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DIVINITY II: THE DRAGON KNIGHT SAGA 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: 0.65 (completed May 16th, 2011)
Sites with permission to post this FAQ:
GameFAQs.com
Neoseeker.com
Gamesradar.com
Gamershell.com
Supercheats.com
RPGLord.com
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ABOUT
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Be aware many aspects of the old sections of the guide may be incorrect or
outdated. for now. And keep in mind, no Flames of Vengeance content is covered
yet. Among other things, the Skill tables have not been updated for DKS at
all. However, all other sections should work fairly well. Just remember, this
is a work in progress.
This is an FAQ for Divinity II: The Dragon Knight Saga, 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.
Each section of the guide is segregated into a separate Ego Draconis and
Flames of Vengeance entry. This allows players who are playing Flames of
Vengeance exclusively to quickly track down information pertaining only to
that part of the game. (and also see what they're missing in ED!)
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 - Using this guide
2: Unique equipment
2.1 - Ego Draconis table of contents
2.1.1 - Melee weapons
2.1.2 - Shields
2.1.3 - Ranged weapons
2.1.4 - Armour
2.1.5 - Jewelry
2.2 - Flames of Vengeance table of contents
2.2.1 - Melee weapons
2.2.2 - Shields
2.2.3 - Ranged weapons
2.2.4 - Armour
2.2.5 - Jewelry
3: Equipment sets
3.1 - Ego Draconis sets
3.1.1 - Annihilator set
3.1.2 - Mining Guild set
3.1.3 - Orobas set
3.1.4 - Rivellon Guards set
3.1.5 - Defenders of Aleroth set
3.1.6 - Wild Dwellers set
3.1.7 - Blood Echelon set
3.1.8 - Scorpion set
3.1.9 - Hunter set
3.1.10- Aleroth Archmage set
3.2 - Flames of Vengeance sets
4: Dragon armour sets
4.1 - Bone Dragon set
4.2 - Chainmail Dragon set
4.3 - Crystal Dragon set
4.4 - Plate Dragon set
5: Quests
5.1 - Main Story quests
5.2 - Broken Valley quests
5.3 - Sentinel Island quests
5.4 - Orobas Fjords quests
5.5 - Flames of Vengeance quests
6: Bonus skill points
6.1 - Ego Draconis points
6.2 - Flames of Vengeance points
7: Bonus stat points
7.1 - Ego Draconis points
7.2 - Flames of Vengeance points
8: Dragon skill points
8.1 - Ego Draconis points
8.2 - Flames of Vengeance 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
10.1 - Ego Draconis entries
10.2 - Flames of Vengeance entries
11: Traders and shops
11.1 - Ego Draconis shops
11.2 - Flames of Vengeance shops
12: Books
12.1 - Ego Draconis books
12.2 - Flames of Vengeance books
13: Quest items
13.1 - Ego Draconis items
13.2 - Flames of Vengeance items
14: Valuable mindreads
14.1 - Ego Draconis mindreads
14.2 - Flames of Vengeance mindreads
15: Malachite gems
15.1 - Ego Draconis gems
15.2 - Flames of Vengeance 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 other lists
19.1 - Ore vein contents
19.2 - Rarity properties
19.3 - Stone's Fortress Greenery spring
19.4 - Decisions between unique things
19.5 - EXP Table
20: Enchantments and Potions
20.1 - Weapon enchantment list
20.2 - Armour enchantment list
20.3 - Jewelry enchantment list
20.4 - Potion list
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.
NOTE! The specific effects of these stats may not be correct, if DKS changed
their effect! I will remove this notice when I am positive that all effects
are 100% correct.
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1.1 - CHARACTER STATS
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These are the stats your character has, and how they work. In DKS, each stat
has an icon to go along with it. The stat name and icon are listed, followed
by its effects.
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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, or HP
Icon: Red and black heart with a cross inside.
Hitpoints represents your total 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, or MP
Icon: Large white and blue ball of energy.
Mana 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, or EXP
Icon: Orange and yellow letters spelling out "XP."
Experience is... your experience. This determines your character level,
although in DKS it does not affect damage calculations. 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. 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.
Icon: A light blue ankh.
+7 to Hitpoints
SPIRIT: Your magical potential and reserves.
Icon: A light blue
+7 to Mana
STRENGTH: Your physical power.
Icon: A light blue fist.
+0.5% to Melee Damage
+0.4 Melee Armour Points
+0.006% to natural HP regeneration
+1 to Conditioned Body
DEXTERITY: Your reflexes and speed.
Icon: A light blue lightning bolt.
+0.5% to Ranged Damage
+0.4 to Ranged Armour Points
+1 to Heightened Reflexes
INTELLIGENCE: Your mental and magical power.
Icon: A light blue incandescent lightbulb.
+1% to Magic Damage (affects both spell AND weapon magic damage)
+0.4 to Magic Armour 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
Melee Icon: Two orange swords crossed.
Ranged Icon: A brown bow.
Magic Icon (Melee): Two white swords on a blue energy ball.
Magic Icon (Ranged): A white bow on a blue energy ball.
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
Melee Icon: Red shield with crossed swords.
Ranged Icon: Green shield with a bow.
Magic icon: Blue shield with a white energy ball.
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 armour. Each point gained from
equipped armour is worth a full point, thus an armour that gives +5 to Melee
Resistance gives a full 5 points. Each point in a stat is worth 40% of an
armour point (or 0.4 of an armour point). Five stat points would have the same
effect as 2 armour points (so that +5 Melee Resist armour 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
Icon: Red shield with a fist.
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, Poison, and Polymorph. The damage done per second
and chance of being afflicted are not affected.
HEIGHTENED REFLEXES
Icon: Green shield with a lightning bolt.
This stat is governed 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
Icon: Blue shield with an incandescent lightbulb.
This stat is governed by Intelligence, with each point increasing it by 1%.
Indomitable Will 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). These unique items have a gold-
colored name. The phrase "Unique rarity" denotes when an actual item of that
rarity is being discussed (and note that actual Unique rarity items have a red
name and a (Unique) rarity tag).
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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 requirement. 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 (the icon is a white skull):
-Melee weapons: 5%
-Bows (type 1): 7%
-Bows (type 2): 12%
Special and unique weapons (listed in sections 2.2 and 2.4) may have higher
critical rates. There is no distinction between type 1 and type 2 bows besides
the different critical rate.
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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 throughout the game. The majority of
equipment will not have this entry, however all pieces of a set list the
entire set on their menu screen, so it is easy to know what a comprises the
set.
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BUFFS
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These are bonuses to stats and skills that appear in blue right under the
base stats of items (things like melee/ranged/magic damage and armour, and
critical chance). These provide additional bonuses to stats, ranging from
character stats (such as Hitpoints, Vitality, Strength, or Conditioned Body)
to equipment stats (Melee Damage/Armour, Critical Chance), and even bonuses
to skill levels.
Certain types of equipment can only have certain buffs, however. The following
is a list of all known possible buffs. Note that unique equipment sometimes
strays from these lists.
The actual value of a particular buff (such as +2 vs. +5 vs. +8) is based on
the rarity of the item. Uncommon and Rare items have low buffs, Magical and
Heroic have medium-level buffs, and Legendary, Elder, and beyond have high
buffs. Skill bonuses are based on your character level (for shops and chest
loot), enemy level (for dropped loot), or the item level (for unique jewelry
items that have a minimum level for equipping).
Melee weapons (One-handed Swords and Axes; Two-handed Swords)
-Hitpoints
-Strength
-Critical Chance
-Melee Damage
-Conditioned Body
Melee weapons (One-handed Warhammers)
-Mana
-Intelligence
-Critical Chance
-Magic Damage
-Indomitable Will
Ranged weapons (Bows):
-Hitpoints
-Dexterity
-Critical Chance
-Ranged Damage
-Heightened Reflexes
Armour (Shields, Armour, Helmets, Gauntlets, Leggings):
-Vitality
-Spirit
-Melee Armour
-Ranged Armour
-Magic Armour
Jewelry (Amulets, Earrings, Bracelets)
-Skill bonuses
Priest/Mage skill bonus:
-Intelligence
-Magic Damage
-Indomitable Will
Warrior skill bonus:
-Strength
-Melee Damage
-Conditioned Body
Ranger skill bonus:
-Dexterity
-Ranged Damage
-Heightened Reflexes
Dragon Slayer skill bonus:
-Any of the above
Jewelry (Belts, Rings):
-Hitpoints
-Mana
-Critical Chance
-HP Regeneration
-Mana Regneration
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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.
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, 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. Items with open charm slots will have a
large iron-looking ring icon to the right of their name in your inventory
screen.
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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 randomized 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.
The number of enchantment slots is entirely pre-determined. All mass-produced
randomly generated items only have 1 slot (Basic- and Uncommon-rarity items
have none). Others may have more, and unique items have a pre-determined
number.
Randomly-generated items have random enchantments, with both the quality of
the item, and the enchantment itself based on your character's level. Unique
items, however, have pre-determined enchantments, and some start with empty
slots.
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FLAVOR TEXT
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Some unique items have flavor text in a light blue font, appearing below the
Enchantments. This IS just flavor text, and has no effect on anything.
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1.3 - USING THIS GUIDE
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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.
Small Box: These are dark brown flat boxes, usually sitting on tables, found
throughout the game. These are the Jewelry Boxes from ED, and now contain gold
and a common item (usually a gem, herb, or ore). This is probably due to
jewelry generation mechanics being reworked to give skill bonuses much more
often than in ED.
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 armour.
Corpses: These are bloody corpses scattered in various places. They usually
contain nothing, but sometimes have a random ore, herb, gem, food, or drink
item. Sometimes a potion or some gold will appear. VERY rarely will they have
a decent piece of equipment, of rare, magical, heroic, or even legendary
quality. This makes corpses quite an interesting source of items...if more
than every twentieth corpse actually HAD something.
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*2* UNIQUE EQUIPMENT
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!!!!!NOTE!!!!!
It has come to my attention that different releases of the game in different
regions and consoles may affect the stats of unique equipment. Just know that
all items listed use stats from the North American release of DKS on the Xbox
360 platform. If your item stats differ, please send me a list of the stats on
your items (only those that differ) via email. Put a (DKS) tag in the subject,
and be sure to include which region and platform your game is on.
!!!!!NOTE!!!!!
Dragon Knight Saga has simplified identification of unique equipment. All
unique weapons, armour, and jewelry have their name listed in gold (similar to
how rarities color the item name as well), and no longer have prefixes or
suffixes based on enchantments and buffs. All "generic name" unique equipment
has been given an actual unique name as well (such as Jackson's Cleaver,
formerly known as Normal Light Iron Cleaver).
Some unique items still have randomized stats. These are mostly the same ones
as in ED, such as the Wishing Well bracelets. Most buffs are randomized, and
all enchantment slots are filled with random enchantments. These items will
have their value listed as random, since it's dependent on the random buffs
the item is given. In addition, charm slots seem completely pre-determined, so
they are no longer random.
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. However, "quest" items, whether equipment or
the normal kind, do not actually count towards your inventory limit, so the
space they take up is purely aesthetic.
The listed value of all items is without any charms and/or enchantments. Many
unique items now come with specific enchantments, so be aware this value is
with those enchantments removed! This means the value (and thus price, for
purchased items) will be higher than the value listed in this guide.
There are no longer stat requirements for items in DKS. The level requirement
for any given item is listed next to its item type (between the type, and the
gold value). L10, for example, means it cannot be equipped until you reach
level 10.
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 is mindread. If no mindread is
listed, none is required.
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2.1 - UNIQUE EQUIPMENT (EGO DRACONIS)
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MELEE WEAPONS:
-Alberic's 'My First Mace' (choose the mage path in Farglow)
-Arben's Sword (given by Arben's Ghost in the tomb)
-Barnabus' Mace (kill Barnabus and loot it)
-Brightblade (mindread Seth, then kill him in combat)
-Carlin's Mace (purchase from Carlin in Lord Lovis' Tower)
-Eugene's Axe (let Clyde live in "Method or Madness")
-Gawain's 'My First Sword' (choose the warrior path in Farglow)
-Jackson's Cleaver (press the button in Jackson's Cellar)
-Laiken's Sword (mindread Laiken during "Laiken in his Lair")
-Lovis Cohort Mace (one of four choices in Citadel Dungeon)
-Lovis Cohort Sword (one of four choices in Citadel Dungeon)
-Mace (mindread Winthrop, find behind Jackson's pig pen)
-Mister Smashy (purchase from the Hermit on Sentinel Island)
-Noryfundus' Rusty Sword (buy from Noryfundus)
-Radcliff's Sword (result of weaponsmithing contest)
-Razakel's Hammer (kill Barnabus and loot it, if mindread Razakel)
-Rib Ripper (purchase from Sassan in the Battle Tower Throne Room)
-Shaman Slayer (purchase from Derk in Broken Valley)
-Slayerbane (mindread Talana and look on a cliff)
-Stolen Flamberge (one of five weapons on table in Bandit Camp)
-Stolen Iron Axe (one of five weapons on table in Bandit Camp)
-Stolen Iron Sword (one of five weapons on table in Bandit Camp)
-Stolen Steel Mace (one of five weapons on table in Bandit Camp)
-Tagos' Axe (during "An Axe to Find")
-Ulfmar's Axe (mindread Hermit, then look in statue's mouth)
-Viper's Sword (kill Viper and loot it)
-Wesson's Sword (result of weaponsmithing contest)
SHIELDS:
-Knight Protector (purchase from Derk in Broken Valley)
-Lovis Cohort Shield (one of four choices in Citadel Dungeon)
-Noryfundus' Paper-thin Shield (buy from Noryfundus)
-The Wall (purchase from Sam in the Shipwreck Camp)
RANGED WEAPONS:
-Aravir's 'My First Bow' (choose the ranger path in Farglow)
-Bow of Nericon (purchase from Sam in the Shipwreck Camp)
-Lovis Cohort Bow (one of four choices in Citadel Dungeon)
-Mister Shooty (in the Hermit's chest after mindreading Vacca)
-Noryfundus' Crappy Bow (buy from Noryfundus)
-Ranger's Rest (purchase from Derk in Broken Valley)
-Rothman's Bow (reward for "Stuck in a Hole")
-Stolen Short Bow (one of five weapons on table in Bandit Camp)
ARMOUR:
-Champion David's Gauntlets (reward for "The Fugitive" if you extort David)
-Cuirass of Jurak (complete all five bounty quests in Broken Valley)
-Helmet of Amdusias (mindread Amdusias, then open the chest in his room)
-Noryfundus' Muddy Boots (buy from Noryfundus)
-Raze's Cuirass (dropped by Raze, in the Headquarters of his flying fortress)
-Robin's Gauntlets (reward for "The Greater Hunter")
JEWELRY:
-Adventurer's Band (purchase from Merchant Lamotte in Broken Valley)
-Alchemy Amulet (dropped by Rayhun in his Headquarters in Broken Valley)
-Alrik's Leader Necklace (kill Alrik and loot it)
-Amulet of Slantwig (found in Lost Cavern by waiting in front of throne)
-Arnold's Belt (mindread Arnold, under a bed in Barracks)
-Barnabus' Ring (kill Barnabus and loot it)
-Darling Ring (purchase from Sassan in the Battle Tower Throne Room)
-Dead Man's Ring (threaten the two women in Orobas Fjords for the ring)
-Dragon Girdle (purchase from Artemas in Dragon Cliff Castle)
-Earrings of Anastas (purchase from Carlin in Lord Lovis' Tower)
-Elven Earrings (purchase from Sassan in the Battle Tower Throne Room)
-Girdle of Gula (purchase from Merchant Lamotte in Broken Valley)
-Hallorn's Ring (kill Hallorn and loot it)
-Hermosa's Necklace (given by Hermosa during "Dear John")
-Jackal's Ring (let Jackal live in "Method or Madness")
-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)
-Mister Belty (purchase from the Hermit on Sentinel Island)
-Mister Necktie (purchase from the Hermit on Sentinel Island)
-Noryfundus' Earrings of Might (buy from Noryfundus)
-Noryfundus' Plastic Ring (buy from Noryfundus)
-Penelope's Amulet (mini-chest on Lovis' Tower)
-Power Belt (during "Louis' Stash")
-Ragon's Ring (kill Ragon and loot it)
-Rivertown's Grip (purchase from Sam in the Shipwreck Camp)
-Spirit of the Forest (purchase from Mara in Broken Valley)
-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)
-Wizard's Companion (purchase from Locke in Broken Valley)
-Yuthul Gor Bangle (purchase from Abram in Camp Eagle's Nest in the Fjords)
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2.1.1 - MELEE WEAPONS (EGO DRACONIS)
==================
A list of all the unique melee weapons found in Ego Draconis. These weapons
are equipped to your Melee slots.
----------------
Alberic's 'My First Mace'
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OBTAINED: Talk to Alberic and choose the Mage path in Farglow.
One-handed Warhammer L1 (465 gold)
Melee damage: 2 - 2; Critical Chance: 8%
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Arben's Sword
----------------
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 Tillian at the slayer camp in exchange for the
Chalice Key. This is not the only way to complete the quest, however.
Two-handed Sword L12
Melee damage: 6 - 42; Magic Damage: 7 - 46; Critical Chance: 8%
+2 to Strength; +2 to Critical Chance; +20 to Hitpoints
+1 to Two-Handed Weapon Expertise skill
Cannot be sold, stored, or destroyed
----------------
Barnabus' Mace
----------------
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 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, eventually
failing the quest by advancing the story.
One-handed Warhammer L23
Melee damage: 41 - 51; Magic damage: 12 - 15; Critical Chance: 8%
+4 to Intelligence
+36 to Mana
+1 to Bleed skill
1 empty charm slot
1 empty enchantment slot
"A legendary mace used by the necromancer Barnabus to claim the lives of
many."
Cannot be sold, stored, or destroyed
----------------
Brightblade
----------------
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 L12 (4193 gold)
Melee damage: 16 - 27; Magic damage: 7 - 12; Critical Chance: 13%
+3 to Strength
+2 to Single-Handed Weapon Expertise skill
2 empty charm slots
2 empty enchantment slots
----------------
Carlin's Mace
----------------
OBTAINED: Purchase from Carlin, the blacksmith skeleton, in the Citadel
Armoury room of Lord Lovis' Tower.
One-handed Warhammer L15 (4935 gold)
Melee damage: 14 - 17; Magic damage: 23 - 68; Critical Chance: 5%
+23 to Mana
1 empty charm slot
2 filled enchantment slots - Increased Damage 1; Fire Curse 3
"Before becoming a living skeleton, Carlin was a living wizard as well as a
smith. This was his trusty mace: a fearsome weapon indeed."
----------------
Eugene's Axe
----------------
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 (despite the name).
One-handed Axe L9 (random)
Melee damage: 11 - 25; Magic damage: 3 - 8; Critical Chance: 8%
+1 to Confusion skill
2 random buffs:
-Hitpoints: +15-22
-Strength: +2-3
-Melee Damage: +2-3
-Conditioned Body: +2
-Critical Chance: +2
1 empty charm slot
"Careful with that axe, Dragon Slayer!"
----------------
Gawain's 'My First Sword'
----------------
OBTAINED: Talk to Gawain and choose the Warrior path in Farglow.
One-handed Sword L1 (470 gold)
Melee damage: 2 - 3; Critical Chance: 8%
----------------
Jackson's Cleaver
----------------
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 L7 (1290 gold)
Melee damage: 13 - 29; Critical Chance: 5%
+2 to Strength
+1 to Evade skill
1 empty enchantment slot
"You can cut mean pork chops with this weapon!"
----------------
Laiken's Sword
----------------
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 L18 (9049 gold)
Melee damage: 11-18; Magic damage: 30 - 50; Critical Chance: 8%
+3 to Strength; +3 to Critical Chance; +34 to Hitpoints
+2 to Summon Mastery skill
2 empty charm slots
----------------
Lovis Cohort Mace
----------------
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 L9 (1197 gold)
Melee damage: 16 - 20; Critical Chance: 5%
+2 to Critical Chance
+1 to Mana Leech skill
1 empty charm slot
1 empty enchantment slot
"A sturdy type of mace once wielded by many of Lord Lovis' legionnaires."
NOTE: Choosing this item will prevent you from obtaining a Skill Book! See
Book 4 in the skill point section for more information.
----------------
Lovis Cohort Sword
----------------
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.
One-Handed Sword L9 (1410 gold)
Melee damage: 8 - 14; Magic damage: 3 - 5; Critical Chance: 8%
+3 to Melee Damage
1 empty charm slot
1 empty enchantment slot
"A deadly type of sword once brandished by many of Lord Lovis'
legionnaires."
NOTE: Choosing this item will prevent you from obtaining a Skill Book! See
Book 4 in the skill point section for more information.
----------------
Mace
----------------
MINDREAD: Winthrop (40 EXP)
OBTAINED: Mindread Winthrop, then look behind the far corner of the pig pen at
Jackson's Farm.
One-handed Warhammer L4 (1095 gold)
Melee damage: 10 - 12; Critical Chance: 8%
+8 to Mana
1 empty enchantment slot
----------------
Mister Smashy
----------------
OBTAINED: Purchase from the Hermit on Sentinel Island.
One-handed Warhammer L20 (7200 gold)
Melee damage: 18 - 22; Magic Damage: 30 - 90; Critical Chance: 10%
+3 to Critical Chance; +3 to Indomitable Will
2 empty charm slots
2 filled enchantment slots - Butcher 6; Mana Leech 1
"Don't use on your squishy bits!"
----------------
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 L1 (295 gold)
Melee damage: 1 - 4; Critical Chance: 5%
----------------
Radcliff'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 Radcliff's
weapon.
One-Handed Sword L16 (1970 gold)
Melee damage: 14 - 24; Magic damage: 14 - 24; Critical Chance: 8%
+3 to Critical Chance
3 empty enchantment slots
"Radcliff's latest masterpiece. A fine smith he is!"
----------------
Rib Ripper
----------------
OBTAINED: Purchase from Sassan, on the balcony of your quarters in the Battle
Tower's Throne Room.
One-handed Axe L25 (7150 gold)
Melee damage: 0 - 110; Magic Damage: 23 - 28; Critical Chance: 10%
+7 to Strength; +6 to Melee Damage; +4 to Critical Chance
+1 to Bleed skill
1 empty charm slot
1 filled enchantment slot - Mana Leech 7
"This axe earned its frightful name by courtesy of its previous owner, a
barbarian who made an art out of swinging it so hard it would pierce even the
armour of his opponents and snap their ribs to bits."
----------------
Shaman Slayer
----------------
OBTAINED: Purchased from Derk in Broken Valley Village.
One-handed Sword L12 (3006 gold)
Melee damage: 15 - 45; Magic Damage: 9 - 15; Critical Chance: 5%
+3 to Strength
2 empty charm slots
"The people of Broken Valley loathe goblins as much as they fear them. A
sword like this takes away the fear."
----------------
Slayerbane
----------------
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 L10 (2043 gold)
Melee damage: 7 - 17; Magic damage: 5 - 11; Critical Chance: 8%
+2 to Conditioned Body
+1 to Jump Attack skill
1 empty charm slot
3 empty enchantment slots
"A weapon feared by all Dragon Slayers that lies comfortably in your hand
nonetheless."
