back of the cell Elijah 
 tells you about.

 Use: Prompts whether or not to use the explosives IF you are near one of the 
 two rockslides. (vanish)

 "A huge barrel filled with explosives that must be handled with care. It can 
 easily be detonated by lighting the large fuse that protrudes from it. Just 
 make sure you are far away when the flame reaches the actual gunpowder."

 NOTE: One of these is needed to pass the rockslide blocking the main passage. 
 The other may be kept, as the other rockslide only blocks a couple ore veins 
 and a key. Additionally, standing too close to one when it explodes will 
 cause an instant game over, regardless of your HP or defenses.

----------------
Fake Red Ore
----------------
 Type: Ore
 Quest: "Sibling Rivalry." (temporary/give up)

 Purpose: Given to Adah to sabotage Mahalath's Walking Armors.

 Found: In a chest in the shipwreck south of the Shipwreck Colony on Sentinel 
 Island.

 Use: None.

 "This is imitation Red Ore. Quite convincing, really, if you're not an 
 expert."

----------------
Fake Svadilfari Head
----------------
 Type: Quest Item
 Quest: "Death of a Champion." (temporary/give up)

 Purpose: Give to Aurelius in Champion Harbor to kill him.

 Found: Given by Svadilfari in the Red Hammer Tribe cavern if you agree to 
 his plan.

 Use: None.

 "The fake head Svadilfari gave you in order to deceive Aurelius. It actually 
 contains a deadly poison that would instantly kill anyone who holds it too 
 close. By delivering it to the Champion, you can be assured his death will 
 come swiftly."

----------------
Fanny Blossom Bud
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Drop two of the herb buds in the spring in Stone's Fortress Greenery 
 to produce a result. See section 19.4 for more information.

 Found: In a large wooden chest in the third square room of Stone's Fortress 
 Greenery.

 Use: None.

 "The prickly bud of the Fanny Blossom plant."

----------------
Farmer Jackson's Diary
----------------
 Type: Quest Item
 Quest: "Skeletons in the Closet." (permanent/give up)

 Purpose: Read it to start the quest, then talk to Carl Jackson to finish the 
 quest. Agreeing to keep quiet (whether you extort him or not) will see this 
 item removed from your inventory, as will telling Captain Rodney of Carl's 
 crimes. Only by threatening to turn Carl in, then killing him, can you keep 
 the diary forever.

 Found: On a table in Carl Jackson's cellar (the Cellar Key is on the rafters 
 of his house).

 Use: Prompts you to read the book. Doing so starts "Skeletons in the Closet."

 "This is the diary of Carl Jackson. Mostly very, very boring."

----------------
Gobie's House Key
----------------
 Type: Key
 Quest: "Divine Descendent." (permanent)

 Purpose: Unlocks Gobie's house, so you can enter and slay the "ghost."

 Found: Gobie gives it to you if you tell him you'll slay the ghost yourself, 
 instead of letting Eamon and Mona do it. This is the only option that allows 
 for obtaining the key and entering his house. Don't blackmail Eamon and Mona, 
 or pay them for Gobie, or tell him they're a fraud, otherwise it completes 
 the quest in another way.

 Use: None.

----------------
Goblin Stone
----------------
 Type: Quest Item
 Quest: "Delicate Affairs." (give up)

 Purpose: Radcliff needs this stone to upgrade the Enchanter platform of the 
 battle tower. This provides both upgrades.

 Found: In a chest found on a hill near a shipwreck near the Rivertown Gorge 
 exit in the Orobas Fjords. This is the southern end of the Fjords. 

 Use: None.

 "A hazy purple orb."

 NOTE: You get the option to sell this to some goblins for 2 Malachite Gems, 
 in addition to some extra EXP and gold. Doing this will prevent Radcliff from 
 rewarding you the Skill Book for his quest, AND prevents the Enchanter 
 platform from getting its second upgrade! Also costs you two monster log 
 entries.

----------------
Goblin's Heart
----------------
 Type: Quest Item
 Quest: "Hearttaker." (temporary/give up)

 Purpose: Sell to Richard for 50 EXP and gold each (150 each if mindread).

 Found: Dropped by Tribal Goblins and Black Goblins in Broken Valley. Tribal 
 Goblins drop them somewhat commonly, but Black Goblins seem to have a much 
 lower drop rate.

 Use: None.

 "The heart of a goblin, so fresh it still beats."

 NOTE: This item stacks, with up to 10 in a stack. The number of stacks 
 allowed seems to be unlimited, however the total number of hearts is limited 
 to the number of available Goblins to drop them.

----------------
Grappling Hook
----------------
 Type: Quest Item
 Quest: "High and Dry." (give up)

 Purpose: Help rescue Quincy from the guard tower.

 Found: Dropped by the Goblin Shaman that spawns after starting the quest.

 Use: None.

 "A sturdy grappling hook, ready to be thrown up to Quincy."

 NOTE: This item is given away as soon as it is picked up. It is impossible 
 to keep it for any length of time.

----------------
Hall of Echoes Sigil
----------------
 Type: Quest Item
 Quest: "Hall of Echoes Bound" (Lock and Key subquest). (story)

 Purpose: Allows entry to the Hall of Echoes. This functions just like any 
 other "key," including the door it opens saying you have the key to it, 
 although it at least has a unique icon!

 Found: Dropped by the demon Ba'al, in the Broken Valley Mine.

 Use: None.

 "The Sigil that opens the gates to the Hall of Echoes."

----------------
Hjalmar's Mask
----------------
 Type: Quest Item
 Quest: "A Hunting We Shall Go" (Hjalmar subquest). (permanent/give up)

 Purpose: Give to Captain Rodney as proof of Hjalmar's death.

 Found: Dropped by Hjalmar. 

 Use: None.

 "The ceremonial mask work by the devious beholder Hjalmar."

----------------
Holy Basil Bud
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Drop two of the herb buds in the spring in Stone's Fortress Greenery 
 to produce a result. See section 19.4 for more information.

 Found: In a large wooden chest in the third square room of Stone's Fortress 
 Greenery.

 Use: None.

 "The fragrant bud of the Holy Basil plant."

----------------
Invoker Jewel
----------------
 Type: Quest Item (5 total)
 Quest: None. (permanent/give up)

 Purpose: Deposit 4 of them into the generator at the eastern end of Stone's 
 Headquarters by examining the control panel with at least four in your 
 inventory. This shuts down the machine. If you deposit all 5 instead, it also 
 spawns a small chest with a random rare or higher rarity item.

 Found (1): Four are sitting on stands near the Walking Armor generator in the 
 eastern room of the Headquarters of Stone's flying fortress. They are small 
 glowing green orbs.

 Found (2): In a large wooden chest at the back of Stone's Fortress Arena. 
 There are four ramps leading up to locked metal doors (where the monsters 
 presumably were being held). The second one from the left contains this 
 chest.

 Use: None.

 "This type of jewel is commonly used to power Black Ring invoking machinery, 
 and must always be used with parsimony."

----------------
Keane's Wallet
----------------
 Type: Unique
 Quest: "For a Pound of Flesh." (permanent/give up).

 Purpose: Give to Locke to finish the quest and get a 25% discount.

 Found: Talk to Keane in Broken Valley and insist he pay you.

 Use: Prompts whether or not to open the purse. If you choose to, you get 500 
 gold and the purse vanishes. (vanish)

 "The purse of gold you... persuaded Keane to give you."

 NOTE: Opening the wallet will cause the quest to fail and Locke to stop 
 selling to you, but only if you tell him. Never reporting back about the 
 quest will allow one to keep the money and make use of his services. Even if 
 the dialogue option is chosen, however, you may still trade with Locke by 
 pressing the Trade button (and without a price raise, even!) so long as the 
 dialogue box is still open.

----------------
Key
----------------
 Type: Key
 Let me tell you about keys. They are all named just "Key." They use one of 
 three key graphics: a bronze, silver, or gold key. They unlock locked chests, 
 doors, and so forth. Each key is specific to a certain locked item. Some of 
 these locked items CAN be lockpicked. If picked before obtaining the key, the 
 keep will stay in your inventory forever once picked up. One key has an 
 unknown purpose, and is dropped by a Tribal Goblin Chief in the Secret 
 Passage in Broken Valley, near the Farm exit.

 Keys that are quite obviously keys, but named differently (such as Maxos 
 Temple Key, and Mister Shiny) will have their own entries, but know that 
 these are still just plain old keys.

----------------
Key to the Well
----------------
 Type: Key
 Quest: "The Horror of High Hall." (give up)

 Purpose: Unlocks the Well Cave entrance in High Hall.

 Found: Given by Beatrice upon accepting the quest.

 Use: None.

----------------
Linda's Gold Purse
----------------
 Type: Unique
 Quest: None. (permanent/give up)

 Purpose: Give to Linda for 100 EXP.

 Found (1): After mindreading Linda (40 EXP), look behind the stairs of the 
 platform Dominic is on in the chapel.

 Found (2): If you return the purse to Linda, and then side with Antumbra 
 during "Buad Blood," Linda will drop this item, allowing you to obtain it 
 again.

 Use: Prompts whether or not to open the purse. If you choose to, you get 100 
 gold and the purse vanishes. (vanish)

----------------
Love Letter With Broken Seal
----------------
 Type: Quest Item
 Quest: "A Private Delivery." (permanent/give up)

 Purpose: Give to Derk, causing him to raise his prices by 10%. Alternatively, 
 tell Dana and try to extort her, failing the quest (and gaining nothing), or 
 give it to Carl, and fail as well.

 Found: Use the "Sealed Love Letter" item from your inventory.

 Use: Reads a summary of the letter.

 "The love letter to Derk, entrusted to you by Dana, now opened and read. Its 
 seal has been visibly removed, and it will be obvious to anyone who sees it 
 that its contents are no longer private."

----------------
Lovis' Soul Stone
----------------
 Type: Quest Item
 Quest: "Lost Soul," and "In Cold Blood." (permanent/give up)

 Purpose: Contains Lord Lovis' soul, either to be returned or destroyed.

 Found: Dropped by Amdusias in Maxos Temple.

 Use: Flavor text; if on the Blood Altar of Maxos Temple, asks whether to 
 destroy the stone or not. (vanish)

 "This haunting stone contains the trapped soul of Lord Lovis."

 NOTE: Destroying the soul stone fails "Lost Soul" and lets you complete "In 
 Cold Blood." Completing "Lost Soul" by returning it fails "In Cold Blood." 
 The only way to avoid having a failed quest in your quest log is to simply 
 not accept "In Cold Blood" at all.

----------------
Lovis' Scrying Stone
----------------
 Type: Quest Item
 Quest: "Lovis' Loot." (give up)

 Purpose: Give to Father Romon for study and to finish the quest.

 Found: Citadel Chambers of Lovis' Tower. Press the button on the back wall in 
 the fire room. This is needed to exit the room once you enter.

 Use: Teleports you to the Citadel Dungeon. Only works once.

 "A glowing green orb."

 NOTE: Using the stone from your inventory renders the quest "Into Thin Air" 
 inaccessible, but gives a chance for a stat point mindread.

----------------
Magic Seed
----------------
 Type: Quest Item (3 total)
 Quest: "Reaping the Seeds." (story)

 Purpose: These are used to sate each of the three hungry dragon statues in 
 the Primordial Cave in Orobas Fjords, so that you may meet the Patriarch.

 Found: One each is acquired from Yggdrasil, Jievaras, and Irminsul, large 
 trees found in the Orobas Fjords. Complete their quests and they each give 
 you a seed.

 Use: None.

 "One of the seeds required to gain entrance to the lair of the Patriarch. 
 This seed was obtained after completing the trial of one of the three 
 legendary trees living in the Orobas Fjords. It appears to be very common, 
 but must without a doubt be a source of great magical energy."

----------------
Magical Rune
----------------
 Type: Quest Item (2 total)
 Quest: "Runes of Wrath." (permanent/give up)

 Purpose: Set on the Portal Shrines in the High Hall Mines to disable the 
 force fields. Only one is needed to reach Mundus, however.

 Found: Two are dropped by the Rune Troll on the southeastern path of the High 
 Hall Mines.

 Use: None.

 "A mystical blue orb."

----------------
Master's Spell Book
----------------
 Type: Quest Item
 Quest: "Borrowed Book." (permanent/give up)

 Purpose: Give to Barbatos as an information source. It can be acquired even 
 if Barbatos was not chosen as Alchemist, but it has no purpose except for his 
 first quest.

 Found: In the Bandit Hideout cave of Orobas Fjords, turn each gold dragon 
 statue until it cannot be turned more. The book will appear in the back of 
 the room. The room this takes place in is beyond the force field.

 Use: None.

 "A spellbook that once was the property of a very wise alchemist, now long 
 since deceased."

 NOTE: This is available whether Barbatos or Allan was chosen as Alchemist. 
 However, Allan has no need of it, so nothing can be done with it if he was 
 chosen.

----------------
Maxos Temple Key
----------------
 Type: Key
 Quest: "Paper Trail." (story)

 Purpose: Unlocks the Maxos Temple main door.

 Found: Given by Lord Lovis in the Citadel Armory of his tower.

 Use: None.

----------------
Mister Shiny
----------------
 Type: Key
 Quest: None. (permanent/give up)

 Purpose: Unlocks the chest on the cape west of the Beach Shrine.

 Found: Given by the Hermit as a reward for "From Soup to Nuts."

 Use: None.

 NOTE: Using the key on the chest unlocks it and destroys the key, as all 
 keys do. This is just an ordinary key by another name.

----------------
Moonshine Bud
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Drop two of the herb buds in the spring in Stone's Fortress Greenery 
 to produce a result. See section 19.4 for more information.

 Found: In a large wooden chest in the third square room of Stone's Fortress 
 Greenery.

 Use: None.

 "The intoxicating bud of the Moonshine plant."

----------------
Moor's Ledger
----------------
 Type: Quest Item
 Quest: "A Hunting We Shall Go Again" (Moor subquest). (give up)

 Purpose: Give to Sejanus to prove Moor's death.

 Found: Dropped by Moor in his cliffside camp south of Champion Harbor.

 Use: None.

 "The ledger that belonged to Moor, the sneaky."

----------------
Note From Maxos
----------------
 Type: Quest Item
 Quest: "Hall of Echoes Bound" (Revelation subquest). (story)

 Purpose: Reveals the entrance to the Hall of Echoes.

 Found: Sitting on a small table next to the bed in the Throne Room of the 
 Battle Tower.

 Use: Prompts to cast the reveal spell. Unless "Hall of Echoes Bound" is 
 complete, and you stand in the right spot, it will have no effect.

 "An ancient spell written by Maxos that will reveal the entrance to the Hall 
 of Echoes... when you find out where that is."

----------------
Oak Tears Bud
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Drop two of the herb buds in the spring in Stone's Fortress Greenery 
 to produce a result. See section 19.4 for more information.

 Found: In a large wooden chest in the third square room of Stone's Fortress 
 Greenery.

 Use: None.

 "The delicate bud of the Oak Tears plant."

----------------
Orbis Arcesso (1)
----------------
 Type: Quest Item
 Quest: "A Tale of Two Tomes." (story)

 Purpose: The Librarian of Maxos Temple is looking for it.

 Found: In a locked chest on the first floor of the bedroom hub south of the 
 Crypt Shrine in Maxos Temple. The key is on a bed behind a false wall in the 
 northwestern bedroom.

 Use: Reads a summary of the book, revealing it is only part one of two.

 "A book that contains studies and experiments conducted by Maxos priests 
 whose lives were dedicated to the life of the Dragon Knight - even though 
 only one in a thousand would actually become one."

 NOTE: The (1) is not part of the item's actual name in-game, it is just used 
 to denote the version of the book you receive from the chest in "A Tale of 
 Two Tomes."

----------------
Orbis Arcesso (2)
----------------
 Type: Quest Item
 Quest: "Dragon No More." (story)

 Purpose: To revert Amdusias to human form.

 Found: Given by the Librarian of Maxos Temple after finishing "A Tale of Two 
 Tomes."

 Use: Reads a summary of the book, and prompts to cast the spell to revert 
 Amdusias to human form.

 "A book that contains studies and experiments conducted by Maxos priests 
 whose lives were dedicated to the life of the Dragon Knight - even though 
 only one in a thousand would actually become one."

 NOTE: The (2) is not part of the item's actual name in-game, it is just used 
 to denote the version of the book you receive from the Librarian after 
 finishing "A Tale of Two Tomes." This version, when used, will prompt the 
 user to revert Amdusias to human form.

----------------
Parchment
----------------
 Type: Scroll (4 total)
 Quest: None. (permanent/give up)

 Purpose: Give all four to ZixZax, near the Maxos Temple, to unlock the 
 mysterious teleporters throughout Broken Valley.

 Found (1): One is found in a wooden chest in a tiny goblin village west of 
 the Tribal Shrine's village.

 Found (2): This is found in a wooden chest in the Bellegar Shrine east of 
 Lovis' Tower, atop an isolated cliff accessed by a pass in which several 
 groups of bandits ambush you. This is directly southwest of the Tribal 
 shrine.

 Found (3): This one is found in a wooden chest on the Bellegar Shrine east of 
 the South Valley shrine, and south of the Quarry.

 Found (4): This last one is found in, you guessed it, a wooden chest. It is 
 located just east of the Bandit Camp entrance east of the Quarry shrine. 
 Look for a chest behind some of the makeshift wooden walls next to the 
 waterfall.

 Use: Reads garbled words (different on each Parchment).

----------------
Piece of Seal
----------------
 Type: Quest Item (2 total)
 Quest: "Grave Robbers" (Part 1 and 2 subquests). (give up)

 Purpose: Part of the seal needed to open the Lost Tomb's entrance.

 Found (1): Found on the Corpse of Jimmy Dean, near a teleporter on a high 
 cliff northwest of Champion Harbor (it is between the harbor and the path to 
 High Hall).

 Found (2): Found on the Corpse of Jack Bolton, near a wyvern nest on a lower 
 cliff along the northern cliffside northwest of Jievaras, the legendary tree. 
 The corpse is actually IN the nest, not near it, and no other corpses are on 
 that cliff.

 Use: None.

 "A piece of what seems to be a fourth part of a seal."

----------------
Phial with blood
----------------
 Type: Quest Item
 Quest: "Dragon No More." (story)

 Purpose: Part of the formula to force Amdusias back to human form.

 Found: In Amdusias' room, in the northwestern bedroom of the hub room south 
 of the Crypt Shrine in Maxos Temple, sitting on the nightstand behind the 
 false wall.

 Use: None.

 "A thin elongated phial, it appears to be very fragile. It contains some of 
 Amdusias' blood: one of the ingredients he needed to transform into a 
 Dragon."

----------------
Potion to Kill Clyde
----------------
 Type: Quest Item
 Quest: "Method or Madness." (temporary/give up)

 Purpose: Removes Clyde's personality when given to Eugene.

 Found: Talk to Needleman in the Black Boar, and choose to save Jackal.

 Use: None.

 "A potion that will cure Eugene and rid him of Clyde forever."

----------------
Potion to Kill Jackal
----------------
 Type: Quest Item
 Quest: "Method or Madness." (temporary/give up)

 Purpose: Removes Jackal's personality when given to Eugene.

 Found: Talk to Needleman in the Black Boar, and choose to save Clyde.

 Use: None.

 "A potion that will cure Eugene and rid him of Jackal forever."

----------------
Radcliff's key
----------------
 Type: Key
 Quest: "Delicate Affairs." (permanent)

 Purpose: This key unlocks a chest in a shipwreck on the cliffs near the 
 Rivertown Gorge exit of the Orobas Fjords.

 Found: Radcliff gives this to you for his first (and only) quest in the 
 Battle Tower. This key (and by extension, the chest contents) can only be 
 obtained if Radcliff was chosen as Enchanter.

 Use: None.

----------------
Red Book
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Set on the pedestals on the middle floor of the Depleted Ore Mine to 
 spawn a treasure chest nearby. This one is set on the pedestal with five 
 candles beside it (the one on the right, looking at it from the front). The 
 chest that spawns has a random formula or two inside, guaranteed.

 Found: On a pedestal in the lowest basement of the Depleted Ore Mine 
 (near two Malachite Ore veins).

 Use: None.

 "A dirty red book that contains little of interest."

----------------
Reveal Spell
----------------
 Type: Quest Item
 Quest: "Looking for Lovis." (story)

 Purpose: Use to reveal the elevator's lever in the Citadel Armory.

 Found: On a corpse in the first room of the Citadel Armory, to the left of 
 the door.

 Use: Prompts to cast the spell. Destroyed if you do so. (vanish)

----------------
Rimmer's Rum
----------------
 Type: Quest Item
 Quest: "Couple Trouble." (permanent/give up)

 Purpose: Give to Christopher to persuade him away from guard duty. Note that 
 giving him this item will prevent you from mindreading him outside the camp 
 for 800 EXP, so keep that in mind!

 Found: On a cliff in the Bandit Camp. Climb up the wooden structure in the 
 center, then cross it and find this hidden in the bushes on the cliff.

 Use: None.

 "A full bottle of Rimmer's Rum! On removal of the cork your eyes water and 
 your liver instinctively quivers in fear."

----------------
Romon's Notes
----------------
 Type: Quest Item
 Quest: "Into Thin Air." (temporary)

 Purpose: Details Romon's studies of the scrying stone, and gives a hint on 
 where Romon went. This gives the password needed to open the Citadel Dungeon 
 room of Lord Lovis' Tower.

 Found: On the altar within the chapel in Broken Valley Village after 
 completing the quest "Lovis' Loot."

 Use: Prompts to read the note. If read, it tells Romon went "Into the Vault 
 of Anguish."

 "A handwritten note by Romon, left behind on the altar of the chapel not long 
 before his mysterious disappearance."

----------------
Sassan's Ring
----------------
 Type: Ring
 Quest: "The Second Coming." (story)

 Purpose: Resurrects Sassan at her grave.

 Found: In a small lockbox on the desk in the back of Laiken's Study.

 Use: None.

----------------
Sealed Love Letter
----------------
 Type: Quest Item
 Quest: "A Private Delivery." (permanent/give up)

 Purpose: Deliver to Derk to complete "A Private Delivery" and get a 25% 
 discount.

 Found: Given by Dana at Carl Jackson's farm.

 Use: Gives a choice of opening and reading the letter, which involves 
 breaking the seal. Doing so gives you the quest item "Love Letter With Broken 
 Seal." (vanish)

 "The love letter to Derk, entrusted to you by Dana. A seal prevents anyone 
 from having a peek at its content, which must surely be of a private matter. 
 It would be very rude to open it without authorization..."

 NOTE: Breaking the seal enrages Derk, causing him to raise his prices by 10%. 
 The price raise is 20% if Farmer Jackson has been arrested or killed in 
 "Skeletons in the Closet."

----------------
Shield
----------------
 Type: Quest Item
 Quest: "Hall of Echoes Bound," (Come to No Harm subquest). (story)

 Purpose: Protects the bearer once they enter the Hall of Echoes.

 Found: Rewarded for completing the "Come to No Harm" subquest of the quest 
 "Hall of Echoes Bound."

 Use: None.

 "The magic token that Maxos referred to as the Shield. It protects its owner 
 from the destructive forces that course through the Hall of Echoes."

----------------
Small Key
----------------
 Type: Key
 Quest: None. (permanent/give up)

 Purpose: This unlocks the small lockbox on the shelf inside Farmer Jackson's 
 house. The lockbox CAN be lockpicked with a high enough skill.
 Found: Under some boxes on the floor inside Farmer Jackson's house, on his 
 farm in Broken Valley.

 Use: None.

----------------
Soul Forge Contract
----------------
 Type: Book
 Quest: "What's in a Name?" (story)

 Purpose: Gives the name of Laiken's soul-forged demon, Razakel.

 Found: In a small chest in the secret section of Erlking's library in the 
 Battle Tower.

 Use: Reads the book.

----------------
Svadilfari's Head
----------------
 Type: Quest Item
 Quest: "A Shaman's Ransom." (give up)

 Purpose: Proves to Aurelius you killed Svadilfari, the Red Hammer Tribe's 
 oversized king.

 Found: Enter the Red Hammer Tribe cave and tell Svadilfari you intend to kill 
 him. Do so, and you will earn the head afterwards.

 Use: None.

 "The severed head of the goblin leader Svadilfari, chopped off after an epic 
 fight. This should be sufficient proof of his death - more than enough to 
 collect the great reward you were promised.

----------------
Talisman of the East
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Use at the shrine in the middle room of the Derelict Tunnel in 
 Broken Valley in the order of West, East, South. This reveals a small chest 
 with the Talisman of the North inside.

 Found: A large treasure chest in the treasure room near Hallorn in the south 
 wing of the Derelict Tunnel.

 Use: Gives a prompt to give up the Talismans when used at the statue in the 
 center of the Derelict Tunnels. Offer them up in the order of West, East, 
 South to reveal a chest containing the Talisman of the North. If used 
 elsewhere, or if offered in the wrong order, it reduces your current HP to a 
 very low amount.
 (vanish - only if successfully used for the Talisman of the North)

----------------
Talisman of the South
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Use at the shrine in the middle room of the Derelict Tunnel in 
 Broken Valley in the order of West, East, South. This reveals a small chest 
 with the Talisman of the North inside.

 Found: A small chest on a wall in the goblin encampment in the east wing of 
 the Derelict Tunnel. This is NOT the camp at the dead end!

 Use: Gives a prompt to give up the Talismans when used at the statue in the 
 center of the Derelict Tunnels. Offer them up in the order of West, East, 
 South to reveal a chest containing the Talisman of the North. If used 
 elsewhere, or if offered in the wrong order, it reduces your current HP to a 
 very low amount.
 (vanish - only if successfully used for the Talisman of the North)

----------------
Talisman of the West
----------------
 Type: Quest Item
 Quest: None. (permanent/give up)

 Purpose: Use at the shrine in the middle room of the Derelict Tunnel in 
 Broken Valley in the order of West, East, South. This reveals a small chest 
 with the Talisman of the North inside.

 Found: A small chest at the end of a dead end in the west wing of the 
 Derelict Tunnel.

 Use: Gives a prompt to give up the Talismans when used at the statue in the 
 center of the Derelict Tunnels. Offer them up in the order of West, East, 
 South to reveal a chest containing the Talisman of the North. If used 
 elsewhere, or if offered in the wrong order, it reduces your current HP to a 
 very low amount.
 (vanish - only if successfully used for the Talisman of the North)

----------------
The Adventures of Fabian of Ferol
----------------
 Type: Quest Item
 Quest: None. (temporary/give up)

 Purpose: Mindread Barbara (3 EXP), then give to Gerald for 50 gold and a 25% 
 discount. It will vanish from your inventory after leaving Farglow if not 
 sold.

 Found: You start the game with it.

 Use: None.

 "An old book you have read countless times, but which you still hold dear 
 because it tells the tale of a legendary hero from your native land. It is a 
 work that never really gained the popularity it deserved."

----------------
The Demon Wars
----------------
 Type: Quest Item
 Quest: "By the Book." (permanent/give up)

 Purpose: Allows Kenneth to upgrade the skill trainer platform a second time.

 Found: Dropped by Kali in the Headquarters of her flying fortress.

 Use: Prompts you to read it. If read, it is destroyed, and you gain 5 skill 
 points. Yes, 5. Five. Four more than one. If Hermosa was chosen as the 
 trainer, this book is yours to keep and use as you see fit. (vanish)

 "The Demon Wars', a book that details countless wars - each more gruesome 
 than the one before.

----------------
The Whale
----------------
 Type: Quest Item
 Quest: "The Writing on the Whale." (give up)

 Purpose: Provides Catherine information on the giant whale skeleton.

 Found: Given by Jonah for completing "The Old Ghost and the Sea."

 Use: None.

 "The chronicles of Jonah: his hunt for the whale and his untimely demise."

----------------
Wesson's goods
----------------
 Type: Quest Item
 Quest: "Short Supply." (permanent/give up)

 Found: In a locked chest in the northeast room of the Depleted Ore Mines. 
 The key is dropped by the nearby Alutiiq the beholder.

 Purpose: Return them to Wesson to complete the quest and upgrade the 
 Enchanter platform.

 Use: None.

 "These are raw materials that belong to Wesson, and were being transported by 
 the unfortunate Lister."

----------------
Wolfsbane Potion
----------------
 Type: Potion
 Quest: "Sibling Rivalry." (temporary/give up)

 Purpose: Given to Mahalath to poison Adah's Dragon Elves.

 Found: In a chest in the shipwreck north of Allan's camp.

 Use: None.

 "A substance highly poisonous and toxic to Dragon Elves."

----------------
Wyvern Fat
----------------
 Type: Quest Item
 Quest: "From Soup to Nuts." (permanent/give up)

 Purpose: Using it hides you from the wyverns around the nest for a while, 
 allowing you to obtain the Wyvern Mother Egg without difficulty. Using it is 
 optional, however.

 Found: Reward from Vacca for finishing "Ghostbuster." Alternatively, failing 
 it by insisting on keeping Vacca's Gem will cause Vacca to drop it when 
 killed.

 Use: None. It is "used" when you approach the wyvern spire east of Vacca's 
 Cave. If you choose 'yes' to the prompt, you will coat yourself in it, and 
 it will vanish. The effect lasts around 5 minutes of real time. (vanish).

 "A flask filled with wyvern fat. Apply it to your body, and wyverns would 
 most certainly consider you to be one of their own."

----------------
Wyvern Mother Egg
----------------
 Type: Quest Item
 Quest: "From Soup to Nuts." (permanent/give up)

 Purpose: Given to the Hermit to finish the quest. He wants it for soup.

 Found: Atop the spire east of Vacca's cave, on the top wyvern nest.

 Use: None.

 "This wyvern egg is a lot larger than any other example you've seen before, 
 and it was probably laid by the matriarch of the wyvern clan you stole it 
 from. Its greenish appearance matches its rotten dead goblin smell, but 
 surely someone on this surreal island would love to get his, her, or its 
 hands on it."

----------------
Yup'ik's Staff
----------------
 Type: Quest Item
 Quest: "A Hunting We Shall Go" (Yup'ik subquest). (permanent/give up)

 Purpose: Give to Captain Rodney as proof of Yup'ik's death.

 Found: Dropped by Yup'ik, who is located in a goblin camp east of the South 
 Valley shrine in Broken Valley (southwest of the Quarry).

 Use: None.

 "The magical staff always carried by the goblin tribe leader Yup'ik. It is a 
 long wooden staff with mystical runes carved into its surface, and has 
 various brightly-colored pieces of cloth attached to its tip. The staff can 
 be delivered as proof of Yup'ik's death in order to collect a reward."

----------------
Zeppelin Compass
----------------
 Type: Quest Item (3 total)
 Quest: "On the Road Again." (give up)

 Purpose: One of the nine Zeppelin parts needed to finish the quest.

 Found (1): In a crashed fragment of a ship atop a cliff on the southern ridge 
 east of Champion Harbor.

 Found (2): In a wyvern nest on a cliff above Moor's bandit camp, south of the 
 Champion Harbor settlement.

 Found (3): In a wyvern nest along the cliffs in the southern end of Orobas 
 Fjords, near the Rivertown Gorge exit.

 Use: None.

 "One of the broken zeppelin parts needed to repair the docked airships. The 
 compass is necessary for navigation among the cliffs of the Orobas Fjords."

----------------
Zeppelin Rudder
----------------
 Type: Quest Item (3 total)
 Quest: "On the Road Again." (give up)

 Purpose: One of the nine Zeppelin parts needed to finish the quest.

 Found (1): In a wyvern nest slightly west of the Imps' Lair in the Fjords. 
 It is on a lower level of the cliff face.

 Found (2): In a wyvern nest slightly northeast of the Camp Courage 
 teleporter site.

 Found (3): In a wyvern nest along the cliffs in the southern end of Orobas 
 Fjords, near the Rivertown Gorge exit.

 Use: None.

 "One of the broken zeppelin parts needed to repair the docked airships. The 
 rudder allows the navigation and steering of the ship."

----------------
Zeppelin Stabilizer Crystal
----------------
 Type: Quest Item (3 total)
 Quest: "On the Road Again." (give up)

 Purpose: One of the nine Zeppelin parts needed to finish the quest.

 Found (1): Sitting in the tree fort in Yggdrasil, south of the Grand Knight 
 Shrine.

 Found (2): Found in a wyvern nest east of the Camp Sentinel teleporter, on 
 a cliff face on the northern side of the river.

 Found (3): In a wyvern nest along the cliffs in the southern end of Orobas 
 Fjords, near the Rivertown Gorge exit.

 Use: None.

 "One of the broken zeppelin parts needed to repair the docked airships. The 
 hover crystal magically maintains the zeppelin in the air, and the ship would 
 remain firmly grounded without the power it generates."





========================================================
==========================================================================
*14* VALUABLE MINDREADS
==========================================================================
========================================================
This section covers all mindreads that have an actual purpose and are not just 
flavor text. Note that mindreading is essential to utilize whatever function 
it serves. Passwords cannot be guessed and treasure chests will not exist 
unless the person is mindread first.

Mindreads that cover other functions are discussed in the relevant section. 
This includes:
-Skill, stat, and dragon skill points
-Shop discounts
-Malachite Gems
-Unique items
-Dragon Armor

----------------
Barbara (Farglow)
----------------
COST: 3 EXP
BENEFIT: Unlocks a dialogue option to sell Gerald for a discount and 50 gold.
This dialogue option is when talking to Gerald. This removes The Adventures of 
Fabial of Ferol from your ivnentory, but this item would be lost after leaving 
Farglow anyways. It nets a 25% discount and 50 gold.

----------------
Crabbe, ore specialist and miner (Orobas Fjords)
----------------
COST: 1200 EXP
BENEFIT: Supposedly increases rewards from Red Ore Veins.
The mindread says it increases the amount of items obtained from Red Ore 
Veins, however I have not been able to figure out what it actually does. If 
anyone knows for sure, let me know!

----------------
Derk, the village blacksmith (Broken Valley Village)
----------------
COST: 133 EXP
BENEFIT: Spawns a key in the barn next to the Black Boar; also, discount.
This mindread gives the 25% discount listed in the Trader section, but also 
spawns the key to Derk's basement in the barn next to the Black Boar pub. In 
Derk's basement is a locked chest with a rare (sometimes magical) rarity item 
inside. Worthwhile.

----------------
Doctor Needleman, atop Lord Lovis' tower late in the game (Broken Valley)
----------------
COST: 2400 EXP
BENEFIT: Gives the password to his storage.
Needleman's storage is located next to the Broken Valley portal to Stone's 
flying fortress. Inside are two Black Rock ore veins, a plain wooden chest 
with a major or blessed charm, a formula or two, and some random gems, herbs, 
and ore, and a jewelry box and large wooden chest with common loot inside.

----------------
Edmund, gatekeeper of Farglow (Farglow)
----------------
COST: 3 EXP
BENEFIT: Spawns a key in the Goblin Training Area.
The key unlocks the chest in the corner of the village, on the opposite side 
of the building from Tiresias. This contains a random item, and would not be 
worth it were it not for the low cost of the mindread. Any item that could be 
acquired at a Farglow level would be all but worthless in even half an hour of 
play.

----------------
Elfrith, a sailor (Sentinel Island)
----------------
COST: 700 EXP
BENEFIT: Random gem + random magical-rarity jewelry in a small chest.
Elfrith saw a small chest on the large skull southwest of the Shipwreck 
Colony. This chest contains a gem and a magical rarity piece of jewelry, 
making it a good choice to save before opening and reload for an item with a 
skill bonus.

----------------
Erlking, mute goblin and servant of Laiken (Battle Tower)
----------------
COST: 700 EXP
BENEFIT: Advance the main storyline.
Erlking's mindread is necessary to advance the main storyline of the game. 
'Nuff said. After mindreading him, check the bookcase in the corner and choose 
Gothe's Ballads, the last item on the list.

----------------
Geshniz, Black Ring Alchemist General (Geshniz's Headquarters)
----------------
COST: 2400 EXP
BENEFIT: Spawns a small chest with formulas in it.
Mindreading Geshniz before the fight will spawn a small chest with three 
formulas (two potion, one enchantment) and a random gem right behind where she 
starts out. The trick is that these formulas can apparently be of ANY level, 
from 1 to 10. Not very useful, since higher level enchantments and potions are 
superior, but for collectors, it is a second chance to get a missed low-level 
potion formula.

----------------
Gwyn, the crazy man (High Hall)
----------------
COST: 1200 EXP
BENEFIT: Unlocks the nearby chest.
The chest contains several items, including some limited quality potions, a 
random formula or two, and some random herbs. Not the best reward, but it can 
be nice to sell enchantment formulas for a nice amount of money.

----------------
Island, upon exiting Maxos Temple (Sentinel Island)
----------------
COST: 1400 EXP
BENEFIT: Gain the EXP needed to gain one level.
This is the FIRST meeting with Island, when you first enter the island from 
Maxos Temple. This will give you the EXP needed to gain a level, whatever 
amount that may be. This includes paying for any and ALL debt, even this 
mindread's debt. However, the most important thing of note is that Wisdom will 
give ADDITIONAL EXP based on the amount given! For example, if you need 10000 
EXP to level up (debt included), and a level 5 Wisdom skill (10% bonus), 
you'll gain the level and an additional 1000 towards the next! Clear out as 
much of Orobas Fjords (Depleted Ore Mine is a good place for EXP) before going 
here to maximize the profit. It can help getting started in the Orobas Fjords 
proper MUCH easier. Mindread everyone possible as well, since you'll gain 10% 
of the mindread's value in bonus experience.

----------------
Jonah, a ghost (Sentinel Island)
----------------
COST: 700 EXP
BENEFIT: Random gem + random magical-rarity armor in a small chest.
Jonah tells of a small chest that might've found its way into Vacca's Cave. 
This chest contains a magical rarity armor and a random gem, making it pretty 
worthwhile. The chets itself is found on a small rock table near the middle 
area of the room.

----------------
Laura, treasure hunter in the Fjords (Orobas Fjords)
----------------
COST: 2400 EXP
BENEFIT: Gives 3200 EXP.
This is just a flat EXP boost. You gain a net of 800 EXP free (after the debt 
is paid), and more if you leveled either Wisdom or Mindread skills. The best 
thing to do is save this for after Wisdom is maxed, and equip as much Mindread 
boosting jewelry as possible, to get the maximum effect.

----------------
Linda, Miller Upton's daughter (Broken Valley Village)
----------------
COST: 40 EXP
BENEFIT: 100 EXP, 100 gold, or a unique quest item.
Mindreading Linda reveals she left her coin purse in the church. Get it to 
obtain the Linda's Gold Purse quest item. Returning it to her gets you 100 
EXP, keeping it and opening it yourself (use it from your inventory) gets you 
100 gold. If you give it back to Linda, then side with Antumbra during "Buad 
Blood," Linda's Gold Purse will be available to loot from her corpse.

----------------
Locke's Cart, in the village (Broken Valley Village)
----------------
COST: 120 EXP
BENEFIT: Unlocks the cart.
The cart contains some items, including possible formulas, some money, and a 
unique book. Mindreading it earns the password needed. The password may also 
be obtained from Keane, but only by failing "For a Pound of Flesh."

----------------
Lomax, in Jackson's Farm (Broken Valley)
----------------
COST: 40 EXP
BENEFIT: Gives a dialogue option to easily complete "Feast or Famine."
This mindread requires Lomax to be sitting down at Jackson's Farm (this is not 
the stat point mindread). It gives a dialogue option to get Lomax and his 
guards to leave the farm during "Feast or Famine" without fighting them, or 
paying them money.

----------------
Lord Lovis, in the Citadel Armory (Broken Valley)
----------------
COST: 800 EXP
BENEFIT: Unlocks a chest.
The chest to the left of his throne (e.g., the one on the right) is unlocked. 
This chest contains several random gems, herbs, ores, charms, and/or formulas, 
making it extremely worthwhile.

----------------
Martis, the imprisoned bandit (Broken Valley Village)
----------------
COST: 1050 EXP
BENEFIT: One way to finish "Into the Bandit's Den," and a monster log entry.
Martis' mindread is expensive for when it occurs, but it has two purposes. One 
is to get the Bandit Camp password (beetroot), and the other is a chance at 
getting Martis in your monster log. After mindreading him, go through the 
Secret Passage until you reach the final room before the barracks ladder. Two 
bandits will be rescuing Martis. Choose to fight them, and killing Martis 
earns his entry. This is the ONLY way to get it!

----------------
Montagu, the Dragon Slayer prison guard (Dragon Slayer Training Camp)
----------------
COST: 1200 EXP
BENEFIT: Provides an alternate solution to "Thorn in the Side."
Mindreading this guy will allow you a solution to accessing the prison that 
prevents having to pay 1000 gold as a bribe, or having to duel a Lv26 Dragon 
Slayer. Not necessary if you plan to do one of those two things instead.

----------------
Moor, thieving bandit in the Fjords (Orobas Fjords)
----------------
COST: 1200 EXP
BENEFIT: Spawns a key on a ledge above Moor's camp.
This key will unlock the chest in Moor's cabin on his cliffside camp. The 
chest contains a random magical rarity weapon, armor, or jewelry item.

----------------
Mundus, earth magic specialist (High Hall Mines)
----------------
COST: 2400 EXP
BENEFIT: Offers another option to finish "The Runes of Wrath."
Mindreading Mundus will allow a third option to finish the quest, separate 
from either killing him, or giving him the Chicken Rune. Destroying the 
Friendship Rune will cause the trolls to go berserk and kill Mundus in a cave-
in. This gives the smaller reward that killing him gives, but without the 
EXP, monster list entry, or item drops.

----------------
Peavey, in jail in the barracks (Broken Valley Village)
----------------
COST: 133 EXP
BENEFIT: Spawns a small chest near the Village Shrine.
Mindreading Peavey when he's in jail (after finishing "High and Dry) causes a 
small chest to spawn behind the Village Shrine. This chest has nothing special 
though, usually containing an uncommon item. A rare item or some gold may 
occasionally be found.

----------------
Ragnar, in the Bandit Camp (Broken Valley)
----------------
COST: 400 EXP
BENEFIT: Spawns a key to access a large golden chest in the Temple of Doom.
Ragnar's mindread causes a key to appear on the giant stone dragon head in the 
Temple of Doom (the second room, not the one with the poison, or the river and 
lava one). It can be very hard to see. It opens the door near the large golden 
chest earlier in the room. This chest often contains several ingredients 
and/or potion recipes. Well worth saving and opening until it gives a good 
batch of stuff.

----------------
Ragon, ..."eccentric" bandit leader in the Fjords (Bandit Hideout)
----------------
COST: 1200 EXP
BENEFIT: Spawns a bag with a random gem and a random magical rarity jewelry 
item in the back of the cavern Ragon is found in.

----------------
Rayhun, Black Ring General and alchemist (Rayhun's Headquarters)
----------------
COST: 2400 EXP
BENEFIT: Spawns a small chest in the back of Rayhun's room.
The small chest contains several ingredients, which is a fancy way of saying 
herbs, gems, and ore: all plentiful from traders and your own runners. There 
are three herbs, one ore, and one gem, to be exact.

----------------
Richard, a Champion of Aleroth (Broken Valley Village)
----------------
COST: 400 EXP
BENEFIT: "Hearttaker" earns you 150 EXP and gold per heart.
"Hearttaker" normally pays 50 EXP and gold per heart, but after mindreading, 
Richard gives 150 of each (three times the normal amount) per heart. This is 
VERY worthwhile if you intend to farm hearts, and probably even if you don't.

----------------
Sejanus, Champion of Aleroth (Champion Harbor)
----------------
COST: 1200 EXP
BENEFIT: Spawns a sack of gold in the southwest corner of the Champion Harbor.
This sack of gold contains not gold, but a random gem and a rare or higher 
rarity weapon or armor item!

----------------
Sepp, Zepplin assistant (Champion Harbor, roof)
----------------
COST: 2400 EXP
BENEFIT: Gives 1500 EXP.
This is just a flat EXP boost...or it would be, if he gave more than it costs! 
Even a maxed Wisdom only brings the boost to 1950 EXP. Several levels worth of 
Mindread AND max Wisdom are required to gain anything at all from this. Equip 
a Mindread boosting jewelry item to all six slots for +6 (or more, if one has 
+2 to Mindread), and then hope you'll have a net gain.

----------------
Storage rooms (Broken Valley)
----------------
COST: Listed below
BENEFIT: Items and high level formulas.
Mindreading various people enables entering and looting their storage rooms. 
Although the mindread gives the password, it still ONLY works if mindread. 
Just knowing the password yourself won't work, as you may only enter it if 
your character knows it. The real benefit to these storages is they contain 
a random formula, enchanted item, or body part of ANY level. This enables 
obtaining level 10 formulas quite early in the game (and level 9, too, if 
the malachite gem-using level 10 versions are not desired).

Abanayamar (200 EXP): This is actually Miller Upton's storage, but the 
 alchemist tree is the one you mindread for the password. The storage room is 
 found right next to the fortune teller Sosostra's camp near the New Miner's 
 Dig. In the chest inside is a random potion formula of any level, from 1 to 
 10!

Dreavan (800 EXP): Dreavan's storage is easy to find: it is in his small 
 one-room house, located in the same compound as Dreaven himself. The chest on 
 the floor of his storage contains a random enchantment formula of ANY level 
 from 1 to 10!

Naberius (400 EXP): Naberius' storage closet is located behind some large 
 doors on a ledge above and to the west of his usual cave. Reaching it 
 requires obtaining all four pieces of Parchment in the valley and having 
 ZixZax translate them, then taking the mysterious teleporter near the Chapel 
 Shrine. His storage contains a chest with a random body part (necromancer 
 creature parts only, no goblin, dragon elf, or ghoul) of any quality, 
 including the best (perfect)! There is also a skill book sitting on a chair.

Sir Robin (400 EXP): Robin's storage is located under a large tree in the area 
 southeast of Dreavan's compound. The tree is suspended by its roots above the 
 ground, with the door on the ground. The chest inside contains a bow with a 
 random enchantment of any level, from 1 to 10! It is also the only place to 
 find the Armored Boar enemy. Note that higher level enchantments seem rarer 
 than weaker ones, so it may take a while.

----------------
The eight candidates (Sentinel Island)
----------------
COST: 800 EXP each, 6400 EXP total
BENEFIT: Additional entries in the quest list of the logbook.
This includes Jonelath, Igor, Allan, Barbatos, Hermosa, Kenneth, Wesson, and 
Radcliff. Mindreading each candidate will open an entry about their thoughts 
in your quest list in the logbook. These serve no real purpose and give no 
reward. They close when "The Prophecy" closes. The only point to this is to 
have them in the quest list.