----------------
Stolen Flamberge
----------------
OBTAINED: In the Bandit Camp, on a table at the campsite. Four bandits are
arguing over who gets which weapon. This is the two-handed sword. Taking any
of the weapons prompts the bandits to tell you to put it back; declining
starts a battle with all four bandits (all level 10).
Two-handed Sword L10 (1500 gold)
Melee damage: 12 - 36; Magic damage: 2 - 6; Critical Chance: 8%
+2 to Conditioned Body; +2 to Critical Chance
1 empty enchantment slot
----------------
Stolen Iron Axe
----------------
OBTAINED: In the Bandit Camp, on a table at the campsite. Four bandits are
arguing over who gets which weapon. This is the one. 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 L10 (1480 gold)
Melee damage: 13 - 31; Magic damage: 2 - 6; Critical Chance: 8%
+2 to Critical Chance; +2 to Conditioned Body
1 empty enchantment slot
----------------
Stolen Iron Sword
----------------
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 bandits (all level 10).
One-handed Sword L10 (2140 gold)
Melee damage: 17 - 28; Magic damage: 3 - 5; Critical Chance: 11%
+2 to Conditioned Body; +2 to Strength
1 empty enchantment slot
----------------
Stolen Steel Mace
----------------
OBTAINED: In the Bandit Camp, on a table at the campsite. Four bandits are
arguing over who gets which weapon. This is the mace. Taking any of the
weapons prompts the bandits to tell you to put it back; declining starts a
battle with all four bandits (all level 10).
One-handed Warhammer L10 (1890 gold)
Melee damage: 12 - 28; Magic damage: 2 - 6; Critical Chance: 8%
+2 to Intelligence; +2 to Magic Damage
1 empty enchantment slot
----------------
Tagos' Axe
----------------
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 L10
Melee damage: 13 - 31; Magic damage: 2 - 6; Critical Chance: 8%
+2 to Conditioned Body
+1 to Death Blow skill
2 empty enchantment slots
"If, as you fear, the little Xs carved into the haft of this axe indicate the
number of people Tagos has killed, he is not just a bandit, but a mass
murderer!"
Cannot be sold, stored, or destroyed
----------------
Ulfmar's Axe
----------------
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 L17 (4377 gold)
Melee damage: 20 - 48; Magic damage: 6 - 14; Critical Chance: 10%
+3 to Strength; +3 to Conditioned Body
+1 to Confusion skill
1 empty charm slot
"The favourite weapon of the fabled pirate Ulfmar."
----------------
Viper's Sword
----------------
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 L11
Melee damage: 17 - 28; Magic damage: 5 - 8; Critical Chance: 8%
+2 to Conditioned Body
+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
----------------
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 L16 (1455 gold)
Melee damage: 14 - 24; Magic damage: 5 - 8; Critical Chance: 8%
+2 to Melee Damage
"The sword forged for you y Wesson. It's good, but it's not great."
==================
2.1.2 - SHIELDS (EGO DRACONIS)
==================
A list of all the unique shields found in Ego Draconis. These shields are
equipped to your melee off-hand slot.
----------------
Knight Protector
----------------
OBTAINED: Purchased from Derk in Broken Valley Village.
Shield L10 (1314 gold)
Melee Armour Rating: +4; Ranged Armour Rating: +4
+2 to Spirit
+1 to Reflect skill
1 empty charm slot
1 filled enchantment slot - Magic Damage Aura 1
"Common in the days of the Divine Order, this type of shield is quite
valuable nowadays and well liked by all soldiers."
----------------
Lovis Cohort Shield
----------------
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 shield.
Shield L9 (480 gold)
Melee Armour Rating: +3; Magic Armour Rating: +3
"A stalwart type of shield once held by many of Lord Lovis' legionnaires."
NOTE: Choosing this item will prevent you from obtaining a Skill Book! See
Book 4 in the skill point section for more information.
----------------
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 L1 (20 gold)
----------------
The Wall
----------------
OBTAINED: Purchased from Sam in the Shipwreck Camp on Sentinel Island.
Shield L20 (3906 gold)
Melee Armour Rating: +10; Ranged Armour Rating: +13; Magic Armour Rating: +2
+3 to Vitality; +3 to Melee Armour Rating
+2 to Defensive Posture skill
2 empty charm slots
1 filled enchantment slot - Life Line 5
"So unrelenting is this shield's strength that it is known as the Wall. It
would take siege material to smash through it."
==================
2.1.3 - RANGED WEAPONS (EGO DRACONIS)
==================
A list of all the unique bows found in Ego Draconis. 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 L1 (465 gold)
Ranged damage: 1 - 3; Critical Chance: 8%
----------------
Bow of Nericon
----------------
OBTAINED: Purchased from Sam in the Shipwreck Camp on Sentinel Island.
Bow L22 (9362 gold)
Ranged damage: 24 - 73; Magic damage: 22 - 66; Critical Chance: 13%
+36 to Hitpoints; +4 to Critical Chance
+1 to Splitting Arrows skill
2 empty charm slots
1 filled enchantment slot - Mana Leech 2
"This weapon was made from wood coming from a tree in Nericon's Garden, the
fabled yard in Ferol, and carries mighty enchantments deep within.
----------------
Lovis Cohort Bow
----------------
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 L9 (1398 gold)
Ranged damage: 9 - 27; Critical Chance: 7%
+2 to Ranged Damage
+1 to Regenerate skill
1 empty charm slot
1 empty enchantment slot
"A fierce type of bow once plied by many of Lord Lovis' legionnaires."
NOTE: Choosing this item will prevent you from obtaining a Skill Book! See
Book 4 in the skill point section for more information.
----------------
Mister Shooty
----------------
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 L16 (3019 gold)
Ranged damage: 11 - 34; Magic damage: 10 - 29; Critical Chance: 11%
+3 to Heightened Reflexes; +2 to Ranged Damage
+1 to Ranger Stealth skill
2 empty enchantment slots
"String makes deadly stick go *schwooosh!*"
----------------
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 L1 (415 gold)
Ranged Damage: 1 - 3; Critical Chance: 7%
----------------
Ranger's Rest
----------------
OBTAINED: Purchased from Derk in Broken Valley Village.
Bow L10 (2031 gold)
Ranged damage: 4 - 40; Magic Damage: 6 - 10; Critical Chance: 7%
+2 to Heightened Reflexes; +2 to Ranged Damage
1 empty charm slot
1 filled enchantment slot - Increased Magical Damage 4
"Traveling in the wilds is dangerous business, but with a bow like this in
hand, rangers can rest assured they are well armed."
----------------
Razakel's Hammer
----------------
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 L18 (8149 gold)
Melee damage: 4 - 10; Magic damage: 26 - 60; Critical Chance: 8%
+4 to Intelligence
+36 to Mana
+1 to Death Blow skill
2 empty charm slots
3 empty enchantment slots
----------------
Rothman's Bow
----------------
OBTAINED: Head southwest 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 L12 (random)
Ranged damage: 8 - 25; Magic damage: 7 - 22; Critical Chance: 10%
+1 to Wisdom skill
2 random buffs:
-Hitpoints: +15-22
-Dexterity: +2-3
-Ranged Damage: +2-3
-Heightened Reflexes: +2
-Critical Chance: +2
1 filled enchantment slot (random)
----------------
Stolen Short Bow
----------------
OBTAINED: In the Bandit Camp, on a table at the campsite. Four bandits are
arguing over who gets which weapon. This is the bow. Taking any of the
weapons prompts the bandits to tell you to put it back; declining starts a
battle with all four bandits (all level 10).
Bow L10 (2150 gold)
Ranged damage: 13 - 31; Magic damage: 2 - 6; Critical Chance: 11%
+16 to Hitpoints; +3 to Ranged Damage
1 empty enchantment slot
==================
2.1.4 - ARMOUR (EGO DRACONIS)
==================
A list of all the unique armour found in Ego Draconis. These are divided into
armour, helmets, gauntlets, and leggings.
----------------
Champion David's Gauntlets
----------------
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. If you agree to keep the secret for free, insist twice you'll turn him
in to Richard (or actually do so without warning him) these gauntlets will be
lost forever!
Armour - Gauntlets L8 (random)
Ranged Armour Rating: +2
+1 to Ranger Strength skill
1 random buff:
-Vitality: +1-2
-Spirit: +1-2
-Melee Armour: +1-2
-Ranged Armour: +1-2
-Magic Armour: +1-2
2 filled enchantments slots (random)
"The Hunter Gauntlets of Power, an ideal piece of armour for a ranger."
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
----------------
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 armour as an extra reward for "A Hunting We Shall Go."
Armour L12 (random)
Melee Armour Rating: +6; Magic Armour Rating: +2
+2 to Reflect skill
2 random buffs:
-Vitality: +2-3
-Spirit: +2-3
-Melee Armour: +2
-Ranged Armour: +2
-Magic Armour: +2
1 filled enchantment slot (random)
"Specially forged for the renowned Broken Valley Guard Captain Jurak, this
cuirass is a hallmark in the craft of smithing."
----------------
Helmet of Amdusias
----------------
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.
Armour - Helmet L19 (3752 gold)
Melee Armour Rating: +3; Magic Armour Rating: +3
+5 to Spirit; +5 to Vitality
+2 to Mana Efficiency skill
1 empty charm slot
2 filled enchantment slots - Life Line 1; Increased Mana 3
"The true helmet of the false Dragon."
----------------
Noryfundus' Muddy Boots
----------------
OBTAINED: Purchase from Noryfundus in the southeast corner of Broken Valley.
This is marketed under the name "Noryfundus' Boots of Grace."
Armour - Leggings L1 (20 gold)
----------------
Raze's Cuirass
----------------
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 Harbour.
LOST: Wesson requires this item for his second quest, "Raging Raze." If
Radcliff was chosen as enchanter, this item may be kept forever.
Armour L29
Melee Armour Rating: +9; Magic Armour Rating: +9
+4 to Magic Armour Rating; +5 to Melee Armour Rating
+1 to Reflect skill
3 empty enchantment slots
----------------
Robin's Gauntlets
----------------
OBTAINED: A reward for the quest "The Greater Hunter." Sir Robin, in the Black
Boar pub, gives them to you automatically after completing the quest.
Armour - Gauntlets L15 (random)
Ranged Armour Rating: +3
1 random buff:
-Vitality: +3-4
-Spirit: +3-4
-Melee Armour: +2-3
-Ranged Armour: +2-3
-Magic Armour: +2-3
1 filled enchantment slot (random)
"Your prize for proving you are indeed the greatest hunter!"
==================
2.1.5 - JEWELRY (EGO DRACONIS)
==================
A list of all the unique jewelry found in Ego Draconis. Jewelry consists of
belts, bracelets, earrings, rings, and necklaces. They are equipped to the
specified slot. Rings have two slots, all others have one.
----------------
Adventurer's Band
----------------
OBTAINED: Purchase from Merchant Lamotte in Broken Valley Village.
Bracelet L10 (520 gold)
+2 to Critical Chance
+1 to Regenerate skill
1 empty charm slot
1 filled enchantment slot - Damage Aura 3
"Never underestimate the necessity of protective magic! Rivellon is an
unforgiving place."
----------------
Alchemy Amulet
----------------
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.
Amulet L29
+8 to Intelligence
+1 to Regenerate skill
+1 to Destruction skill
2 empty enchantment slots
"The legendary Amulet of Alchemy, which brims with unique magical powers."
----------------
Alrik's Leader Necklace
----------------
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 keep it by simply never turning it in, eventually
failing the quest by progressing the story.
Necklace L22
+4 to Ranged damage
+6 to Dexterity
+1 to Life Leech skill
+1 to Evade skill
2 empty enchantment slots
"The necklace of Alrik the Imp outlaw. Yuckie!"
Cannot be sold, stored, or destroyed
----------------
Amulet of Slantwig
----------------
OBTAINED: Stand in front of the throne in the bottom of the Lost Cavern (in
Broken Valley, near the Chapel Shrine) for 15 seconds. A small chest will
appear that contains this amulet. The book "Elvish Tales" may need to have
been read for this to appear.
Amulet L24 (1180 gold)
+1 to Wisdom skill
1 empty enchantment slot
"A precious jewel that once belonged to one of the last elven kings."
----------------
Arnold's Belt
----------------
MINDREAD: Arnold (40 EXP)
OBTAINED: Mindread Arnold near the chapel in Broken Valley Village, then check
underneath the bed closest to the northern entrance in the Barracks.
Belt L6 (840 gold)
+11 to Hitpoints
1 empty enchantment slot
----------------
Barnabus' Ring
----------------
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 L23
+39 to Mana
+0.07 to HP Regeneration
+3 to Critical Chance
2 empty enchantment slots
"A powerful ring that belonged to the vile necromancer Barnabus.
Cannot be sold, stored, or destroyed
----------------
Darling Ring
----------------
OBTAINED: Purchase from Sassan, on the balcony of your quarters in the Battle
Tower's Throne Room.
Ring L20 (2400 gold)
+29 to Mana; +3 to Critical Chance
1 filled enchantment slot - Retribution Aura 6
"A magnificent piece of craftsmanship, enchanted to perfection."
----------------
Dead Man's Ring
----------------
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 L22 (1260 gold)
+0.06 to HP Regeneration
+1 to Charm skill
1 empty enchantment slot
----------------
Dragon Girdle
----------------
OBTAINED: Purchase from Artemas in Dragon Cliff Castle in the Orobas Fjords.
Belt L27 (4992)
+43 to Mana; +0.07 to HP Regeneration; +4 to Critical Chance
+2 to Regenerate skill
2 empty charm slots
2 filled enchantment slots: Damage Aura 7; Poison Aura 10
----------------
Earrings of Anastas
----------------
OBTAINED: Purchase from Carlin, the blacksmith skeleton, in the Citadel
Armoury room of Lord Lovis' Tower.
Earrings L13 (598 gold)
+2 to Wisdom skill
2 empty charm slots
1 filled enchantment slot - Spontaneous Combustion 2
"A pair of beautiful earrings said to have been worn by Lord Lovis' mother,
queen Anastas."
----------------
Elven Earrings
----------------
OBTAINED: Purchase from Sassan, on the balcony of your quarters in the Battle
Tower's Throne Room.
Earrings L22 (1012 gold)
+2 to Mindread skill
2 empty charm slots
2 filled enchantment slots - Retribution Aura 8; Static Charge Aura 7
"Though the Elven kind has long been lost, their stout-hearted legacy
endures."
----------------
Girdle of Gula
----------------
OBTAINED: Purchase from Merchant Lamotte in Broken Valley Village.
Belt L10 (1240 gold)
+20 to Hitpoints
1 empty charm slot
1 filled enchantment slot - Retribution Aura 1
"Once worn by an adventurer named Gula, this girdle was given to a local
guard who helped him combat a band of undead at the foot of Lord Lovis'
tower."
----------------
Hallorn's Ring
----------------
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 L8
+0.02 to Mana Regeneration; +11 to Hitpoints
1 empty enchantment slot
"A fantastic ring that belonged to Hallorn the bandit."
Cannot be sold, stored, or destroyed
----------------
Hermosa's Necklace
----------------
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 L19
+3 to Conditioned Body
+1 to Rush Attack skill
2 empty enchantment slots
"A beautiful necklace given to Captain Hermosa."
Cannot be sold, stored, or destroyed
----------------
Jackal's Ring
----------------
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 (despite the item's name).
Ring L9 (random)
+1 to Confusion skill
2 random buffs:
-Hitpoints: +15-22
-Mana: +15-22
-HP Regen: +0.03-0.04
-Mana Regen: +0.03-0.04
-Critical Chance: +2
1 filled enchantment slot (random)
----------------
Jackson's Amulet
----------------
OBTAINED (1): 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. He will not drop this
amulet if you already obtained it via the second method (listed below).
OBTAINED (2): Complete "A Private Delivery" by reading the love letter (thus
breaking the seal), then delivering it to Carl Jackson. "A Private Delivery"
will fail, and you can talk to Carl afterwards to get your reward: this item.
Amulet L1 (200 gold)
+1 to Evade skill
Cannot be stored or destroyed
----------------
Jagon's Necklace
----------------
OBTAINED: Start the quest "The 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 since the Lockpick
bonus it offers is unique.
Amulet L11
+2 to Indomitable Will
+1 to Lockpick skill
+1 to Mindread 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
----------------
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 L16
+2 to Melee Damage
+1 to Jump Attack skill
2 empty enchantment slots
"An amulet given to Jonah by a woman called Lizzie."
----------------
Lovis' Pendant
----------------
OBTAINED: Answer all five quests correctly at Lovis' throne in the Citadel
Armoury. The answers are:
1: Anastas
2: Ouroboros
3: The Battle of Ten Thousand
4: Ba'al
5: The Valley of Shrines
Amulet L8 (1135 gold)
+1 to Indomitable Will
+1 to Mindread skill
+1 to Fireball skill
1 empty enchantment slot
"The amulet boasts a delicately sculpted Dragon's head whose fiery breath
forms two intertwined letters 'L', which stand for Lord Lovis."
----------------
Mister Belty
----------------
OBTAINED: Purchase from the Hermit on Sentinel Island.
Belt L19 (2824 gold)
+36 to Mana; +0.06 to HP Regeneration
2 empty charm slots
1 filled enchantment slot - Static Charge Aura 2
"Pants stay on now. Shame!"
----------------
Mister Necktie
----------------
OBTAINED: Purchase from the Hermit on Sentinel Island.
Amulet L16 (608 gold)
+2 to Destruction skill
1 empty charm slot
1 filled enchantment slot - Spontaneous Combustion 4
"It's like a noose with jewels!"
----------------
Noryfundus' Earrings of Might
----------------
OBTAINED: Purchase from Noryfundus in the southeast corner of Broken Valley.
This is his only "real" item, but it's still pretty good.
Earrings L10 (2020 gold)
+2 to Intelligence
+1 to Mana Leech skill
+1 to Fear 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 L1 (20 gold)
----------------
Penelope's Amulet
----------------
OBTAINED: In a small chest next to a corpse on a platform high up on Lovis'
Tower. This is on a balcony near the Citadel Chambers entrance.
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. The
chest contains the Blood Echelon Bracers.
Amulet L12
+1 to Curse skill
1 empty enchantment slot
"This amulet has the name Penelope engraved in it."
Cannot be sold, stored, or destroyed
----------------
Power Belt
----------------
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 Merrill 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 L5 (845 gold)
+12 to Hitpoints
+1 to Evade skill
1 empty enchantment slot
----------------
Ragon's Ring
----------------
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, eventually
failing the quest by advancing the story.
Ring L23
+40 to Hitpoints
+41 to Mana
+0.06 to HP Regeneration
2 empty enchantment slots
"A legendary ring that belonged to the bandit leader Ragon."
Cannot be sold, stored, or destroyed
----------------
Rivertown's Grip
----------------
OBTAINED: Purchased from Sam in the Shipwreck Camp on Sentinel Island.
Bracelet L18 (684 gold)
+2 to Rush Attack skill
1 empty charm slot
1 filled enchantment slot - Magic Damage Aura 2
"Bracelets like these are worn by the palace guard of Rivertown and greatly
enhance their wearer's prowess.
----------------
Spirit of the Forest
----------------
OBTAINED: Purchase from Mara in the Black Boar pub in Broken Valley Village.
Necklace L15 (450 gold)
+1 to Explosive Arrows skill
1 filled enchantment slot - Static Charge Aura 4
"Every ranger's magical trinket of choice."
----------------
Stone's Ring
----------------
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."
Ring L28
+4 to Critical Chance; +45 to Mana
+1 to Summon Mastery skill
3 empty enchantment slots
----------------
Talisman of the North
----------------
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 L5 (1550 gold)
+1 to Melee Damage; +2 to Conditioned Body
+2 to Wisdom skill
+1 to Wisdom skill
3 empty enchantment slots
----------------
Wishing Well Ample Bracelet
----------------
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 L11 (random)
+1 to Unarmed Expertise skill
1 random skill bonus (+1)
1 random buff:
(If random skill is Warrior)
-Strength: +2-3
-Melee Damage: +2-3
-Conditioned Body: +2
(If random skill is Ranger)
-Dexterity: +2-3
-Intelligence: +2-3
-Ranged Damage: +2-3
(If random skill is Mage/Priest)
-Magic Damage: +2-3
-Heightened Reflexes: +2
-Indomitable Will: +2
(All bonuses are possible for Mindread and Wisdom skills)
1 filled enchantment slot (random)
NOTE: This is the only item in the game that gives a bonus to the Unarmed
Expertise skill!
Additionally, this item can have a +1 bonus to any skill on the first four
rows of the Priest, Mage, Warrior (except Fatality), or Ranger skillsets, or
Mindread or Wisdom from Dragon Slayer, as those skills are below the item's
level (L11).
----------------
Wishing Well Common Bracelet
----------------
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 L11 (random)
1 random skill bonus (+1)
NOTE: This item can have a +1 bonus to any skill on the first four rows of the
Priest, Mage, Warrior (except Fatality), or Ranger skillsets, or Mindread or
Wisdom from Dragon Slayer, as those skills are below the item's level (L11).
----------------
Wishing Well Exquisite Bracelet
----------------
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 L11 (random)
+1 to Wisdom skill
1 random skill bonus (+1)
1 random buff:
(If random skill is Warrior)
-Strength: +2-3
-Melee Damage: +2-3
-Conditioned Body: +2
(If random skill is Ranger)
-Dexterity: +2-3
-Intelligence: +2-3
-Ranged Damage: +2-3
(If random skill is Mage/Priest)
-Magic Damage: +2-3
-Heightened Reflexes: +2
-Indomitable Will: +2
(All bonuses are possible for Mindread and Wisdom skills)
2 filled enchantment slots (random)
NOTE: This item can have a +1 bonus to any skill on the first four rows of the
Priest, Mage, Warrior (except Fatality), or Ranger skillsets, or Mindread or
Wisdom from Dragon Slayer, as those skills are below the item's level (L11).
----------------
Wizard's Companion
----------------
OBTAINED: Purchase from Locke in Broken Valley Village.
Bracelet L12 (360 gold)
+2 to Mana Leech skill
1 filled enchantment slot - Poison Aura 1
"A more than adequate jewel for any aspiring sorcerer."
----------------
Yuthul Gor Bangle
----------------
OBTAINED: Purchase from Abram in the Camp Eagle's Nest Bunker in Orobas
Fjords. Requires sparing his life after killing Lord John and Lady Kara.
Bracelet L25 (360 gold)
+2 to Way of the Ranger skill
2 empty charm slots
2 filled enchantment slots - Static Charge Aura 7; Poison Aura 3
"The archers of the waste need all the help they can get and Damian provides:
this bracelet is a prime example of the Black Ring sorcery."
=====================================
2.2 - TABLE OF CONTENTS (FLAMES OF VENGEANCE)
=====================================
MELEE WEAPONS:
SHIELDS:
RANGED WEAPONS:
ARMOUR:
JEWELRY:
==================
2.2.1 - MELEE WEAPONS (FLAMES OF VENGEANCE)
==================
A list of all the unique melee weapons found in Flames of Vengeance. These
weapons are equipped to your melee slots.