----------------
The Three Gremory Siblings (Broken Valley, Sentinel Island, Orobas Fjords)
----------------
COST: Listed below
BENEFIT: Unlocks the Gremory Chest in the southernmost part of Orobas Fjords. 
This chest is located in one of the "holes" in the mountain north of Rivertown 
Gorge. It contains a legendary rarity jewelry item. Nothing you couldn't buy 
in Aleroth, but nice nonetheless. George's mindread spawns the chest, 
Catherine's gives the password, and Arthur's informs you of the secret button, 
all needed to loot the chest.

George Gremory (1200 EXP): In the ruins a little to the north of the South 
 Valley Shrine in Broken Valley. He gives the quest "Lost for Words." 

Catherine Gremory (2100 EXP): On Sentinel Island, southwest of the Sea Side 
 Shrine and near a giant whale skeleton. She gives the quest "The Writing on 
 the whale."

Arthur Gremory (3600 EXP): In the Imps' Lairs in Orobas Fjords, found on a 
  cliff southeast of the entrance portal to Stone's Flying Fortress. He gives 
  the quest "Grave Robbers" (part 4 specifically).

----------------
Tilian, in the Slayer camp (Orobas Fjords)
----------------
COST: 1200 EXP
BENEFIT: Complete "Chalice of the Dragon" without bloodshed or payment.
Tilian will reveal via mindread that he knows the slayers have been abusing 
the Chalice of the Dragon at parties. This can allow you to convince him to 
hand it over without killing anyone, or giving up Arben's Sword.

----------------
Tim, the barkeep of the Black Boar (Broken Valley Village)
----------------
COST: 40 EXP
BENEFIT: Spawns a gold purse with 100 gold; also, discount.
Tim will not only give a 25% discount for mindreading him, but also causes a 
gold purse with 100 gold inside to appear in the bushes outside the chapel in 
the village. Not much, but certainly worth 40 EXP.

----------------
Viper, in his camp south of the South Valley Shrine (Broken Valley)
----------------
COST: 400 EXP
BENEFIT: A small assortment of gems.
Mindread Viper when he talks to you after entering his camp just south of the 
South Valley Shrine in Broken Valley. This is the only chance to mindread him! 
When killed, he will drop two Ambers, Moonstones, and Pyrites, five Pearls, 
and a Ruby.

----------------
Willy, on the bridges in Broken Valley proper (Broken Valley)
----------------
COST: 400 EXP
BENEFIT: Spawns a gold bag full of gold.
Mindreading Willy causes a gold bag to appear behind the ritual tree in 
Yup'ik's goblin camp west of the South Valley Shrine. This gold bag only ever 
has gold, and often has a LOT; around Lv15, it can give 300+.





========================================================
==========================================================================
*15* MALACHITE GEMS
==========================================================================
========================================================
Malachite Gems are unique, rare items, used in most all level 10 enchantment 
recipes, and all ten Healing Aura recipes. There is a (very) limited amount 
throughout the game, so they must be treasured! This is a list of all known 
gems. Note that not all are necessarily easy or possible to get in a single 
game, as some are randomly generated in Malachite Ore veins, and others 
require giving up items necessary for quests.

Two gems in particular require choosing Radcliff as your enchanter for the 
Battle Tower, and then selling an item vital to his quest to two Goblins. This 
nets two Malachite Gems, at the cost of the second upgrade to the Enchanter 
platform, as well as a skill book. Choosing Radcliff also automatically locks 
you out of another skill book, so these two gems cost 2 skill points. No other 
gems have such negative consequences, but several may be missed if you do not 
act at the proper moment.

Additionally, for the quest "Sight for Sore Eyes" (and the achievement Turn a 
Blind Eye), you must give up two Malachite Gems to Simeon.

----------------
TOTAL (POSSIBLE) GEMS FROM MALACHITE VEINS: 64
TOTAL (OPTIMISTIC) GEMS FROM MALACHITE VEINS: 32
TOTAL (REASONABLE) GEMS FROM MALACHITE VEINS: 24

TOTAL GEMS FROM OTHER SOURCES: 11

TOTAL (POSSIBLE) GEMS IN THE ENTIRE GAME: 75
TOTAL (OPTIMISTIC) GEMS IN THE ENTIRE GAME: 43
TOTAL (REASONABLE) GEMS IN THE ENTIRE GAME: 35
----------------

Gem 1: Purchased for 2000 gold from Merchant Lamotte in Broken Valley, or for 
 1500 gold if mindread for a discount.

Gem 2: Purchased for 2000 gold from Merchant Lamotte in Broken Valley, or for 
 1500 gold if mindread for a discount.

Gem 3: Mindread the sleeping trio in the area southeast of Lovis' Tower, then 
 give them what they each ask for: an alcoholic drink (ale, beer, or wine), 
 an apple, and a health potion (any quality). Once all three are awake, they 
 will give you this gem as a reward.

Gem 4: Purchased for 2000 gold from Carleton the merchant on the pass between 
  the Depleted Ore Mine and Champion Harbor. The merchant is a one-time-only 
  encounter, so make sure to buy it then and there! Apparently, the dialogue 
  can sometimes glitch and not let you buy from him, so press the trade button 
  (Y on the Xbox 360 controller) to make sure you get the chance to buy it.

Gem 5: In a small chest in the tree fort atop Yggdrasil in the Orobas Fjords. 
  During the story quest "Reaping the Seeds," subquest "The Second Hungry 
  Statue," you will talk to Yggdrasil, the large tree on an island south of 
  the Grand Knight Shrine. It will ask you to kill Charlie, the goblin, found 
  on the island. When talking to Charlie before the fight, mindread him for 
  3600 EXP. This will spawn the small chest.

Gem 6: Given by Beatrice in High Hall as a reward for completing "The Horror 
  of High Hall."

Gem 7: Given by Beatrice in High Hall as a reward for completing "The Horror 
  of High Hall."

Gem 8: Given by Beatrice in High Hall as a reward for completing "The Horror 
  of High Hall," ONLY IF she is mindread before finishing the quest, and 
  choosing the new dialogue option the mindread opens (about being sent as a 
  sacrifice).

Gem 9: Given by Beatrice in High Hall as a reward for completing "The Horror 
  of High Hall," ONLY IF she is mindread before finishing the quest, and 
  choosing the new dialogue option the mindread opens (about being sent as a 
  sacrifice).

Gem 10: For Radcliff's first (and only) quest, when you obtain the Goblin 
  Stone, agree to sell it to the nearby goblins. Two Malachite Gems will be 
  included as part of your payment. WARNING! Doing this will prevent both 
  obtaining a skill point as part of the quest rewards, AND prevent the second 
  upgrade to the Enchanter platform! Make sure you really want these two gems 
  before agreeing. Additionally, these gems are unavailable if Wesson was 
  chosen as your Enchanter.

Gem 11: For Radcliff's first (and only) quest, when you obtain the Goblin 
  Stone, agree to sell it to the nearby goblins. Two Malachite Gems will be 
  included as part of your payment. WARNING! Doing this will prevent both 
  obtaining a skill point as part of the quest rewards, AND prevent the second 
  upgrade to the Enchanter platform! Make sure you really want these two gems 
  before agreeing. Additionally, these gems are unavailable if Wesson was 
  chosen as your Enchanter.

------------------------------------

The following is a list of all Malachite Ore veins. Each vein has a random 
chance of containing between 0 and 8 Malachite Gems, with 4 being quite rare, 
and 5 and above being almost impossible to get (see section 19.1 for more 
information). These veins are small, often the same color as the surrounding 
rock, with multicolored gems studded across the surface. They blend in to the 
surroundings much more effectively than other veins, so if you haven't seen 
one before, be careful not to accidentally "look" at it, thus ruining your 
chance to save and reload for gems!

Malachite Ore Vein #1: Depleted Ore Mine
  Go to the elevator in the back, and go down two levels. In the back of the 
  corridor are three pedestals with a Red, Blue, and Dark Book atop them. This 
  vein is on the ground behind the pedestal with the Dark Book.

Malachite Ore Vein #2: Depleted Ore Mine
  Go to the elevator in the back, and go down two levels. In the back of the 
  corridor are three pedestals with a Red, Blue, and Dark Book atop them. This 
  is on the wall north of the pedestals, tucked away in a corner.

Malachite Ore Vein #3: Primordial Cave
  This one is found near the Patriarch, past the three hungry statues, and 
  past the fire-filled maze and subsequent force field. As you approach the 
  Patriarch's large chamber, this vein is found on the wall to the right of 
  the final two large pillars, past the T intersection.

Malachite Ore Vein #4: Primordial Cave
  This one is found near the Patriarch, past the three hungry statues, and 
  past the fire-filled maze and subsequent force field. As you approach the 
  Patriarch's large chamber, this vein is found on the wall to the left of 
  final two large pillars (same ones as vein #3). It is in a small alcove that 
  is difficult to see, so look for a broken wagon in the ground. This vein is 
  to the left of it.

Malachite Ore Vein #5: Well Cave
  This is found in the room where Zagan is fought. However, it requires 
  getting it BEFORE triggering the fight. To reach it, jump along the rocks on 
  the south side of the large chamber where Zagan is. This is easily done by 
  going around the left side of the large dragon skeleton near the entrance. 
  Directly south of the large Hellgate, there will be a large flat rock with 
  two veins that stick out like a sore thumb on it. This is one of them. If 
  you exit the cave via the teleporter in the back after killing Zagan, you 
  can never return! Be sure not to miss these gems! Be careful not to look at 
  Vein #6 by accident when looting this one!

Malachite Ore Vein #6: Well Cave
  This is found in the room where Zagan is fought. However, it requires 
  getting it BEFORE triggering the fight. To reach it, jump along the rocks on 
  the south side of the large chamber where Zagan is. This is easily done by 
  going around the left side of the large dragon skeleton near the entrance. 
  Directly south of the large Hellgate, there will be a large flat rock with 
  two veins that stick out like a sore thumb on it. This is one of them. If 
  you exit the cave via the teleporter in the back after killing Zagan, you 
  can never return! Be sure not to miss these gems! Be careful not to look at 
  Vein #5 by accident when looting this one!

Malachite Ore Vein #7: Lost Tomb
  This in inside the Lost Tomb, which requires meeting Arthur Gremory and 
  Laura, then finding two corpses (Jimmy Dean and Jack Bolton) to get their 
  Piece of Seal items. Inside the tomb, there is a casket in some ruins in the 
  center of the room. After the two explorers leave, search behind a vertical 
  wooden beam to the west of the casket to find this vein. Both veins are very 
  visible from the center of the room.

Malachite Ore Vein #8: Lost Tomb
  This in inside the Lost Tomb, which requires meeting Arthur Gremory and 
  Laura, then finding two corpses (Jimmy Dean and Jack Bolton) to get their 
  Piece of Seal items. Inside the tomb, there is a casket in some ruins in the 
  center of the room. After the two explorers leave, search a corner of the 
  room to the east of the southeastern pillar in the central ruins for this 
  vein. Both veins are very visible from the center of the room.





========================================================
==========================================================================
16 - SKILLS
==========================================================================
========================================================
This is a list of skills, some of their important stats, and tips on using 
them to their fullest. Skills marked with an asterisk (*) have a default point 
in them at all times that can never be removed, even via Unlearn all Skills. 
These include Mindread, Encumbrance, the Weapon Expertise skills, and 
Firebreath (as a dragon). The point you get for choosing a class in Farglow, 
as well as the dragon's default Fire Sphere point ARE removed via the unlearn 
function.

The variables for skills are named what they are. Some names are abbreviated 
for space reasons, but once you know what the skill does (easy to look at it 
on the skill screen and get acquainted with each effect), it is easy to read 
the abbreviated names and know exactly what they mean.

Units are always seconds (for time) and meters (for distance).

Constants are listed above the stat table. Cooldown is usually a constant; 
only a few skills reduce cooldown as the level goes up.

Passive skills are always in effect. (i.e., Life Leech, Confusion, 
Destruction, and Potion Efficiency)

Active skills must be used, and then have a cooldown before they can be used 
 again. (i.e., Fireball, Whirlwind, and Poison Arrows)

Continuous skills must be used, and then last for a pre-determined length of 
 time before they deactivate automatically. The cooldown begins when they 
 deactivate, and pressing the button for the skill while active manually 
 deactivates it. (i.e., Summon skills and "Way of the" skills)


=====================================
16.1 - PRIEST SKILLS
=====================================
Priest skills are not so much priestly as they are shamanic. These skills 
involve summoning creatures and cursing enemies (sometimes literally) to 
reduce their effectiveness. This is not a "primary" class, available to choose 
from simply because it is too defense- and support-oriented.


SUMMON UNDEAD: The Undead Abomination summoned by this tends to sit in one 
place and lob energy balls at enemies. The damage is low, however, even at 
Lv15 (which makes a Lv40 undead).
 Level 1
 Continuous skill
 Cooldown: 30 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Summon level 1     4     8     11    14    17    19    22    24    27
 Duration     180   200   220   240   260   280   300   320   340   360
 Mana cost    22    34    50    62    74    86    94    106   114   126

 11    12    13    14    15
--------------------------------
 30    32    35    37    40     Summon level
 380   400   420   440   460    Duration
 138   146   158   166   178    Mana cost


SUMMON GHOST: This is like Summon Undead, except with a much longer cooldown, 
less duration, and the chance to cast Healing on you. It usually sits around, 
lobbing energy balls that do much, much less than the Undead's version.
 Level 1
 Continuous skill
 Cooldown: 90 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Summon level 1     4     9     11    14    17    19    22    24    27
 Duration     60    70    80    90    100   110   120   130   140   150
 Mana cost    22    34    50    62    74    86    94    106   114   126

 11    12    13    14    15
--------------------------------
 30    32    35    37    40     Summon level 
 160   170   180   190   200    Duration     
 138   146   158   166   178    Mana cost  


FEAR: Fear drives affected enemies away from you. A few enemies, mostly 
demons, use this spell. This is not a terribly useful offensive tool, mostly 
used to give yourself some breathing room when under assault. Most major 
enemies are immune to it, of course. This may be useful in combination with 
a ranger: drive away enemies, then fire at their back.
 Level 3
 Active skill
 Cooldown: 60 seconds
 Stats        1     2     3     4     5
--------------------------------------------
 Enemy level  9     16    23    30    37
 Distance     4     5     6     7     8
 Duration     10    12    14    16    18
 Mana cost    23    44    65    86    107


HIDE IN SHADOWS: Can be useful to pass by enemies that are too strong, however 
just passing enemies won't get you levels. If you get lucky, you may get a 
jewelry item that gives +1 to this. A single point may help, but for most of 
the locations where this helps the most, just 10 seconds of invisibility isn't 
quite enough, which means you would need level 2 or higher.
 Level 3
 Continuous skill
 Cooldown: 90 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Duration     10    15    20    25    30    35    40    45    50    55
 Mana / sec.  9     9     9     8     8     8     7     7     7     7
 Mana cost    6     8     11    14    15    18    19    22    23    26

 11    12    13    14    15
--------------------------------
 60    65    70    75    80     Duration
 7     7     7     7     7      Mana / sec.
 27    30    31    34    35     Mana cost


CHARM: May seem decent, but damage inflicted by charmed enemies does NOT count 
towards the EXP you will earn! Use it with caution, since it will decrease 
your gains from battle.
 Level 6
 Active skill
 Stats        1     2     3     4     5
--------------------------------------------
 Targets      1     1     2     2     3
 Enemy level  13    19    25    31    37
 Duration     20    25    35    50    60
 Mana cost    42    66    90    114   138
 Cooldown     30    25    20    20    20


SUMMON MASTERY: This skill increases the offensive power of your summoned 
creatures. This does NOT apply to your Necromancer creature, however, so only 
use this if you're big on summon skills.
 Level 6
 Passive skill
 Stats        1     2     3     4     5
--------------------------------------------
 Damage boost 10%   15%   20%   25%   30%


CURSE: This skill should be familiar to players. It is that skill Goblin 
Shamans tend to use that reduces your damage. This skill causes a major 
reduction to enemy Body/Reflex/Will stats, and reduces their overall damage 
output as well. Not a great spell, but you could do worse (like Charm).
 Level 10
 Active skill
 Cooldown: 1 second (yes, seriously)
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Enemy level  13    16    19    21    23    25    27    29    31    33
 Distance     10    10    10    10    10    15    15    15    15    15
 Damage       -20%  -23%  -26%  -29%  -32%  -35%  -38%  -41%  -44%  -47%
 CB/HR/IW     -20   -23   -26   -29   -32   -35   -38   -41   -44   -47
 Duration     20    25    30    35    40    45    50    55    60    65
 Mana cost    11    14    16    18    19    21    22    24    26    27

 11    12    13    14    15
--------------------------------
 35    37    39    41    60     Enemy level
 20    20    20    20    20     Distance
 -50%  -53%  -56%  -59%  -70%   Damage
 -50   -53   -56   -59   -70    CB/HR/IW
 70    75    80    85    120    Duration
 29    30    32    34    35     Mana cost


BLIND: This spell blinds enemies and reduces their ability to target you. It 
may work decently for a warrior, who cannot make good use of Fear like ranged 
and magic users can. The cooldown is large and the actual chance of success 
seems rather low.
 Level 10
 Active skill
 Cooldown: 90 seconds
 Stats        1     2     3     4     5
--------------------------------------------
 Enemy level  20    23    26    30    38
 Duration     60    80    100   120   140
 Mana cost    17    23    29    35    41


LIFE TAP: This drains 10% of your Hitpoints to replenish your Mana. Not a bad 
spell if you use a lot of high-cost skills, but anyone who uses melee would 
get more use out of a single point in Mana Leech. Wizards who never gets 
close and constantly cast spells and summon your Creature may consider this, 
if mana potions aren't plentiful enough. Note that casting this cancels out 
the Healing spell's effect, so use Healing AFTER casting Life Tap.
 Level 15
 Active skill
 Cooldown: 60 seconds
 Mana Cost: 0
 Stats        1     2     3     4     5
--------------------------------------------
 MP per HP    2     2.5   3     3.5   4


MASTER HERBALIST: A wonderful skill... when making potions. It's of no use in 
battle, so its most effective if you can find random jewelry to provide points 
in this skill, instead of your actual skill points. Both this and upgrading 
your Alchemy platform will reduce the total ingredients needed for potions. 
All potions will always need at least one of the first ingredient on the list, 
though (for level 10 potions, this is either Earth Root or Fanny Blossom).
Getting this skill to level 5 will reduce ALL potion costs to 1 ingredient 
(of the above two), regardless of how many Alchemy Garden upgrades you have. 
Jewelry that gives +1 to this skill is very useful!
 Level 15
 Passive skill
 Stats        1     2     3     4     5
--------------------------------------------
 Herbs down   15%   30%   45%   60%   80%

NOTE: Some trivia. The two herbs shown being combined in the video for this 
skill are Rotten Earth Root and Drudanae Herb, the only two "special" herbs in 
this game that your runner cannot be dispatched to find, and cannot actually 
be used in any potions!


SUMMON DEMON: This summons a demon, like you've seen many times before. The 
demon, unlike the undead and ghost, runs up to the enemy to fight in melee. 
This makes it the best "meat shield" of the summon skills.
 Level 20
 Continuous skill
 Cooldown: 30 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Summon level 20    23    24    25    27    28    29    31    32    33
 Duration     180   200   220   240   260   280   300   320   340   360
 Mana cost    98    110   114   118   126   130   134   142   146   150

 11    12    13    14    15
--------------------------------
 35    36    37    39    40     Summon level
 380   400   420   440   460    Duration
 158   162   166   174   178    Mana cost


WAY OF THE WISE WIZARD: This skill increases your magic defense and will at 
the cost of magic damage. Although Lv5 has no magic damage penalty, this 
skill is rather weak and useless. At higher levels (e.g., any level when you 
can actually put points into it) the magic defense bonus is miniscule. The 
Indomitable Will bonus is decent, but it is hardly worth skill points JUST 
for that.
 Level 20
 Continuous skill
 Cooldown: 30 seconds
 Duration: 90 seconds
 Stats        1     2     3     4     5
--------------------------------------------
 Magic armor  15    18    21    24    27
 Indom. Will  15    18    21    24    27
 Magic damage -40%  -30%  -20%  -10%  0%
 Mana cost    19    21    22    23    25


=====================================
16.2 - MAGE SKILLS
=====================================
The mage skills are for offensive wizards who wish to release a hail of 
magical might upon their foes. Attack spells and buffs are found here, and 
can do a lot of damage, but require constant skill points to keep up to date. 
A spell even a couple of levels behind your current maximum will fast become 
useless.


MAGIC MISSILE: This is the basic rapid-fire spell in your arsenal. It is not 
the most powerful, but its cooldown is so low the damage will build up MUCH 
faster. If you're a caster, this skill should be your top priority spell. 
Even a melee character would find it difficult to go wrong with a Lv15 Magic 
Missile and Lv5 Destruction, that's how powerful it is.
 Level 1
 Active skill
 Cooldown: 1 second
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Missiles     1     2     2     2     3     3     3     4     4     4
 Damage       6     6     14    23    43    62    76    76    90    146
 Mana cost    6     8     12    16    19    22    24    27    29    32
 Total damage 6     12    28    36    129   186   228   304   360   584

 11    12    13    14    15
--------------------------------
 4     5     5     5     7      Missiles
 178   161   191   212   177    Damage
 35    37    40    42    45     Mana cost
 712   805   955   1060  1239   Total damage


FIREBALL: This is the "default" mage skill, and one of the two available 
immediately. Unfortunately, it's also the worst offensive spell in the game. 
It has an absurd cooldown, and its chance of setting the enemy on fire is 
laughable, even at Lv15. Avoid this and use Magic Missile until Firewall and 
Magic Blast are available. It is an area-of-effect spell, at least, though 
its range is low until higher levels. Still, a dedicated mage (e.g., one that
uses only spells, and never touches melee) MIGHT have a use for this, but 
spamming Magic Missile is so powerful against even the largest groups you 
will encounter it takes priority, especially due to other necessary skills 
(such as Destruction, Confusion, Potion Efficiency, and so on).
 Level 1
 Active skill
 Cooldown: 15 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Radius       5     5     5     5     5     8     8     8     8     8
 Damage       8     23    47    68    195   278   342   455   540   878
 Fire chance  1%    2%    3%    4%    5%    6%    7%    8%    9%    10%
 Mana cost    14    21    30    38    45    52    57    64    69    76

 11    12    13    14    15
--------------------------------
 12    12    12    12    12     Radius
 1070  1208  1431  1592  1878   Damage
 12%   14%   16%   18%   20%    Fire chance
 83    88    95    100   107    Mana cost


MANA EFFICIENCY: This reduces the mana cost of everything to the listed 
percentage of the initial Mana cost. This is not only magic, but physical 
skills, and even summoning your Creature. A very useful skill to reduce mana 
usage. Invest in it if you find yourself often running low on mana.
 Level 3
 Passive skill
 Stats        1     2     3     4     5
--------------------------------------------
 MP cost %    90%   80%   70%   60%   50%


POLYMORPH: This skill turns the enemies into ladybugs, rendering them 
harmless. Unlike most status skills, this one has no level requirement, 
making it quite useful even with one point. More than one is probably not 
worth it for this reason, although enemy groups makes that somewhat weak. 
Each level only one or two of its critical stats goes up or down, but the 
mana cost keeps growing in large amounts.
 Level 3
 Active skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 # of targets 1     1     1     2     2     2     2     2     2     3
 Duration     10    15    15    15    20    20    25    30    35    35
 # of hits    0     0     1     1     1     2     2     3     3     3
 Mana cost    30    42    58    70    78    90    98    110   118   130
 Cooldown     20    19    18    17    16    15    14    13    12    11

 11    12    13    14    15
--------------------------------
 3     3     3     3     4      # of targets
 40    45    45    50    50     Duration
 3     3     4     4     4      # of hits
 138   150   158   170   178    Mana cost
 10    9     8     7     5      Cooldown


CONFUSION: This skill adds a chance of causing Stun to each and every magic 
attack you put out. This can be incredibly useful, especially if your magic 
seems to be having little effect. As a side note, the confusion chance even 
affects certain enchantments, namely Damage Aura, Magic Damage Aura, and 
Static Charge Aura. Each time the energy orb hits an enemy, it rolls to 
inflict the stun!
 Level 7
 Passive skill
 Stats        1     2     3     4     5
--------------------------------------------
 Stun chance  5%    7%    9%    12%   15%
 Duration     1     2     3     4     5


MAGIC BLAST: This is the massively-powerful single-target spell of Divinity 
II. It will deal massive damage to a single enemy, but only one at a time. At 
max level and with Destruction, this should be able to kill any enemy in the 
entire game in a single casting. This puts Fireball to shame.
 Level 6
 Active skill
 Cooldown: 15 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 # of hits    3     3     3     4     4     4     4     5     5     5
 Damage       20    28    45    130   166   228   277   332   391   626
 Mana cost    32    38    50    59    65    74    80    86    92    101
 Total damage 60    84    135   520   664   912   1108  1660  1955  3130

 11    12    13    14    15
--------------------------------
 5     5     6     6     7      # of hits
 713   805   902   1062  1177   Damage
 107   113   119   128   134    Mana cost
 3565  4025  5412  6372  8239   Total damage


MANA LEECH: Ah, Mana Leech. The most effective way to replenish MP for anyone 
who uses melee combat even a tiny bit. One point in this is all you'll ever 
need. Seriously, any more than a point in this skill is a waste. It only 
works for melee combat, so casting spells and using bows won't activate it.
 Level 10
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
--------------------------------------------------------------------------
 Success %    80%   81%   82%   83%   84%   85%   86%   87%   88%   89%
 MP drained   10%   12%   14%   16%   18%   20%   22%   24%   26%   28%

 11    12    13
--------------------
 90%   91%   92%    Success %
 30%   32%   34%    MP drained


DESTRUCTION: This handy skill boosts the damage output of spells. This can 
significantly boost the damage of mages that use stuff like Magic Missile, 
Fireball, and Magic Blast. This does NOT affect magic damage on melee and 
ranged attacks, though. Some enchantments, namely Damage Aura, Magic Damage 
Aura, and Static Charge Aura also have their damage boosted by this. This is 
an excellent use of skill points for anyone who relies on spells and the 
listed enchantments. Lv2 has an odd one-off case of diminishing returns, 
though this is not a concern as the average increase is 10% over the five 
levels.
 Level 10
 Passive skill
 Stats        1     2     3     4     5
--------------------------------------------
 Damage boost 18%   20%   30%   40%   50%


FIREWALL: This is an area-of-effect spell centered around your character. This 
may not sound powerful in its stats, but it is incredibly potent when actually 
used. If enemies can be trapped inside the circle, this will demolish 
anything. It has a long cooldown, but its potency is worthwhile.
 Level 15
 Active skill
 Cooldown: 30 seconds
 Duration: 5 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Damage / sec 58    82    100   122   132   156   234   250   256   322
 Mana cost    29    34    37    40    41    44    47    49    52    55

 11    12    13    14    15
--------------------------------
 340   382   424   448   496    Damage / sec
 56    59    62    64    67     Mana cost


HEALING: This is the only skill which can actively heal you. It is useful at 
lower levels, but once you get to Lv30+, the usefulness tends to fade as your 
HP grows but this spell healing remains. Increasing Healing's level boosts its 
recovery, but also shortens the duration of the effect, so you recover more 
HP faster. It has an obscenely high mana cost.
 Level 15
 Active skill
 Cooldown: 10 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 HP per sec   15    18    22    24    29    32    41    42    56    60
 Duration     8     8     7     7     6     6     5     5     4     4
 Mana cost    101   116   126   136   141   151   161   166   176   186
 Total healed 120   144   154   168   174   192   205   210   224   240

 11    12    13    14    15
--------------------------------
 83    88    140   144   303    HP per sec
 3     3     2     2     1      Duration
 191   201   211   216   226    Mana cost
 249   264   280   288   303    Total healed


WAY OF THE BATTLE MAGE: This is the offensive version of Way of the Wise 
Wizard. This boosts magic damage output at the cost of magic defense and 
indomitable will. At max level, it has no penalty, and this will boost the 
magical damage of weapons AND spells. This is an excellent skill.
 Level 20
 Continuous skill
 Cooldown: 30 seconds
 Duration: 90 seconds
 Stats        1     2     3     4     5
--------------------------------------------
 Magic damage 20%   30%   40%   50%   60%
 Magic armor  -20   -15   -10   -5    0
 Indom. Will  -20   -15   -10   -5    0
 Mana cost    49    53    57    59    63


=====================================
16.3 - WARRIOR SKILLS
=====================================
Warrior skills inflict melee damage with whatever weapons you have equipped. 
Most skills deal your base melee damage at the first level, meaning even one 
point in many of these skills is useful to take advantage of their utility, 
such as Whirlwind's area-of-effect attack, or Rush Attack's ability to cover 
distance. All skills in this category may be used even without a melee weapon 
equipped; this will use your fists and the Unarmed Expertise skill. All should 
have the same range as with a weapon equipped, unlike normal melee attacks. 
Although the damage scales with your melee damage, either put just one point 
into the skills, or max them out; anything else is just a waste of points.

One important consideration is for dual-wielders: when these melee skills are 
used, it uses the total melee damage of both of your weapons. Normally, 
dual-wield attacks use each weapon's damage individually, leading to two 
lower-damage hits during normal combos. Skills inflict all the damage in a 
single blow.


WHIRLWIND: Essential for breaking the thousands of crates, barrels, urns, and 
baskets throughout the game. It also hits all nearby enemies for melee damage, 
and even at level 1, it does your base damage (plus 1.5 extra) to all enemies 
it hits. Put one point in here, no matter what melee weapon (if any) you use.
 Level 1
 Active skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Bonus damage 1.5   6     14    20    56.5  83    103.5 138.5 166   211
 Knockdown    10%   13%   16%   19%   22%   25%   28%   31%   34%   37%
 Mana cost:   11    15    20    24    28    32    35    39    42    46
 Cooldown     5     5     5     5     4     4     4     3     3     3

 11    12    13    14    15
--------------------------------
 333.5 378.5 451   503.5 588.5  Bonus damage
 40%   43%   46%   49%   52%    Knockdown
 50    52    56    59    63     Mana cost
 2     2     2     2     1      Cooldown


RUSH ATTACK: This is another essential melee skill. This jets you right to 
the targeted enemy, dealing multiplier-based bonus damage. This is an 
excellent skill and at least one point should be put into it. Although it has 
a multiplier effect, its cooldown and minimum range make it less effective to 
sink points into. Once you're up close to an enemy, you need to move a fair 
distance away to use this again. The mana cost is dirt cheap, however.
 Level 1
 Active skill
 Cooldown: 5 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Damage mult. 1x    1.2x  1.4x  1.6x  1.8x  2x    2.2x  2.4x  2.6x  2.8x
 Knockdown    30%   35%   40%   45%   50%   55%   60%   65%   70%   75%
 Mana cost    4     6     8     9     11    13    14    15    16    18

 11    12    13    14    15
--------------------------------
 3x    3.2x  3.4x  3.6x  4x     Damage mult.
 80%   85%   90%   95%   100%   Knockdown
 20    21    22    23    25     Mana cost


JUMP ATTACK: This is less of a useful melee skill. It is passive, not active, 
affecting the downswing you perform when you attack mid-air. This adds linear 
damage and chance of knockdown to this swing. Although it can be potent, it 
requires a separate jump attack each time. Each swing also has a hidden mana 
cost that is not displayed anywhere but your mana gauge. Don't bother with 
this skill unless you plan to use it as a primary attack.
 Level 3
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Bonus damage 9     20    32    45    130   185   252   332   422   667
 Knockdown    10%   15%   20%   25%   30%   35%   40%   45%   50%   55%

 11    12    13    14    15
--------------------------------
 805   954   1120  1298  1494   Bonus damage
 60%   65%   70%   75%   80%    Knockdown


FATALITY: This sounds awesome: an INSTANT KILL! It works on anything, too! 
Even bosses!!! Oh, except that it requires their HP to be quite low before it 
will work. This isn't a bad skill, per se, but unless you plan to max it out 
first and foremost, the skill points in here would be much more effective to 
spend on other skills that will increase damage at all times.
 Level 3
 Active skill
 Cooldown: 5 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Kills below  10%   13%   16%   19%   22%   25%   28%   31%   34%   37%
 Mana cost    14    15    22    27    30    34    36    40    43    47

 11    12    13    14    15
--------------------------------
 40%   43%   46%   49%   52%    Kills below
 50    54    56    60    63     Mana cost


DEFENSIVE POSTURE: This is the melee version of Way of the Wise Wizard. It 
increases melee defense and conditioned body at the cost of melee  and ranged 
damage. At Lv5, it ceases to reduce your damage, however the defensive buff it 
grants is not very effective, and a pittance later in the game. This is not 
really worth the points. The initial bonuses are weaker and the later ones 
stronger than Wise Wizard, though, as this is a lower level skill to start.
 Level 6
 Continuous skill
 Cooldown: 30 seconds
 Stats        1     2     3     4     5
--------------------------------------------
 Melee armor  4     12    20    28    36
 Condi. Body  4     12    20    28    36
 Melee damage -20%  -15%  -10%  -5%   0%
 Range damage -20%  -15%  -10%  -5%   0%
 Duration     30    60    90    120   240
 Mana cost    27    39    51    63    75


BATTLE RAGE: This is the melee version of Way of the Battle Mage. This is a 
potent skill for anyone who engages in melee combat often, and who uses 
melee damage weapons (instead of magical damage versions). Unlike Wise Wizard, 
Battle Mage, and Defensive Posture, the penalties to armor with this skill 
grow higher and higher, so at max level, it reduces armor by much more than 
the first levels. Keep that in mind.
 Level 6
 Continuous skill
 Cooldown: 30 seconds
 Duration: 120 seconds.
 Stats        1     2     3     4     5
--------------------------------------------
 Melee damage 20%   30%   40%   50%   60%
 Melee armor  -4    -12   -20   -28   -36
 Mana cost    27    39    51    63    75


LIFE LEECH: This is the HP version of mana leech. Each hit has a certain 
chance of restoring your HP by a certain percent of damage dealt. Unlike Mana 
Leech, this is NOT a one hit wonder skill. The more points in this the better, 
for anyone who uses melee a decent amount. This only works for melee damage, 
so if you don't melee often (or at all), this skill is worthless.
 Level 10
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Success %    10%   12%   14%   16%   18%   20%   22%   24%   26%   28%
 HP drained   7%    9%    11%   13%   15%   18%   20%   22%   24%   26%

 11    12    13
--------------------
 30%   32%   34%    Success %
 28%   30%   32%    HP drained


BLEED: This skill adds a chance of causing bleeding with each hit. This is a 
very useful skill, since the bleeding damage is based on your total damage, 
not a set amount. This means the stronger you get, the stronger the bleed 
gets. In addition, the higher the level, the faster it does the damage. When 
there is a chance of inflicting 100% of the damage over one second, this skill 
is truly fearsome. As usual, this only applies to melee attacks, not magic or 
ranged. All levels do ~100% of your hit's damage, but spread over several 
seconds. Levels above 10 are not very effective uses of points.
 Level 10
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Bleed chance 10%   13%   15%   18%   20%   23%   25%   27%   30%   32%
 Duration     10    9     8     7     6     5     4     3     2     1
 Damage / sec 10%   11%   13%   14%   17%   20%   25%   33%   50%   100%

 11    12    13    14    15
--------------------------------
 35%   37%   40%   42%   50%    Bleed chance
 1     1     1     1     1      Duration
 100%  100%  100%  100%  100%   Damage / sec


REGENERATE: This skill adds to your HP regeneration rate. This is a very 
useful skill, but something of a one hit wonder. The first point gives +0.21% 
to regen, with later points giving +0.02 to 0.04%. This can be very useful for 
any amount of skill points, but weigh carefully if you need THAT much regen, 
as natural regen is of little good in hectic, deadly battles. This skill's 
bonus is added to the "Regeneration rate" listed under Strength in your stat 
screen. With 50 Strength, six level 10 Healing Aura enchantments, and this 
skill maxed, you will have a 2.8% HP regen per second!
 Level 15
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Regen bonus  0.21% 0.25% 0.28% 0.32% 0.35% 0.39% 0.42% 0.46% 0.49% 0.53%

 11    12    13    14    15
--------------------------------
 0.56% 0.6%  0.63% 0.67% 0.7%   Regen bonus


THOUSAND STRIKES: Delicious mana, I will eat it all! This is the most costly 
skill in the game, and rather strange for a warrior. It is a rapid-fire 
combo attack, very potent. Each strike does the damage multiplier's damage, 
so having this skill at high levels will blow enemies into next week. While 
each hit counts as a melee hit for the purpose of skills that affect them 
(like Leech skills), the mana cost is not deducted until the combo finishes, 
so Mana Leech will NOT repay this skill's cost unless you are able to use it 
twice consecutively (requiring a little less than double the mana cost in 
total mana to do).
 Level 15
 Active skill
 Cooldown: 15 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Damage mult. 1x    1.1x  1.2x  1.3x  1.4x  1.5x  1.6x  1.7x  1.8x  1.9x
 Knockdown    10%   15%   20%   25%   30%   35%   40%   45%   50%   55%
 Mana cost    236   272   296   320   332   356   380   392   416   440

 11    12    13    14    15
--------------------------------
 2x    2.1x  2.2x  2.3x  2.4x   Damage mult.
 60%   65%   70%   75%   80%    Knockdown
 452   476   500   512   536    Mana cost


DEATH BLOW: This skill increases the chance of inflicting a critical hit. This 
amount is added to your weapon's critical hit chance. This is a decent skill, 
as a critical hit deals double damage, so although each point in this skill 
only gives +1% to +3% to critical rate, that's actually not terrible. 
Unfortunately, this skill's damage still pales in comparison to others. 
Rangers need this skill, though, as critical hits are important for ranged 
attacks to maximize damage, especially with a high Heightened Reflexes stat. 
A dual-wield critical setup, with Butcher enchantments, can also make this a 
useful way to maximize damage.
 Level 20
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Crit. chance 3%    4%    6%    7%    9%    10%   12%   13%   15%   16%

 11    12    13    14    15
--------------------------------
 18%   19%   21%   22%   30%    Crit. chance


REFLECT: Returning damage to the enemy? Sounds great, right? This is not 
actually reflecting damage, though. It works like the Retribution Aura 
enchantment, except the chance of activating is 100%. A percentage of the 
damage the enemy deals to you will be automatically inflicted on them. The 
problem? Your HP, and the damage you take, are about an order of magnitude 
lower than your enemy's HP. This means even at max level, this skill will fail 
to inflict a lot of damage. If you absolutely need it, put a single point 
here, so that SOME damage is returned each attack. Subsequent points are 
wasted on this skill.
 Level 20
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Damage back  20%   28%   36%   44%   52%   60%   68%   76%   84%   92%

 11    12    13    14    15
--------------------------------
 100%  108%  116%  124%  132%   Damage back


=====================================
16.4 - RANGER SKILLS
=====================================
Ranger skills are ranged skills (wow, really?) that are used with a bow. All 
active skills require a bow equipped to use, although some of the passive 
skills are extremely nice. Explosive Arrows is the be-all and end-all of 
ranged attacks in the game, though. Splitting Arrows is the only ranged attack 
that actually uses your ranged damage stat to determine damage.


POISON ARROWS: This is the basic ranger skill, and decent at the start, but 
quickly becomes worthless. The total damage it does, even at max level, is 
eclipsed by almost any other damage source, as there is no way to further 
boost it. Ditch this skill after getting your skill trainer, or just don't 
take it in the first place.
 Level 1
 Active skill
 Cooldown: 5 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Damage / sec 1     2     4     5     16    23    33    43    60    98
 Duration     10    10    9     9     8     8     7     7     6     6
 Mana cost    4     6     8     9     11    13    14    15    16    18
 Total damage 10    20    36    45    128   184   231   301   360   588

 11    12    13    14    15
--------------------------------
 143   161   239   265   413    Damage / sec
 5     5     4     4     3      Duration
 20    21    22    23    25     Mana cost
 715   805   956   1060  1239   Total damage


RANGER SURPRISE: This fires a non-damaging arrow that causes heavy losses to 
the enemy's defensive stats, especially melee armor. This makes it more useful 
for a warrior as opposed to a ranger. The bonus is of questionable value, and 
best saved for bosses.
 Level 1
 Active skill
 Cooldown: 3 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Melee armor  -30   -35   -40   -45   -50   -55   -60   -65   -70   -75
 Range armor  -5    -10   -15   -20   -25   -30   -35   -40   -45   -50
 Magic armor  -5    -10   -15   -20   -25   -30   -35   -40   -45   -50
 Mana cost    4     6     8     9     11    13    14    15    16    18

 11    12    13    14    15
--------------------------------
 -80   -85   -90   -95   -100   Melee armor
 -55   -60   -65   -70   -90    Range armor
 -55   -60   -65   -70   -75    Magic armor
 20    21    22    23    25     Mana cost


RANGER STRENGTH: This is the bow's version of the weapon expertise skills. 
Each point increases the ranged damage of your bow. Unlike the expertise 
skills, however, this only boosts ranged damage, NOT magical. This helps 
improve the damage bows put out, but since the best ranged skills ignore your 
ranged damage, the value of this skill is somewhat questionable. For sheer 
power later on, put the 15 points you'd spend on this into Explosive Arrows. 
Only use this if you pick away with a bow, or spam Splitting Arrows.
 Level 3
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Range damage   5%    10%   15%   20%   25%   30%   35%   40%   45%   50%

 11    12    13    14    15
--------------------------------
 55%   60%   65%   70%   75%    Range damage


STUN ARROWS: These inflict stun on the enemy that takes the arrow. This may 
seem useful, but it only hits one enemy at a time, and the stun's duration is 
not the greatest. The cooldown time further reduces the usefulness of this 
skill. Try it out, but depending on it may be difficult.
 Level 3
 Active skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Duration     2     3     4     5     6     7     8     9     10    11
 Mana cost    14    18    22    27    30    34    36    40    43    47
 Cooldown     20    20    19    19    18    18    17    17    16    16

 11    12    13    14    15
--------------------------------
 12    13    14    15    16     Duration
 50    54    56    60    63     Mana cost
 15    15    15    15    15     Cooldown


RANGER STEALTH: This skill reduces the range at which enemies detect your 
presence. This is actually a decent skill, and a couple point in it let you 
get much closer before enemies attack. At high levels, this skill can 
apparently be pretty effective, to a fault, even, so use at your own 
discretion. Two points seems to be the required amount to get the most out of 
this skill. This skill only works while you have a bow armed (not just 
equipped, but actually wielded).
 Level 7
 Passive skill
 Stats        1     2     3     4     5
--------------------------------------------
 Range down   14%   22%   28%   34%   40%


POTION EFFICIENCY: More from a potion. Great, right? This skill boosts the 
effect of ALL potions. This means more healing and more stats. This is useful 
since your HP and MP keep going up, but potion healing stays the same for a 
given level of potion. Points after Lv5 are less effective. Note that at Lv5, 
ultimate stat potions will boost the stat by 43 points, and at Lv10, it will 
be 50 points. Full Resistance will give 34 total armor at Lv5, and 40 at Lv10. 
Unfortunately this won't increase the Intelligence gained from the Potion of 
Wisdom you win from Geshniz.
 Level 6
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Effect boost 10%   20%   30%   40%   50%   55%   60%   65%   70%   75%


SPLITTING ARROWS: Multiple arrows! This skill fires multiple of your normal 
arrows in one volley. Useful against large groups, but the cooldown reduces 
its usefulness. If damage is your goal later in the game, Explosive Arrows 
will be much, much stronger, hit more enemies more reliably (including hitting 
through walls), and cause knockdown.
 Level 10
 Active skill
 Cooldown: 5 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Targets      2     3     4     5     6     7     8     9     10    11
 Mana cost    29    35    41    45    49    53    57    61    65    69

 11    12    13    14    15
--------------------------------
 12    13    14    15    16     Targets
 73    77    81    85    89     Mana cost


EVADE: Avoiding melee attacks is the purpose of this skill. This is a one hit 
wonder that can still be useful above Lv1. This gives the listed percent 
chance of evading a melee attack entirely. This doesn't work on ranged or 
magic attacks, but just the melee evasion is nice. All characters should put 
a point here, and more can help stay alive if melee enemies tend to damage 
you too much. Pumping it to max level will give a 50% evasion chance, which is 
pretty nice.
 Level 10
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Evade chance 10%   12%   14%   16%   18%   20%   22%   24%   26%   28%

 11    12    13    14    15
--------------------------------
 30%   32%   34%   36%   50%    Evade chance


EXPLOSIVE ARROWS: Overpowered against everything but bosses, especially once 
its cap has been raised. Even on hard difficulty, enemy groups will be utterly 
demolished by its power and incredibly low (for the damage dealt) cooldown and 
mana cost. It also ignores all stats of both your character and the bow, aside 
from critical chance (from the bow, and Death Blow), and the bonus damage from 
Heightened Reflexes. Be wary of putting too many points into this skill if you 
want any challenge from the game.
 Level 15
 Active skill
 Cooldown: 5 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Damage       260   370   456   554   606   720   844   1170  1334  1514
 Radius       5     6     7     8     9     10    11    12    13    14
 Knockdown    10%   12%   14%   16%   18%   20%   22%   24%   26%   28%
 Mana cost    29    34    37    40    41    44    47    49    52    55

 11    12    13    14    15
--------------------------------
 1610  1804  2014  2124  2942.5 Damage
 15    16    17    18    20     Radius
 30%   32%   34%   36%   50%    Knockdown
 56    59    62    64    67     Mana cost
 (My god, what have you done. The blood, the screams. You're a monster for 
  getting this skill to level 15. Damain is innocent compared to your bloody 
  hands. Unlearn your skills before you kill us all.)


WAY OF THE RANGER: The ranged version of Battle Mage and Battle Rage. Too bad 
it couldn't have rhymed too. "Battle Page" sounds decent, though doesn't fit 
that well. Standard procedure: ranged damage boost at the cost of armor 
ratings. Except holy crap, look at that massive percentage boost in damage. 
Too bad ranged attacks need it so desperately, otherwise this would be as 
broken as Explosive Arrows (wishful thinking).
 Level 20
 Continuous skill
 Cooldown: 30 seconds
 Duration: 90 seconds
 Stats        1       2       3       4       5
-----------------------------------------------------
 Range damage 228%    277%    332%    360%    422%
 Range armor  50      53      56      59      62
 H. Reflex    50      53      56      59      62
 Melee damage -114%   -138.5% -166%   -180%   -211%
 Melee armor  -50     -47     -44     -41     -38
 Mana cost    49      53      57      59      63


=====================================
16.5 - DRAGON SLAYER SKILLS
=====================================
The Dragon Slayer skillset are all sorts of special passive skills that don't 
relate to any specific class. Your weapon proficiencies are here, as well as 
general effects like Mindreading and other EXP or inventory effects.