==================
2.2.2 - SHIELDS (FLAMES OF VENGEANCE)
==================
A list of all the unique shields found in Flames of Vengeance. These shields
are equipped to your melee off-hand slot.
==================
2.2.3 - RANGED WEAPONS (FLAMES OF VENGEANCE)
==================
A list of all the unique bows found in Flames of Vengeance. These are bows,
equipped to your ranged weapon slot.
==================
2.2.4 - ARMOUR (FLAMES OF VENGEANCE)
==================
A list of all the unique armour found in Flames of Vengeance. These are
divided into armour, helmets, gauntlets, and leggings.
==================
2.2.5 - JEWELRY (FLAMES OF VENGEANCE)
==================
A list of all the unique jewelry found in Flames of Vengeance. Jewelry
consists of belts, bracelets, earrings, rings, and necklaces. They are
equipped to the specified slot. Rings have two slots, all others have one.
------------------------------------
2.1 - TABLE OF CONTENTS
------------------------------------
-Balanced Light Steel Sword (Fanny Blossom + Moonshine in Stone's Greenery)
-Myrthos (dropped by Kali in her flying fortress)
-Normal Light Iron Cleaver (Fanny Blossom + Holy Basil in Stone's Greenery)
-Normal Light Noble Hammer (Holy Basil + Moonshine in Stone's Greenery)
-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)
-Velanir's Axe (found in a golden chest in Keara's Headquarters behind ice)
-Well-Crafted Heavy Iron Axe (Black Rose + Holy Basil in Stone's Greenery)
SHIELDS:
-Arben's shield (mindread Arben Ghost, then find it in Orobas' Crypt)
RANGED WEAPONS:
-Balanced Heavy Short Bow (Black Rose + Oak Tears in Stone's Greenery)
-Bow of Tiberius (reward for completing "A Hunting We Shall Go Again")
-Ultimate Evil Bow (found in the Mysterious Cave for all evil choices)
-Ultimate Good Bow (found in the Mysterious Cave for all good choices)
JEWELRY:
-Amethyst Ring (given in Mysterious Cave, choose evil 2 times, then good)
------------------------------------
2.2 - MELEE WEAPONS
------------------------------------
----------------
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: 8%
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.
----------------
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.
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 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: 8%
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: 8%
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.
----------------
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.
This will cost THREE stat points PERMANENTLY. One Vitality and Spirit point,
and one free stat point (Intelligence, if all have been allocated).
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.
----------------
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.
This will cost THREE stat points PERMANENTLY. One Vitality and Spirit point,
and one free stat point (Intelligence, if all have been allocated).
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.
----------------
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
----------------
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.
------------------------------------
2.3 - SHIELDS
------------------------------------
----------------
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 Armour Rating: +9; Magic Armour Rating: +3
Requires Level 19; Strength 23
+4 to Indomitable Will; +2 to Reflect skill
2 empty enchantment slots
------------------------------------
2.4 - RANGED WEAPONS
------------------------------------
----------------
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: 10%
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
Buffs possible:
Hitpoints/Mana: 24 - 65
Damage Rating: 6 - 17
Critical Chance: ? - ?
Main stats: 3 - 6
----------------
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.
This will cost THREE stat points PERMANENTLY. One Vitality and Spirit point,
and one free stat point (Intelligence, if all have been allocated).
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.
------------------------------------
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.
----------------
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.
========================================================
==========================================================================
*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.
Equipment sets are, by definition, unique items (as described in the previous
section. Their name is gold, and they lack any prefix or suffix. This section
is simply for convenience, to list all pieces of a set together.
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 Armour Rating. This means the cuirass provides an additional
bonus of +8 (on top of all other effects) to Melee Armour when two pieces are
equipped, +12 with three, and +16 with all four.
=====================================
3.1 - EQUIPMENT SETS (EGO DRACONIS TABLE OF CONTENTS)
=====================================
These equipment sets are found in Ego Draconis. The Annihilator, Mining Guild,
and Orobas sets are automatically added to your inventory when starting a new
character in the Ego Draconis chapter. These are NOT added if a Flames of
Vengeance character is started, but will carry over from ED.
----------------
Rivellon Guards
----------------
Armour: In a locked chest in Lord Arben's tomb.
Leggings: Purchase from Derk in Broken Valley Village.
Weapon: Dropped by Furfur in "Lost for Words."
----------------
Defenders of Aleroth
----------------
Armour: Purchase from Carlin in the Citadel Armory of Lord Lovis' tower.
Leggings: Dropped by the Hellgate Demon west of the Quarry in Broken Valley.
Helmet: Purchase from Locke in the Black Boar in Broken Valley Village.
Weapon: In a large wooden chest atop a cliff in Broken Valley (third fortune).
----------------
Wild Dwellers
----------------
Armour: A large wooden chest in the first room of Sentinel Island.
Leggings: In the last chest in the volcanic section of "The Temple of Doom."
Helmet: In a chest behind a locked gate in the Lost Cavern (Broken Valley).
Weapon: Found in the chest in Sir Robin's Storage (mindread him for the pass).
----------------
Blood Echelon
----------------
Armour: A large wooden chest in the first room of Sentinel Island.
Leggings: Place the three Dragon Crystals near Maxos Temple to spawn a chest.
Gauntlets: Place Penelope's Amulet on the tombstone to spawn a chest.
Shield: In a large wooden chest inside Naberius' storage (mindread him).
Weapon: In the southwestern large wooden chest of Lord Lovis' throne room.
----------------
Scorpion
----------------
Gauntlets:
Helmet:
Leggings: Purchase from Sam in the Shipwreck Camp on Sentinel Island.
Armour: Purchase from Artemas in Dragon Cliff Castle in the Orobas Fjords.
Belt:
Amulet: In a locked wooden chest west of Beach shrine (need Mister Shiny).
Earrings:
Bracelet: Dropped by the Imp Boss in the Imps' Lair in the Orobas Fjords.
Ring:
Weapon:
----------------
Hunter
----------------
Gauntlets: Found on the Corpse of Jack Bolton, northeast of Jiervaras the tree.
Helmet: Found in the wooden chest in Ulfmar's ship (with the Ancient Journal).
Leggings: In a locked chest atop the eastern tower of Dragon Cliff Castle.
Armour: In a locked chest in the Red Hammer Tribe cavern.
Belt: Found in a locked wooden chest in Vacca's Cave on Sentinel Island.
Amulet:
Earrings:
Bracelet: Found in Gwyn's chest in High Hall. Mindread him for the password.
Ring:
Weapon: Purchase from Nicolas in High Hall (after "The Runes of Wrath").
----------------
Aleroth Archmage
----------------
Gauntlets:
Helmet:
Leggings: Chest in Depleted Ore Mine. Use the Blue, Red, Dark Books.
Armour:
Belt:
Amulet: In a locked large chest within the Sinister Cave in Orobas Fjords.
Earrings: In a locked chest next to a magma pit in the High Hall Mines.
Bracelet: In a locked large wooden chest in Laiken's Study on Sentinel Island.
Ring: Dropped by Alutiiq the beholder in the Depleted Ore Mine.
Weapon:
==================
3.1.1 - ANNIHILATOR SET
==================
All items in this set are automatically added to your inventory when starting
a new Ego Draconis game. Flames of Vengeance files do not get this set.
Class: Warrior
Full set bonus:
Weapon: +17 to Melee Damage
Armour: +10 to Vitality
Gauntlets: +10 to Heightened Reflexes
Helmet: +13 to Ranged Armour Rating
Bracelet: +10 to Strength
"Of incredible toughness and durability, the Annihilator Slayer set was
constructed specially for the protection of those warriors who do not shy
away from attacking their dragon prey head on in close combat. The pieces of
this set are as rare as the Slayers who prefer this tactic."
----------------
Weapon: Annihilator Axe
----------------
One-handed Axe L15 (3540 gold)
Melee damage: 18 - 42; Magic damage: 5 - 7; Critical Chance: 5%
Set bonus: +10/+12/+14/+17 to Melee Damage
+4 to Strength
+28 to Hitpoints
1 filled enchantment slot - Life Leech 1
----------------
Armour: Annihilator Armour
----------------
Armour L15 (980 gold)
Melee Armour Rating: +5; Magic Armour Rating: +4
Set bonus: +2/+5/+7/+10 to Vitality
+2 to Ranged Armour Rating
1 filled enchantment slot - Melee Protection 6
----------------
Gauntlets: Annihilator Bracers
----------------
Armour - Gauntlets L15 (820 gold)
Melee Armour Rating: +1; Magic Armour Rating: +3
Set bonus: +2/+5/+7/+10 to Heightened Reflexes
+3 to Ranged Armour Rating
1 filled enchantment slot - Magic Damage Aura 3
----------------
Helmet: Annihilator Helmet
----------------
Armour - Helmet L15 (1670 gold)
Melee Armour Rating: +4; Magic Armour Rating: +3
Set bonus: +5/+7/+10/+13 to Ranged Armour Rating
+2 to Vitality
1 filled enchantment slot - Life Line 6
----------------
Bracelet: Annihilator Bracelet
----------------
Bracelet L15 (300 gold)
Set bonus: +2/+5/+7/+10 to Strength
+1 to Battle Rage skill
1 empty charm slot
1 filled enchantment slot - Static Charge Aura 4
==================
3.1.2 - MINING GUILD SET
==================
All items in this set are automatically added to your inventory when starting
a new Ego Draconis game. Flames of Vengeance files do not get this set.
Class: Ranger
Full set bonus:
Weapon: +17 to Ranged Damage
Armour: +13 to Conditioned Body
Helmet: +10 to Dexterity
Leggings: +10 to Vitality
Earrings: +10 to Magic Armour Rating
"Forged with goblin raids in mind, this set was made for the elite of the
Mining Guild's archers. Both bow and armour pieces are sturdy, but light and
flexible, thus ideal for staging a mining camp's defence as well as tracking
down hostiles in the wilds."
----------------
Weapon: Mining Guild Bow
----------------
Bow L15 (3430 gold)
Ranged damage: 15 - 45; Magic damage: 2 - 5; Critical Chance: 17%
Set bonus: +10/+12/+14/+17 to Ranged Damage
+2 to Heightened Reflexes
+24 to Hitpoints
1 filled enchantment slot - Poison 5
----------------
Armour: Mining Guild Armour
----------------
Armour L15 (980 gold)
Melee Armour Rating: +4; Ranged Armour Rating +1; Magic Armour Rating: +4
Set bonus: +5/+7/+10/+13 to Conditioned Body
+3 to Magic Armour Rating
1 filled enchantment slot - Life Line 6
----------------
Helmet: Mining Guild Helmet
----------------
Armour - Helmet L15 (1730 gold)
Melee Armour Rating: +3; Magic Armour Rating: +4
Set bonus: +2/+5/+7/+10 to Dexterity
+3 to Vitality
1 filled enchantment slot - Magic Protection 3
----------------
Leggings: Mining Guild Leggings
----------------
Armour - Leggings L15 (1430 gold)
Melee Armour Rating: +1; Ranged Armour Rating: +3
Set bonus: +2/+5/+7/+10 to Vitality
+3 to Vitality
1 filled enchantment slot - Ranged Protection 4
----------------
Earrings: Mining Guild Earrings
----------------
Amulet L15 (300 gold)
Set bonus: +5/+7/+10 to Magic Armour Rating
+1 to Stun Arrows skill
1 empty charm slot
1 filled enchantment slot - Static Charge Aura 4
==================
3.1.3 - OROBAS SET
==================
All items in this set are automatically added to your inventory when starting
a new Ego Draconis game. Flames of Vengeance files do not get this set.
Class: Mage
Full set bonus:
Weapon: +17 to Magic Damage
Armour: +13 to Melee Armour Rating
Gauntlets: +13 to Indomitable Will
Leggings: +13 to Ranged Armour Rating
Amulet: +10 to Spirit
"Haughty as many Dragon Knights were, some specialised in the art of
conjuring simply to avoid getting their hands dirty during battle. Of course,
there is no guarantee a foe might not make it past their minions: so the
armour and weapon pertaining to this set are still of great quality - as,
indeed, are all this Draconic."
----------------
Weapon: Orobas Warhammer
----------------
One-handed Warhammer L15 (3470 gold)
Ranged damage: 5 - 7; Magic damage: 21 - 39; Critical Chance: 5%
Set bonus: +10/+12/+14/+17 to Magic Damage
+29 to Mana
+3 to Magic Damage
1 filled enchantment slot - Butcher 4
----------------
Armour: Orobas Armour
----------------
Armour L15 (1040 gold)
Melee Armour Rating: +4; Magic Armour Rating: +5
Set bonus: +5/+7/+10/+13 to Melee Armour Rating
+2 to Ranged Armour Rating
1 filled enchantment slot - Life Line 3
----------------
Gauntlets: Orobas Bracers
----------------
Armour - Gauntlets L15 (700 gold)
Melee Armour Rating: +3; Magic Armour Rating: +1
Set bonus: +5/+7/+10/+13 to Indomitable Will
+3 to Magic Armour Rating
1 filled enchantment slot - Ranged Protection 5
----------------
Leggings: Orobas Leggings
----------------
Armour - Leggings L15 (1470 gold)
Melee Armour Rating: +1; Ranged Armour Rating +1; Magic Armour Rating: +4
Set bonus: +5/+7/+10/+13 to Ranged Armour Rating
+3 to Vitality
1 filled enchantment slot - Magic Damage Aura 4
----------------
Amulet: Orobas Pendant
----------------
Amulet L15 (300 gold)
Set bonus: +2/+5/+7/+10 to Spirit
+1 to Life Tap skill
1 empty charm slot
1 filled enchantment slot - Poison Aura 5
==================
3.1.4 - RIVELLON GUARDS SET
==================
Class: None
Full set bonus:
Armour: +8 to Melee Armour Rating
Leggings: +8 to Ranged Armour Rating
Weapon: +15 to Magic Damage
"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
civilisation. Dragon Slayers and Aleroth Champions may form the fists of the
human military body, but the Rivellon Guards, they are the backbone.
Guard armours 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."
----------------
Armour: Rivellon Guards Armour
----------------
OBTAINED: Found in a locked large chest in the Tomb of Lord Arben (part of the
story quest "To Lay a Ghost to Rest").
Armour L6 (996 gold)
Melee Armour Rating: +1; Ranged Armour Rating: +1; Magic Armour Rating: +1
Set bonus: +4/8 to Melee Armour Rating
+2 to Vitality
1 empty charm slot
1 filled enchantment slot - Increase Mana 1
----------------
Leggings: Rivellon Guards Leggings
----------------
OBTAINED: Purchased from Derk in Broken Valley Village.
Armour - Leggings L8 (520 gold)
Melee Armour Rating: +1; Ranged Armour Rating: +1
Set bonus: +4/8 to Ranged Armour Rating
+1 to Melee Armour Rating
+2 to Ranged Armour Rating
2 filled enchantment slots - Life Line 3; Magic Damage Aura 1
----------------
Weapon: Rivellon Guards Warhammer
----------------
OBTAINED: Dropped by Furfur during the quest "Lost for Words."
One-handed Warhammer L14 (3985 gold)
Melee damage: 23 - 28; Magic damage: 10 - 12; Critical Chance:8%
Set bonus: +10/+15 to Magic Damage
+4 to Strength
+2 to Critical Chance
1 empty charm slot
1 filled enchantment slot - Butcher 3
==================
3.1.5 - DEFENDERS OF ALEROTH SET
==================
Class: Mage
Full set bonus:
Armour: +10 to Magic Damage
Leggings: +12 to Conditioned Body
Helmet: +5 to Intelligence
Weapon: +20 to Magic Damage
"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
defence. 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 defence, yes, but they knew
too much about war not to encase themselves in the protection of steel.
Wrought by the armour smiths that would later supply the Aleroth Champions,
their armours 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."
----------------
Armour: Defenders of Aleroth Armour
----------------
OBTAINED: Purchase from Carlin, the blacksmith skeleton, in the Citadel
Armoury room of Lord Lovis' Tower.
Armour L10 (960 gold)
Melee Armour Rating: +2; Ranged Armour Rating: +2; Magic Armour Rating: +3
Set bonus: +5/+7/+10 to Magic Damage
+2 to Ranged Armour Rating
1 filled enchantment slot - Life Line 1
----------------
Leggings: Defenders of Aleroth Leggings
----------------
OBTAINED: Dropped by the Hellgate Demon. It is summoned in the fourth wave of
enemies when examining the book on the pedestal near the hellgate in an alcove
west of the Quarry shrine in Broken Valley.
Armour - Leggings L12 (2040 gold)
Magic Armour Rating: +2
Set bonus: +5/+8/+12 to Conditioned Body
+3 to Vitality
+3 to Spirit
2 filled enchantment slots - Magic Damage Aura 4; Magic Protection 1
----------------
Helmet: Defenders of Aleroth Helmet
----------------
OBTAINED: Purchase from Locke in the Black Boar pub in Broken Valley Village.
Armour - Helmet L5 (920 gold)
Magic Armour Rating: +1
Set bonus: +2/+3/+5 to Intelligence
+1 to Spirit
+1 to Magic Armour Rating
2 filled enchantment slots - Retribution Aura 1; Increased Mana 2
----------------
Weapon: Defenders of Aleroth Vampire Mace
----------------
OBTAINED: Found in a wooden chest atop a high cliff in Broken Valley. Reaching
this location requires hearing the third fortune Sosostra tells (that you'll
see the land "like an eagle"), then walk into the mountain pass leading to
Maxos Temple. Bellegar will appear and teleport you high into the air, right
above this cliff. Let gravity do its work, and check the chest.
THIS ITEM HAS A VERY SMALL WINDOW OF OPPORTUNITY TO OBTAIN IT! In addition to
making sure you get it while on the cliff, you need 1 level in the Lockpick
skill to actually open the chest. Make sure you have it!
One-handed Warhammer L14 (4125 gold)
Melee damage: 23 - 28; Magic damage: 10 - 12; Critical Chance: 8%
Set bonus: +8/+12/+20 to Magic Damage
+3 to Indomitable Will
+2 to Intelligence
1 empty charm slot
1 filled enchantment slot - Butcher 1
==================
3.1.6 - WILD DWELLERS SET
==================
Class: Ranger
Full set bonus:
Armour: +10 to Ranged Armour Rating
Leggings: +12 to Indomitable Will
Helmet: +5 to Dexterity
Weapon: +20 Ranged Damage
"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 armour is akin in quality and semblance to the flora and fauna its
wearers so fiercely guard. Brown as the earth itself, grey 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."
----------------
Armour: Wild Dwellers Armour
----------------
OBTAINED: In a large wooden chest on the north side of the Sentinel Island
room the teleporter at the end of Maxos Temple takes you to.
Armour L14 (1890 gold)
Melee Armour Rating: +2; Ranged Armour Rating: +4; Magic Armour Rating: +2
Set bonus: +5/+7/+10 to Ranged Armour Rating
+2 to Vitality
1 filled enchantment slot - Magic Damage Aura 2
----------------
Leggings: Wild Dwellers Leggings
----------------
OBTAINED: Found in a chest in the Temple of Doom's third section (the river
surrounded by volcanic rock). It is found on a mound of volcanic rock
southwest of the bridge near the end of the river.
Armour - Leggings L11 (1830 gold)
Ranged Armour Rating: +2
Set bonus: +5/+8/+12 to Indomitable Will
+3 to Vitality
+2 to Spirit
2 filled enchantment slots - Melee Protection 3; Magic Protection 1
NOTE: This item has a VERY small window of opportunity to find. You MUST get
it when you are passing through the Temple of Doom, and still in the river
area.
----------------
Helmet: Wild Dwellers Helmet
----------------
OBTAINED: Behind a locked gate in the Lost Cavern near the Chapel shrine in
Broken Valley.
Armour - Helmet L5 (830 gold)
Ranged Armour Rating: +6
Set bonus: +2/+3/+5? to Dexterity
+1 to Vitality
+2 to Melee Armour Rating
2 filled enchantment slots - Magic Protection 4; Melee Protection 6
----------------
Weapon: Wild Dwellers Composite Bow
----------------
MINDREAD: Sir Robin (400 EXP)
OBTAINED: Found in the locked chest within Sir Robin's storage in Broken
Valley. Mindread Sir Robin for the password.
Bow L12 (3772 gold)
Ranged damage: 12 - 36; Magic damage: 4 - 11; Critical Chance: 11%
Set bonus: +8/+12/+20 to Ranged Damage
+2 to Heightened Reflexes
+19 to Hitpoints
1 empty charm slot
1 filled enchantment slot - Increased Magical Damage 1
==================
3.1.7 - BLOOD ECHELON SET
==================
Class: Warrior
Full set bonus:
Armour: +10 to Melee Armour Rating
Leggings: +8 to Heightened Reflexes
Gauntlets: +5 to Vitality
Shield: +8 to Ranged Armour Rating
Weapon: +17 to Melee Damage
"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 defence, 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 armours set new standards
in the art of war."
----------------
Armour: Blood Echelon Armour
----------------
OBTAINED: In a large wooden chest on the north side of the Sentinel Island
room the teleporter at the end of Maxos Temple takes you to.
Armour L14 (1890 gold)
Melee Armour Rating: +4; Ranged Armour Rating: +2; Magic Armour Rating: +2
Set bonus: +4/+6/+8/+10 to Melee Armour Rating
+4 to Vitality
1 filled enchantment slot - Retribution Aura 2
----------------
Leggings: Blood Echelon Leggings
----------------
OBTAINED: Locate the three Dragon Crystals around the outside of Maxos Temple.
They are found in small white chests, and surrounded by blue lighting. One is
in an alcove on the northeast side of the Temple shrine. One is behind a tree
in the northeast corner of the area. One is in a cliff alcove in the northwest
corner of the area. Set each of the three in a dragon statue on the platform
with ZixZax, and a chest containing this item will appear.
Armour - Leggings L12 (1320 gold)
Melee Armour Rating: +2
Set bonus: +2/+4/+6/+8 to Heightened Reflexes
+2 to Melee Armour Rating
+3 to Spirit
2 filled enchantment slots - Ranged Protection 3; Retribution Aura 1
----------------
Gauntlets: Blood Echelon Bracers
----------------
OBTAINED: On Lord Lovis' Tower, near the Citadel Chambers entrance, find
Penelope's Amulet in a small box on a balcony. Take the amulet to a tombstone
in the open field east of the fortune teller Sosostra's camp (it is directly
west of two rocks with a gap between them). Place the amulet on the tombstone
and a chest will appear, containing this item.
Armour - Gauntlets L11 (1290 gold)
Melee Armour Rating: +1; Ranged Armour Rating: +1
Set bonus: +1/+2/+3/+5 to Vitality
+3 to Spirit
+2 to Ranged Armour Rating
2 filled enchantment slots - Melee Protection 4; Magic Protection 5
----------------
Shield: Blood Echelon Shield
----------------
MINDREAD: Naberius (120 EXP)
OBTAINED: Found in a chest inside Naberius' storage in Broken Valley. To
access this, you must find all four pieces of Parchment throughout the valley,
then ask ZixZax (outside Maxos Temple) to translate them. He will give a
password. Go to the mysterious device near the Chapel shrine, speak the
password to it, then enter it to teleport near Naberius' Storage. Head inside,
get the key (beware the two level 14 skeletons!), and open the chests.