MINDREAD: The first point in this skill is given in Farglow, and is permanent. 
It "unlocks" mindreading. Subsequent points just reduce the EXP cost of 
mindreading. This is a very useless skill to put actual points into, but a 
decent one to find jewelry that give a bonus for it. Don't fret too much over 
the mindread cost of people. Lv15 gives a 100% discount, but that is a 
horrible waste of skill points.
 Level 1
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 EXP discount 0%    15%   20%   25%   30%   35%   40%   45%   50%   55%

 11    12    13    14    15
--------------------------------
 60%   65%   70%   75%   100%   EXP discount


WISDOM: This skill boosts the EXP gain from all sources - enemies, quests, 
and anything else. The value of this skill seems highly debated; some say it 
is useless as it just makes enemies give less EXP faster, although the less 
EXP is because you gained that level sooner. If nothing else, save most or all 
of the Orobas Fjords quests till the end of the game, then max Wisdom and 
turn them all in for a huge EXP boost. Wisdom's bonus EXP is listed 
separately, so you always know just how much it's giving you.
 Level 3
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Bonus EXP    2%    4%    6%    8%    10%   12%   14%   16%   18%   20%

 11    12    13    14    15
--------------------------------
 22%   24%   26%   28%   30%    Bonus EXP


LOCKPICK: This is a simple five-level skill that lets you open (most) locked 
chests and doors. Each locked object has a level, and you need at least that 
level in Lockpick to open it. It is probably worth maxing this out as soon as 
possible and keeping it the entire game, as many treasures, great and small, 
will be behind locked objects. Note that some chests that have a key can also 
be opened via lockpick, and if your lockpick level is high enough, it will 
ALWAYS be used to open it, meaning you keep that key forever. FOREVER. There 
is no way of knowing the lockpick level of a chest or door, except by trying 
to open it. If you can't, you need a higher level.
 Passive skill
 Stats        1     2     3     4     5
--------------------------------------------
 Lockpick lvl 1     2     3     4     5


ENCUMBRANCE: This affects your inventory size. One point is in this skill 
by default, and is permanent, setting you at a 100-item inventory. Although 
most people consider additional points a supreme waste, if you're an item 
collector, or just a packrat, this skill is essential.
 Passive skill
 Stats        1     2     3     4     5
--------------------------------------------
 Capacity     100   120   140   160   180


UNARMED EXPERTISE: This affects fighting when you have no melee weapons 
equipped, or just a shield. Many consider this skill useless compared to 
using weapons, but a properly raised character, focusing on Strength, and 
using melee skills can do decent damage with this. It's still not as useful 
and effective throughout the game as wielding a weapon, but it's not weak to 
the point of being useless. One point is permanently invested by default.
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Damage bonus 5%    15%   29%   54%   67%   81%   94%   107%  121%  134%

 11    12    13
--------------------
 138%  142%  146%   Damage bonus


SINGLE-HANDED WEAPON EXPERTISE: This affects fighting when you have a single 
one-handed melee weapon equipped, leaving your other melee slot vacant. This 
has an advantage in swinging speed, but its power if extremely low compared to 
other weapon expertise skills. This is possibly the worst possible choice to 
make, aside from Unarmed. One point is permanently invested by default.
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Damage bonus 2%    5%    9%    12%   15%   19%   22%   25%   29%   34%

 11    12    13
--------------------
 34%   35%   36%    Damage bonus


DUAL-WIELDING EXPERTISE: This affects fighting when you have a one-handed 
melee weapon in both melee slots. This is the most potent form of fighting, 
outpacing damage from everything except Two-Handed. Melee skills, when used 
with this, use the total damage of both weapons combined for their output, 
making this skill truly destructive. At Lv10 and after, put the stronger 
weapon in your off hand. On top of that, each weapon applies BOTH weapons' 
enchantments and charms to the damage, which is probably an oversight, but an 
extremely powerful one. One point is permanently invested by default.
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Main hnd dmg 1%    3%    5%    7%    9%    11%   13%   15%   17%   19%
 Off hand dmg -70%  -60%  -50%  -40%  -30%  -20%  -10%  0     10%   20%

 11    12    13
--------------------
 21%   23%   25%    Main hnd dmg
 30%   40%   50%    Off hand dmg


SWORD AND SHIELD EXPERTISE: This affects fighting when you have a one-handed 
weapon and a shield equipped. This is a decent skill that gives a good damage 
bonus for the cost of some of Single-Handed Weapon's speed, but the bonus to 
the shield is negligible, and doesn't affect enchantment-based bonuses. This 
is your only option for using a shield, but consider Dual-Wield or Two-Handed 
instead. One point is permanently invested by default.
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Damage bonus 0     7%    14%   21%   28%   35%   42%   49%   56%   63%
 Shield bonus 5%    8%    11%   14%   17%   20%   23%   26%   29%   32%

 11    12    13
--------------------
 70%   77%   84%    Damage bonus
 34%   36%   38%    Shield bonus


TWO-HANDED WEAPON EXPERTISE: This affects fighting when you have a two-handed 
weapon equipped. Two-handed weapons have a much wider arc in their swing, 
allowing hitting multiple enemies. Their animation is pretty fast. considering 
their size. The damage variance for the weapons are much greater, though. This 
is definitely a top-tier choice, like Dual-Wield. One point is permanently 
invested by default.
 Passive skill
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Damage bonus 1%    4%    7%    10%   13%   16%   19%   22%   25%   28%

 11    12    13
--------------------
 31%   34%   37%    Damage bonus


=====================================
16.6 - DRAGON SKILLS
=====================================
These skills are used in your dragon form, and have their own separate skill 
points. There are 29 total free dragon skill points in the game, and 34 are 
needed to max all seven skills (it would be 35, but Firebreath has one 
permanent point in it). With three skill-boosting pieces of armor, you can 
have 32 of 34 skill levels. When choosing which skill to shortchange, I would 
recommend Dragon Polymorph or Summon Friend. Polymorph is the best bet, as 
more levels just means more enemies affected in a single shot, and longer 
duration. Make sure at least one point is in Polymorph, however, as it IS 
quite a useful skill!


FIREBREATH: Your basic breath attack. This skill is not as important to max as 
Fire Sphere and Dragon Spirit, however. The damage increase is nice, but 
against most flying enemies Fire Sphere is needed to have any accuracy at all. 
A point is in this skill by default, and is permanent.
 Special skill
 Stats        1     2     3     4     5     
--------------------------------------------
 Damage / sec 40    47    53    60    67
 Mana / sec   60    73    80    87    93


DRAGON BURST: Seems useful, but its range isn't as far as you would hope, and 
the power is middling. It may be better than other skills, but don't depend 
too much on it. There are rarely enough enemies close enough to make this a 
useful option, and since it locks you into place for a couple of seconds, it 
is easy to rack up damage while using it.
 Active skill
 Stats        1     2     3     4     5     
--------------------------------------------
 Damage       240   276   312   348   384
 Mana cost    74    83    92    101   110
 Cooldown     30    28    26    24    22


FIRE SPHERE: This is your bread and butter as a dragon. Max it immediately. 
each shot homes in on the targeted enemy, and will set them on fire, too, 
dealing more damage over time than the initial hit. This will likely be your 
main weapon against enemy flyers, since your short-range Firebreath can have 
trouble hitting them reliably. You start with a default point in this skill 
that CAN be removed via Unlearn All Skills.
 Active skill
 Fire duration: 8 seconds
 Stats        1     2     3     4     5     
--------------------------------------------
 Damage       200   230   260   290   320
 Mana cost    29    33    36    40    44
 Cooldown     5     5     5     5     4


SUMMON FRIEND: Summons a wyvern ally to attack and divert other enemies in the 
air. This can be a decent thing, but mostly as a meatbag to draw enemy attacks 
away from you. Still, dragon battles tend to be more difficult than land ones, 
so a summon to distract the enemies could be much more useful than one would 
think, based on the Undead, Ghost, and Demon your human form can conjure.
 Continuous skill
 Cooldown: 5 seconds
 Stats        1     2     3     4     5     
--------------------------------------------
 Summon level 20    23    26    29    32
 Duration     60    70    80    90    100
 Mana cost    49    55    61    67    73


DRAGON POLYMORPH: A much more useful skill than it may seem. It works on 
pretty much any dragon enemy, including the Dragon Commanders and their 
incredibly annoying full healing spells. This is essentially the only reliable 
way to kill them. Don't invest too many levels into this, though. Higher 
levels only make it affect more enemies at once and last longer, but there are 
rarely more than 2 enemies you're "targeting" at any given time, and even 
level 1 lasts long enough to kill an afflicted Dragon Commander.
 Active skill
 Stats        1     2     3     4     5     
--------------------------------------------
 Targets      1     2     2     3     3
 Duration     20    25    30    35    40
 Mana cost    49    55    61    67    73
 Cooldown     5     5     5     5     4


DRAGON SHIELD: A decent skill, but even maxed, the damage it absorbs is low. 
Also, casting Dragon Spirit will cancel the shield, and using the shield while 
Spirit is active will automatically negate the shield (basically, the shield 
goes up for a split second, then vanishes).
 Continuous skill
 Mana per second: 41 mana
 Stats        1     2     3     4     5     
--------------------------------------------
 Duration     10    15    20    25    30
 Shield HP    252   282   312   342   372
 Mana cost    49    55    61    67    73
 Cooldown     60    58    56    54    52


DRAGON SPIRIT: The only way for the dragon to heal its HP. Max this ASAP, soon 
after Fire Sphere if possible. You will need the health it restores, as even 
ultimate healing potions sometimes don't dent your dragon's HP, and Potion 
Efficiency doesn't work in dragon form.
 Active skill
 Duration: 5 seconds
 Stats        1     2     3     4     5     
--------------------------------------------
 HP / sec     50    56    62    68    74
 Mana cost    49    55    61    67    73
 Cooldown     40    39    38    37    36
 Total healed 250   280   310   340   370





========================================================
==========================================================================
*17* TITLE LIST
==========================================================================
========================================================
Items use a title system, based on their buffs and enchantments. This is a 
list of which buffs and stats add which titles. Note that when items are 
first generated (as loot or a shop item), they use the first enchantment and 
buff as the title. After that, whichever enchantment was last added determines 
the title.

Buffs are the special effects in blue text. Enchantments are in beige. When 
an item is disenchanted, it retains the title of the last enchantment added. 
Some special items that can be found (listed in section 2 of this guide) have 
enchantment titles without ever actually having had an enchantment, such as 
the Mace and Slayerbane.

Normally, damage-based buffs (melee/ranged/magic damage and critical hit 
bonuses) only occur on weapons, and defensive buffs (melee/ranged/magic armor 
bonuses) only on armor, but charms will add their effect to the buff list.

Buff titles seem to be based on some value of the item, with "stronger" items 
having progressively "stronger" sounding titles. This seems to be more based 
on the item type, or source of the item, instead of the actual value of the 
buff. Sometimes, the wrong title is used (such as Spiritual on an item that 
gives +1 to Conditioned Body, not Indomitable Will). This makes little sense, 
but happens.

I've tested numerous theories for WHY this happens, but nothing makes much 
sense. So, the buff titles are accurate 80-90% of the time.

The name format used by items is:
([Rarity]) [Buff title] [Item name] of (the) [Enchantment title].

------------------------------------
Weapon, Armor, and Jewelry Prefixes (from buffs)
Title name        Source skill bonus
------------------------------------
Bear's            Hitpoints+
Bull's            Hitpoints+
Fox's             Hitpoints+
Knight's          Hitpoints+
Paladin's         Hitpoints+
Shark's           Hitpoints+
Soldier's         Hitpoints+
Warrior's         Hitpoints+

Archmage's        Mana+
Dog's             Mana+
Lich's            Mana+
Mage's            Mana+
Mole's            Mana+
Panther's         Mana+
Wolf's            Mana+

Barbarian's       Vitality+
Berserker's       Vitality+
Guard's           Vitality+
Hero's            Vitality+
Knight's          Vitality+
Mercenary's       Vitality+
Paladin's         Vitality+
Watchman's        Vitality+

Cleric's          Spirit+
Farmer's          Spirit+
Hermit's          Spirit+
Priest's          Spirit+
Sage's            Spirit+
Shaman's          Spirit+
Warlock's         Spirit+
Witch's           Spirit+

Golden            Strength+
Iron              Strength+
Platinum          Strength+
Ruthless          Strength+
Silver            Strength+
Steel             Strength+

Armored           Dexterity+
Assassin's        Dexterity+
Blessed           Dexterity+
First assassin's  Dexterity+
Full-proof        Dexterity+
Master assassin's Dexterity+
Rogue's           Dexterity+
Sturdy            Dexterity+
Thief's           Dexterity+

Priestly          Intelligence+
Saint's           Intelligence+
Sorcerer's        Intelligence+
Sorcerer lord's   Intelligence+
Tutor's           Intelligence+
Wise man's        Intelligence+
Wizard's          Intelligence+

Brutal            Melee Damage+
Cruel             Melee Damage+
Deadly            Melee Damage+ (also used for Summon Undead)
Feral             Melee Damage+
Merciless         Melee Damage+
Ruthless          Melee Damage+
Savage            Melee Damage+
Sharp             Melee Damage+
Vicious           Melee Damage+

Alder             Ranged Damage+
Ashen             Ranged Damage+
Beechen           Ranged Damage+
Blackwood         Ranged Damage+
Ebony             Ranged Damage+
Elm               Ranged Damage+
Hawthorn          Ranged Damage+
Oaken             Ranged Damage+

Annihilating      Magic Damage+
Crushing          Magic Damage+
Demolishing       Magic Damage+
Devastating       Magic Damage+
Disintegrating    Magic Damage+
Disrupting        Magic Damage+
Eliminating       Magic Damage+
Eradicating       Magic Damage+
Wrecking          Magic Damage+

Cynical           Critical Chance+
Demonic           Critical Chance+
Razor-sharp       Critical Chance+
Relieving         Critical Chance+
Scary             Critical Chance+

Basilisk's        Melee Armor+
Centaur's         Melee Armor+
Dragon's          Melee Armor+
Elephant's        Melee Armor+
Extra fine        Melee Armor+
Extra strong      Melee Armor+
Super strong      Melee Armor+
Very strong       Melee Armor+

Adventurer's      Ranged Armor+
Archer's          Ranged Armor+
Bowman's          Ranged Armor+
Pirate's          Ranged Armor+
Ranger's          Ranged Armor+
Scout's           Ranged Armor+

Apprentice's      Magic Armor+
Conjurer's        Magic Armor+
Diviner's         Magic Armor+
Enchanter's       Magic Armor+
Illusionist's     Magic Armor+
Necromancer's     Magic Armor+
Noviciate's       Magic Armor+
Thaumaturge's     Magic Armor+

Athlete's         Conditioned Body+
Conditioned       Conditioned Body+
Divine's          Conditioned Body+
Greased           Conditioned Body+
Guru's            Conditioned Body+
Infused           Conditioned Body+
Martial           Conditioned Body+
Oily              Conditioned Body+
Spiritual         Conditioned Body+
Wrestler's        Conditioned Body+

Cat's             Heightened Reflexes+
Champion’s        Heightened Reflexes+
Fly's             Heightened Reflexes+
Gladiator's       Heightened Reflexes+
Hunter's          Heightened Reflexes+
Jaguar's          Heightened Reflexes+
Legendary         Heightened Reflexes+
Lynx's            Heightened Reflexes+
Rabbit's          Heightened Reflexes+
Tiger's           Heightened Reflexes+

Charismatic       Indomitable Will+
Convincing        Indomitable Will+
Emperor's         Indomitable Will+
General's         Indomitable Will+
Insightful        Indomitable Will+
Leader's          Indomitable Will+
Light-bringing    Indomitable Will+
Philosopher's     Indomitable Will+
Willful           Indomitable Will+

------------------------------------
Jewelry Prefixes (from skill bonus buffs)
Title name        Source skill bonus
------------------------------------
Alchemist's       Master Herbalist
Ancient           Thousand Strikes
Awakened          Mana Efficiency
Blasting          Magic Blast
Bloody            Bleed
Bright            Blind
Burning           Fireball
Charming          Charm
Confusing         Confusion
Crazy             Polymorph
Cursed            Curse
Deadly            Summon Undead (also used for Melee Damage+)
Desperate         Life Tap
Destructive       Destruction
Efficient         Potion Efficiency
Eldest            Way of the Wise Wizard
Elvish            Ranger Strength
Enraged           Battle Rage
Evasive           Evade
Explosive         Explosive Arrows
Fearsome          Fear
Fiendish          Summon Demon
Fiery             Firewall
First magician's  Way of the Battle Mage
Flying            Jump Attack
Forest            Way of the Ranger
Ghostly           Summon Ghost
Guardian's        Defensive Posture
Hasty             Rush Attack
Healer's          Healing
Hidden            Hide in Shadows
Insightful        Mindread
Killer's          Death Blow
Leeching          Life Leech
Mirror's          Reflect
Multiplying       Splitting Arrows
Poisonous         Poison Arrows
Rejuvenating      Regenerate
Striking          Magic Missile
Stealthy          Ranger Stealth
Stormy            Whirlwind
Stunning          Stun Arrows
Summoner's        Summon Mastery
Surprising        Ranger Surprise
Thirsty           Mana Leech
Wisdom's          Wisdom

------------------------------------
Weapon Suffixes (from enchantments)
Title name        Source enchantment
------------------------------------
Butchery          Butcher
Destruction       Increased Magical Damage
Doom              Increased Damage
Firebat           Fire Curse
Mage Priest       Mana Leech
Snake             Poison
Vampire           Life Leech

------------------------------------
Armor Suffixes (from enchantments)
Title name        Source enchantment
------------------------------------
Devote            Magic Protection
Elf               Ranged Protection
Guardian          Melee Protection
Hope              Life Line
Magic Damnation   Magic Damage Aura
Spiritual Power   Increased Mana
Vengeance         Retribution Aura

------------------------------------
Jewelry Suffixes (from enchantments)
Title name        Source enchantment
------------------------------------
Aleroth           Healing Aura
Avenger           Retribution Aura
Eternal Burning   Spontaneous Combustion
Magic Gods        Magic Damage Aura
Snake Gods        Poison Aura
Static Charge     Static Charge Aura
Warrior Gods      Damage Aura





========================================================
==========================================================================
*18* RARE, SPECIAL, AND (OFTEN) USELESS ITEMS
==========================================================================
========================================================
This is a list of the parameters of various items in the game that don't fit 
anywhere else. Many of these are useless or serve the same purpose as other 
items, but I felt it criminal to not give them a quick rundown, especially in 
a game with such well-defined and far-reaching systems and frameworks of 
items.


=====================================
18.1 - CONSUMABLES
Name                 Item type     Value
=====================================
These are items in the fourth pocket (consumables) in your inventory, between 
jewelry and quest items. All of these can be used for an effect, however the 
value and (sometimes) consequences for using them may be diverse.

----------------
Allan Brew           Small Potion  1260 gold
----------------
  Allan rewards one of these potions for finishing his first quest, "Allan 
  Brew Confidential." The formula of the same name adds it to your potion 
  list, as well, and more can be made for a cost of 4x Black Rose, Dragon 
  Nail, Earth Root, Holy Basil, and Whisperwood. This potion, when used, 
  increases all armour ratings by 36 for 180 seconds, making it 50% more 
  effective than the Potion of Ultimate Full Resistance. If Barbatos was 
  chosen, this potion can never be obtained, as Allan will never have 
  perfected it.

----------------
Eaten Fish Dish      Food          15 gold
----------------
  This is just a basic food item, worth 15 gold instead of 9. Despite having 
  apparently been "eaten," it is a normal food item.

  (1): Found at Camp Freedom, northeast of Jievaras, the legendary tree.

----------------
Eaten Pork Dish      Food          15 gold
----------------
  This is just a basic food item, worth 15 gold instead of 9. Despite having 
  apparently been "eaten," it is a normal food item. 

  (1): Found in Raze's flying fortress, at a Black Ring camp directly north of 
  the entrance to the fortress area.
  (2): In Kali's flying fortress, in a large camp on the southern island 
  (where the Headquarters is located). It is on a lower tier, near the 
  southeastern part of the landmass.

----------------
Eaten Turkey Dish    Food          15 gold
----------------
  This is just a basic food item, worth 15 gold instead of 9. Despite having 
  apparently been "eaten," it is a normal food item.

  (1): Found in Raze's flying fortress, at a Black Ring camp directly north of 
  the entrance to the fortress area.

----------------
Fish                 Food          25 gold
----------------
  This fish item has a red fish icon. It is a food item, although it cannot be 
  found randomly, like most food. Despite having a value of 25 instead of 
  the normal 9, it acts like a normal food item.

  (1): 8 of these can be bought from Mullet at his shop outside of the 
  Champion Harbor building.

----------------
Fish                 Food          25 gold
----------------
  This fish item has a gold fish icon. It is a food item, although it cannot 
  be found randomly, like most food. Despite having a value of 25 instead of 
  the normal 9, it acts like a normal food item.

  (1): 4 of these can be bought from Mullet at his shop outside of the 
  Champion Harbor building.

----------------
Fish Dish            Food          25 gold
----------------
  This is a food item, although it cannot be found randomly, like most food. 
  Despite having a value of 25 instead of the normal 9, it acts like a normal 
  food item.

  (1): 6 of these can be bought from Mullet at his shop outside of the 
  Champion Harbor building.

----------------
Potion of Wisdom     Large Potion  0 gold (cannot be sold, stored, destroyed)
----------------
  Dropped by Geshniz in her Headquarters in Broken Valley. This potion, if 
  used, gives a permanent +5 bonus to Intelligence. It is required to finish 
  Allan's second quest, so you only get to use it if you chose Barbatos. If 
  Allan was chosen, you can still technically use it yourself, however it will 
  fail his second quest, denying you the EXP and gold, a skill book, and the 
  second upgrade to the Alchemy Garden.

----------------
Turkey Dish          Food          25 gold
----------------
  This is a food item, although it cannot be found randomly, like most food. 
  Despite having a value of 25 instead of the normal 9, it acts like a normal 
  food item.

  (1): Found in Keara's fortress. The exact location is difficult to describe, 
  but it is on a table in a walled-in section. This is on the tier of land 
  right above (and northwest of) a large flat area with three prison cages on 
  it, in the middle northwest sectioon of the fortress. It is about 2/3 of the 
  way up on the fortress island.


=====================================
18.2 - OTHER
Name                 Item type     Value
=====================================
These are items in the sixth and final pocket of your inventory (with quest 
items before). These largely serve no purpose other than an occasional quest 
purpose, but mostly take up space or are meant to be sold. The useless ones 
can be discerned by looking for the entries with significantly less 
description.

----------------
Allan Brew Formula   Formula       3780 gold
----------------
  Given by Allan for completing "Allan Brew Confidential." This requires 
  having chosen Allan as your Alchemist on Sentinel Island. This is the only 
  copy of the formula in the game, and if sold or destroyed, it will be lost 
  forever.

----------------
Bottle               Bottle        1 gold (same buy and sell value)
----------------
  A useless piece of kitchenware, not even worth the inventory space.

  (1): Very rarely found by breaking crates, barrels, etc.
  (2): Randomly sold by the Hermit on Sentinel Island.

----------------
Cup                  Cup           1 gold (same buy and sell value)
----------------
  A useless piece of kitchenware, not even worth the inventory space.