Shield L14 (3000 gold)
Melee Armour Rating: +4; Ranged Armour Rating: +4; Magic Armour Rating: +2
Set bonus: +2/+4/+6/+8 to Ranged Armour Rating
+4 to Spirit
+3 to Vitality
2 filled enchantment slots - Magic Damage Aura 4; Magic Protection 2
----------------
Weapon: Blood Echelon Sword
----------------
OBTAINED: In the southwestern large wooden chest of Lovis' throne room, in the
Citadel Chambers of Lord Lovis' tower.
One-handed Sword L14 (3053 gold)
Melee damage: 21 - 35; Magic damage: 6 - 11; Critical Chance: 8%
Set bonus: +10/+12/+14/+17 to Melee Damage
+2 to Melee Damage
+2 to Critical Chance
1 empty charm slot
1 filled enchantment slot - Increased Damage 7
==================
3.1.8 - SCORPION SET
==================
Class: Warrior
Full set bonus:
Gauntlets:
Helmet:
Leggings:
Armour:
Belt:
Amulet:
Earrings:
Bracelet:
Ring:
Weapon:
"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."
----------------
Leggings: Scorpion Leggings
----------------
OBTAINED: Purchased from Sam in the Shipwreck Camp on Sentinel Island.
Armour - Leggings L18 (2220 gold)
Melee Armour Rating: +4
Set bonus: ???
+4 to Vitality
+3 to Ranged Armour Rating
2 filled enchantment slots - Magic Protection 5; Life Line 4
----------------
Armour: Scorpion Cuirass
----------------
OBTAINED: Purchased from Artemas in Dragon Cliff Castle in the Orobas Fjords.
Armour L24 (3440 gold)
Melee Armour Rating: +15
Set bonus: ???
+4 to Ranged Armour Rating
+4 to Spirit
1 empty charm slot
2 filled enchantment slots: Increased Mana 2; Ranged Protection 4
----------------
Amulet: Scorpion Necklace
----------------
OBTAINED: In a large wooden chest west of the Beach shrine on Sentinel Island.
This chest is locked with Mister Shiny, a key given as a reward for the
Hermit's quest "From Soup to Nuts."
Amulet L18 (4375 gold)
Set bonus: ???
+4 to Magic Damage
+1 to Master Herbalist skill
1 filled enchantment slot: Healing Aura 5
----------------
Bracelet: Scorpion Bracelet
----------------
OBTAINED: Dropped by the Imp Boss in the Imps' Lair in Orobas Fjords. It is
inside the final room of the cave, and you suffer constant fire damage until
he dies.
Bracelet L21 (3890 gold)
Set bonus: ???
+5 to Intelligence
+1 to Charm skill
1 filled enchantment slot: Magic Damage Aura 3
==================
3.1.9 - HUNTER SET
==================
Class: Ranger
Full set bonus:
Gauntlets:
Helmet:
Leggings:
Armour:
Belt:
Amulet:
Earrings:
Bracelet:
Ring:
Weapon:
"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?"
----------------
Gauntlets - Hunter Gauntlets
----------------
OBTAINED: Found on the Corpse of Jack Bolton in a wyvern nest almost directly
below the teleporter "Camp Freedom" (found northeast of Jiervaras).
Armour - Gauntlets L19 (2370 gold)
Melee Armour Rating: +1; Ranged Armour Rating: +3; Magic Armour Rating: +1
Set bonus: ???
+3 to Magic Armour Rating
+3 to Vitality
1 filled enchantment slot: Magic Damage Aura 1
----------------
Helmet - Hunter Helmet
----------------
OBTAINED: In the plain wooden chest in Ulfmar's ship's wreckage on Sentinel
Island. This wreckage is atop a large tree, and requires dragon form to reach.
The chest also contains the Ancient Journal quest item, needed for "Legend of
the Ancient Mariner."
Armour - Helmet L19 (1856 gold)
Ranged Armour Rating: +7
Set bonus: ???
+3 to Melee Armour Rating
+3 to Magic Armour Rating
2 empty charm slots
1 filled enchantment slot: Magic Protection 2
----------------
Leggings - Hunter Leggings
----------------
OBTAINED: In a chest atop the eastern tower in Dragon Cliff Castle in the
Orobas Fjords. The key is in a small chest on a high floor of the western
tower. This chest requires some tricky jumps to reach.
Armour - Leggings L23 (2800 gold)
Ranged Armour Rating: +5
Set bonus: ???
+5 to Vitality
+4 to Magic Armour Rating
1 filled enchantment slot: Ranged Protection 3
----------------
Armour - Hunter Cuirass
----------------
OBTAINED: In a locked wooden chest (not the large one) near Svadilfari in the
Red Hammer Tribe cave. The key is on a bench in Groth's room, which requires
finishing the quest "Much Ado About Goblins" to access.
Armour L24 (3442 gold)
Ranged Armour Rating: +15
Set bonus: ???
+5 to Spirit
+4 to Melee Armour Rating
1 empty charm slot
1 filled enchantment slot: Increased Mana 1
----------------
Belt - Hunter Belt
----------------
OBTAINED: Found in a locked wooden chest in Vacca's Cave on Sentinel Island.
The key is on a rock in the back corner.
Belt L16 (2408 gold)
Set bonus: ???
+24 to Hitpoints
+0.05 to Mana Regeneration
1 empty charm slot
1 filled enchantment slot: Static Charge Aura 5
----------------
Bracelet - Hunter Bracelets
----------------
MINDREAD: Gwyn (1200 EXP)
OBTAINED: In a wooden chest at the entrance of High Hall. To get the password,
mindread Gwyn, who is nearby.
Bracelet L24 (3380 gold)
Set bonus: ???
+5 to Intelligence
+1 to Polymorph skill
1 filled enchantment slot: Spontaneous Combustion 3
----------------
Weapon - Hunter Bow
----------------
OBTAINED: Purchased from Nicolas in High Hall, after completing "The Runes of
Wrath."
Bow L25 (6884 gold)
Ranged damage: 25 - 75; Magic damage: 8 - 22; Critical Chance: 11%
Set bonus: ???
+5 to Ranged Damage
+4 to Critical Chance
3 empty charm slots
2 filled enchantment slots: Poison 7; Increased Magical Damage 1
==================
3.1.10 - ALEROTH ARCHMAGE SET
==================
Class: Mage
Full set bonus:
Gauntlets:
Helmet:
Leggings:
Armour:
Belt:
Amulet:
Earrings:
Bracelet:
Ring:
Weapon:
"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."
----------------
Leggings: Aleroth Archmage Leggings
----------------
OBTAINED: Take the elevator in the southeastern section of the Depleted Ore
Mine to the bottom floor and pick up the Blue, Red, and Dark Book quest items.
Then, set them on the pedestals on the middle floor (take the elevator up one
floor). The center pedestal is Blue Book, the left-hand one Dark, and right
one Red. Doing this spawns a chest with these leggings.
Leggings L21 (2030 gold)
Magic Armour Rating: +5
Set bonus: ???
+4 to Melee Armour Rating
+4 to Magic Armour Rating
1 filled enchantment slot: Magic Protection 2
----------------
Amulet: Aleroth Archmage Necklace
----------------
OBTAINED: In a locked large wooden chest inside the Sinister Cave. The key to
this chest is found in the corridor connected to the lowest teleporter in the
large main chamber (with the generator to Barnabus' barrier). It is in a grate
at the T-intersection south of the entrance to the corridor. The chest itself
is near the generator that protects the Nest Tower (the only chest in that
corridor).
Amulet L22 (4160 gold)
Set bonus: ???
+1 to Life Tap skill
1 filled enchantment slot: Damage Aura 2
----------------
Earrings: Aleroth Archmage Earrings
----------------
OBTAINED: In a locked wooden chest, next to a magma pit in the middle of the
High Hall Mines. The key is held by a corpse in a cage over the pit. Jump on
top of the column in the magma pit and reach for the key.
Earrings L23 (5190 gold)
Set bonus: ???
+1 to Summon Demon skill
1 filled enchantment slot: Spontaneous Combustion 1
----------------
Bracelet: Aleroth Archmage Bracelet
----------------
OBTAINED: In a locked large wooden chest in the back of Laiken's Study on
Sentinel Island. The key is obtained as an enemy drop as part of "The Second
Coming" story quest.
Bracelet L17 (2210 gold)
Set bonus: ???
+1 to Defensive Posture skill
1 filled enchantment slot: Damage Aura 2
----------------
Ring: Aleroth Archmage Ring
----------------
OBTAINED: Dropped by Alutiiq in the Depleted Ore Mine. He is found in the
northeastern section of the mine. He is part of the quests "A Hunting We Shall
Go Again" (Alutiiq subquest), and "Red Ore Alert."
Ring L22 (2740 gold)
Set bonus: ???
+43 to Hitpoints
1 filled enchantment slot: Poison Aura 2
=====================================
3.2 - EQUIPMENT SETS (FLAMES OF VENGEANCE)
=====================================
These equipment sets are found in Flames of Vengeance.
------------------------------------
3.1 - ALEROTH ARCHMAGE SET
------------------------------------
----------------
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
----------------
Armour: 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.
Armour
Magic Armour 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 Armour 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 2
----------------
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 Armoured Dragon Elf enemies in the southwest corner
of the outside area of the flying fortress.
Helmet
Magic Armour 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
----------------
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.
Gauntlets
Melee Armour Rating: +1; Ranged Armour Rating: +1; Magic Armour 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
------------------------------------
3.2 - HUNTER SET
------------------------------------
----------------
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
----------------
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
----------------
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 Armour Rating
+3 to Vitality
+5 to Magic Armour Rating
1 filled enchantment slot: Damage Aura 4
------------------------------------
3.3 - SCORPION SET
-----------------------------------
----------------
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
----------------
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 Armour Rating
+7 to Indomitable Will
1 filled enchantment slot: Damage Aura 2
----------------
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.
Helmet
Melee Armour 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
----------------
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.
Gauntlets
Melee Armour Rating: +4; Ranged Armour Rating: +1; Magic Armour Rating: +1
Requires Level 28; Strength 47
Set bonus: +4%/+5%/+6%/+7%/+8%/+9%/+10%/+11%/+12% to Strength
+13 to Melee Armour Rating
1 empty charm slot
1 filled enchantment slot: Life Line 8
1 empty enchantment slot
----------------
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
----------------
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
------------------------------------
3.4 - ULTHRING'S SET
------------------------------------
"The mighty Armour 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 armour.
They were then distributed among their most deserving members, and
redistributed when a piece holder died. To wear even part of the Armour 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.
Class: None
Full set bonus:
Armour: +15 to Melee Armour Rating
Helmet: +15 to Ranged Armour Rating
Gauntlets: +15 to Magic Armour Rating
Leggings: +12% to Vitality
----------------
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.
Helmet
Melee Armour Rating: +9; Magic Armour Rating: +2
Requires Level 30; Strength 37
Set bonus: +8/+12/+15 to Ranged Armour Rating
+4 to Indomitable Will; +5 to Heightened Reflexes; +1 to Mana Leech skill
1 empty charm slot
3 empty enchantment slots
----------------
Armour: 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.
Armour
Melee Armour Rating: +13; Magic Armour Rating: +4
Requires Level 28; Strength 35
Set bonus: +8/+12/+15 to Melee Armour Rating
+51 to Hitpoints; +6 to Melee Armour Rating; +6 to Conditioned Body
+1 to Regenerate skill
2 empty charm slots
2 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.
Gauntlets
Melee Armour Rating: +4; Ranged Armour Rating: +1; Magic Armour Rating: +1
Requires Level 26; Strength 32
Set bonus: +8/+12/+15 to Magic Armour Rating
+3 to Intelligence; +16 to Magic Armour Rating; +1 to Life Leech skill
1 empty charm slot
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.
Leggings
Melee Armour 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* DRAGON ARMOUR SETS
==========================================================================
========================================================
These are armour 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.
=====================================
4.1 - 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 Armoury. 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 "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!
=====================================
4.2 - 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 armour 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 southwest of Dragon Cliff Castle. 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.
=====================================
4.3 - 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 armour 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.
=====================================
4.4 - 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 armour worn in human shape, new
armour 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.
========================================================
==========================================================================
*5* QUESTS
==========================================================================
========================================================
This is not a full quest walkthrough, by any means. This is more just a list
of quests, basic pass/fail requirements, any important notes (items used,
effects it has, etc.), and the rewards and/or penalties for each possible
option. The "misc." reward option is a random book (see section 12), junk item
(see section 18), or a food or drink.
Other random items fall into easier classes, such as potions, weapons/armor,
and so forth. If a selection has a number in parentheses after it, it means
you get that quantity of an item. For example, 1 potion (2) means one of the
possible bonus reward choices is a single potion slot, which is stack of two
of the listed potion. 2 potions would mean two reward slots, each with a
single potion of the chosen type (both of which will be randomized).
"Pre-requisite" lists what specific task that must be completed before the
quest is available. This is used quite sparingly.
"Start" lists how the quest is started.
"Path" lists the different paths that lead to finishing the quest.
"End" lists the different outcomes, and the action necessary. These correspond
to the number listings on the different paths.
"Bonus" lists extra positive effects that End path yields.
"Penalty" lists extra negative effects that End path yields.
Main story quests will be tagged as such.
=====================================
5.1 - STORY QUESTS
=====================================
These apear in gold in the quest log, indicating these are the quests to
advance the overall story in the game. Important and usually pay very well.
----------------
THE FARGLOW CONNECTION (MAIN QUEST #1)
----------------
Start: Given at the beginning of the game.
Path:
-Enter Farglow and talk to Morganna, then agree to receive the Dragon power.
-Return to the bridge in town and talk to Isobel, and receive the power of
mindreading.
-Talk to one of the veterans and choose to follow their school of battle:
A: Gawain and the path of the Warrior. +3 STR and 1pt in Whirlwind skill.
B: Aravir and the path of the Ranger. +3 DEX and 1pt in Poison Arrows skill.
C: Alberic and the path of the Mage. +3 INT and 1pt in Fireball skill.
End: Dragon Slayer preparation is complete.
Reward: 50 EXP, 200 gold, 1 of (25 EXP, 100 gold)
Bonus: One of three unique (but weak) weapons: Gawain's sword, Aravir's bow,
or Alberic's mace. All three are mutually exclusive with the other two, so
only one can be obtained.
Leads to: "Chasing the Dragon"
NOTE: You may switch your chosen class as much as you want before leaving
Farglow. Each class' benefits (stat points, skill point, and unique weapon)
are re-assigned accordingly. If you sell one of the unique weapons, it is gone
forever, even if you change to a different class, then back to the one you
sold.
----------------
CHASING THE DRAGON (MAIN QUEST #2)
----------------
Start: Rhode assigns this quest to you upon landing in Broken Valley.
Path:
-Speak to several people in town about the Dragon sightings. You need three
confirmations of a sighting. These people include:
Stan (outside the Black Boar).
Winthrop (guarding the entrance to the Mill in the center of town).
Romon (outside the chapel, and later, wandering the graveyard nearby).
Louis (barracks, talking to Rhode).
-Return to Rhode with the information.
End: Rhode thanks you for the information and sends you to the tomb behind the
church in the village.
Reward: 1800 EXP, 700 gold, 2 of (800 EXP, 350 gold, 2 potions, 1 charm,
1 weapon/armour)
Leads to "To Lay a Ghost to Rest"
----------------
TO LAY A GHOST TO REST (MAIN QUEST #3)
----------------
Start: Given by Rhode immediately upon completing "Chasing the Dragon."
Path:
-Go to the church in Broken Valley Village, then into the locked door in the
back.
-Proceed to the final room of the tomb, and meet Arben Ghost. Mindread it (400
EXP) to unlock Arben's shield later on in the game. This is the only chance!
-Battle Arben Ghost. (get Arben's Sword)
-Exit the tomb.
End: Rhode meets you in the church, takes the sword, and orders you to stay in
town. (Arben's Sword removed)
Reward: 1800 EXP, 700 gold, 2 of (800 EXP, 350 gold, 2 potions, 1 charm,
1 weapon/armour)
Leads to: "Looking for Lovis"
NOTE: Finishing this quest removes the Slayer guards from the pass in the
southwest section of the valley, allowing entry into Broken Valley proper.
Heading into the valley puts you on a crash course with the next quest.
----------------
LOOKING FOR LOVIS (MAIN QUEST #4)
----------------
Start: After meeting Talana and Zandalor in Broken Valley proper.
Path:
-Head for Lovis' tower in the center of the valley.
-Climb the ruins of the bridge (ladders help you climb up the north side).
-Jump on the glowing blue platforms and reach levers, opening the gates.
-Halfway up, you must exit onto a balcony platform, overlooking the valley,
then climb up ladders to reach higher platforms.
-Press the plates under the dragon statues to pass. Each statue stares in the
direction of the next statue to press. From the ladder to the gate, the order
is: 1, 2, 4, 3.
-Take the lower lath at the fork in the road, heading back into a caged
portion of the tower. Pull the lever near the gate for an easy return.
-Enter the Citadel Chambers door.
-Look for a corpse under some rubble in one of the small collapsed tunnels.
Get the Reveal scroll, and use it from your inventory.
-Pull the lever, take the elevator down, and investigate the pedestal.
-Answer the trivia questions. Not all must be correct to meet Lovis, but
answering all correctly earns a bonus item. The answers are:
-Anastas
-Ouroboros
-Battle of Ten Thousand
-Ba'al
-Valley of Shrines
End: Lovis is summoned and gives you your next quest.
Reward: 1800 EXP, 700 gold, 2 of (800 EXP, 350 gold, 2 potions, 1 charm,
1 weapon/armour)
Bonus: Lovis' Pendant, if all five trivia questions answered correctly.
Leads to: "Paper Trail"
----------------
PAPER TRAIL (MAIN QUEST #5)
----------------
Start: Lord Lovis directs you to Maxos Temple to find information on how to
access the Hall of Echoes. (get Maxos Temple Key)
Path:
-Head to Maxos Temple, in the center northern part of the valley.
-Fight Marius and the other Dragon Slayers outside the temple (this fight can
be done at any time after "To Lay a Ghost to Rest")
-Enter Maxos Temple. (Maxos Temple Key removed)
End: Speak with Zandalor inside (automatic).
Reward: 1800 EXP, 700 gold, 2 of (800 EXP, 350 gold, 2 potions, 1 charm,
1 weapon/armour)
Leads to: "Dragon No More"
----------------
DRAGON NO MORE (MAIN QUEST #6)
----------------
Start: Examine the Pedestal after the "eternal maze" inside Maxos Temple.
Path:
-Enter the library and kill the Black Ring soldiers.
-Talk to the Librarian and get the quest "A Tale of Two Tomes."
-Pick up the phial on the nightstand behind the fake wall (opening the wall is
part of "A Tale of Two Tomes" as well). (get Phial with blood
-Complete "A Tale of Two Tomes."
-Obtain the Dragon Scales from the Blood Altar (large pile in the middle of
the walkway, glowing green). (get Dragon Scales)
-Use the Orbis Arcesso (2) from your inventory, with both the Phial with Blood
and Dragon Scales in hand. (Phial with blood, Dragon Scales removed)
End: Kill Amdusias and loot the Book of the Dragon. (get Book of the Dragon)
Reward: 1800 EXP, 700 gold, 2 of (800 EXP, 350 gold, 2 potions, 1 charm,
1 weapon/armour)
Leads to: "The Prophecy" and "Hall of Echoes Bound"
----------------
THE PROPHECY (MAIN QUEST #7)
----------------
Start: Upon entering Sentinel Island, Island will speak to you and give this
quest.
Subquests:
-The Gardener
-Enchanted I'm Sure
-Caught Undead
-Sparring Partner
1: Choose each of your servants personally (this means finishing each subquest
at the four Totems).
2: Enter the Battle Tower without having chosen at all four Totems.
End 1: Choose all four Battle Tower platform operators personally.
Reward: 3000 EXP, 850 gold, 2 of (1500 EXP, 425 gold, 1 potion, 1 charm,
1 weapon/armour, 1 jewelry)
Leads to: Nothing
End 2: Island chooses all (remaining) servants for you, at random.
!!!FAILS THE QUEST!!!
Leads to: Nothing
NOTE: This quest can be completed at any time after speaking to at least one
of each profession's servant on Sentinel Island. Entering the Battle Tower
without having chosen all four servants will fail the quest, denying you the
rewards for any remaining. There are no consequences besides this, however.
----------------
THE GARDENER (MAIN QUEST #7.1)
----------------
Start: Part of "The Prophecy."
Path:
-The Alchemist Totem is found directly north of the Necromancer's Cave (with
Jonelath and Igor). It is impossible to get to the cave without finding it.
-Allan is on the northeast end of the island, in a small camp.
-Barbatos is in the Shipwreck Camp on the east end of the island.
1: Speak to them, then return to the Alchemist Totem to decide.
2: Enter the Battle Tower without having chosen an Alchemist.
End 1: Choose between Barbatos or Allan.
Reward: 1200 EXP, 400 gold, 1 of (600 EXP, 200 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
Bonus: Allan's gives a unique potion formula.
Penalty: Allan's quests require giving up a unique consumable item that gives
a permanent +5 to the Intelligence stat.
End 2: Island chooses your Alchemist at random.
!!!FAILS THE QUEST!!!
NOTE: Barbatos' quests give more skill points. Barbatos also requires giving
up a unique amulet (Amulet of Alchemy). Barbatos can produce one free level 5
stat potion (STR, DEX, or INT) when asked. Allan's only unique attribute is
his unique Allan Brew.
----------------
ENCHANTED I'M SURE (MAIN QUEST #7.2)
----------------
Start: Part of "The Prophecy."
Path:
-The Enchanter Totem is found next to the Barrier shrine (impossible to miss).
-Wesson is found in a small camp east of the Alchemist Totem and Necromancer
cave.
-Radcliff is found at the smithy in the Shipwreck Camp.
1: Speak to them, then return to the Enchanter Totem to decide.
-Once you've talked to Radcliff, you have the option to tell Wesson, and the
two will compete to forge a better weapon. This does not decide your
Enchanter automatically (unlike similar options for Necromancer and Trainer),
but earns two unique weapons.
2: Enter the Battle Tower without having chosen an Enchanter.
End 1: Choose between Wesson or Radcliff.
Reward: 1200 EXP, 400 gold, 1 of (600 EXP, 200 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
End 2: Island chooses your Enchanter at random.
!!!FAILS THE QUEST!!!
NOTE: Wesson's quests give more skill points than Radcliff's. Wesson's quests
require giving up a unique armour (Raze's Cuirass). Besides this, there is no
functional difference between the Enchanters.
----------------
CAUGHT UNDEAD (MAIN QUEST #7.3)
----------------
Start: Part of "The Prophecy."
Path:
-The Necromancer Totem is found in a lake northwest of the Beach shrine. A
large geyser is in the middle.
-The Necromancers are both found in a cave. south of the Necromancer totem.
1: Speak to them, then return to the Necromancer Totem to decide. Do NOT
choose the "I wash my hands in innocence" dialogue line when talking to Igor.
OR...
-Take Igor up on his offer to poison Jonelath. Doing this will result in your
Necromancer being chosen for you, although you may still affect which one is
chosen.
2: Do not tell Jonelath of the plan. This will kill Jonelath as soon as you
exit the cave.
3: After telling Igor to poison Jonelath, inform Jonelath of the plan.
Jonelath will kill Igor as soon as you exit the cave.
4: Enter the Battle Tower without having chosen a Necromancer.
End 1: Choose between Jonelath (bonus melee resistance) or Igor (bonus magic
resistance).
Reward: 1200 EXP, 400 gold, 1 of (600 EXP, 200 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
End 2: Igor poisons Jonelath, and is thus chosen as your Necromancer.
Reward: 1200 EXP, 400 gold, 1 of (600 EXP, 200 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
End 3: Jonelath kill Igor, and is thus chosen as your Necromancer.
Reward: 1200 EXP, 400 gold, 1 of (600 EXP, 200 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
End 4: Island chooses your Necromancer at random.
!!!FAILS THE QUEST!!!
NOTE: Jonelath's quests give more skill points than Igor's. Additionally,
Igor's requires giving up a unique ring, although the ring itself cannot be
obtained unless Igor is chosen in the first place (Stone's Ring).
----------------
SPARRING PARTNER (MAIN QUEST #7.4)
----------------
Start: Part of "The Prophecy."
Path:
-The Skill Trainer Totem is found south of the Shipwreck Camp, and slightly
southeast of Kenneth's camp.
-Hermosa is found in the Shipwreck Camp.
-Kenneth is found in a small campsite south of the Shipwreck Camp, on the
other side of the large stone "wall."
1: Speak to them, then return to the Skill Trainer Totem and choose.
OR...
-Talk to Kenneth (after Hermosa), and inform him his rival is nearby. He will
run to propose a duel. Once he sees Hermosa is female, he will want to cancel
the duel.
2: Force the duel anyways. Hermosa will kill Kenneth and thus be chosen.
Agreeing to cancel the duel will result in End 1.
3: Enter the Battle Tower without having chosen a Skill Trainer.
End 1: Choose between Hermosa (cheaper physical skills) or Kenneth (cheaper
magical skills).
Reward: 1200 EXP, 400 gold, 1 of (600 EXP, 200 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
End 2: Hermosa is chosen after winning the duel and killing Kenneth.
Reward: 1200 EXP, 400 gold, 1 of (600 EXP, 200 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
End 3: Island chooses your Skill Trainer at random.
!!!FAILS THE QUEST!!!
NOTE: Kenneth is a horrible choice. His quests give fewer skill points, his
first requires failing another quest for a full reward, and his second costs
an item that, if used yourself, gives +3 skill points. Hermosa's only requires
a powerful unique sword (Myrthos).
----------------
CANDLES IN THE WIND (MAIN QUEST #8)
----------------
Start: Investigate the grave on the windy, gray peninsula northwest of the
Brach Shrine.
Path:
-Complete the quest "Man Overboard" until the Arcane Spellbook is received.
-Use the spellbook to negate the wind. (Arcane Spellbook removed)
-Light each candle (three total).
End: Sassan's ghost is summoned. (get Sassan's Ring)
Reward: 1800 EXP, 500 gold, 1 of (800 EXP, 250 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
Leads to: "The Second Coming"
----------------
THE SECOND COMING (MAIN QUEST #9)
----------------
Start: Immediately after "Candles in the Wind" is complete.
Path:
-Head to Laiken's Study, next to the Sea Side shrine in the northeast of
Sentinel Island.
-Collect Sassan's Ring from a chest in the study. (get Sassan's Ring)
-Return to the grave (fighting Evil Sassan's summoned monsters).
End: Give the ring to Sassan to resurrect her. (Sassan's Ring removed)
Reward: 3000 EXP, 850 gold, 2 of (1500 EXP, 425 gold, 1 potion, 1 charm,
1 weapon/armour, 1 jewelry)
----------------
BREAKING AN ENTRY (MAIN QUEST #10)
----------------
Start: Immediately after "The Second Coming" is complete.
Path:
-Follow Sassan to the Battle Tower entrance. You MUST follow her! Taking a
shrine to teleport there will not work. If you stray too far from her, she
stops until you return.
-Defeat the bandit guards on the path up to the tower entrance.
-Enter the Battle Tower. THIS FAILS "The Prophecy" IF ALL FOUR SERVANTS HAVE
NOT BEEN CHOSEN!
-Battle the bandits, then enter the northwestern cell, press switches to
reveal secret passages, and find the two kegs of Explosives. (get Explosives)
End: Use one keg of Explosives to clear the passage Evil Sassan collapsed.
(Explosives removed)
Reward: 3000 EXP, 850 gold, 2 of (1500 EXP, 425 gold, 1 potion, 1 charm,
1 weapon/armour, 1 jewelry)
Leads to: "What's in a name?"
----------------
WHAT'S IN A NAME? (MAIN QUEST #11)
----------------
Start: Sassan will give this quest as you approach the elevator in the
Elevator Caves at the bottom of the Battle Tower.
Path:
-Head down to the basement and kill the Abomination Master for a key.
-Go to the 1st floor, use the key to open the door, then mindread Erlking to
learn of Gothe's Ballads.
-Examine the bookshelf in the northwest corner of Erlking's room, and read
Gothe's Ballads to open a secret wall.
-Head up to the 2nd floor, kill the Abomination there, loot his key, then
return to the 1st.
-Use the key to unlock the lockbox on the table in the secret room. (get Soul
Forge Contract)
-Head to the 3rd floor.
End: Tell Sassan the demon's name is Razakel.
Reward: 3000 EXP, 850 gold, 2 of (1500 EXP, 425 gold, 1 potion, 1 charm,
1 weapon/armour, 1 jewelry)
Leads to: "Laiken in his Lair"
----------------
LAIKEN IN HIS LAIR (MAIN QUEST #12)
----------------
Start: Immediately after finishing "What's in a name?"
Path:
-Enter the summoning chamber and defeat Evil Sassan and Razakel.
-Tell Sassan what you want her doing in the battle ahead.
-Enter the elevator to meet Laiken.
-Battle Laiken and Razakel. Killing either one will kill both.
End: Laiken and Razakel are dead.
Reward: 3000 EXP, 850 gold, 2 of (1500 EXP, 425 gold, 1 potion, 1 charm,
1 weapon/armour, 1 jewelry)
Leads to: "Reaping the Seeds"
WARNING: ONCE YOU ENTER THE SUMMONING CHAMBER ON THE 3RD FLOOR, THE DOOR LOCKS
BEHIND YOU, AND THUS YOU CANNOT EXPLORE BROKEN VALLEY AND SENTINEL ISLAND IN
THEIR CURRENT FORM EVER AGAIN. COMPLETING THIS QUEST WILL FAIL ALL OPEN QUESTS
IN BROKEN VALLEY AND SENTINEL ISLAND (except "Legend of the Ancient Mariner").
COMPLETING THIS QUEST WILL FINALLY WIN YOU CONTROL OF THE BATTLE TOWER.
----------------
REAPING THE SEEDS (MAIN QUEST #13)
----------------
Start: Speak to one of the golden dragon statues inside the Primordial Cave.
Subquests:
-The First Hungry Statue
-The Second Hungry Statue
-The Third Hungry Statue
End: Feed the statues their respective seeds.
Reward:
----------------
THE FIRST HUNGRY STATUE (MAIN QUEST #13.1)
----------------
Start: Speak to one of the golden dragon statues inside the Primordial Cave.
Path:
-Speak to Jiervaras, located in the middle of the Fjords, in Camp ???.
-Defeat the wyverns that have been harassing the tree.
-Return to Jiervaras.
End: Grateful for the death of thw wyverns, Jiervaras gives a seed. (get ???)
Reward:
----------------
THE SECOND HUNGRY STATUE (MAIN QUEST #13.2)
----------------
Start: Speak to one of the golden dragon statues inside the Primordial Cave.
Path:
-Speak to Yggdrasil, found on an island southwest of the Primordial Cave and
Grand Knight shrine (easy to see, and visible even before getting dragon
form).
-Defeat Charlie the goblin.
-Return to Yggdrasil.
End: Grateful for Charlie's death, Yggdrasil gives his seed. (get ???)
Reward:
----------------
THE THIRD HUNGRY STATUE (MAIN QUEST #13.3)
----------------
Start: Speak to one of the golden dragon statues inside the Primordial Cave.
Path:
-Speak to Irminsul, found northwest of the goblin village and Red Hammer
shrine.
-???
End: Irminsul gives you his seed. (get ???)
Reward:
----------------
HALL OF ECHOES BOUND (MAIN QUEST #??)
----------------
Start: Given by Talana after killing Amdusias and claiming the Book of the
Dragon.
Subquests:
-Lock and Key:
-X marks the Spot:
-Come to no Harm:
-Revelation:
End: Enter the Hall of Echoes at the entrance south of Champion Harbour.
Reward: ???
WARNING! COMPLETING THIS QUEST WILL FOREVER PREVENT YOU FROM RETURNING TO THE
OROBAS FJORDS AND SURROUNDING AREAS. THIS WILL FAIL ANY REMAINING QUESTS IN
THE OROBAS FJORDS AND OTHER AREAS.
----------------
LOCK AND KEY (MAIN QUEST #??.1)
----------------
Start: Given by Talana after killing Amdusias and claiming the Book of the
Dragon.
Path:
-
End: Ba'al is destroyed and the sigil is yours. (get ???)
Reward:
----------------
X MARKS THE SPOT (MAIN QUEST #??.2)
----------------
Start: Given by Talana after killing Amdusias and claiming the Book of the
Dragon.
Path:
-Enter the Primordial Cave and talk to the golden dragon statues.
-Complete "Reaping the Seeds."
-Proceed through the cave and talk to the Patriarch.
End: The Patriarch tells you where the entrance to the Hall of Echoes lies.
Reward:
----------------
COME TO NO HARM (MAIN QUEST #??.3)
----------------
Start: Given by Talana after killing Amdusias and claiming the Book of the
Dragon.
Path:
-Start the quest "On the Road Again," and give Zeppelin Master Page at least
one of each zeppelin part (crystal, rudder, compass).
-Talk to Sepp and travel to Aleroth.
-Proceed through the city until you reach the ministry, then talk to Augustus.
-Enter the ministry and help Zandalor to seal the rifts.
End: The rifts are closed, and Zandalor is grateful. (get ???)
Reward:
----------------
REVELATION (MAIN QUEST #??.4)
----------------
Start: Given by Talana after killing Amdusias and claiming the Book of the
Dragon.
Path:
-Enter the bedchambers of the Throne Room in the Battle Tower.
-Look on a nightstand for a scroll.
End: Picking up the scroll finishes the quest and earns you the spell to
reveal the Hall of Echoes. (get Note from Maxos)
Reward:
=====================================
5.2 - BROKEN VALLEY QUESTS
=====================================
All Broken Valley quests are failed automatically after obtaining the Battle
Tower. This section includes the single quest in Farglow as well.
----------------
A HUNTING WE SHALL GO
----------------
Start: Read one of the five wanted notices in the Broken Valley barracks.
Subquests:
-Hjalmar
-Hallorn
-Yup'ik
-Viper
-Jagon
End: Complete all five subquests. This one automatically completes at the same
time the final subquest is turned in.
Reward: 1800 EXP, 700 gold, 2 of (800 EXP, 350 gold, 2 potions, 1 charm,
1 weapon/armour)
Bonus: Captain Rodney gives you Cuirass of Jurak.
----------------
A HUNTING WE SHALL GO: HALLORN
----------------
Start: Read Hallorn's bounty information in the Broken Valley barracks.
Path:
-Find and kill Hallorn in the southern branch of the Derelict Tunnel in Broken
Valley and loot his ring. (get Hallorn's Ring)
-Return to Captain Rodney.
End: Give Captain Rodney the ring. (Hallorn's Ring removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
----------------
A HUNTING WE SHALL GO: HJALMAR
----------------
Start: Read Hjalmar's bounty information in the Broken Valley barracks.
Path:
-Find and kill Hjalmar in a goblin camp southeast of the Chapel shrine in
Broken Valley, then loot his mask. (get Hjalmar's Mask)
-Return to Captain Rodney.
End: Give Captain Rodney the mask. (Hjalmar's Mask removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
----------------
A HUNTING WE SHALL GO: JAGON
----------------
Start: Read Jagon's bounty information in the Broken Valley barracks.
Path:
-Find and kill Jagon in the Temple of Doom, located in the Bandit Camp in
Broken Valley, and loot his necklace. (get Jagon's Necklace)
-Return to Captain Rodney.
End: Give Captain Rodney the necklace. (Jagon's Necklace removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
----------------
A HUNTING WE SHALL GO: VIPER
----------------
Start: Read Viper's bounty information in the Broken Valley barracks.
Path:
-Find and kill Viper in the ruins directly south of the South Valley shrine in
Broken Valley, and loot his sword. (get Viper's Sword)
-Return to Captain Rodney.
End: Give Captain Rodney the sword. (Viper's Sword removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
----------------
A HUNTING WE SHALL GO: YUP'IK
----------------
Start: Read Yup'ik's bounty information in the Broken Valley barracks.
Path:
-Find and kill Yup'ik in the goblin village east of the South Valley shrine in
Broken Valley, and loot his staff. (get Yup'ik's Staff)
-Return to Captain Rodney.
End: Give Captain Rodney the staff. (Yup'ik's Staff removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
----------------
A PRIVATE DELIVERY
----------------
Start: Talk to Dana in Jackson's Farm and agree to her request to deliver a
letter to Derk. (get Sealed Love Letter)
Path:
1: Don't finish "Skeletons in the Closet," or finish it by giving Carl Jackson
his diary back (whether you extort him or not).
2: Don't finish "Skeletons in the Closet," or finish it by giving Carl Jackson
his diary back (whether you extort him or not). Use the Sealed Love Letter
and read it. (get Love Letter with Broken Seal)
3: Finish "Skeletons in the Closet" by either killing Carl Jackson or turning
him in to Captain Rodney first.
4: Finish "Skeletons in the Closet" by either killing Carl Jackson or turning
him in to Captain Rodney first. Use the Sealed Love Letter and read it. (get
Love Letter with Broken Seal)
5: Use the Sealed Love Letter and read it. Then talk to Dana and let her know
you read it. (get Love Letter with Broken Seal)
6: Use the Sealed Love Letter and read it. Then talk to Carl Jackson and give
him the letter. (get Love Letter with Broken Seal)
End 1: Deliver the Sealed Love Letter to Derk. (Sealed Love Letter removed)
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: 25% discount for Derk's shop.
End 2: Deliver the Love Letter with Broken Seal to Derk. (Love Letter with
Broken Seal removed)
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Penalty: 10% price raise for Derk's shop.
End 3: Deliver the Sealed Love Letter to Derk. (Sealed Love Letter removed)
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: 10% discount for Derk's shop.
End 4: Deliver the Love Letter with Broken Seal to Derk. (Love Letter with
Broken Seal removed)
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Penalty: 20% price raise for Derk's shop.
End 5: Dana is furious you read the letter. She leaves Carl and goes to Derk,
who she tells about your betrayal.
!!!FAILS THE QUEST!!!
Penalty: Derk refuses to sell items to you.
End 6: Carl confronts Dana, who runs off to Derk. Talk to Carl Jackson again
afterwards for a bonus item.
!!!FAILS THE QUEST!!!
Bonus: Talk to Cark Jackson again, and he gives you Jackson's Amulet.
Penalty: 23.8% price raise for Derk's shop.
NOTE: Getting Jackson's Amulet for end 6 in this quest means he will not drop
it if killed during "Skeletons in the Closet."
----------------
A TALE OF TWO TOMES
----------------
Start: Talk to the Librarian of Maxos Temple and agree to find the missing
book Orbis Arcesso.
Path:
-Head into the living quarters (south of the Crypt shrine), and into the
northwestern bedroom. Example a book on the shelf (Dragon book) and a false
wall will open up to your left.
-Inside is a key (used to unlock the large wooden chest in the main hub of
the living quarters), and a small phial on the nightstand. Pick up both (the
phial is part of "Dragon No More").
-Use the key on the large wooden chest in the hub, and get the book inside.
(get Orbis Arcesso (1))
End: Return Orbis Arcesso to the Librarian. (Orbis Arcesso (1) removed, get
Orbis Arcesso (2))
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 2 misc.)
NOTE: Although the Librarian mentions a Dragon Skill Book, he no longer
actually rewards one for the quest. This quest is also required to progress
with the main story, despite not being marked in gold.
----------------
AN AXE TO FIND
----------------
Start: Talk to Tagos on the inner gate of the Bandit Camp in Broken Valley.
Agree to help him find his axe.
Path:
-Go to the destroyed caravan northwest of the South Valley shrine in Broken
Valley. (get Tagos' Axe)
-Return to Tagos with the axe.
1: Tell him you'll return his axe
2: Tell him you'd like to keep the axe.
NOTE! This quest will inevitably FAIL if you've already turned in the quest
"Into the Bandit's Den" for Louis! There is no way to finish this quest once
that one is complete.
End 1: Tagos rewards you for giving him back his axe. (Tagos' Axe removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
End 2: Defeat Tagos in a duel and you keep the axe.
Reward: 600 EXP, 300 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: You get to keep Tagos' Axe, forever, and ever, and ever, and ever...
NOTE: His axe can be found even before the quest is started, and even if the
quest is pre-emptively failed by finishing "Into the Bandit's Den" too early.
----------------
BAND OF BRUTES
----------------
Start: Talk to either Tim or Elsa, and agree to remove the drunken Seekers
from the pub.
Path:
-Talk to either Merrill or Nigel and mock or reprimand them until a fight
starts.
-Once the fight starts, run to the exit. They will attack and can kill a low
leveled character quicker than it seems.
-When Louis arrives, he stops the fight and asks what happened, a choice with
results that don't affect the quest:
A: Tell him it is not a big deal. This results in the Seekers being sent to
the second floor bedroom of the barracks. Talking to Merrill will start the
quest "Louis' Stash."
B: Tell him they were out of line. This results in the Seekers being sent out
in the valley to fight a troll. The troll kills them all quickly. "Louis'
Stash" can still be started if you quickly run to Merrill and talk to him
before the troll kills him, but it a very small window of opportunity.
-Either option results in the pub being repopulated with patrons, many
offering shops or other quests.
End: Talk to Tim and accept the reward.
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: 25% discount for Tim's shop.
----------------
BUAD BLOOD
----------------
Start: Find the key inside the vegetable pot of the mill in Broken Valley
Village. Use it to open the gate on the bottom floor, then enter the hatch
and speak to Abanayamar, the alchemist tree. Ask about Miller Upton and the
name Buad.
Path:
-Speak to Miller Upton to reveal his name as Buad.
-Speak to Linda, his daughter, about the assassins.
-Speak to Romon, then Folo's wife about strange sights at night.
-Head to the ruined chapel near the Chapel shrine, and fight the bandit Jesse.
-Return to the mill.
1: Side with Buad and Linda against Antumbra.
2: Side with Antumbra against Buad and Linda.
End 1: Help Buad kill Antumbra.
Reward: 1500 EXP, 400 gold, 1 of (750 EXP, 200 gold, 2 potions,
1 weapon/armour)
Bonus: Only chance to get the Antumbra monster log entry.
End 2: Help Antumbra kill Buad and Linda.
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Bonus: Only chance to get the Miller upton and Linda monster log entries.
Penalty: Buad is dead and thus unavailable as a merchant.
NOTE: Whoever you side with, you will miss the monster log entry(ies)
specified.
----------------
COUPLE TROUBLE
----------------
Start: Talk to either Clement or Sybille within the Bandit Camp in Broken
Valley. Agree to help them find a way to leave.
Path:
-Find the rum on a cliff above the camp, past Tagos on the inner gate. (get
Rimmer's Rum)
-Mindread Christopher for 800 EXP and discover he likes Rimmer's Rum.
-Give Christopher the rum via a dialogue option. (Rimmer's Rum removed)
-Tell Clement and Sybille they are free to go.
NOTE! This quest will inevitably FAIL if you've already turned in the quest
"Into the Bandit's Den" for Louis! There is no way to finish this quest once
that one is complete.
End: Clement and Sybille leave the camp and vanish from the game world.
Despite what they say, you don't actually get any weapons for helping them,
aside from the random one available as an extra quest reward.
Reward: 1500 EXP, 400 gold, 1 of (750 EXP, 200 gold, 2 potions,
1 weapon/armour)
NOTE: Giving Christopher the rum will prevent you from obtaining a stat point
by mindreading him outside of the camp! Make sure you've gotten it already
before getting him drunk.
----------------
DAYLIGHT ROBBERY
----------------
Start: Talk to Ragnar in the Bandit Camp and this quest will start.
Alternatively, approaching of the robbery will also start the quest.
Path:
-Talk to Ragnar in the Bandit Camp
-Head to the robbery site. It is located at the north end of the western
mountain pass in Broken Valley Proper, starting northwest of the South Valley
shrine.
1: Side with Jenae and the bandits, if "Into the Bandit's Den" has not been
completed yet.
2: Side with Jenae and the bandits, if "Into the Bandit's Den" was completed
before interrupting the robbery..
3: Side with Filip and the New Order.
End 1: Kill Filip and his guards with Jenae. Return to the Bandit Camp and
talk to Ragnar for your reward.
Reward: 1500 EXP, 400 gold, 1 of (750 EXP, 200 gold, 2 potions,
1 weapon/armour)
Bonus: Mindread Jenae for 800 EXP to get 1 stat point. The only chance to do
this is right after killing Filip.
End 2: This is not so much an end as it is simply a dead end. The quest will
not be failed, but Ragnar is nowhere to be found in the besieged camp. This
WILL eventually fail automatically once you claim the Battle Tower. You get
no reward whatsoever, beyond the potential for a stat point mindread.
!!!FAILS THE QUEST!!!
Bonus: Mindread Jenae for 800 EXP to get 1 stat point. The only chance to do
this is right after killing Filip.
End 3: Kill Jenae and the bandits with Filip.
!!!FAILS THE QUEST!!!
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Bonus: Mindread Filip for 800 EXP to get 1 stat point. The only chance to do
this is right after killing Jenae.
NOTE 1: No matter who you side with, you'll get an opportunity for a 800 EXP
mindread for 1 stat point, with no opportunity to ever mindread the other
person. Also, you do get a normal Quest Reward screen for End 3, even though
it fails the quest.
NOTE 2: Make sure to read this quest's entry in section 19.4. It is an
interesting case in regards to monster log entries.
----------------
FEAST OR FAMINE
----------------
Pre-requisite: Complete "Hearttaker" at least once.
Start: Ask Richard if he has any jobs available besides collecting Goblin's
Hearts. Make sure to tell him you're interested in helping him acquire food
for Aleroth.
Path:
-Tell Richard you will help get food for Aleroth.
-Talk to Mouse and inform him you will be dispatching the guards.
-Talk to Lomax in Jackson's Farm. You have choices:
A: Bribe Lomax. Whether you choose 50 or 100 gold, it will end up being 100
before he accepts it.
B: Fight Lomax and crew. Three level 5 New Order guards attack. Kill them to
progress. Lomax drops the "Set of Orders" book, the only place to get the
item. It is just another flavor text book, however.