  (1): Very rarely found by breaking crates, barrels, etc.
  (2): Randomly sold by the Hermit on Sentinel Island.

----------------
Dish                 Dish          1 gold (same buy and sell value)
----------------
  A useless piece of kitchenware, not even worth the inventory space.

  (1): Very rarely found by breaking crates, barrels, etc.
  (2): Randomly sold by the Hermit on Sentinel Island.

----------------
Drudanae Herbs       Herb          5000 gold
----------------
  A controlled substance in the form of an herb. This is needed to complete 
  the subquest "A Puff of Drudanae" for the quest "Down the Hatch."

  After finishing "The Runes of Wrath," it can be obtained by either buying it 
  from Nicolas in High Hall, who stocks a single Drudanae Herbs item, or by 
  mindreading him, obtaining the key under the pillow in his house, and taking 
  the secret door next to his bed to a cliff in High Hall, where a Drudanae 
  plant sits. This plant works like any other herb plant, and will give 2 to 5 
  of the herb, randomly. Mindreading him also gives a 25% discount, so the 
  herb Nicolas stocks will only cost 3750 gold. A total of 6 Drudanae Herbs 
  items may be obtained, 5 of which are yours to keep.

----------------
Hammer               Hammer        1 gold (same buy and sell value)
----------------
  Two of these are found on the table inside Nicolas' House in High Hall (in 
  Orobas Fjords). Like the random utensils and cookware, they seem to have no 
  actual function.

----------------
Knife                Knife         1 gold (same buy and sell value)
----------------
  A useless piece of kitchenware, not even worth the inventory space.

  (1): Very rarely found by breaking crates, barrels, etc.
  (2): Randomly sold by the Hermit on Sentinel Island.

----------------
Letter (1)           Scroll        5 gold
----------------
  This seems like a book, but it's not a normal one. Two can be found on 
  Sentinel Island, but both require dragon form. Found inside an open casket 
  on the hills east of the Battle Tower (near two chests). This one tells of a 
  person named "M" who wanted to be buried in the shadow of the tower. Serves 
  no real purpose.

  (the (1) in the item's name is just to differentiate the items, and does not 
  appear in the game itself)

----------------
Letter (2)           Scroll        5 gold
----------------
  This seems like a book, but it's not a normal one. Two can be found on 
  Sentinel Island, but both require dragon form. Found in a tent on the 
  northern point of a mountain range with the top just above the poison gas, 
  and tells that the person writing the note would rather die and have his 
  remains scattered in the ocean than for the necromancer to claim him. Serves 
  no real purpose.

  (the (2) in the item's name is just to differentiate the items, and does not 
  appear in the game itself)

----------------
Lever Handle         Quest Item    0 gold (cannot be sold)
----------------
  A handle for a broken lever. Three are found throughout the game, and are 
  needed to replace broken levers. One is mandatory to complete the storyline, 
  as part of the quest "X marks the spot." Another is needed to fix the 
  elevator in the Well Cave in High Hall, to reach Zagan and complete the 
  quest "The Horror of High Hall." The third is used to fix a lever in Ba'al's 
  Mine in Broken Valley, although this one only allows access to some randomly 
  generated treasure, and is not needed to finish the quest. The lever handles 
  themselves are completely interchangable.

  (1): Found in a small lockbox in a corner of the fire trap room in the 
  Primordial Cave (past the hungry dragon statues).
  (2): Another is found in a chest on the middle floor in the Well Cave. The 
  elevator initially only goes down one floor, and at the end of the corridor 
  on that floor is a chest with the lever inside.
  (3): The third is found in a chest in the Mine, found in Broken Valley. This 
  mine houses Ba'al, the archdemon in possession of the sigil needed for the 
  Hall of Echoes. It rests in a chest in the southwestern corner of the mine.

NOTE: The lever handles can be destroyed. If all three are either used or 
destroyed before the lever in the Primordial Cave is fixed, the game will be 
rendered unwinnable!

----------------
Mug                  Mug           1 gold (same buy and sell value)
----------------
  A useless piece of kitchenware, not even worth the inventory space.

  (1): Very rarely found by breaking crates, barrels, etc.
  (2): Randomly sold by the Hermit on Sentinel Island.

----------------
Note                 Scroll        5 gold
----------------
  This seems like a book, but it's not a normal one. This note is found on the 
  floor at the entrance of Keara's Headquarters in her flying fortress. It 
  tells of someone who insists that all of the statues lie, giving a needed 
  hint for solving the statue puzzle.

----------------
Pan                  Pan           1 gold (same buy and sell value)
----------------
  A useless piece of kitchenware, not even worth the inventory space.

  (1): Very rarely found by breaking crates, barrels, etc.
  (2): Randomly sold by the Hermit on Sentinel Island.
  (3): Found in a wyvern nest partway up the spire east of Vacca's Cave, also 
  on Sentinel Island.

----------------
Plate                Plate         1 gold (same buy and sell value)
----------------
  A useless piece of kitchenware, not even worth the inventory space.

  (1): Very rarely found by breaking crates, barrels, etc.
  (2): Randomly sold by the Hermit on Sentinel Island.

----------------
Rope (version 1)     Junk          1 gold (same buy and sell value)
----------------
  This is found in several places throughout the game. The icon has a coil of 
  light-colored rope. One of either this or Rope 2 is required to finish the 
  quest "Stuck in a Hole." This quest does NOT consume the rope, however. 
  Merchant Lamotte in Broken Valley sells one of this item.

----------------
Rope (version 2)     Junk          1 gold (same buy and sell value)
----------------
  This is slightly less common than the first rope. It is a bundle of rope, 
  not a coil. One of either this or Rope 1 is required to finish the quest 
  "Stuck in a Hole." This quest does NOT consume the rope, however.

----------------
Rotten Earth Root    Herb          9 gold
----------------
  A useless version of the Earth Root herb. Locke (in Broken Valley's Black 
  Boar pub) stocks 10 of these, but never gets any more. There are 9 Rotten 
  Earth Root herb patches on Sentinel Island, in the southeast corner, each 
  holding 2 to 5. In total, this makes for 55 possible Rotten Earth Roots, 
  although like all herbs, only 50 can be in a stack. Mindreading Sam (at the 
  Shipwreck Colony) will allow you to give him a Rotten Earth Root, but this 
  raises his prices by 10%. The herb runner in the Battle Tower cannot be 
  dispatched to find Rotten Earth Root.

----------------
Scribbled Note       Scroll        5 gold
----------------
  This seems like a book, but it's not a normal one. This scroll is found 
  under a skeleton in one room of the "Eternal Maze" of the Maxos Temple. It 
  is on the floor behind what looks like an altar, with several intact dragon 
  statues around it (some atop two sets of three columns on either side of the 
  altar). The room has a red glow to it, and is one of the two rooms with a 
  secret passage leading to a lever needed to exit the maze. It contains no 
  useful information, just "Eternal Maze" written over and over, like some 
  type of minimalist poetry.

----------------
Scroll               Scroll        5 gold
----------------
  This seems like a book, but it's not a normal one. These scrolls seems like 
  they would be a book, but aren't. Using it opens a dialogue box wherein the 
  scroll tells you what it knows. It is the message to Jimmy and Jack from 
  whoever sent his part of the seal, telling them of the Lost Tomb and the 
  treasures within. It serves no actual purpose, and is just flavor text.

  (1): Found on the corpse of Jimmy Dean, near a teleporter on a high cliff 
  northwest of Champion Harbor (between the harbor and the path to High Hall).
  (2): Found on the corpse of Jack Bolton, in a wyvern nest on a lower cliff 
  along the northern cliffs northwest of Jievaras, the legendary tree.

----------------
Spoon                Spoon         1 gold (same buy and sell value)
----------------
  A useless piece of kitchenware, not even worth the inventory space.

  (1): Very rarely found by breaking crates, barrels, etc.
  (2): Randomly sold by the Hermit on Sentinel Island.

----------------
Tankard              Tankard       1 gold (same buy and sell value)
----------------
  A useless piece of kitchenware, not even worth the inventory space.

  (1): Very rarely found by breaking crates, barrels, etc.
  (2): Randomly sold by the Hermit on Sentinel Island.

----------------
Vacca's Gem          Gem           5000 gold (same buy and sell value)
----------------
  Vacca's prized gem, a large square-shaped green gem. It is located in 
  Vacca's Cave on Sentinel Island. It may only be picked up prior to or during 
  "Ghostbuster," otherwise Vacca picks it up himself. If the quest is turned 
  in with the gem in your possession, Vacca demands it returned.

  Refusing to will cause him to turn hostile and attack. Killing him earns his 
  monster list entry, and he drops the Wyvern Fat quest item, but the quest 
  fails. Selling the gem and then turning in the quest has no negative 
  consequences. There is no purpose to this gem aside from selling or making 
  Vacca hostile to kill him, and no way of obtaining the gem without failing 
  the quest.
  "A big shiny gem that belongs to the Dragon Elf Vacca."





========================================================
==========================================================================
*19* VARIOUS LISTS
==========================================================================
========================================================
This is just random lists that were added in because they were simple and 
possibly useful.


=====================================
19.1 - ORE VEIN CONTENTS LIST
Vein type               Ore              Gem 1            Gem 2
=====================================
Black Rock Vein         Black Rock       Obsidian         Pyrite
Droxlerite Ore Vein     Droxlerite       Opal             Spinel
Fossil Ore Vein         Fossil           Sapphire         Topaz
Gold Ore Vein           Gold Ore         Quartz           Crystal
Iron Ore Vein           Iron             Diamond          Amber
Malachite Ore Vein      Malachite Ore    Malachite Gem    Aquamarine
Red Ore Vein            Red Ore          Ruby             Moonstone
Venom Stone Ore Vein    Venom Stone      Emerald          Tiger's Eye

Each vein has anywhere from 5 to 8 total items. The probability of 5, 6, 7, or 
8 items is even (25% chance of each). Although 2 to 8 of an ore, and 2 to 4 of 
either gem (or mixed between both) are the most common results, there can 
actually be 0 to 8 of any of the items. 8 gems is possible, although extremely 
rare, as the below probabilities will display.

The chances for any given amount of ore from a vein are as follows:
Ore  Probability
0    0.006%
1    0.14%
2    1.37%
3    6.86%
4    18.97%
5    28.61%
6    23.98%
7    15.05%
8    5.01%

The chances for any given amount of a single gem are as follows:
Gems Probability  Average Attempts
0    54.09%       2
1    34.55%       3
2    9.64%        10
3    1.54%        65
4    0.16%        641
5    0.01%        9,732
6    0.0004%      230,955
7    0.00001%     9,357,497
8    0.0000001%   850,606,805

The number of attempts is the average number of attempts at checking the vein 
before reaching an even chance of getting that result. As these lists show, 
the chances of getting no ore is extremely low, as are the chances of getting 
4 or more gems (of either kind the vein offers). As it says, the above table 
is the chance of getting the listed amount of a SINGLE gem, regardless of what 
the other contents of the vein are (if any).

As Malachite Ore Veins are a source of the very limited Malachite Gems, needed 
for level 10 enchantments (and any of the coveted Healing Aura enchantments), 
getting multiple gems is a very useful thing. However, getting more than 3 is 
extremely difficult and tedious. Based on both the above numbers, and personal 
experience, getting 4 Malachite Gems takes an order of magnitude longer than 
getting 3, nevermind getting 5 or more!

Big thanks to Nilwarp for figuring out how ore vein content generation works! 
Here is a link to his original document, going a bit more in-depth into how 
the probabilities work:
http://www.evermoreforums.com/johnny/info/d2prob.txt


=====================================
19.2 - RARITY PROPERTIES
Name        Color       Buffs           Charm slots   Enchantments
=====================================
Normal      White       None            None          None
Uncommon    White       1 random buff   0 to 1        None
Rare        Blue        1 random buff   0 to 1        1 enchantment
Magical     Lg. Green   2 random buffs  0 to 2        1 enchantment
Heroic      Dk. Green   3 random buffs  0 to 3        1 enchantment
Legendary   Yellow      4 random buffs  0 to 4        1 enchantment
Epic        Red         5 random buffs  0 to 4        2 enchantments
Unique      Red         5 random buffs  0 to 4        3 enchantments

Rarity determines an item's attributes. Most quest rewards always award items 
of a specific rarity. Shops often stock only items of specific rarities.

Buffs can be increases to any stats, with some restrictions. Melee, Ranged, 
and Magic Damage buffs only occur on weapons. Melee, Ranged, and Magic Armor 
buffs only appear on armor, along with Conditioned Body, Heightened Reflexes, 
and Indomitable Will. Critical Chance is weapon-only as well. Jewelry counts 
as armor, but can also have skill bonuses as buffs. Jewelry can only have 
Magic Armor buffs, not Melee or Ranged. A weapon's buffs only apply while it 
is armed (a bow will not give its bonuses if you currently have melee armed).

Any item can have any buff provided by charms, including Melee Damage-boosting 
armor, or Armor-boosting weapons.

Epic rarity items are only dropped by the opponents in the Arena within the 
Hall of Echoes: Marius, Sassan, Amdusias, Laiken, and Lady Kara. They each 
drop a single piece of Epic equipment. Maruis and Amdusias drop shields or 
armor, and Sassan, Laiken, and Lady Kara drop melee weapons and bows.

Unique rarity items are only dropped by the archdemon Ba'al, in the Broken 
Valley mine. He drops two unique rarity items. They may be melee weapons, 
bows, shields, or armor. Ba'al drops another Unique item when he is fought 
again in the Hall of Echoes Arena, but this one can only be a shield or armor.
The two Lv34 opponents in the final battle also drop Unique rarity armor or 
weapons.

In all, there are five Epic and five Unique pieces of equipment in the game.


=====================================
19.3 - DIVINE CHARMS
=====================================
Divine charms are the highest class of charm in the entire game, equivalent 
of level 5 charms. Lesser, Minor, Major, Blessed, Divine. However, they cannot 
be purchased or found normally! Certain bosses drop them as part of their 
loot, and this is a list of those bosses. Note that sometimes the boss might 
drop a blessed or weaker charm instead. Reload and re-kill until they drop 
the divine charm.

The charms, like all, are random in which stat they actually boost, selected 
from: Vitality, Spirit, Strength, Dexterity, Intelligence, Melee Damage, 
Melee Armor, Ranged Armor, Magic Armor, Conditioned Body, Heightened Reflexes, 
and Indomitable Will. All boost the listed stat by +5, except for Melee 
Damage, which gives +10.

Charm 1: Laiken               Battle Tower - Throne Room
  During "Laiken in his Lair." Seems to always drop, even if you kill Razakel 
  first and haven't damaged Laiken (thus denying you the EXP from Laiken, yet 
  still earning his drops).

Charm 2: Laiken's Chest       Battle Tower - Throne Room
  This chest sits behind the throne in the Throne Room of the Battle Tower. 
  This is one of two charms in the chest. This chest will only appear if 
  Laiken is mindread in the Throne Room BEFORE killing him!

Charm 3: Laiken's Chest       Battle Tower - Throne Room
  This chest sits behind the throne in the Throne Room of the Battle Tower. 
  This is one of two charms in the chest. This chest will only appear if 
  Laiken is mindread in the Throne Room BEFORE killing him!

Charm 4: Stone                Stone's Flying Fortress - Arena
  Black Ring General Stone drops this charm upon his second defeat, and 
  subsequent death, in the Arena of Stone's flying fortress.

Charm 5: Raze                 Raze's Flying Fortress - Headquarters
  Black Ring General Raze drops this charm when killed. He is found in the 
  Headquarters of his own flying fortress.

Charm 6: Geshniz's Chest      Broken Valley - Geshniz's Headquarters
  Geshniz, a lower level Black Ring commander, has a golden chest in her 
  headquarters with the Plate Dragon Claws. This charm is inside. 
  THIS CHARM DOES NOT ALWAYS APPEAR! Make sure to save the game before 
  checking the chest, in case it fails to appear!

NOTE: I have been informed that this chest (and Rayhun's) will very rarely 
contain TWO Divine Charms. There are probably two checks the game makes when 
determining the loot in the chest that can possibly roll a Divine Charm, but 
this is a very rare phenomenon.

Charm 7: Rayhun's Chest       Broken Valley - Rayhun's Headquarters
  Rayhun, Black Ring commander and alchemist, has a golden chest in his 
  headquarters with the Crystal Dragon Leggings. The charm is inside.
  THIS CHARM DOES NOT ALWAYS APPEAR! Make sure to save the game before 
  checking the chest, in case it fails to appear!

NOTE: I have been informed that this chest (and Geshniz's) will very rarely 
contain TWO Divine Charms. There are probably two checks the game makes when 
determining the loot in the chest that can possibly roll a Divine Charm, but 
this is a very rare phenomenon.

Charm 8: Kali                 Kali's Flying Fortress - Headquarters
  Black Ring General Kali drops this charm. Much like all the generals, find 
  her headquarters, then find her inside, and kill her.

Charm 9: Ba'al                Broken Valley - Mine
  Ba'al, the demon that ended Lord Lovis' reign, drops a Divine Charm. His 
  destruction is needed to earn the Hall of Echoes Sigil, which is necessary 
  to finish the game.

Charm 10: Marius              Hall of Echoes - Arena
  Marius is the first opponent you encounter in the Arena within the Hall of 
  Echoes. He drops this charm.

Charm 11: Laiken              Hall of Echoes - Arena
  Laiken is the fourth opponent you encounter in the Arena within the Hall of 
  Echoes. He drops this charm.

Charm 12: Ba'al               Hall of Echoes - Arena
  Ba'al is the final opponent you encounter in the Arena within the Hall of 
  Echoes. He drops this charm.


=====================================
19.4 - STONE'S FORTRESS GREENERY COMBINATIONS
=====================================
In Stone's Fortress Greenery (one of the rooms in his flying fortress), you 
will find a lathe wooden chest with five herb buds inside: Black Rose, Fanny 
Blossom, Moonshine, Oak Tears, and Holy Basil. You can drop any two buds into 
the spring in the final room of the Greenery. You will be rewarded with one 
normal herb of whichever bud you dropped in first, and another reward based on 
which two buds were used.

Black Rose     +  Fanny Blossom  =  Broom (cannot be picked up)
Black Rose     +  Holy Basil     =  Well-Crafted Heavy Iron Axe
Black Rose     +  Moonshine      =  +1 skill point
Black Rose     +  Oak Tears      =  Balanced Heavy Short Bow
Fanny Blossom  +  Holy Basil     =  Normal Light Iron Cleaver
Fanny Blossom  +  Moonshine      =  Balanced Light Steel Sword
Fanny Blossom  +  Oak Tears      =  +1000 experience points
Holy Basil     +  Moonshine      =  Normal Light Noble Hammer
Holy Basil     +  Oak Tears      =  +5 stat points
Moonshine      +  Oak Tears      =  Nothing


=====================================
19.5 - ENCHANTMENTS, POTIONS, AND LEVELS
=====================================
There is a minimum level that must be reached before each level of potion and 
enchantment formulas may be found. Incidentally, these align themselves with 
the bonus for the Increase Damage, Increase Magic Damage, Increase Mana, and 
Lifeline enchantment amounts!

Lvl  Title        Character   Necromancer title
1    Limited      Level 1     Rotten
2    Minor        Level 3     Infested
3    Lesser       Level 6     Damaged
4    Moderate     Level 9     Slightly damaged
5    Substantial  Level 12    Preserved
6    Greater      Level 15    Well-preserved
7    Advanced     Level 18    Clean
8    Major        Level 21    Clean-cut
9    Extreme      Level 24    Fresh
10   Ultimate     Level 27    Perfect

There are some exceptions. The possible enchantments found on equipment is 
based on the ITEM'S level, it seems. An item can have any enchantment that is 
within its level. Therefore, a Lv30 item can have ANY enchantment, but a Lv1 
item will be limited to Lv1 enchantments.

This means that finding unique equipment with randomized enchantments at a 
low level has a chance of getting enchantments that are otherwise unavailable 
at that level. Some pre-determined chests and possibly quest rewards may also 
allow obtaining a formula item that is a level or two above your character's.

Items dropped by enemies use the enemy's level for determining the range of 
formulas and body parts possible.

After certain levels, lower-level formulas and body parts are no longer found. 
As time goes on, this means anything below level 5 potion formulas and body 
parts will not be found any longer, and thus can be missed permanently. There 
is one small chest late in the game (requiring mindreading someone before 
killing them) that may contain potion formulas of any level, so it provides 
one last chance at a single missed formula.

Body parts seem to have a slightly different availability curve than formulas 
do. Each level of body part starts appearing later than listed, and lower-
level parts stop appearing sooner, too. Level 30 seems to be the minimum for 
Perfect-quality body parts to appear in Grimm's "store." At level 38 and 
beyond, only Perfect parts will appear in the store.


=====================================
19.6 - EXPERIENCE TABLES
=====================================
This is a list of each level and the EXP needed to reach it. The formula to 
calculate the EXP needed for any given level is: E = 100 * (L^3 - L) / 3

Level   Total EXP needed  EXP needed from last level
Lv1     0 EXP             +0
Lv2     200 EXP           +200
Lv3     800 EXP           +600
Lv4     2,000 EXP         +1,200
Lv5     4,000 EXP         +2,000
Lv6     7,000 EXP         +3,000
Lv7     11,200 EXP        +4,200
Lv8     16,800 EXP        +5,600
Lv9     24,000 EXP        +7,200
Lv10    33,000 EXP        +9,000
Lv11    44,000 EXP        +11,000
Lv12    57,200 EXP        +13,200
Lv13    72,800 EXP        +15,600
Lv14    91,000 EXP        +18,200
Lv15    112,000 EXP       +21,000
Lv16    136,000 EXP       +24,000
Lv17    163,200 EXP       +27,200
Lv18    193,800 EXP       +30,600
Lv19    228,000 EXP       +34,200
Lv20    266,000 EXP       +38,000
Lv21    308,000 EXP       +42,000
Lv22    354,200 EXP       +46,200
Lv23    404,800 EXP       +50,600
Lv24    460,000 EXP       +55,200
Lv25    520,000 EXP       +60,000
Lv26    585,000 EXP       +65,000
Lv27    655,200 EXP       +70,200
Lv28    730,800 EXP       +75,600
Lv29    812,000 EXP       +81,200
Lv30    899,000 EXP       +87,000
Lv31    992,000 EXP       +93,000
Lv32    1,091,200 EXP     +99,200
Lv33    1,196,800 EXP     +105,600
Lv34    1,309,000 EXP     +112,000
Lv35    1,428,000 EXP     +119,000
Lv36    1,554,000 EXP     +126,000
Lv37    1,687,200 EXP     +133,200
Lv38    1,827,800 EXP     +140,600
Lv39    1,976,000 EXP     +148,200
Lv40    2,132,000 EXP     +156,000
Lv41    2,296,000 EXP     +164,000
Lv42    2,468,200 EXP     +172,200
Lv43    2,648,800 EXP     +180,600
Lv44    2,838,000 EXP     +189,200
Lv45    3,036,000 EXP     +198,000
Lv46    3,243,000 EXP     +207,000
Lv47    3,459,200 EXP     +216,200
Lv48    3,684,800 EXP     +225,600
Lv49    3,920,000 EXP     +235,200
Lv50    4,165,000 EXP     +245,000
Lv51    4,420,000 EXP     +255,000
Lv52    4,685,200 EXP     +265,200
Lv53    4,960,800 EXP     +275,600
Lv54    5,247,000 EXP     +286,200
Lv55    5,544,000 EXP     +297,000
Lv56    5,852,000 EXP     +308,000
Lv57    6,171,200 EXP     +319,200
Lv58    6,501,800 EXP     +330,600
Lv59    6,844,000 EXP     +342,200
Lv60    7,198,000 EXP     +354,000





========================================================
==========================================================================
*20* ENCHANTMENTS AND POTIONS
==========================================================================
========================================================
This is a list of all formulas and effects of Enchantments and Potions. 
Recipes for both can be found as formulas (which are consumed when given to an 
Enchanter or Alchemist). Enchantments may also be "removed" from an item to 
add that enchantment to your recipe list. Potion formulas are hard to come by 
early on (see the Potion section for details), but all enchantments can be 
easily enough obtained later on, from buying junk from stores that have the 
ones you want. Note that talking to an Enchanter or Alchemist takes one 
formula for each recipe you do not yet have, leaving any extras. After talking 
to them, you are free to sell any remaining recipes, as they are already on 
the list.

Upgrading the Enchanter platform will reduce the cost of either Weapon, Armor, 
or Jewelry (which is upgraded is the player's choice) enchanting by 1 
ingredient of each type, to a minimum of 1. Thus, this cannot reduce the cost 
of an ingredient to 0. This may be done twice, once for each upgrade, and the 
same item type may be selected twice.

All herbs, ore, and gems used in enchanting and alchemy can be acquired in 
infinite amounts from your runners, EXCEPT Malachite Gems (Malachite Ore is 
infinite, though). Gems are very limited, and the level 10 recipe of most 
enchantments requires one. Use level 9 recipes (usually only a loss of a point 
or two) until you find equipment you're sure you'll use forever. The only 
exception is the Healing Aura jewelry enchantment: all levels use a Malachite 
Gem. Beware!


=====================================
20.1 - WEAPON ENCHANTMENTS
=====================================
These enchantments may be applied to any melee weapon or ranged weapon. Note 
that when dual-wielding, ALL enchantments on ALL equipped weapons are added to 
EACH weapon. If two swords each have Increased Damage 10, each sword will get 
two bonuses of +27 to the melee damage, one from the first sword, and one from 
the second. This is what makes dual-wielding so powerful, and why it eclipses 
other weapon expertises in damage output.

For enchantments with a % chance of occurring, multiple enchantment of the 
same type (e.g., Fire Curse) will stack the chance, but not effect. So two 
Fire Curse 1 enchantments (5% chance of 2 damage) will give a 10% chance of 2 
damage.

One Malachite Gem is required for the level 10 enchantment of Increased 
Damage, Increased Magical Damage, and Butcher. Venom Stones are required for 
every level of the Poison enchantment (one for levels 1 and 2, two for 3/4, 
three for 5/6, four for 7/8, and five for 9/10).

----------------
LIFE LEECH: (X) chance of converting (Y) damage done into hitpoints.
----------------
1: 5% / 5%          Amber x1, Iron x1
2: 6% / 7%          Amber x1, Iron x2
3: 7% / 9%          Amber x1, Droxlerite x1, Fossil x1
4: 8% / 11%         Amber x2, Droxlerite x2, Fossil x2, Red Ore x1
5: 9% / 13%         Amber x2, Gold Ore x1, Red Ore x1
6: 10% / 15%        Amber x2, Gold Ore x2, Red Ore x2
7: 11% / 17%        Amber x3, Droxlerite x1, Red Ore x2
8: 12% / 19%        Amber x3, Droxlerite x2, Red Ore x3
9: 13% / 21%        Amber x3, Black Rock x1, Red Ore x3
10: 15% / 25%       Amber x4, Black Rock x2, Malachite Ore x1, Red Ore x4

Stacking: Due to the fact dual-wielding melee weapons will apply both weapons' 
enchantments to each weapon, it is possible to stack Life Leech. Only the 
chance of activation stacks, however. This means two level 10 Life Leech
enchantments will give a 30% total chance of activating.

----------------
POISON: (X) chance of poisoning your enemy on a successful hit doing (Y) 
 damage over 1 second.
----------------
1: 5% / 2 dmg       Aquamarine x1, Iron x1
2: 6% / 6 dmg       Aquamarine x1, Iron x2
 (levels 1 and 2 also needs Venom Stone x1)

3: 7% / 12 dmg      Aquamarine x1, Droxlerite x1, Fossil x1
4: 8% / 18 dmg      Aquamarine x2, Droxlerite x2, Fossil x2, Red Ore x1
 (levels 3 and 4 also needs Venom Stone x2)

5: 9% / 24 dmg      Aquamarine x2, Gold Ore x1, Red Ore x1
6: 10% / 30 dmg     Aquamarine x2, Gold Ore x2, Red Ore x2
 (levels 5 and 6 also needs Venom Stone x3)

7: 11% / 36 dmg     Aquamarine x3, Droxlerite x1, Red Ore x2
8: 12% / 42 dmg     Aquamarine x3, Droxlerite x2, Red Ore x3
 (levels 7 and 8 also needs Venom Stone x4)

9: 13% / 48 dmg     Aquamarine x3, Black Rock x1, Red Ore x3
10: 15% / 54 dmg    Aquamarine x4, Black Rock x2, Malachite Ore x1, Red Ore x4
 (levels 9 and 10 also needs Venom Stone x5)

Stacking: Due to the fact dual-wielding melee weapons will apply both weapons' 
enchantments to each weapon, it is possible to stack Poison. Only the chance 
of activation stacks, however. This means two level 10 Poison enchantments 
will give a 30% total chance of activating.

----------------
FIRE CURSE: (X) chance of igniting your enemy on a successful hit doing (Y) 
 damage over 1 second.
----------------
1: 5% / 2 dmg       Crystal x1, Iron x1
2: 6% / 6 dmg       Crystal x1, Iron x2
3: 7% / 12 dmg      Crystal x1, Droxlerite x1, Fossil x1
4: 8% / 18 dmg      Crystal x2, Droxlerite x2, Fossil x2, Red Ore x1
5: 9% / 24 dmg      Crystal x2, Gold Ore x1, Red Ore x1
6: 10% / 30 dmg     Crystal x2, Gold Ore x2, Red Ore x2
7: 11% / 36 dmg     Crystal x3, Droxlerite x1, Red Ore x2
8: 12% / 42 dmg     Crystal x3, Droxlerite x2, Red Ore x3
9: 13% / 48 dmg     Crystal x3, Black Rock x1, Red Ore x3
10: 15% / 54 dmg    Crystal x4, Black Rock x2, Malachite Ore x1, Red Ore x4

Stacking: Due to the fact dual-wielding melee weapons will apply both weapons' 
enchantments to each weapon, it is possible to stack Fire Curse. Only the 
chance of activation stacks, however. This means two level 10 Fire Curse 
enchantments will give a 30% total chance of activating.

----------------
MANA LEECH: (X) chance of converting (Y) damage done into spirit points.
----------------
1: 5% / 5%          Emerald x1, Iron x1
2: 6% / 7%          Emerald x1, Iron x2
3: 7% / 9%          Emerald x1, Droxlerite x1, Fossil x1
4: 8% / 11%         Emerald x2, Droxlerite x2, Fossil x2, Red Ore x1
5: 9% / 13%         Emerald x2, Gold Ore x1, Red Ore x1
6: 10% / 15%        Emerald x2, Gold Ore x2, Red Ore x2
7: 11% / 17%        Emerald x3, Droxlerite x1, Red Ore x2
8: 12% / 19%        Emerald x3, Droxlerite x2, Red Ore x3
9: 13% / 21%        Emerald x3, Black Rock x1, Red Ore x3
10: 15% / 25%       Emerald x4, Black Rock x2, Malachite Ore x1, Red Ore x4

Stacking: Due to the fact dual-wielding melee weapons will apply both weapons' 
enchantments to each weapon, it is possible to stack Mana Leech. Only the 
chance of activation stacks, however. This means two level 10 Mana Leech
enchantments will give a 30% total chance of activating.

----------------
INCREASED DAMAGE: Increases your normal damage by (X).
 (Increases Melee or Ranged damage, depending on weapon type)
----------------
1: +1 damage        Moonstone x1, Iron x1
2: +3 damage        Moonstone x1, Iron x2
3: +6 damage        Moonstone x1, Droxlerite x1, Fossil x1
4: +9 damage        Moonstone x2, Droxlerite x2, Fossil x2, Red Ore x1
5: +12 damage       Moonstone x2, Gold Ore x1, Red Ore x1
6: +15 damage       Moonstone x2, Gold Ore x2, Red Ore x2
7: +18 damage       Moonstone x3, Droxlerite x1, Red Ore x2
8: +21 damage       Moonstone x3, Droxlerite x2, Red Ore x3
9: +24 damage       Moonstone x3, Black Rock x1, Red Ore x3
10: +27 damage      Moonstone x4, Black Rock x2, Malachite Ore x1, Red Ore x4
 (level 10 also requires Malachite Gem x1)

----------------
INCREASED MAGICAL DAMAGE: Increases your magical damage by (X).
----------------
1: +1 damage        Diamond x1, Iron x1
2: +3 damage        Diamond x1, Iron x2
3: +6 damage        Diamond x1, Droxlerite x1, Fossil x1
4: +9 damage        Diamond x2, Droxlerite x2, Fossil x2, Red Ore x1
5: +12 damage       Diamond x2, Gold Ore x1, Red Ore x1
6: +15 damage       Diamond x2, Gold Ore x2, Red Ore x2
7: +18 damage       Diamond x3, Droxlerite x1, Red Ore x2
8: +21 damage       Diamond x3, Droxlerite x2, Red Ore x3
9: +24 damage       Diamond x3, Black Rock x1, Red Ore x3
10: +27 damage      Diamond x4, Black Rock x2, Malachite Ore x1, Red Ore x4
 (level 10 also requires Malachite Gem x1)

----------------
BUTCHER: Butcher increases your critical chance by (X).
----------------
1: +1% crit rate    Obsidian x1, Iron x1
2: +2% crit rate    Obsidian x1, Iron x2
3: +3% crit rate    Obsidian x1, Droxlerite x1, Fossil x1
4: +4% crit rate    Obsidian x2, Droxlerite x2, Fossil x2, Red Ore x1
5: +5% crit rate    Obsidian x2, Gold Ore x1, Red Ore x1
6: +6% crit rate    Obsidian x2, Gold Ore x2, Red Ore x2
7: +7% crit rate    Obsidian x3, Droxlerite x1, Red Ore x2
8: +8% crit rate    Obsidian x3, Droxlerite x2, Red Ore x3
9: +9% crit rate    Obsidian x3, Black Rock x1, Red Ore x3
10: +11% crit rate  Obsidian x4, Black Rock x2, Malachite Ore x1, Red Ore x4
 (level 10 also requires Malachite Gem x1)


=====================================
20.2 - ARMOR ENCHANTMENTS
=====================================
These enchantments may be applied to any shield or armor piece (armor, helmet, 
gauntlets, and leggings).

For enchantments with a % chance of occurring, multiple enchantments of the 
same type (e.g., Retribution Aura) will stack the chance, but not effect. So 
three Retribution Aura 1 enchantments (10% chance of returning 20% damage) 
will give a 30% chance of returning 20% damage.

One Malachite Gem is required for all level 10 armor enchantments.

----------------
INCREASED MANA: Increases your mana by (X).
----------------
1: +1 mana          Opal x1, Iron x1
2: +3 mana          Opal x1, Iron x2
3: +6 mana          Opal x1, Droxlerite x1, Fossil x1
4: +9 mana          Opal x2, Droxlerite x2, Fossil x2, Venom Stone x1
5: +12 mana         Opal x2, Gold Ore x1, Venom Stone x1
6: +15 mana         Opal x2, Gold Ore x2, Venom Stone x2
7: +18 mana         Opal x3, Droxlerite x1, Venom Stone x2
8: +21 mana         Opal x3, Droxlerite x2, Venom Stone x3
9: +24 mana         Opal x3, Black Rock x1, Venom Stone x3
10: +27 mana        Opal x4, Black Rock x2, Malachite Ore x1, Venom Stone x4
 (level 10 also requires Malachite Gem x1)

----------------
LIFE LINE: Increases your hitpoints by (X).
----------------
1: +1 mana          Pearl x1, Iron x1
2: +3 mana          Pearl x1, Iron x2
3: +6 mana          Pearl x1, Droxlerite x1, Fossil x1
4: +9 mana          Pearl x2, Droxlerite x2, Fossil x2, Venom Stone x1
5: +12 mana         Pearl x2, Gold Ore x1, Venom Stone x1
6: +15 mana         Pearl x2, Gold Ore x2, Venom Stone x2
7: +18 mana         Pearl x3, Droxlerite x1, Venom Stone x2
8: +21 mana         Pearl x3, Droxlerite x2, Venom Stone x3
9: +24 mana         Pearl x3, Black Rock x1, Venom Stone x3
10: +27 mana        Pearl x4, Black Rock x2, Malachite Ore x1, Venom Stone x4
 (level 10 also requires Malachite Gem x1)

----------------
MELEE PROTECTION: Increases your melee armor rating with (X).
----------------
1: +2 armor         Pyrite x1, Iron x1
2: +3 armor         Pyrite x1, Iron x2
3: +4 armor         Pyrite x1, Droxlerite x1, Fossil x1
4: +5 armor         Pyrite x2, Droxlerite x2, Fossil x2, Venom Stone x1
5: +6 armor         Pyrite x2, Gold Ore x1, Venom Stone x1
6: +7 armor         Pyrite x2, Gold Ore x2, Venom Stone x2
7: +8 armor         Pyrite x3, Droxlerite x1, Venom Stone x2
8: +9 armor         Pyrite x3, Droxlerite x2, Venom Stone x3
9: +10 armor        Pyrite x3, Black Rock x1, Venom Stone x3
10: +11 armor       Pyrite x4, Black Rock x2, Malachite Ore x1, Venom Stone x4
 (level 10 also requires Malachite Gem x1)

----------------
RANGED PROTECTION: Increases your ranged armor rating with (X).
----------------
1: +2 armor         Quartz x1, Iron x1
2: +3 armor         Quartz x1, Iron x2
3: +4 armor         Quartz x1, Droxlerite x1, Fossil x1
4: +5 armor         Quartz x2, Droxlerite x2, Fossil x2, Venom Stone x1
5: +6 armor         Quartz x2, Gold Ore x1, Venom Stone x1
6: +7 armor         Quartz x2, Gold Ore x2, Venom Stone x2
7: +8 armor         Quartz x3, Droxlerite x1, Venom Stone x2
8: +9 armor         Quartz x3, Droxlerite x2, Venom Stone x3
9: +10 armor        Quartz x3, Black Rock x1, Venom Stone x3
10: +11 armor       Quartz x4, Black Rock x2, Malachite Ore x1, Venom Stone x4
 (level 10 also requires Malachite Gem x1)

----------------
MAGIC PROTECTION: Increases your magic armor rating with (X).
----------------
1: +2 armor         Ruby x1, Iron x1
2: +3 armor         Ruby x1, Iron x2
3: +4 armor         Ruby x1, Droxlerite x1, Fossil x1
4: +5 armor         Ruby x2, Droxlerite x2, Fossil x2, Venom Stone x1
5: +6 armor         Ruby x2, Gold Ore x1, Venom Stone x1
6: +7 armor         Ruby x2, Gold Ore x2, Venom Stone x2
7: +8 armor         Ruby x3, Droxlerite x1, Venom Stone x2
8: +9 armor         Ruby x3, Droxlerite x2, Venom Stone x3
9: +10 armor        Ruby x3, Black Rock x1, Venom Stone x3
10: +11 armor       Ruby x4, Black Rock x2, Malachite Ore x1, Venom Stone x4
 (level 10 also requires Malachite Gem x1)

----------------
MAGIC DAMAGE AURA: Enemies that harm you with magic have a (X) chance of 
 suffering 1 shock of (Y) magic damage.
----------------
1: 5% / 2 dmg       Topaz x1, Iron x1
2: 6% / 6 dmg       Topaz x1, Iron x2
3: 7% / 12 dmg      Topaz x1, Droxlerite x1, Fossil x1
4: 8% / 18 dmg      Topaz x2, Droxlerite x2, Fossil x2, Venom Stone x1
5: 9% / 24 dmg      Topaz x2, Gold Ore x1, Venom Stone x1
6: 10% / 30 dmg     Topaz x2, Gold Ore x2, Venom Stone x2
7: 11% / 36 dmg     Topaz x3, Droxlerite x1, Venom Stone x2
8: 12% / 42 dmg     Topaz x3, Droxlerite x2, Venom Stone x3
9: 13% / 48 dmg     Topaz x3, Black Rock x1, Venom Stone x3
10: 15% / 54 dmg    Topaz x4, Black Rock x2, Malachite Ore x1, Venom Stone x4
 (level 10 also requires Malachite Gem x1)

Stacking: The chance of Magic Damage Aura activating will stack, so four level 
10 MDAs would have a 60% chance of activating. This stacks with the Jewelry 
version of the enchant, making it possible to reach a 100% activation rate for 
MDA (requires seven total MDA enchantments). Eight level 9 MDA enchantments 
would be needed for the 100% activation rate.

NOTE: Magic Damage Aura's damage can be increased by leveling the Destruction 
skill. Additionally, the Confusion skill will give it a chance to stun enemies 
with each hit. 

----------------
RETRIBUTION AURA: (X) chance of automatic retaliations against those that harm 
 you for (Y) of the damage done to you.
----------------
1: 10% / 20%        Spinel x1, Iron x1
2: 12% / 23%        Spinel x1, Iron x2
3: 14% / 26%        Spinel x1, Droxlerite x1, Fossil x1
4: 16% / 29%        Spinel x2, Droxlerite x2, Fossil x2, Venom Stone x1
5: 18% / 32%        Spinel x2, Gold Ore x1, Venom Stone x1
6: 20% / 35%        Spinel x2, Gold Ore x2, Venom Stone x2
7: 22% / 38%        Spinel x3, Droxlerite x1, Venom Stone x2
8: 24% / 41%        Spinel x3, Droxlerite x2, Venom Stone x3
9: 25% / 44%        Spinel x3, Black Rock x1, Venom Stone x3
10: 30% / 47%       Spinel x4, Black Rock x2, Malachite Ore x1, Venom Stone x4
 (level 10 also requires Malachite Gem x1)

Stacking: The chance of Retribution Aura activating will stack, so four level 
10 RAs would have a 100% (guaranteed) chance of activating. This stacks with 
the Jewelry version of the enchant, so RA does not need to be on every armor 
item. 4 level 9 RA enchantments will also have a 100% activation rate.

NOTE: Retribution Aura's damage is instantly inflicted on the enemy as soon as 
you are hit, much like the Reflect skill.


=====================================
20.3 - JEWELRY ENCHANTMENTS
=====================================
These enchantments may be applied to any jewelry item in six total slots 
(amulet, earrings, bracelet, belt, and two rings). 

One Malachite Gem is required for the level 10 enchantment of all except 
Spontaneous Combustion. Also, ALL levels of Healing Aura require Malachite 
Gems to enchant, so don't bother using it until you can enchant Healing Aura 
10, and have excellent pieces of jewelry to use it on.

For enchantments with a % chance of occurring, multiple enchantments of the 
same type (e.g., Damage Aura) will stack the chance, but not effect. So three 
Damage Aura 1 enchantments (5% chance of 2 damage) will give a 15% chance of 2 
damage.

----------------
SPONTANEOUS COMBUSTION: (X) chance of igniting enemies that are close doing 
 (Y) damage over 1 second.
----------------
1: 5% / 2 dmg       Diamond x1, Iron x1
2: 6% / 6 dmg       Diamond x1, Iron x2
3: 7% / 12 dmg      Diamond x1, Droxlerite x1, Fossil x1
4: 8% / 18 dmg      Diamond x2, Droxlerite x2, Fossil x2, Red Ore x1
5: 9% / 24 dmg      Diamond x2, Gold Ore x1, Red Ore x1
6: 10% / 30 dmg     Diamond x2, Gold Ore x2, Red Ore x2
7: 11% / 36 dmg     Diamond x3, Droxlerite x1, Red Ore x2
8: 12% / 42 dmg     Diamond x3, Droxlerite x2, Red Ore x3
9: 13% / 48 dmg     Diamond x3, Black Rock x1, Red Ore x3
10: 15% / 54 dmg    Diamond x4, Black Rock x2, Malachite Ore x1, Red Ore x4

Stacking: The chance of Spontaneous Combustion activating will stack, so six 
level 10 SCs would have a 90% chance of activating. Six level 9 SC 
enchantments would give a 78% activation rate.

----------------
HEALING AURA: Heals you slowly with (X) per second.
----------------
1: +0.025 HP regen  Sapphire x1, Gold Ore x2, Malachite Gem x1
2: +0.05 HP regen   Sapphire x1, Gold Ore x2, Malachite Gem x1
3: +0.075 HP regen  Sapphire x1, Gold Ore x3, Malachite Gem x1
4: +0.1 HP regen    Sapphire x2, Gold Ore x3, Malachite Gem x1
5: +0.125 HP regen  Sapphire x2, Gold Ore x4, Malachite Gem x1
6: +0.15 HP regen   Sapphire x2, Gold Ore x4, Malachite Gem x1
7: +0.175 HP regen  Sapphire x3, Gold Ore x5, Malachite Gem x1
8: +0.2 HP regen    Sapphire x3, Gold Ore x5, Malachite Gem x1
9: +0.225 HP regen  Sapphire x3, Gold Ore x6, Malachite Gem x1
10: +0.25 HP regen  Sapphire x4, Gold Ore x7, Malachite Gem x1

NOTE: Healing Aura is added directly to your HP regeneration rate. Six level 
10 HAs will give a massive 1.5% of HP per second bonus to regeneration!

----------------
RETRIBUTION AURA: (X) chance of automatic retaliations against those that harm 
 you for (Y) of the damage done to you.
----------------
1: 10% / 20%        Spinel x1, Gold Ore x2
2: 12% / 23%        Spinel x1, Gold Ore x2
3: 14% / 26%        Spinel x1, Gold Ore x3
4: 16% / 29%        Spinel x2, Gold Ore x3
5: 18% / 32%        Spinel x2, Gold Ore x4
6: 20% / 35%        Spinel x2, Gold Ore x4
7: 22% / 38%        Spinel x3, Gold Ore x5
8: 24% / 41%        Spinel x3, Gold Ore x5
9: 25% / 44%        Spinel x3, Gold Ore x6
10: 30% / 47%       Spinel x4, Gold Ore x7
 (level 10 also requires Malachite Gem x1)

Stacking: The chance of Retribution Aura activating will stack, so four level 
10 RAs would have a 100% (guaranteed) chance of activating. This stacks with 
the Armor version of the enchant, so RA does not need to be on every armor 
item. 4 level 9 RA enchantments will also have a 100% activation rate.

NOTE: Retribution Aura's damage is instantly inflicted on the enemy as soon as 
you are hit, much like the Reflect skill.