C: Mindread Lomax (40 EXP). This gives a dialogue option about "Elisabeth"
which allows you to continue with a fight, or paying money.
End:
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Penalty: The quest "New Order or Champion Chaos" cannot be activated.
NOTE: Agreeing to this quest prevents "New Order or Champion Chaos" from being
activated. The latter quest is acquired by refusing to help Richard steal
Rivertown's food, and presents an opportunity to gain 1 stat point via a
mindread (at the cost of Richard's life). However, this quest gives a chance
to get the New Order entry in the monster log, and the "Set of Orders" book.
Choose carefully.
----------------
FOR A POUND OF FLESH
----------------
Pre-requisite: Proceed with "Band of Brutes" until the Seekers are removed
from the building.
Start: Talk to Locke in Broken Valley and inquire about his request. Once the
quest's dialogue is started, you cannot avoid the quest.
Path:
-Talk to Keane.
1,2: Insist Keane pay his debt (get Keane's Wallet).
3: Tell Keane he does not have to pay.
End 1: Return Keane's Wallet to Locke. (Keane's Wallet removed)
Reward 1: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: 25% discount for Locke's shop.
End 2: Use Keane's Wallet and keep the money.
!!!FAILS THE QUEST!!!
Bonus: 500 gold from Keane's Wallet.
Penalty: Locke refuses to sell items to you.
End 3: Agree to forgive Keane's debt.
!!!FAILS THE QUEST!!!
Bonus: Keane tells the password to Locke's Cart. (this can also
be obtained by mindreading the cart)
Penalty: 100% price raise for Locke's shop.
----------------
HEARTTAKER
----------------
Start: Talk to Richard in Broken Valley, listen to his plan, and agree to
bring him Goblin's Hearts.
Path:
1: Kill Tribal Goblins and Black Goblins throughout Broken Valley. They
randomly drop Goblin's Heart quest items.
2: Choose the new dialogue option upon turning in at least one Goblin's Heart,
refuse Richard's plan, and he will run off to Jackson's Farm. Go there, and
side with Lomax and the Seekers against Richard.
3: Progress with the storyline until finishing "Laiken in his Lair."
End 1: Bring Richard at least 1 Goblin's Heart. (all Goblin's Hearts removed)
Reward: 50 EXP and 50 gold per Goblin's Heart.
Bonus: If Richard was mindread (400 EXP), a dialogue option is available upon
turning in hearts. Choosing this will allow you to earn 150 EXP and 150 gold
per heart instead.
End 2: Automatic upon Richard's death.
!!!FAILS THE QUEST!!!
End 3: Automatic upon obtaining the Battle Tower.
!!!FAILS THE QUEST!!!
NOTE: This quest is recurring, and will always renew upon completion. It will
inevitably fail when the Battle Tower is obtained. Richard being killed in
"New Order or Champion Chaos" gets you End 2, but this is only possible after
turning in at least one Goblin's Heart (and thus 'passing' the quest once).
It is a unique situation. Basically, once you accept this quest, you are
condemned to have a failed quest in your log, one way or another.
----------------
HIGH AND DRY
----------------
Start: Walk near the wooden guard tower south of Broken Valley Village. Quincy
will call to you to rescue him. This quest cannot be avoided once this scene
is triggered.
Path:
-Two Tribal Goblins and one Tribal Goblin Mage will appear nearby. Kill the
mage and he will drop a loot bag. Loot the bag. (get Grappling Hook)
-Another scene will automatically occur with Quincy. (remove Grappling Hook)
-Go to the roof of the Broken Valley Village's barracks and speak with Quincy.
End: See the scene with Rodney, Quincy, and Peavey.
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: Peavey can be mindread in Prison (133 EXP) to cause a small item box
to appear near a shrine in Broken Valley.
----------------
IN COLD BLOOD
----------------
Start: Speak to Abalam the ghost, near the Crypt shrine in Maxos Temple.
Path:
-Complete the story quest "Dragon No More," and loot the soul stone from
Amdusias. (get Lovis' Soul Stone)
1: Use the soul stone on the Blood Altar, and choose to destroy it. (Lovis'
Soul Stone removed)
2: Give the soul stone to Lord Lovis as part of "Lost Soul." (Lovis' Soul
Stone removed)
End 1: Speak to Abalam and let him know he is free.
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Penalty: Fails the quest "Lost Soul." The Bone Dragon Claws dragon armour
piece is unobtainable, as Lovis' Armor Chest remains locked forever.
End 2: Automatic, although if you return and speak to Abalam, he will attack.
!!!FAILS THE QUEST!!!
Bonus: Abalam and cohorts give the Lost Soul monster log entry.
NOTE: This quest can only be obtained if "Lost Soul" has not yet been
completed, and will immediately fail if "Lost Soul" is completed after being
accepted. "Lost Soul" will immediately fail once the soul stone has been
destroyed (as part of this quest).
----------------
INTO THE BANDIT'S DEN
----------------
Start: Talk to Louis in the Broken Valley barracks, ask about the job he's
offering, and accept it.
Path:
-There are two ways to go about this quest, both resulting in the same end:
A: Head to the ruined chapel, enter the secret passage, and rescue Martis. He
gives the password once you're out of the passage. This results in a
cave-in, rendering the "crypt" part of the cavern inaccessible.
B: Mindread Martis in his cell (1050 EXP) and bypass the rescue entirely. The
secret passage can still be explored. You will meet Martis under the prison,
with two bandits rescuing him. Choosing to fight them gives a chance to earn
Martis' monster log entry. Letting them go will allow you to utilize Martis
as a shop, just like with the rescue.
End: Tell Louis the password to the Bandit Camp.
Reward: 1500 EXP, 400 gold, 1 of (750 EXP, 200 gold, 2 potions,
1 weapon/armour)
Bonus: Go to the Bandit Camp and help the Seekers' fight the bandits for extra
EXP and loot (and chances at certain monster log entries).
Penalty: The Bandit Camp and all its residents are killed ("The Temple of
Doom" and Jagon are unaffected), denying you shops, mindreads, and any
unfinished quests. The quests are as follows:
-"Couple Trouble"
-"An Axe to Grind"
-"Daylight Robbery" (you can still witness and participate in the robbery,
but there is no way to successfully pass the quest and get the reward.
Siding with Jenae will lead to it eventually failing and no rewards, whereas
Filip will give a reward, but it will fail immediately)
NOTE: Make sure to fully explore the Bandit Camp and complete all related
quests BEFORE turning this quest in, otherwise you will miss a great deal of
content, including several quests and a couple of stat points! This is easy to
screw up, since you can complete and turn in this quest before unlocking the
section of Broken Valley containing the camp.
----------------
INTO THIN AIR
----------------
Start: Enter the Broken Valley Village's chapel after finishing "Lovis' Loot"
without having used the crying stone yourself. Geoff will approach and
mention Romon's disappearence.
Path:
-Search the chapel altar to find a set of notes left by Romon. (get Romon's
Notes)
-Use Romon' Notes from your inventory to learn a password.
-Head to the base of Lord Lovis' tower (right next to the Lake shrine), and
examine the large door. Say the password.
-Enter the Citadel Dungeon and head to the back of the room.
End: Find Romon's dead body on the ground. This quest ends when you enter the
vicinity, not when the body itself is inspected. (Romon's Notes removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
----------------
LOST FOR WORDS
----------------
Start: Talk to George Gremory, found in the ruins north of the South Valley
shrine in Broken Valley. Offer to help him decipher the language.
Path:
-Head to Maxos Temple, and speak to ZixZax the imp.
-Ask ZixZax to give you a translation book. (get Draconian to Rivellonian
Dictionary)
-Return to George Gremory and give him the book. (Draconian to Rivellonian
Dictionary removed)
-Kill the demon Furfur.
End: Talk to George Gremory, who thanks you for the help.
Reward: 1500 EXP, 400 gold, 1 of (750 EXP, 200 gold, 2 potions,
1 weapon/armour)
Bonus: Furfur drops the Demon's Claw, needed for "The Greater Hunter," if you
have not obtained it yet. He also drops the Rivellon Guards Warhammer.
----------------
LOST SOUL
----------------
Start: Ask Lord Lovis about his task for you while inside Maxos Temple.
Path:
-Progress with the main story until Amdusias is killed, then loot the soul
stone from the bag he leaves. (get Lovis' Soul Stone)
1: Return to Lord Lovis and give him the stone. (Lovis' Soul Stone removed)
2: Two options:
A: Destroy the soul stone atop the Blood Altar. (Lovis' Soul Stone removed)
B: Tell Lord Lovis you will not give him the stone.
End 1: Lovis finally finds peace and moves on to the afterlife.
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Bonus: Lovis unlocks his armor chest (to the right of his throne), containing
the Bone Dragon Claws dragon armour piece. Abalam and cohorts will attack if
you speak to them in Maxos Temple, and will give the Lost Soul monster log
entry when killed.
End 2: Lovis attacks you with skeletons, enraged that you betrayed his soul.
!!!FAILS THE QUEST!!!
Penalty: Lovis' Armor Chest remains locked, and thus the Bone Dragon Claws
dragon armour piece is unobtainable.
NOTE: This quest will immediately fail if Lovis' Soul Stone is destroyed as
part of "In Cold Blood." Also, "In Cold Blood" will immediately fail once this
quest is completed successfully
----------------
LOUIS' STASH
----------------
Pre-requisite: Proceed with "Band of Brutes" until the Seekers are removed
from the building. Ratting them out to Louis will make this quest much harder
to start successfully.
Start: Talk to Merrill after removing the Seekers from the Black Boar during
"Band of Brutes." He is in the second floor bedroom of the barracks if you
did not tell Louis of their drunken exploits, or in the valley proper if you
did. In the latter scenario, they are battling a troll, who will very quickly
kill Merrill unless you rush in and talk to him quickly.
Path:
1: Enter the crypt beside the church and proceed to the final room.
2: Alternatively, report Merrill's deceit to Louis.
End 1: Pick up the Power Belt on a table at the end.
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
End 2: Louis sends Merrill and crew on the same suicide mission as if you told
Louis the full extent of their drunkenness in "Band of Brutes."
!!!FAILS THE QUEST!!!
Penalty: The crypt beside the church is locked and you cannot enter.
NOTE: You can tell Louis about Merrill even after successfully finishing the
quest, although it earns you no reward regardless of when Louis is told. The
troll the Seeker's are killed by is not a unique monster log entry.
----------------
LOVIS' LOOT
----------------
Start: Talk to Romon in Broken Valley, ask about the quest he offers, and
accept it.
Path:
-Go to Lovis' Tower in the center of the valley.
-Enter the Citadel Armoury (the top floor).
-Pick up the glowing stone (needed to exit). (get Lovis' Scrying Stone)
1: Use Lovis' Scrying Stone from your inventory.
2: Return Lovis' Scrying Stone to Romon unused.
-Both Ends result in the Citadel Dungeon's door being unlocked.
End 1: Deal with Toshan, then give Lovis' Scrying Stone to Romon after having
used it. (Lovis' Scrying Stone removed)
Reward: 1500 EXP, 400 gold, 1 of (750 EXP, 200 gold, 2 potions,
1 weapon/armour)
Bonus: Mindread Toshan (400 EXP) for 1 stat point.
Penalty: The quest "Into Thin Air" can never be obtained.
End 2: Give Lovis' Scrying Stone to Romon without having used it. (Lovis'
Scrying Stone removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Bonus: Unlocks the quest "Into Thin Air."
Penalty: Leads to Romon's death, removing him as a trader.
----------------
METHOD OR MADNESS
----------------
Start: Talk to Eugene, who is found north of the entrance to the Bandit Camp
in Broken Valley (the southeastern part). Agree to help him find a cure.
Path:
-Talk to Doctor Needleman in Broken Valley Village. Tell him of the situation
and he will propose a cure.
1: Choose to save Jackal and kill Clyde. (get Potion to Kill Clyde)
2: Choose to save Clyde and kill Jackal. (get Potion to Kill Jackal)
End 1: Return to Eugene and give him the cure. (Potion to Kill Clyde removed)
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: Jackal gives you Jackal's Ring.
End 1: Return to Eugene and give him the cure. (Potion to Kill Jackal removed)
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: Eugene gives you Eugene's Axe.
----------------
NEW ORDER OR CHAMPION CHAOS
----------------
Pre-requisite: Complete "Hearttaker" at least once.
Start: Ask Richard if he has any jobs available besides collecting Goblin's
Hearts. Make sure to tell him you're NOT interested in helping him acquire
food for Aleroth.
Path:
-Richard runs off to Jackson's Farm to take the food himself. Head there.
End 1: Help Richard kill Lomax and crew (level 5, three total).
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Bonus: Only chance to earn the New Order monster log entry.
End 2: Help Lomax and crew kill Richard (level 10).
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Bonus: Mindread Lomax (400 EXP) in the aftermath of the battle for 1 stat
point. This is ONLY during the dialogue box he opens automatically;
otherwise, only his normal 40 EXP mindread is available. Also, Lomax must
actually survive the battle, and this is not a foregone conclusion.
Penalty: The quest "Hearttaker" is failed.
NOTE: The quest isn't officially started until you actually complete it. This
guide treats it as starting after refusing Richard, as at that point, the
game is already assuming the quest is active (Richard is at Jackson's Farm, a
scene plays when you get close to him, and you're then forced to take a side.)
----------------
SAVING THE BACON
----------------
Start: Talk to Folo in Broken Valley and ask about his pigs. Once his dialogue
box is open, you cannot avoid the quest.
Path:
1: Agree to save Folo's pigs.
2: Ask why the pigs were confiscated, then refuse to rescue them.
End 1: Agree to rescue his pigs. Go to Jackson's Farm, talk to Lomax, and
tell him there are women in the woods, then tell Kevin the pig "Rosebud."
Return to Folo.
Reward 1: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
End 2: Refuse to rescue his pigs. Talk to Louis and report Folo's request.
Reward 2: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc)
----------------
SKELETONS IN THE CLOSET
----------------
Start: Enter Farmer Jackson's house, get the Cellar Key from the rafters,
and get the diary from the table in the cellar. (get Farmer Jackson's Diary)
Path:
-Talk to Farmer Jackson
1: Insist you will turn him in to Captain Rodney.
2: Extort Carl Jackson with the knowledge of his crime.
3: Tell Carl Jackson you sympathize and will not turn him in.
4: Return to Captain Rodney with the diary.
-Ends 1 and 4 penalize you with a lesser reward (a lower discount or harsher
price raise) for "A Private Delivery" if it is not yet completed.
End 1: Kill Carl Jackson (level 5, no ranged attacks).
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: Carl Jackson drops Jackson's Amulet (unless he gave it as a bonus for
giving him Dana's letter in "A Private Delivery").
End 2: Carl Jackson is free, but has paid you to keep quiet. (Farmer Jackson's
Diary removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
End 3: Carl Jackson is a free man and gets his diary back. (Farmer Jackson's
Diary removed)
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
End 4: Captain Rodney arrests Carl Jackson for the murder. (Farmer Jackson's
Diary removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
----------------
STUCK IN A HOLE
----------------
Start: Approach a large hole in the ground (with a fallen tree over it)
southwest of the South Valley shrine. When you get close, a voice will call
out to you.
Path:
-Rothman will request you help him out. To do so requires you to have a Rope
in your inventory. Merchant Lamotte sells one, and many can be found around
the world. This does not actually consume the Rope, however (which really
does make sense).
-A Troll will attack. Kill it.
End: Rothman is grateful for the help and runs back to Broken Valley Village.
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: Rothman gives you Rothman's Bow.
----------------
THE FUGITIVE
----------------
Pre-requisite: Proceed with "Band of Brutes" until the Seekers are removed
from the building.
Start: Mindread David in the 2nd floor banquet hall in the Black Boar in
Broken Valley.
Path:
-Talk to David and let him know you know he's a deserter.
1: Tell him you'll let him go.
2: Extort David for your silence.
3: Insist you will tell Richard.
4: Tell Richard without agreeing to keep the secret or threatening David.
End 1: David remains in the tavern.
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
End 2: David remains in the tavern.
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: David gives you Champion David's Gauntlets.
End 3: David flees the tavern and may be found on the path to Orobas Fjords.
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
Bonus: David may be mindread on the path to Orobas Fjords in the southwest end
of Broken Valley for 1 stat point. You only get one chance to do this, as he
flees immediately afterwards.
End 4: Richard kills David.
Reward: 600 EXP, 150 gold, 1 of (300 EXP, 75 gold, 1 potion, 1 misc.)
NOTE: You can tell Richard about David's desertion at any time, including
after ends 1 and 2. There is nothing to gain from telling Richard unless going
for end 4, however.
----------------
THE GREATER HUNTER
----------------
Pre-requisite: Proceed with "Band of Brutes" until the Seekers are removed
from the building.
Start: Talk to Robin Wood on the balcony of the 2nd floor banquet hall in the
Black Boar Pub in Broken Valley. Question his boasts, and defend your
profession until he gives the quest. It cannot be avoided once the dialogue
has started.
Path:
-You must find and kill a demon in Broken Valley to get its claw. Any of the
following demons will drop the claw, so long as it hasn't been dropped yet.
(get Demon Claw)
A: Bellegar's Demon, found at the second of his ruined shrines you come
across.
B: Hellgate Demon, found by examining the book at the hellgate west of the
Quarry shrine until it appears (fourth wave of enemies).
C: Furfur, summoned by the translation book brought to George Gremory as part
of "Lost for Words."
End: The claw is shown to Robin Wood, who acknowledges the kill. (Demon Claw
removed)
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Bonus: Robin gives you Robin's Gauntlets.
----------------
THE HUNT FOR RED ORE
----------------
Start: Talk to Dreavan in his compound near the West Valley shrine in Broken
Valley.
Path:
-Have at least 1 Red Ore in your inventory, then tell him you have his ore.
Any merchant who stocks random Ore has a chance of carrying Red Ore. (see
section 11)
End: You give ore to Dreavan so he can operate his machine. (1x Red Ore
removed).
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Bonus: Dreavan will now function as an Enchanter.
----------------
THE TEMPLE OF DOOM
----------------
Start: Approach the large temple in the back of the Bandit Camp in Broken
Valley. If "Into the Bandit's Den" has not been completed, Leda will open a
dialogue with you, after which this quest will start. If she is dead in the
raid, Emily will address you instead.
Path:
-Make sure to mindread Ragnar before entering (if he is still alive) to unlock
a key inside.
-Enter the Temple of Doom and progress to the end. Note that once inside, you
cannot leave without finishing this quest, and that after finishing, you may
never enter again. You need to do and get everything in here right now.
-Straying off the path in the poison-filled room will cause extreme poison
damage.
-The golden chest behind the locked gate can be opened with a key found on the
massive dragon statue's head in the same room. This key only appears if you
mindread Ragnar in the Bandit Camp.
-Touching the ground in the river portion will cause even more extreme fire
damage.
-Approach Jagon in the Dark Cave at the end, and defeat him. (get Jagon's
Necklace)
-Enter the green portal and meet Laiken, then be returned to the Dark Cave.
End: Enter the new portal nearby and leave the Temple forever.
Reward: 1500 EXP, 400 gold, 1 of (750 EXP, 200 gold, 2 potions,
1 weapon/armour)
Bonus: All of the items you obtained throughout the temple.
----------------
VIGOR MORTIS
----------------
Start: Enter the Old Cave west of the Chapel shrine in Broken Valley. Talk to
Naberius, and ask about building your own "Creature."
Path:
-Head to the southwest edge of Broken Valley proper, south of Dreavan's
compound.
-Enter the old mine, and kill the necromantic Creatures.
-Loot them until you find the Crystal Skull. (get Crystal Skull)
-Return to Naberius.
End: Naberis lets you keep the Crystal Skull, and will allow you to use your
Creature now.
Reward: 1200 EXP, 300 gold, 1 of (600 EXP, 150 gold, 2 potions, 1 misc.)
Bonus 1: Naberius now functions as a Necromancer.
Bonus 2: Unlocks the ability to summon the necromancer Creature.
NOTE: If this quest is still unfinished when the Battle Tower is obtained, it
is failed, and your choice of Necromancer for the Battle Tower gives you the
Crystal Skull and unlocks the Creature automatically.
=====================================
5.3 - SENTINEL ISLAND QUESTS
=====================================
All Sentinel Island quests are failed automatically after obtaining the Battle
Tower, except for "Legend of the Ancient Mariner," which is intended to only
be completed AFTER the Battle Tower.
----------------
GHOSTBUSTER
----------------
Start: Head to the cave in the northwestern part of the island, and talk to
Vacca. Ask about wyvern salve, and agree to exterminate the ghosts.
Path:
-Enter Vacca's cave and kill all enemies inside.
-Return to Vacca and tell him you finished.
1: If you have Vacca's Gem in your inventory (found inside the cave), give it
back to him when he requests. (Vacca's Gem removed)
2: If you have Vacca's Gem in your inventory (found inside the cave), refuse
to give it back.
End 1: Vacca gives you a bottle of wyvern salve.
Reward: 1800 EXP, 500 gold, 1 of (800 EXP, 250 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
Bonus: Vacca gives the Wyvern Fat item.
End 2: Vacca turns hostile and must be killed. He drops the wyvern salve as
loot.
!!!FAILS THE QUEST!!!
Bonus: Vacca's Gem can be kept. Vacca monster log entry can be obtained. He
also drops the Wyvern Fat.
NOTE: Vacca's Gem is a normal (useless) item, not a quest item. It can be sold
for a lot of gold, so unless you want to keep it, sell it to a shop before
turning in the quest. Vacca only cares if you have it in your inventory, not
if you sold it. If the gem is still inside the cave after the quest is
completed, it will vanish.
----------------
FROM SOUP TO NUTS
----------------
Start: Talk to the Hermit, in the cave near the Beach shrine. Progress through
speech options until he mentions soup.
Path:
-Go to the wyvern spire (northeast of Vacca's cave, and north-northeast of
the Beach shrine).
-Ascend it and claim the glowing egg from the nest at the top. (get Wyvern
Mother Egg)
End: Return to the Hermit and give the egg. (Wyvern Mother Egg removed)
Reward: 1800 EXP, 500 gold, 1 of (800 EXP, 250 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
Bonus: Hermit gives you Mister Shiny, a key to open the chest on the peninsula
west of the Beach shrine.
----------------
LEGEND OF THE ANCIENT MARINER
----------------
Start: Talk to Turgoyn at the Shipwreck Camp and inquire about what he has
discovered.
Path:
-Finish the story quest "Laiken in his Lair."
-Transform into a dragon on Sentinel Island and fly to the shipwreck atop a
cliff in the southeast.
-Open the chest and find the book. (get Ancient Journal)
1: Return the book to Turgoyn.
2: Use the book and read it yourself.
End 1: Turgoyn is thankful to have the book. (Ancient Journal removed)
Reward: 6000 EXP, 1000 gold, 2 of (3000 EXP, 500 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part, 1 weapon/armour)
End 2: Reading the book gives +2 skill points. (Ancient Journal removed)
!!! FAILS THE QUEST!!!
Bonus: +2 skill points.
----------------
MAN OVERBOARD
----------------
Start: Speak to Hermosa, the captain at the Shipwreck Camp, about a missing
sailor.
Path:
-Find the sailor Elfrith on some ruins in the southeast of the island,
surrounded by enemies. Defeat them all.
-As thanks for the rescue, Elfrith gives you a spellbook he found (get Arcane
Notebook)
End: Return to Shipwreck Camp and speak with Hermosa, telling her you saved
Elfrith.
Reward: 1800 EXP, 500 gold, 1 of (800 EXP, 250 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
NOTE: This quest is mandatory to the storyline up until you get the Arcane
Notebook.
----------------
THE MIND OF...
----------------
Start: Mindread one of the eight candidates on Sentinel Island.
Subquests:
-The Mind of Barbatos
-The Mind of Allan
-The Mind of Hermosa
-The Mind of Kenneth
-The Mind of Wesson
-The Mind of Radcliff
-The Mind of Jonelath
-The Mind of Igor
Mindreading each of the eight candidates will give the quest pertaining to
them. These are not "normal" quests, and have no end, and no reward. Each
mindread costs 700 EXP, and serves only to give more information on the
candidate. This quest is closed when you either enter the Battle Tower
(candidates not chosen yet will be decided randomly from among the living
ones), or complete "The Prophecy."
----------------
SIBLING RIVALRY
----------------
Start: Enter the Forlorn Cave, in a cavern beneath the tip of the windy, gray
peninsula northwest of the Beach shrine (part of "Candles in the Wind").
Progress through until you meet Adah and Mahalath.
Path:
1: Declare to both sisters that you are the strongest.
OR...
-Tell Adah her Dragon Elves are the strongest.
-Get the Fake Red Ore from a wooden chest in a shipwreck south of the
Shipwreck Camp (before the large stone wall). (get Fake Red Ore)
-Tell Adah you have the fake ore, then take it to Mahalath's room.
2: Tell Mahalath you stole it from some of Laiken's troops (mindreading
Mahalath shows this to be the correct answer).
3: Either admit to Mahalath you're trying to sabotage the machine, or that you
found the red ore in a cave on the island.
OR...
-Tell Mahalath her Walking Armours are the strongest.
-Get the Wolfsbane Potion from a wooden chest in a shipwreck in the northeast
end of the island. (get Wolfsbane Potion)
-Give the potion to Mahalath. (Wolfsbane Potion removed)
-Take the poisoned Dragon Elf to Adah.
4: Tell Adah that Laiken wanted a fair fight with no cheating (mindreading
Adah shows this to be the correct answer).
5: Either admit to Adah the dragon elf is poisoned, or tell her you bribed
Mahalath.
End 1: Kill both Adah and Mahalath in battle. Their minions may then be killed
by exploring the rest of the cave.
Reward: 1200 EXP, 400 gold, 1 of (600 EXP, 200 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
Bonus: Adah, Mahalath, and the Dragon Elf and Walking Armour monster log
entries.
End 2: Adah declares victory and sends a squad of Dragon Elves to destroy
Mahalath's army.
Reward: 1800 EXP, 500 gold, 1 of (800 EXP, 250 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
End 3: Mahalath and her minions turn hostile. Telling Adah what happened will
turn her and the dragon elves hostile as well.
!!!FAILS THE QUEST!!!
Bonus: Adah, Mahalath, and the Dragon Elf and Walking Armour monster log
entries.
End 4: Mahalath declares victory and sends a squad of Walking Armours to
destroy Adah's army.
Reward: 1800 EXP, 500 gold, 1 of (800 EXP, 250 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
End 5: Adah and her minions turn hostile. Telling Mahalath what happened will
turn her and the armours hostile as well.
!!!FAILS THE QUEST!!!
Bonus: Adah, Mahalath, and the Dragon Elf and Walking Armour monster log
entries.
NOTE: To get all possible monster log entries from this quest, you must either
declare yourself the strongest (thus passing the quest), or fail to properly
cripple the other sister (either way, failing the quest). Successfully helping
either sister results in getting none of the entries.
Additionally, the quest items (Wolfsbane Potion and Fake Red Ore) vanish from
the game entirely after the quest is closed (pass or fail), regardless of
whether one was used or not. Even if left in their chest, the chest will no
longer give the item after the quest is closed.
----------------
THE OLD GHOST AND THE SEA
----------------
Start: Head to the peninsula directly west of the Beach shrine, past a large
wooden chest. At the end, there is a ghost fishing. Talk to it and ask why it
is there to start.
Path:
-Talk to Catherine by the large whale skeleton southeast of the Sea Side
shrine to start "The Writing on the Whale." (get Jonah's Amulet)
-Return to Jonah.
End: Jonah' ghost finds peace. (Jonah's Amulet removed, get The Whale)
Reward: 1200 EXP, 400 gold, 1 of (600 EXP, 200 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
NOTE: To keep Jonah's Amulet, just don't turn in this quest, and let it fail
once you finally conquer the Battle Tower.
----------------
THE WRITING ON THE WHALE
----------------
Start: Talk to Catherine Gremory, found in the giant whale skeleton southeast
of the Sea Side shrine, and north of the Shipwreck Camp.
Path:
-Complete "The Old Ghost and the Sea." (get The Whale)
-Return to Catherine.
End: Catherine is satisfied at the knowledge Jonah's diary provides on the
whale. (The Whale removed)
Reward: 1800 EXP, 500 gold, 1 of (800 EXP, 250 gold, 1 potion (2), 1 herb (5),
1 ore (2), 1 gem (1), 1 potion
=====================================
5.4 - OROBAS FJORDS QUESTS
=====================================
All Orobas Fjords quests are failed automatically after entering the Hall of
Echoes. Only three ("Red Ore Alert," "Reaping the Seeds," and "Stood Up") may
be started before obtaining the Battle Tower, and only "Red Ore Alert can
actually be completed." "Stood Up" requires finishing "Red ORe Alert."
----------------
A HUNTING WE SHALL GO AGAIN
----------------
Start: Read one of the five wanted notices in the Champion Harbour building,
near Sejanus.
Subquests:
-Barnabus
-Ragon
-Alutiiq
-Moor
-Alrik
End: Complete all five subquests. This one automatically completes at the same
time the final subquest is turned in.
Reward: 8500 EXP, 1200 gold, 2 of (4250 EXP, 600 gold, 2 weapons/armours,
1 charm, 1 jewelry)
Bonus: Sejanujs gives you the Bow of Tiberius.
----------------
A HUNTING WE SHALL GO AGAIN: ALRIK
----------------
Start: Read Alrik's bounty information in Champion Harbour.
Path:
-Find and kill Alrik on his cliffside village, found on a ledge on the western
cliffs south of Champion Harbour and the Slayer camp. (get Alrik's Leader
Necklace)
-Return to Sejanus.
End: Give Sejanus the necklace. (Alrik's Leader Necklace removed)
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
----------------
A HUNTING WE SHALL GO AGAIN: ALUTIIQ
----------------
Start: Read Alutiiq's bounty information in Champion Harbour.
Path:
-Find and kill Alutiiq in the Depleted Ore Mines. He is found in a room in the
northeastern part of the mine (take a left at the hub in the middle on your
way in). (get Alutiiq's Mask)
-Return to Sejanus.
End: Give Sejanus the mask. (Alutiiq's Mask removed)
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
----------------
A HUNTING WE SHALL GO AGAIN: BARNABUS
----------------
Start: Read Barnabus' bounty information in Champion Harbour.
Path:
-Find and kill Barnabus in the Sinister Cavern, found at the end of a mountain
valley east of the Grand Knight shrine. This valley is very high up. (get
Barnabus' Mace)
-Return to Sejanus.
End: Give Sejanus the mace. (Barnabus' Mace removed)
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
----------------
A HUNTING WE SHALL GO AGAIN: MOOR
----------------
Start: Read Moor's bounty information in Champion Harbour.
Path:
-Find and kill Moor on his cliffside camp, found on a ledge on the eastern
cliffs south of Champion Harbour and the Slayer camp. (get Moor's Ledger)
-Return to Sejanus.
End: Give Sejanus the ledger. (Moor's Ledger removed)
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
----------------
A HUNTING WE SHALL GO AGAIN: RAGON
----------------
Start: Read Ragon's bounty information in Champion Harbour.
Path:
-Find and kill Ragon in the Bandit Hideout. (get Ragon's Ring)
-Return to Sejanus.
End: Give Sejanus the ring. (Ragon's Ring removed)
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
----------------
A PUFF OF DRUDANAE
----------------
Start: Part of the quest "Down the Hatch."
Path:
-Go to High Hall
-Either:
A: Complete "The Runes of Wrath," then talk to Nicolas, ask about his special
inventory, and purchase the Drudanae Herbs from his shop (5000 gold, 3750
after mindread discount).
B: Mindread him (1200 EXP), then enter his house, head through the trap door,
and find the Drudanae herb on the cliff, randomly dispensing 2 to 5 of the
herb. This can be done before finishing "The Runes of Wrath."
End: You have the Drudanae necessary for the ritual.
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
----------------
A SHAMAN'S RANSOM
----------------
Start: Talk to Aurelius in his office inside Champion Harbour, and ask about
the goblin problem.
Path:
-Head to the Red Hammer Tribe cave, found among the cliffs near the Red Hammer
shrine.
1: Talk to Svadilfari, then choose to attack him. After taking a certain
amount of damage, he flees outside and becomes an aerial opponent. Kill him
as a dragon. (get Svadilfari's Head)
2: Talk to Svadilfari, accept the quest "Death of a Champion" by listening to
his offer, then deliver the fake head. (Fake Svadilfari Head removed)
End 1: Return to Aurelius. He is glad to know the goblin menace is quelled.
(Svadilfari's Head removed).
Reward:
Penalty: If accepted, "Death of a Champion" FAILED! If not, that quest can
never be obtained.
End 2: Aurelius takes the fake head and is killed instantly. (Fake Svadilfari
Head removed)
!!!FAILS THE QUEST!!!
Bonus: Allows "Death of a Champion" to be completed successfully.
NOTE: This quest and "Death of a Champion" are mutually exclusive to complete,
however both can be accepted (or one avoided) if desired.
----------------
ALLAN BREW CONFIDENTIAL
----------------
Pre-requisite: This quest is only available if Allan was chosen as your
Alchemist!
Start: Talk to Allan on the Alchemy platform of the Battle Tower, and ask
how he might improve the platform.
Path:
-Collect one of the following herbs: Whisperwood, Black Rose, Earth Root, and
Holy Basil, then deliver them to Allan.
-Collect one Dragon Nail and deliver it to Allan.
(where all these herbs come from is of no consequence)
-Pray.
End: In what can only be described as a miracle, Allan produces not only a
working potion, but a potent one, much more powerful than the level 10
Full Resistance potion. Talk to Sassan to initiate the upgrade.
Reward: 6000 EXP, 1000 gold, 2 of (3000 EXP, 500 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part, 1 weapon/armour)
Bonus 1: Alchemy platform upgrade (-1 ingredient cost for all potions).
Bonus 2: Allan Brew Formula (potion) added to your inventory.
Bonus 3: A Skill Book is given as an extra reward.
----------------
AN ALCHEMIST'S APPAREL
----------------
Pre-requisite 1: This quest is only available if Barbatos was chosen as your
Alchemist!
Pre-requisite 2: Complete "Borrowed Book."
Start: Talk to Barbatos on the Alchemy platform of the Battle Tower, and ask
how he might improve the platform even further.
Path:
-Head into the ruins of Broken Valley.
-Fly to the end of the valley, where the village used to be,, in the
northeastern end of the area.
-Enter Rayhun's Headquarters via a teleporter at the top of the fortress
structure.
-Find Rayhun, kill him, and loot the amulet from him. (get Alchemy Amulet)
-Return to Barbatos with the amulet.
End: Barbatos thanks you for the amulet, and offers to use it to upgrade the
platform further. Talk to Sassan to initiate the upgrade. (Alchemy Amulet
removed)
Reward: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armor, 1 jewelry)
Bonus 1: Alchemy platform upgrade (-1 ingredient cost for all potions).
Bonus 2: A Skill Book is given as an extra reward.
----------------
APPRENTICE AND ADVERSARY
----------------
Pre-requisite: This quest is only available if Kenneth was chosen as your
Skill Trainer!
Start: Talk to Kenneth on the Skill Trainer platform of the Battle Tower, and
ask how he might improve the platform.
Path:
-Head to the Dragon Slayer camp south of the Champion Harbour building in
Orobas Fjords.
-Learn of Saul's fate from the Slayers. Get the quest "Thorn in the Side."
-Progress with "Thorn in the Side" until you meet Saul.
1: Fail "Thorn in the Side" in one of two ways:
A: By rescuing Saul. This requires setting the teleporter to "High Hall,"
which in turn requires having examined the teleporter at High Hall. Once all
that is done, return to Kenneth.
B: You can refuse the quest entirely, then pass Montagu by either bribing
him, challenging him to a duel and winning, or mindreading him, then using
the information to blackmail him.
2: Complete "Thorn in the Side" by killing Saul, then return to Kenneth.
End 1: Kenneth is pleased to hear Saul escaped to safety. He offers to upgrade
the platform. Talk to Sassan to initiate the upgrade.
Reward: 6000 EXP, 1000 gold, 2 of (3000 EXP, 500 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part, 1 weapon/armour)
Bonus 1: Most skills may be trained up to level 13.
Bonus 2: A Skill Book is given as an extra reward.
Penalty: "Thorn in the Side" is FAILED!
End 2: Kenneth is dismayed at the death of Saul, but upgrades the platform
anyways. The reward is diminished, though. Talk to Sassan to initiate the
upgrade.
Reward: 3500 EXP, 500 gold, 1 of (1750 EXP, 250 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem)
Bonus 1: Most skills may be trained up to level 13.
Bonus 2: A Skill Book is given as an extra reward.
----------------
BETWEEN A TROLL AND A HARD PLACE
----------------
Start: Talk to Brutus in Champion Harbour. He is found on a raised platform in
the eastern part of the building (directly north of the entrance), near
Sejanus.
Path:
-Head to High Hall. To get there, leave Champion Harbour and fly west, then
north into a gap in the mountains.
-Complete "The Runes of Wrath." The end you get depends on whether either of
the Champion escorts you can ask for die. If you elect not to take any with
you, they're all safe.
1: No Champions die in "The Runes of Wrath."
2: One or both Champions die in "The Runes of Wrath."
End 1: Brutus is glad to know all Champions survived.
Reward: 3500 EXP, 500 gold, 1 of (1750 EXP, 250 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem)
End 2: Brutus is disappointed to know some of his men died.
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
NOTE: This is almost definitely reversed. Keeping everyone alive should get
you a BETTER reward, not worse. But alas, this is how it is.
----------------
BLACK RING'S RING
----------------
Pre-requisite 1: This quest is only available if Igor was chosen as your
Necromancer!
Pre-requisite 2: Complete "The Book of the Dead."
Start: Talk to Igor on the Necromancer platform of the Battle Tower, and ask
how he might improve the platform even further.
Path:
-Enter Stone's Flying Fortress. The entrance portal is found on a cliff east
of Dragon Cliff Castle in Orobas Fjords.
-Progress through the fortress until you battle General Stone.
-Kill General Stone and loot Stone's Ring from his item drops. (get Stone's
Ring)
-Return to Igor with the ring.
End: Give Igor the ring to upgrade the Necromancer platform again. Talk to
Sassan to initiate the upgrade. (Stone's Ring removed)
Reward: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armour, 1 jewelry)
Bonus 1: Necromancer platform upgrade (+10 to Creature's Magic Resistance,
+30 total bonus).
Bonus 2: A Skill Book is given as an extra reward.
NOTE: Stone's Ring will not drop unless Igor is your Necromancer! This is in
contrast to the other Black Ring General's items (such as Raze's Cuirass,
Myrthos, and the Amulet of Alchemy).
----------------
BORROWED BOOK
----------------
Pre-requisite: This quest is only available if Barbatos was chosen as your
Alchemist!
Start: Talk to Barbatos on the Alchemy platform of the Battle Tower, and ask
how he might improve the platform.
Path:
-Head to the Bandit Hideout in Orobas Fjords. The entrance is on a cliff near
the cliffside Black Ring camp, with the anti-dragon barrier controls inside.
-Go to the back room of the cavern (with Ragon), and turn each of the three
gold dragon statues until they cannot be turned.
-When all are in place, a book will appear in the back corner, near a
skeleton. Pick it up. (get Master's Spell Book)
-Return to Barbatos with the book.
End: Barbatos uses the book to upgrade the Battle Tower. Talk to Sassan to
initiate the upgrade. (Master's Spell Book removed)
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
Bonus 1: Alchemy platform upgrade (-1 ingredient cost for all potions).
Bonus 2: Barbatos can make free Potions of Substantial Strength, Dexterity,
or Intelligence on command, for free. Each takes a few seconds to make, and
only one is produced at a time.
Bonus 3: A Skill Book is given as an extra reward.
----------------
BY THE BOOK
----------------
Pre-requisite 1: This quest is only available if Kenneth was chosen as your
Skill Trainer!
Pre-requisite 2: Complete "Apprentice and Adversary."
Path:
-Enter Kali's Flying Fortress. The entrance is marked as "To Kali's Flying
Fortress" on the Orobas Fjords map. Look for an entrance marker at the
center bottom of the map.
-Progress through the fortress until you battle General Kali.
-Kill General Kali and loot The Demon Wars from her item drops. (get The Demon
Wars)
1: Return to Kenneth with the book.
2: Use the book yourself to gain 3 skill points. (The Demon Wars removed)
End 1: Kenneth uses the book to upgrade the platform. Talk to Sassan to
initiate the upgrade. (The Demon Wars removed)
Reward: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armor, 1 jewelry)
Bonus 1: Most skills may be trained up to level 15.
Bonus 2: A Skill Book is given as an extra reward.
End 2: Using the book causes the quest to immediately fail. You don't even get
a chance to decline to read it after using it; the dialogue box that comes up
automatically reads and destroys it.
!!!FAILS THE QUEST!!!
Penalty 1: You can never obtain the second Skill Trainer platform upgrade.
This will cause you to miss out on the achievement for all upgrades, at least
for the current save file!
Penalty 2: You lose out on a Skill Book (but gain 3 skill points, so in this
regard, it's a net gain of 2 skill points).
NOTE: If you choose to read the book yourself, you can NEVER get the second
upgrade. THIS WILL PREVENT OBTAINING THE ACHIEVEMENT FOR A FULLY UPGRADED
TOWER ON THAT SAVE FILE!!!
----------------
CHALICE OF THE DRAGON
----------------
Start: Part of the quest "Down the Hatch."
Path:
-Go to the Slayer camp, south of Champion Harbour in the Fjords.
-Talk to Tillian and ask about the Chalice of the Dragon. Proceed in one of
three ways (all to obtain the key to the chest with the Chalice):
A: Mindread Tillian and use it as evidence against him, coercing him into
giving you the key.
B: Insist you plan to release Orobas, and the camp will turn hostile. Kill
Tillian and he drops the key.
C: Trade Arben's Sword for the Chalice. (Arben's Sword removed)
-With the key, head to the chest containing the Chalice.
End: The Chalice of the Dragon is in the chest. (get Chalice of the Dragon,
Chalice key removed)
Reward:
NOTE: Trading away Arben's Sword for the Chalice in this quest is the only way
to remove the sword from your inventory, as it is marked a quest item and
cannot be sold or destroyed.
----------------
DEAR JOHN
----------------
Pre-requisite: This quest is only available if Hermosa was chosen as your
Skill Trainer!
Start: Talk to Hermosa on the Skill Trainer platform of the Battle Tower, and
ask how he might improve the platform.
Path:
-Head to Champion Harbour in Orobas Fjords. This is the massive building near
the northeastern corner of the main section, guarded by an anti-dragon
barrier.
-Find Morgan in the western section of the building (near Leon the merchant),
and give him the amulet. (Hermosa's Necklace removed)
-He gives a book for Hermosa. (get Art of War Book)
-Return to Hermosa with the book.
End: Hermosa is glad you tied up that looe end for her. She offers to upgrade
the platform. Talk to Sassan to initiate the upgrade. (Art of War Book
removed)
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
Bonus 1: Most skills may be trained up to level 13.
Bonus 2: A Skill Book is given as an extra reward.
----------------
DEATH OF A CHAMPION
----------------
Start: Enter the Red Hammer Tribe cave, southwest of the Red Hammer shrine in
Orobas Fjords. Talk to Svadilfari, then listen to and accept his proposal
without getting violent.
Path:
-Get the fake head. (get Fake Svadilfari Head)
1: Take the fake head to Champion Aurelius in the Champion Harbour, then talk
to and give him the head. (Fake Svadilfari Head removed)
2: Return to Svadilfari, and tell him you will not kill Aurelius after all.
(Fake Svadilfari Head removed)
End 1: Return to Svadilfari, and he reveals he only used you. He then turns
hostile, forcing a battle with the Red Hammer Tribe forces.
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
Penalty: "A Shaman's Ransom" FAILED! If that quest was not accepted, it cannot
be recorded in your quest log (pass or fail).
End 2: Svadilfari turns hostile immediately upon hearing of your betrayal.
!!!FAILS THE QUEST!!!
Bonus: Allows "A Shaman's Ransom" to be completed successfully.
NOTE: This quest and "A Shaman's Ransom" are mutually exclusive to complete,
however both can be accepted (or one avoided) if desired. Once this quest is
accepted, however, there is no way to complete "A Shaman's Ransom" without
failing this quest.
----------------
DELICATE AFFAIRS
----------------
Pre-requisite: This quest is only available if Radcliff was chosen as your
Enchanter!
Start: Talk to Radcliff on the Enchanter platform of the Battle Tower, and ask
how he might improve the platform.
Path:
-Radcliff asks you to fetch a gem from a chest in a shipwreck in the south end
of Orobas Fjords. (get Radcliff's Key)
-Open the chest and remove the stone. (Radcliff's Key removed, get Goblin
Stone)
-The flying goblins Khan and Raj demand the stone back.
1: Refuse to give them their stone, and they attack. Kill them both (this part
is necessary, as you cannot turn in the stone until they are both dead). Then
return to Radcliff with the stone.
2: Sell them the stone for two Malachite Gems. You cannot fight them if you
do this. Return to Radcliff afterwards.
End 1: Radcliff is pleased to see his gem, and offers both upgrades to the
platform. Talk to Sassan to initiate the upgrade. Each must be initiated
separately.
Reward: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armour, 1 jewelry)
Bonus 1: Both Enchanter platform upgrades.
Bonus 2: Two Skill Books are given as an extra reward.
Bonus 3: Khan and Raj monster log entries.
End 2: Radcliff is upset at the loss of his stone, but will still upgrade the
platform partially. Talk to Sassan to initiate the upgrade. Reward 1 is given
when you sell the Goblin Stone to Raj and Khan. Reward 2 is given when you
return to inform Radcliff of your dealing.
Reward 1: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
Reward 2: 6000 EXP, 1000 gold, 1 of (3000 EXP, 500 gold, 2 formulas, 1 charm)
Bonus 1: One Enchanter platform upgrade.
Bonus 2: Two Skill Books are given as an extra reward.
Bonus 3: Two Malachite Gems.