----------------
STATIC CHARGE AURA: Enemies that harm you with weapons or magic have a (X) 
 chance of suffering 1 shock of (Y) magic damage.
----------------
1: 5% / 2 dmg       Tiger's Eye x1, Gold Ore x2
2: 6% / 6 dmg       Tiger's Eye x1, Gold Ore x2
3: 7% / 12 dmg      Tiger's Eye x1, Gold Ore x3
4: 8% / 18 dmg      Tiger's Eye x2, Gold Ore x3
5: 9% / 24 dmg      Tiger's Eye x2, Gold Ore x4
6: 10% / 30 dmg     Tiger's Eye x2, Gold Ore x4
7: 11% / 36 dmg     Tiger's Eye x3, Gold Ore x5
8: 12% / 42 dmg     Tiger's Eye x3, Gold Ore x5
9: 13% / 48 dmg     Tiger's Eye x3, Gold Ore x6
10: 15% / 54 dmg    Tiger's Eye x4, Gold Ore x7
 (level 10 also requires Malachite Gem x1)

Stacking: The chance of Static Charge Aura activating will stack, so six level 
10 SCAs would have a 90% chance of activating. Six level 9 SCA enchantments 
would give a 78% activation rate.

NOTE: Static Charge Aura's damage can be increased by leveling the Destruction 
skill. Additionally, the Confusion skill will give it a chance to stun enemies 
with each hit. 

----------------
DAMAGE AURA: Enemies that harm you with weapons have a (X) chance of 
 suffering 1 shock of (Y) magic damage.
----------------
1: 5% / 2 dmg       Topaz x1, Gold Ore x2
2: 6% / 6 dmg       Topaz x1, Gold Ore x2
3: 7% / 12 dmg      Topaz x1, Gold Ore x3
4: 8% / 18 dmg      Topaz x2, Gold Ore x3
5: 9% / 24 dmg      Topaz x2, Gold Ore x4
6: 10% / 30 dmg     Topaz x2, Gold Ore x4
7: 11% / 36 dmg     Topaz x3, Gold Ore x5
8: 12% / 42 dmg     Topaz x3, Gold Ore x5
9: 13% / 48 dmg     Topaz x3, Gold Ore x6
10: 15% / 54 dmg    Topaz x4, Gold Ore x7
 (level 10 also requires Malachite Gem x1)

Stacking: The chance of Damage Aura activating will stack, so six level 10 DAs 
would have a 90% chance of activating. Six level 9 DA enchantments would give 
a 78% activation rate.

NOTE: Damage Aura's damage can be increased by leveling the Destruction skill. 
Additionally, the Confusion skill will give it a chance to stun enemies with 
each hit. 

----------------
MAGIC DAMAGE AURA: Enemies that harm you with magic have a (X) chance of 
 suffering 1 shock of (Y) magic damage.
----------------
1: 5% / 2 dmg       Topaz x1, Gold Ore x2
2: 6% / 6 dmg       Topaz x1, Gold Ore x2
3: 7% / 12 dmg      Topaz x1, Gold Ore x3
4: 8% / 18 dmg      Topaz x2, Gold Ore x3
5: 9% / 24 dmg      Topaz x2, Gold Ore x4
6: 10% / 30 dmg     Topaz x2, Gold Ore x4
7: 11% / 36 dmg     Topaz x3, Gold Ore x5
8: 12% / 42 dmg     Topaz x3, Gold Ore x5
9: 13% / 48 dmg     Topaz x3, Gold Ore x6
10: 15% / 54 dmg    Topaz x4, Gold Ore x7
 (level 10 also requires Malachite Gem x1)

Stacking: The chance of Magic Damage Aura activating will stack, so six level 
10 MDAs would have a 90% chance of activating. This stacks with the Armor 
version of the enchant, making it possible to reach a 100% activation rate for 
MDA (requires seven total MDA enchantments). Eight level 9 MDA enchantments 
would be needed for the 100% activation rate.

NOTE: Magic Damage Aura's damage can be increased by leveling the Destruction 
skill. Additionally, the Confusion skill will give it a chance to stun enemies 
with each hit. 

----------------
POISON AURA: Enemies that approach have a (X) chance of suffering (Y) poison 
 damage over 1 second.
----------------
1: 5% / 2 dmg       Aquamarine x1, Gold Ore x2, Venom Stone x1
2: 6% / 6 dmg       Aquamarine x1, Gold Ore x2, Venom Stone x1
3: 7% / 12 dmg      Aquamarine x1, Gold Ore x3, Venom Stone x2
4: 8% / 18 dmg      Aquamarine x2, Gold Ore x3, Venom Stone x2
5: 9% / 24 dmg      Aquamarine x2, Gold Ore x4, Venom Stone x3
6: 10% / 30 dmg     Aquamarine x2, Gold Ore x4, Venom Stone x3
7: 11% / 36 dmg     Aquamarine x3, Gold Ore x5, Venom Stone x4
8: 12% / 42 dmg     Aquamarine x3, Gold Ore x5, Venom Stone x4
9: 13% / 48 dmg     Aquamarine x3, Gold Ore x6, Venom Stone x5
10: 15% / 54 dmg    Aquamarine x4, Gold Ore x7, Venom Stone x5
 (level 10 also requires Malachite Gem x1)

Stacking: The chance of Poison Aura activating will stack, so six level 10 PAs 
would have a 90% chance of activating. Six level 9 PA enchantments would give 
a 78% activation rate.


=====================================
20.4 - POTION FORMULAS
=====================================
Potions provide healing and other useful buffs. Only on potion of a single 
type (each of the seven below is a type) may be in effect at one time, thus 
spamming healing potions is not a valid survival strategy. This means that the 
only actual value to lower level potions, once better formulas are available, 
is a different (and lower) ingredient cost. Note that Healing and Rejuvenation 
CAN be sttacked, however, for increased healing. All potions are affected by 
the Potion Efficiency skill.

It is possible, via upgrading the Alchemy platform, or putting points into the 
Master Herbalist skill, to decrease the ingredient cost of a recipe. First, 
the reductions will reduce each ingredient to 1. If enough of a reduction is 
available that all ingredients are reduced to 1, further reductions will 
reduce certain ingredient costs to 0. All potions will always cost at least 
one herb, however. For ultimate potions, either an Earth Root (for 
Revitalising and Rejuvenation), or a Fanny Blossom (all others). Potions that 
use Black Rose or Dragon Nail will always require one of those items.

A level 5 Master Herbalist skill is all it takes to reduce all potions to only 
one ingredient, however. This can be accomplished with five jewelry items to 
boost it, each giving +1. They may be hard to find, but saving before talking 
to a shopkeeper who deals in jewelry allows you to reload until he stocks one. 
This allows for cheap potions with no investment of skill points!

Potion formulas are hard to come by early on. You can find Limited Healing and 
Revitalization in Miller Upton's basement in Broken Valley, and you are 
provided all seven Limited potion recipes once the Battle Tower is obtained. 
No shops prior to the Orobas Fjords sell potion recipes, so if you desire a 
full recipe list, you must do a lot of saving and reloading early on. Once 
your level increases too much, you can never find lower level recipes in shops 
or containers, save one small box in Geshniz's Headquarters.

----------------
HEALING: Heals (X) hitpoints over 5 seconds.
----------------
1: 74 HP (14.8/sec)           Ginseng x1
2: 98 HP (19.6/sec)           Ginseng x2
3: 134 HP (26.8/sec)          Black Rose x1, Ginseng x2
4: 170 HP (34/sec)            Black Rose x2, Ginseng x3
5: 206 HP (41.2/sec)          Black Rose x3, Ginseng x4
6: 242 HP (48.4/sec)          Dragon Nail x1, Ginseng x3
7: 278 HP (55.6/sec)          Dragon Nail x2, Ginseng x4
8: 314 HP (62.8/sec)          Dragon Nail x3, Ginseng x5
9: 350 HP (70/sec)            Fanny Blossom x1, Ginseng x4
10: 386 HP (77.2/sec)         Fanny Blossom x2, Ginseng x5

----------------
REVITALIZING: Regenerates (X) spirit over 5 seconds.
----------------
1: 62 Mana (12.4/sec)         Earth Root x1
2: 82 Mana (16.4/sec)         Earth Root x2
3: 112 Mana (22.4/sec)        Black Rose x1, Earth Root x2
4: 142 Mana (28.4/sec)        Black Rose x2, Earth Root x3
5: 172 Mana (34.4/sec)        Black Rose x3, Earth Root x4
6: 202 Mana (40.4/sec)        Dragon Nail x1, Earth Root x3
7: 232 Mana (46.4/sec)        Dragon Nail x2, Earth Root x4
8: 262 Mana (52.4/sec)        Dragon Nail x3, Earth Root x5
9: 292 Mana (58.4/sec)        Earth Root x4, Fanny Blossom x1
10: 322 Mana (64.4/sec)       Earth Root x5, Fanny Blossom x2

----------------
REJUVENATION: Regenerates (X) spirit and hitpoints over 5 seconds.
----------------
1: 62 HP/Mana (12.4/sec)      Earth Root x1, Ginseng x1
2: 82 HP/Mana (16.4/sec)      Earth Root x2, Ginseng x2
3: 112 HP/Mana (22.4/sec)     Black Rose x1, Earth Root x2, Ginseng x2
4: 142 HP/Mana (28.4/sec)     Black Rose x2, Earth Root x3, Ginseng x3
5: 172 HP/Mana (34.4/sec)     Black Rose x3, Earth Root x4, Ginseng x4
6: 202 HP/Mana (40.4/sec)     Dragon Nail x1, Earth Root x3, Ginseng x3
7: 232 HP/Mana (46.4/sec)     Dragon Nail x2, Earth Root x4, Ginseng x4
8: 262 HP/Mana (52.4/sec)     Dragon Nail x3, Earth Root x5, Ginseng x5	
9: 292 HP/Mana (58.4/sec)     Earth Root x4, Fanny Blossom x1, Ginseng x4
10: 322 HP/Mana (64.4/sec)    Earth Root x5, Fanny Blossom x2, Ginseng x5

----------------
STRENGTH: Increases your strength by (X) for 180 seconds.
----------------
1: +3 Strength                Farhangite x1
2: +5 Strength                Farhangite x2
3: +8 Strength                Black Rose x1, Farhangite x2
4: +11 Strength               Black Rose x2, Farhangite x3
5: +14 Strength               Black Rose x3, Farhangite x4
6: +17 Strength               Dragon Nail x1, Farhangite x3
7: +20 Strength               Dragon Nail x2, Farhangite x4
8: +23 Strength               Dragon Nail x3, Farhangite x5
9: +26 Strength               Fanny Blossom x1, Farhangite x4
10: +29 Strength              Fanny Blossom x2, Farhangite x5

----------------
DEXTERITY: Increases your dexterity by (X) for 180 seconds.
----------------
1: +3 Dexterity               Fatfern x1
2: +5 Dexterity               Farfern x2
3: +8 Dexterity               Black Rose x1, Fatfern x2
4: +11 Dexterity              Black Rose x2, Fatfern x3
5: +14 Dexterity              Black Rose x3, Fatfern x4
6: +17 Dexterity              Dragon Nail x1, Fatfern x3
7: +20 Dexterity              Dragon Nail x2, Fatfern x4
8: +23 Dexterity              Dragon Nail x3, Fatfern x5
9: +26 Dexterity              Fanny Blossom x1, Fatfern x4
10: +29 Dexterity             Fanny Blossom x2, Fatfern x5

----------------
INTELLIGENCE: Increases your intelligence by (X) for 180 seconds.
----------------
1: +3 Intelligence            Stardust x1
2: +5 Intelligence            Stardust x2
2: +8 Intelligence            Black Rose x1, Stardust x2
4: +11 Intelligence           Black Rose x2, Stardust x3
5: +14 Intelligence           Black Rose x3, Stardust x4
6: +17 Intelligence           Dragon Nail x1, Stardust x3
7: +20 Intelligence           Dragon Nail x2, Stardust x4
8: +23 Intelligence           Dragon Nail x3, Stardust x5
9: +26 Intelligence           Fanny Blossom x1, Stardust x4
10: +29 Intelligence          Fanny Blossom x2, Stardust x5

----------------
FULL RESISTANCE: Increases all your armor ratings with (X) for 180 seconds.
----------------
1: +4 Armor Rating            Whisperwood x1
2: +6 Armor Rating            Whisperwood x2
3: +8 Armor Rating            Black Rose x1, Whisperwood x2
4: +10 Armor Rating           Black Rose x2, Whisperwood x3
5: +12 Armor Rating           Black Rose x3, Whisperwood x4
6: +14 Armor Rating           Dragon Nail x1, Whisperwood x3
7: +16 Armor Rating           Dragon Nail x2, Whisperwood x4
8: +18 Armor Rating           Dragon Nail x3, Whisperwood x5
9: +21 Armor Rating           Fanny Blossom x1, Whisperwood x4
10: +23 Armor Rating          Fanny Blossom x2, Whisperwood x5

----------------
ALLAN BREW: Increases all your armor ratings with (X) for 180 seconds.
----------------
1: +36 Armor rating           Black Rose x4, Dragon Nail x4, Earth Root x4, 
                              Holy Basil x4, Whisperwood x4

NOTE: This potion is only available if Allan is chosen as Alchemist. There is 
also only one level of this potion, available after finishing "Allan Brew 
Confidential." It is also the only use of Holy Basil in the entire game. 




========================================================
==========================================================================
*21* FREQUENTLY ASKED QUESTIONS
==========================================================================
========================================================
Q: Keys, keys, keys! Why do I have so many keys?!
A: The problem with keys is that some locks (mainly chests) may be picked 
  with a high enough Lockpicking skill level, before the key is obtained. If 
  this is the case, the key (if obtained) will stay in your inventory forever. 
  On top of this, some keys (one in particular, dropped by a Goblin Chief in 
  the Secret Passage) have no actual use, and therefore are in your inventory 
  until the end.

Q: My [insert quest item here] vanished from my inventory! Why did that 
  happen?
A: Quest items (except for keys) seem to vanish when they lose their purpose. 
  The Wolfsbane Potion and Fake Red Ore vanish when you finish "Sibling 
  Rivalry," no matter what the outcome is. If you don't even have the items 
  yet, they vanish from their chests. If you do, you lose the item you didn't 
  use (or both), even though you DIDN'T USE IT.





========================================================
==========================================================================
*22* CONTACT INFORMATION
==========================================================================
========================================================
My screenname is LancetJades on GameFAQs. Feel free to IM me on AIM as 
well. If I don't respond, I'm not ignoring you, I just tend to wander 
away from my computer at times.

If you wish to contact me, just email me:
lancet at ever more forums dot com
(remove the spaces, obviously, and replace the at with the proper sign)

Alternatively, IM me at:
AIM: Lancet Jades
YIM: lancetjades (not on often)
MSN: psionicsword@hotmail.com (rarely on)

I never check my @hotmail.com address, so don't send mail to it.
I don't mind being contacted about this game, so don't hesitate if you 
have a question or comment. But if you're gonna flame me, it won't 
work (I'll just have a good laugh and ignore you). I also don't check my 
yahoo email address, so don't bother sending any mail there either.

I'm a perfectionist, so if you have anything to contribute or correct, 
please do so. You'll receive full credit (credit goes to the 
screenname you talk to me from, so if you want another name, you have 
to specify it). Even if you're pointing out a spelling or grammatical 
mistake, please do so, no matter how small. Note however, I live in the 
U.S., and as such, spelling it "color" instead of "colour" is NOT a 
mistake.

If you wish to use this guide on your site, aside from asking my 
permission, I require you in question to automatically fetch any 
updates I make from GameFAQs.com yourselves. I only update to 
GameFAQs.com and if I discover other sites carrying my guides have 
out-of-date versions, I will ask that it be removed.





========================================================
==========================================================================
*23* CREDITS
==========================================================================
========================================================
Axel
~Answered a question about the Crystal Skull.

Dark Shadow
~Discovered that the Wild Dweller DLC set contents is switched on the PC 
 version. Set 1 on 360 has the bow and leggings, while Set 2 has the axe and 
 helmet. It is reversed on the PC version!

J.R.
~Mentioned a small (big) error in the location of the Aleroth Archmage Helmet.

jeroenmelg
~Helped answer a lot of questions I had while playing, and made some minor 
 corrections.

Jigoku
~Provided screenshots of the DLC equipment sets so I could record their 
 stats.

Mephasm
~Provided the initial skill/stat/dragon point list I used in construction of 
 my own. Also discovered a stat point for letting Champion David flee from the 
 Black Boar.

Nilwarp
~Deciphered how ore vein content generation works! Also contributed some 
 corrections for how various stats work, including Heightened Reflexes, regen 
 from Strength and Intelligence, and Armor vs. Stat resistance points.

Raze
~Helped answer a lot of questions I had while playing. And I mean a LOT lot. 
 Also provided some minor corrections to the guide. Really, his contributions 
 are too numerous to list, and too valuable. Too bad he's a Black Ring 
 general. :(

seorin
~For his helpful FAQ which helped me sort through the game, found here:
 http://www.gamefaqs.com/xbox360/977060-divinity-ii-ego-draconis/faqs/58701

Tuxinator
~Informed me that Geshniz's golden chest (and thus Rayhun's, too) can contain 
 two Divine Charms.





========================================================
==========================================================================
*24* VERSION HISTORY
==========================================================================
========================================================
0.50     Completed July 19th, 2010.
Complete up to the halfway point of the game. Some small aspects of 
information are missing.

0.51     Completed July 21st, 2010.
Refined the information up to the halfway point, and added some corrections.

0.52     Completed July 22nd, 2010.
SPELLCHECKED THE GUIDE! Also added info on stat ranges for random buffs of 
unique equipment. It's the little things in life.

0.60     Completed July 26th, 2010.
Added a lot more missing info, including more books, misc. mindread info, 
and flavor text for quest items. Also added a "misc. item" section to the 
small lists section. Moved misc. mindreads to its own section.

0.61     Completed July 28th, 2010.
Updated a bit more of the stuff, made some changes to some formatting (esp. 
quest items), and added more info on some early malachite veins.

0.62     Completed August 3rd, 2010.
Added more information to most sections for many of the initial locations you 
can access in the Fjords.

0.63     Completed August 4th, 2010.
Added more information all-around.

0.64     Completed August 6th, 2010.
More information added.

0.70     Completed August 9th, 2010.
Added more information, especially regarding the Battle Tower platform 
operators. Cracked the melee/magic armor bonus from the Necromancers. 
Revised the comment and opinion sections of the Battle Tower sections. Added 
info on Stone's Fortress Greenery combinations list. Added a section for 
equipment sets that aren't DLC.

0.80     Completed August 16th, 2010.
A lot more information, and completing information on Stone's and Kali's 
flying fortresses. Added the "different types of loot" section.

0.81     Completed August 17th, 2010.
Fixed up some things, added data on the Hunter set and Raze's flying 
fortress. Added set bonus data to Aleroth Archmage set.

0.82     Completed August 18th, 2010.
Finished most of Keara's fortress, and finished the Battle Tower section.

0.83     Completed August 20th, 2010.
Small changes and additions. Added a section on respawning enemies and 
infinite EXP tricks.

0.85     Completed August 23rd, 2010.
Finished most of the in-game equipment sets and their bonuses. Skill section 
is woefully unfinished, as even a cursory glance can tell. I'm still working 
on figuring out the best way to present the data AND clearly mark it.

0.90     Completed August 27th, 2010.
Finished most incomplete sections, such as dragon skill points, dragon armor, 
and armor sets (non-DLC). Pretty much everything outside of the endgame 
(past the point of no return) should be covered in full. Anything that isn't, 
email me to let me know! Skill section also complete, minus three dragon 
skills.

1.00     Completed August 30th, 2010.
Finished the skill section, and completed the game (and guide). From here on 
out, further updates will mostly be corrections and other small fixes, as all 
content has been covered. Revised the desccriptions of the Epic and Unique 
rarity equipment.

1.01     Completed August 31st, 2010.
Added the two missing entries from the final battle to the monster log.

1.02     Completed September 20th, 2010.
Figured out how ore veins and their contents work, thanks to Nilwarp. Also 
revised the Heightened Reflexes damage increasing formula, also thanks to 
Nilwarp.

1.03     Completed September 22nd, 2010.
Revised some stats (mainly how regen and armor points work for Str, Dex, and 
Int), thanks to Nilwarp. Also corrected most unique weapons' critical rate. 
It was incorrect due to the fact Death Blow's bonus is added to the displayed 
rate (putting several weapons 3 points too high). Also pointed out by Nilwarp.

1.04     Completed October 19th, 2010.
Fixed a few errors in the skill section, and elsewhere.

1.05     Completed December 20th, 2010.
Added information to the About section regarding Flames of Vengeance and 
Dragon Knight Saga releases.

1.06     Completed February 10th, 2011.
Added info on the Small Key quest item finally, found a new one nearby (Cellar 
Key), and reworded/edited a lot of things. Also added a stat point mindread 
with Champion David that Mephasm found.

2.00     Completed April 19th, 2011.
Changed the About section to reflect the release of Divinity II: The Dragon 
Knight Saga, and an updated version of this guide for that edition of the 
game. Also fixed a few things, such as adding Aravir's "My First Bow" to the 
ranged weapon section (used to be in melee, a relic from when I didn't sort 
the unique items by type). Many small errors were fixed, due to the DKS 
version being edited as I played. Added a section in the end to list all 
enchantments and potions, too. Also improved the dividers between sections, 
like the DKS guide has. The revisions and updates only go up to the end of 
Broken Valley (before Maxos Temple) however. Future updates will include later 
parts of the game.

2.01     Completed April 22nd, 2011.
More minor changes to a lot of things throughout the guide, mostly rewrites 
to better articulate things. Rewrites are complete up to the end of Maxos 
Temple.

2.05     Completed May 1st, 2011.
Revised the guide up to the end of Sentinel Island and the acquisition of the 
Battle Tower.

2.06     Completed May 6th, 2011.
Edited a few extra things.

2.07     Completed May 10th, 2011.
Made a few more minor changes from new findings in DKS that apply to ED as 
well.

2.08     Completed May 16th, 2011.
More minor adjustments. These updates are quite boring and minuscule, aren't 
they?

2.10     Completed May 31st, 2011.
Even more adjustments! Spelling and grammar fixes, typos fixed, incorrect 
information edited. It's a blast. No, really!(Ok, no, it's not)

2.11     Completed June 3rd, 2011.
Edited the formatting of unique equipment and sets to incorporate changes in 
my DKS guide, such as separate rows for each buff, for enhanced ease of 
reading.

2.12     Completed June 6th, 2011.
More small changes and edits.

2.13     Completed June 10th, 2011.
Even more edits and changes. Nothing big.

2.14     Completed June 13th, 2011.
Some more edits. Yawn.

2.15     Completed June 27th, 2011.
Yes, more minor corrections. This is probably the last of these updates.

2.16     Completed July 1st, 2011.
A few last corrections, mostly to the format of the Misc. Items section, and 
how it lists locations of the various items.

2.17     Completed July 7th, 2011.
Added two books I'd missed: Amusing Anomalies and Research Notes.

2.18     Completed July 20th, 2011.
Fixed some spelling errors.

2.19     Completed October 8th, 2011.
Added a note that Rayhun and Geshniz's chests may contain two Divine Charms, 
courtesy of Tuxinator.

2.20     Completed November 3rd, 2011.
Fixed a small error with the Aleroth Archmage Helmet's location. SouthEAST, 
not southwest.





========================================================
==========================================================================
*25* BOILERPLATE
==========================================================================
========================================================
This document Copyright 2010-2011 John Hoffnagle IV.

Do not reproduce this document for any purpose besides personal use 
without asking me first. I'm not stingy; if you ask, you'll most likely 
get permission to host it. Otherwise, it's a violation of copyright, 
and I WILL pursue legal action, especially if you sell it for money.

All trademarks and copyrights contained in this document are owned by 
their respective trademark and copyright holders. None of which are me.

     
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