Penalty: Only one upgrade possible for the Enchanter platform. This will cause
you to miss out on the achievement for all upgrades, at least for the current
save file!
NOTE: The aforementioned chest can only be opened if Radcliff was chosen, as
this is the only way to ever get the necessary key! Additionally, if you
choose to sell his gem to the goblins, you can NEVER get the second upgrade.
THIS WILL PREVENT OBTAINING THE ACHIEVEMENT FOR A FULLY UPGRADED TOWER ON THAT
SAVE FILE!!!
----------------
DIVINE DESCENDANT
----------------
Pre-requisite: Complete "The Runes of Wrath."
Start: Approach the house near the shrine in High Hall.
Path:
-Mindread Eamon or Mona (1200 EXP, either one).
1: Confront them as frauds and force them to leave.
2: Confront them as frauds and extort them.
OR...
3: Offer to pay for the exorcism yourself (talk to Eamon).
4: Tell Gobie you will exorcise the ghost yourself. (get Gobie's House Key)
End 1: The con-artists leave and never return.
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
End 2: Eamon shares half of his ill-gotten profits with you.
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
Bonus: Eamon pays you 500 more gold.
End 3: You pay for the exorcism yourself.
Reward: 3500 EXP, 500 gold, 1 of (1750 EXP, 250 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem)
Penalty: You lose 1000 gold.
End 4: Enter Gobie's house and talk to the ghost to scare it away. (Gobie's
House Key removed)
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
----------------
DOWN THE HATCH
----------------
Start: Talk to Jedediah in Dragon Cliff Castle, just past the initial barrier
in the Orobas Fjords.
Subquests:
-Chalice of the Dragon
-A Puff of Drudanae
End: You give the residents of Dragon Cliff Castle the news about Orobas.
Reward:
Bonus: 25% discount for Artemas' shop.
----------------
GRAVE ROBBERS
----------------
Start: Talk to Laura, the adventurer, on a high cliff east of the Grand Knight
shrine. The cliff is north of the river pass that leads to the Sinister Cave.
Alternatively, talk to Arthur Gremory, rescued from the Imps' Lair in the
Fjords. Although the two dead adventurers' corpses can be found, and their
pieces of the seal looted, these will NOT start the quest (although it makes
no difference if they are found before or after starting).
Path:
-Find the four pieces of the seal, and the corresponding adventurers (if they
are still alive). Although presented as subquests, these individual quests do
not give individual rewards.
Subquests:
-Grave Robbers: Part 1: Find the Corpse of Jimmy Dean on a cliff west of
Champion Harbour. It is near the teleporter "Camp Overlook."
-Grave Robbers: Part 2: Find the Corpse of Jack Bolton in a wyvern nest almost
directly below the teleporter "Camp Freedom" (found northeast of Jiervaras).
-Grave Robbers: Part 3: This one is Laura. Check the "Start" information for
his location.
-Grave Robbers: Part 4: This one is Arthur Gremory. Check the "Start"
information for his location.
End: The tomb turns out to be a fraud, with nothing valuable...
Reward:
...
...
...
...
Bonus: ...except two Malachite Ore veins reside in this cave, one on each side
of the central tomb area. This is your REAL prize: a chance at getting some
Malachite Gems! You also get access to the tomb itself (otherwise locked).
----------------
MUCH ADO ABOUT GOBLINS
----------------
Start: Enter the Red Hammer Tribe cavern in the Orobas Fjords, near the Red
Hammer shrine. Examine a locked door at the intersection in the cave and talk
to Groth.
Path:
-Go to High Hall and talk Gwyn into going to the Red Hammer Tribe to help.
-Return to the Red Hammer Tribe cavern and talk to Groth's door.
End: Gwyn helps Groth write down the stories.
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
Bonus: Groth unlocks his door, giving access to a Skill Book and Dragon Skill
Book. You can also find a key that unlocks the chest with the Hunter Cuirass.
----------------
MURDER FOR MYRTHOS
----------------
Pre-requisite 1: This quest is only available if Hermosa was chosen as your
Skill Trainer!
Pre-requisite 2: Complete "Dear John."
Path:
-Enter Kali's Flying Fortress. The entrance is marked as "To Kali's Flying
Fortress" on the Orobas Flords map. Look for an entrance marker at the
center bottom of the map.
-Progress through the fortress until you battle General Kali.
-Kill General Kali and loot Myrthos from her item drop. (get Myrthos)
-Return to Hermosa with the sword.
End: Hermosa uses the book to upgrade the platform. Talk to Sassan to initiate
the upgrade. (Myrthos removed)
Reward: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armor, 1 jewelry)
Bonus 1: Most skills may be trained up to level 15.
Bonus 2: A Skill Book is given as an extra reward.
----------------
ON THE ROAD AGAIN
----------------
Start: Talk to Zeppelin Master Page on the roof of the Champion Harbour
building The roof is accessed either by an elevator on the southeast side of
the building, or via the air (fly above the lower anti-dragon shield and you
should drop to the roof when transforming back to human).
Path:
-Locate all 9 Zeppelin parts around the Fjords:
A: 3 Zeppelin Stabilisator Crystals
B: 3 Zeppelin Rudders
C: 3 Zeppelin Compasses
(check section 13.1 for information on their locations)
-Return them all to Zeppelin Master Page.
Note: Finding one of each part unlocks travel to Aleroth. Talk to Sepp on the
roof of the building once you've given one of each to Zeppelin Master Page
to travel to Aleroth.
End: The Zeppelins are back to flying condition!
Reward:
----------------
OUT ON A LIMB
----------------
Pre-requisite: This quest is only available if Jonelath was chosen as your
Necromancer!
Start: Talk to Jonelath on the Necromancer platform of the Battle Tower, and
ask how he might improve the platform.
Path:
-Head to the bone Burrow in Orobas Fjords, located on an unassuming cliff in
the southeastern corner of the Fjords (south of the goblin village).
-Find and kill the Ultimate Creature Boss inside. A body part is the reward,
however despite his request being to bring him the part, it is not a quest
item. Just killing the enemy and getting the reward screen will "flag" the
part as obtained.
-Return to Jonelath with the body part.
End: Jonelath uses the book to upgrade the platform. Talk to Sassan to
initiate the upgrade. Reward 1 is given when you kill the Ultimate Creature
Boss. Reward 2 is given upon returning to Jonelath.
Reward 1: One of (Well-Preserved Remains of a Head, Torso, Arms, and Legs)
Reward 2: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
Bonus 1: Necromancer platform upgrade (+10 to Creature's Melee Resistance,
+20 total bonus).
Bonus 2: A Skill Book is given as an extra reward.
----------------
RAGING RAZE
----------------
Pre-requisite 1: This quest is only available if Wesson was chosen as your
Enchanter
Pre-requisite 2: Complete "Short Supply."
Path:
-Enter Raze's Flying Fortress. The entrance is found on a cliff southwest of
the Slayer camp, and south of Champion Harbor, right next to the edge of the
camp's anti-dragon field.
-Progress through the fortress until you battle General Raze.
-Kill General Raze and loot the armour from his item drops. (get Raze's
Cuirass)
-Return to Wesson with the armour.
End: Wesson uses the armour to upgrade the platform. Talk to Sassan to
initiate the upgrade. (Raze's Cuirass removed)
Reward: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armour, 1 jewelry)
Bonus 1: Enchanter platform upgrade (reduces ingredient cost of your choice of
Weapon, Armour, or Jewelry enchantments by 1).
Bonus 2: A Skill Book is given as an extra reward.
----------------
RED ORE ALERT
----------------
Start: Speak to Crabbe in a cave next to the entrance to Orobas Fjords (also
the exit to Broken Valley). This quest may be started before obtaining the
Battle Tower.
Path:
-Enter the Depleted Ore Mine and proceed to the northeastern section.
-Kill the goblin beholder Alutiiq.
-Return to Crabbe.
End: Get the reward for killing Alutiiq and clearing the mine.
Reward:
----------------
RISK LIFE FOR LIMB
----------------
Pre-requisite 1: This quest is only available if Jonelath was chosen as your
Necromancer!
Pre-requisite 2: Complete "Out on a Limb."
Start: Talk to Jonelath on the Necromancer platform of the Battle Tower, and
ask how he might improve the platform even further.
Path:
-Enter Stone's Flying Fortress. The entrance portal is found on a cliff east
of Dragon Cliff Castle in Orobas Fjords.
-Progress through the fortress until you battle General Xanlosch.
-Kill General Xanlosch and Isabelle, then bring a body part. A body part is
the reward, however despite his request being to bring him the part, it is
not a quest item. Just killing the enemy and getting the reward screen will
"flag" the part as obtained.
-Return to Jonelath with the body part.
End: Give Jonelath the body part to upgrade the Necromancer platform again.
Talk to Sassan to initiate the upgrade. Reward 1 is given when you kill
Xanlosch and Isabelle. Reward 2 is given when you return to Jonelath.
Reward 1: 1 of (Fresh Remains of Arms, Legs, a Torso, a Head)
Reward 2: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armour, 1 jewelry)
Bonus 1: Necromancer platform upgrade (+10 to Creature's Melee Resistance,
+30 total bonus).
Bonus 2: A Skill Book is given as an extra reward.
----------------
SHORT SUPPLY
----------------
Pre-requisite: This quest is only available if Wesson was chosen as your
Enchanter!
Start: Talk to Wesson on the Enchanter platform of the Battle Tower, and ask
how he might improve the platform.
Path:
-Wesson asks you to find his employee, Lister, and recover some goods.
-Head to the Depleted Ore Mine in Orobas Fjords, on the north shore of the
river as it opens into the ocean. This cave is before the anti-dragon barrier
the Black Ring set up.
-Lister is dying in front of the cave. Mindread him for a skill point!
-Enter the Depleted Ore Mine, and progress to the northeastern corner. Battle
Alutiiq, the goblin beholder, and loot a key from his loot bag.
-Use the key to open a nearby wooden chest. Take Wesson's goods out. (get
Wesson's goods)
-Return to Wesson with his goods.
End: Wesson is pleased to see his goods, and offers to upgrade the platform.
Talk to Sassan to initiate the upgrade. (Wesson's goods removed)
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
Bonus 1: Enchanter platform upgrade (reduces ingredient cost of your choice of
Weapon, Armour, or Jewelry enchantments by 1).
Bonus 2: A Skill Book is given as an extra reward.
----------------
SIGHT FOR SORE EYES
----------------
Start: Talk to Simeon, on a ledge southeast of the Grand Knight Shrine.
Path:
-Bring Simeon two Malachite Gems.
End: Simeon uses the gems to cure his blindness, and rewards you.
Reward: 6000 EXP, 1000 gold, 2 of (3000 EXP, 500 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part, 1 weapon/armour)
Bonus: Simeon's lecture gives 2 skill points.
NOTE: This quest requires two Malachite Gems, which are a limited resouece! If
you sell, use, or destroy all gems in the game, you can never complete this
quest! This will also prevent getting the "Turn a Blind Eye" achievement,
which hinges on completion of this quest!
----------------
THE BOOK OF THE DEAD
----------------
Pre-requisite: This quest is only available if Igor was chosen as your
Necromancer!
Start: Talk to Igor on the Necromancer platform of the Battle Tower, and ask
how he might improve the platform.
Path:
-Head to the Sinister Cave in Orobas Fjords, located at the end of a high
mountain pass directly east of the Grand Knight shrine.
-Head to the southern teleporter, which is on a very high cliff in the central
magma chamber.
-Proceed through the passage until the final room, in which you'll find the
book glowing on the floor. (get Book of the Dead)
-Return to Igor with the book.
End: Igor uses the book to upgrade the platform. Talk to Sassan to initiate
the upgrade. (Book of the Dead removed)
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part)
Bonus 1: Necromancer platform upgrade (+10 to Creature's Magic Resistance,
+20 total bonus).
Bonus 2: A Skill Book is given as an extra reward.
----------------
THE RUNES OF WRATH
----------------
Start: Go to High Hall. Champion Quintus will give this quest as soon as you
enter and help fight off some trolls.
Path:
-Enter the High Hall Mines. Taking the two Champions (Caligula and Nero) is
optional, but their survival (or lack thereof) affects the reward from
"Between a Troll and a Hard Place."
-Proceed through, killing both Troll Runekeepers and collecting their runes.
-Deactivate the magic gates with the runes.
1: Find Mundus the food-producing rune in the Primordial Cave. (get Chicken
Rune)
2: Attack and kill Mundus and his trolls.
3: Mindread Mundus (2400 EXP), then destroy the Friendship rune.
End 1: Mundus uses the Chicken Rune to produce food. (Chicken Rune removed)
Reward: 6000 EXP, 1000 gold, 2 of (3000 EXP, 500 gold, 1 potion (3),
1 herm (10), 1 ore (5), 1 gem, 1 body part, 1 weapon/armour)
Bonus: Nicolas the merchant starts selling items, and High Hall opens up for
other quests.
End 2: Battle Mundus and his trolls to stop their terror once and for all.
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herm (10), 1 ore (5), 1 gem, 1 body part)
Bonus 1: Nicolas the merchant starts selling items, and High Hall opens up for
other quests.
Bonus 2: Mundus and Mundus' Troll monster log entries.
End 3: Mindread Mundus and use the information to destroy his Friendship Rune,
causing the trolls to attack and kill him.
Reward: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herm (10), 1 ore (5), 1 gem, 1 body part)
Bonus: Nicolas the merchant starts selling items, and High Hall opens up for
other quests.
----------------
WISDOM IN A BOTTLE
----------------
Pre-requisite 1: This quest is only available if Allan was chosen as your
Alchemist!
Pre-requisite 2: Complete "Allan Brew Confidential."
Start: Talk to Allan on the Alchemy platform of the Battle Tower, and ask how
he might improve the platform even further.
Path:
-Head into the ruins of Broken Valley.
-Fly to the alcove with Maxos Temple, in the central northern end of the area.
-Enter Geshniz's Headquarters via a teleporter in a small fortress to the left
of Maxos Temple.
-Find Geshniz, kill her, and loot the Potion of Wisdom from her. (get Potion
of Wisdom)
1: Return to Allan.
2: Drink the potion yourself for a permanent +5 to Intelligence. (Potion of
Wisdom removed)
End 1: Allan thanks you for the potion, and offers to use the knowledge to
upgrade the platform further. Talk to Sassan to initiate the upgrade. (Potion
of Wisdom removed)
Reward: 10000 EXP, 1500 gold, 2 of (5000 EXP, 750 gold, 2 formulas, 1 charm,
1 weapon/armour, 1 jewelry, 1 gem)
Bonus 1: Alchemy platform upgrade (-1 ingredient cost for all potions).
Bonus 2: A Skill Book is given as an extra reward.
End 2: Talking to Allan and telling him you drank the potion will fail the
quest, as he cannot believe you drank it instead.
!!!FAILS THE QUEST!!!
Penalty 1: You can never obtain the second Alchemy platform upgrade. This will
cause you to miss out on the achievement for all upgrades, at least for the
current save file!
Penalty 2: You lose out on a Skill Book.
NOTE: If you choose to drink the potion yourself, you can NEVER get the second
upgrade. THIS WILL PREVENT OBTAINING THE ACHIEVEMENT FOR A FULLY UPGRADED
TOWER ON THAT SAVE FILE!!!
=====================================
5.5 - FLAMES OF VENGEANCE QUESTS
=====================================
========================================================
==========================================================================
*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.
=====================================
6.1 - BONUS SKILL POINTS (EGO DRACONIS)
=====================================
This is a list of all bonus skill points to be found in Ego Draconis.
----------------
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 in the wooden chest at the back of
the room.
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, fight the two level 14
skeletons it spawns (be careful!) 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 (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." The
book is quietly added to your inventory without any notice.
Book 10 (Battle Tower): Complete the first quest for your Enchanter. Wesson's
is "Short Supply," and Radcliff's is "Delicate Affairs." Radcliff's quest
awards two Skill Books: this one, and Book 14.
Book 11 (Battle Tower): Complete the first quest for your Alchemist. Allan's
is "Allan Brew Confidential," and Barbatos' is "Borrowed Book." The book is
quietly added to your inventory without any notice.
Book 12 (Battle Tower): Complete the first quest for your Skill Trainer.
Hermosa's is "Dear John," and Kenneth's is "Apprentice and Adversary." The
book is quietly added to your inventory without any notice.
Book 13 (Battle Tower): Complete the second quest for your Necromancer.
Jonelath's is "Risk Life for Limb," and Igor's is "Black Ring's Ring." The
book is quietly added to your inventory without any notice.
Book 14 (Battle Tower): Complete the second quest for Wesson, "Raging Raze,"
if you chose him as your Enchanter. Radcliff wards this book along with
Book 10 after finishing "Delicate Affairs," regardless of how the quest is
handled.
Book 15 (Battle Tower): Complete the second quest for your Alchemist. Allan's
is "Wisdom in a Bottle," and Barbatos' is "An Alchemist's Apparel." The book
is quietly added to your inventory without any notice.
Book 16 (Battle Tower): Complete the second quest for your Skill Trainer.
Kenneth's is "By the Book," and Hermosa's is "Murder for Myrthos." The book
is quietly added to your inventory without any notice.
----------------
Skill point mindreads:
----------------
2pts: ZixZax, outside of Maxos Temple in Broken Valley. Costs 800 EXP, but
it's oh so worth it.
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.
----------------
Special Skill point sources:
----------------
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!
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.
3pts: 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. Even if Kenneth was chose, you may still
use this item, although it will fail the quest and cost you the second
upgrade to the Skill Trainer platform (this will set 13 as the skill cap,
instead of 15!).
----------------
Skill points quick list ( total):
----------------
1: Farglow, book on rock in goblin training area.
2: Broken Valley Village, book at end of the Black Boar pub book hunt.
3: Secret Passage, book in chest beyond secret door, past spider web.
4: Citadel Dungeon, one of the five items on chains to choose from.
5: Outside Maxos Temple, mindread ZixZax.
6: Outside Maxos Temple, mindread ZixZax.
7: Naberius' Storage, on a chair in the back of the room.
8: Sentinel Island, mindread Island after finishing "The Prophecy."
9: Read the Ancient Journal found during "Legend of the Ancient Mariner."
10: Read the Ancient Journal found during "Legend of the Ancient Mariner."
11: Sassan, mindread after acquiring the Battle Tower.
12: Mindread your Skill Trainer in the Battle Tower.
13: Mindread your Alchemist in the Battle Tower.
14: Mindread your Enchanter in the Battle Tower.
15: Mindread your Necromancer in the Battle Tower.
16: Orobas Fjords, mindread Lister. He dies after talking, so only one chance!
17: Finish "Sight for Sore Eyes," and Simeon rewards this point.
18: Finish "Sight for Sore Eyes," and Simeon rewards this point.
19: Sinister Cave, book in the chest near the Book of the Dead.
20: High Hall Mines, a book on the table in Mundus' second floor office.
21: Red Hammer Tribe cave, a book in Groth's room on a bench.
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 Alchemist's first quest.
25: Book, awarded for Skill Trainer's first quest.
26: Mindread Zandalor in Aleroth's ministry building.
27: Mindread Zandalor in Aleroth's ministry building.
28: Stone's Fortress Greenery, drop Black Rose and Moonshine into the spring.
29: Read the quest item The Demon Wars, dropped by Kali. (see notes!)
30: Read the quest item The Demon Wars, dropped by Kali. (see notes!)
31: Read the quest item The Demon Wars, dropped by Kali. (see notes!)
32: Book, awarded for Necromancer's second quest.
33: Book, awarded for Enchanter's second quest. See notes for Radcliff's!
34: Book, awarded for Alchemist's second quest.
35: Book, awarded for Trainer's second quest.
=====================================
6.2 - BONUS SKILL POINTS (FLAMES OF VENGEANCE)
=====================================
This is a list of all bonus skill points to be found in Flames of Vengeance.
----------------
Skill Books (1 skill point):
----------------
----------------
Skill point mindreads:
----------------
----------------
Special Skill point sources:
----------------
----------------
Skill points quick list ( total):
----------------
Book 17 (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: 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: 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.
----------------
Skill points quick list (46 total):
----------------
30: Mindread Ba'al in the Broken Valley Mine.
31: Mindread Ba'al in the Broken Valley Mine.
41: Mindread Charon in the Hall of Echoes Arena.
42: Mindread Marius in the Hall of Echoes Arena.
43: Mindread Sassan in the Hall of Echoes Arena.
44: Mindread Amdusias in the Hall of Echoes Arena.
45: Mindread Ba'al in the Hall of Echoes Arena.
46: 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.
=====================================
7.1 - BONUS STAT POINTS (EGO DRACONIS)
=====================================
This is a list of all bonus stat points to be found in Ego Draconis.
----------------
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 Harbour Building): This book sits on a table inside Aurelius'
office in the Champion Harbour 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 100 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.
+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 ( 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 Camp, mindread Christopher.
5: Bandit 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 Harbour Building, book on a table in Aurelius' room.
16: Mindread General Augustus in front of the ministry in Aleroth.
+1 to all 5 stats: Read "Book of the Dragon" in Maxos Temple (required).
+5 to Intelligence: Use the "Potion of Wisdom."
=====================================
7.2 - BONUS STAT POINTS (FLAMES OF VENGEANCE)
=====================================
This is a list of all bonus stat points to be found in Flames of Vengeance.
----------------
Stat Books (1 stat point):
----------------
----------------
Stat point mindreads:
----------------
----------------
Special Stat point sources:
----------------
----------------
Stat points quick list ( total):
----------------
----------------
Special stat point sources:
----------------
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.
----------------
Stat points quick list (21 free points, 10 pre-determined points, 31 total):
----------------
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)
========================================================
==========================================================================
*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.
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.
=====================================
8.1 - BONUS DRAGON SKILL POINTS (EGO DRACONIS)
=====================================
This is a list of all bonus dragon skill points to be found in Ego Draconis.
----------------
Dragon Skill Books (1 skill point):
----------------
Book 1 (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 2 (Battle Tower): This is sitting on the bed of your bedchamber in the
Battle Tower on Sentinel Island, after defeating Laiken.
Book 3 (Battle Tower): This is sitting on a table on the Skill Trainer
platform of the Battle Tower, after killing Laiken.
Book 4 (Battle Tower): This is sitting on a table on the Alchemy platform of
the Battle Tower, after killing Laiken.
Book 5 (Battle Tower): This is sitting on the ground near the central machine
of the Enchanter platform of the Battle Tower, after killing Laiken.
Book 6 (Battle Tower): This is sitting on the central ring platform of the
Necromancer platform of the Battle Tower, after killing Laiken.
Book 7 (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 (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 10 (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 11 (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 14 (Aleroth Ministry): On a table in the treasure room of Aleroth's
ministry building, up the stairs to the right.
----------------
Dragon Skill point mindreads:
----------------
----------------
Special Dragon Skill point sources:
----------------
----------------
Dragon Skill points quick list ( total):
----------------
1: On a desk in the Primordial Cave's Chicken Rune room.
2: Found on your bed in the Battle Tower, post-Laiken.
3: On a table of the Skill Trainer platform of the Battle Tower.
4: On a table of the Alchemist platform of the Battle Tower.
5: On the ground in the center of the Enchanter platform of the Battle Tower.
6: On the central ring of the Necromancer platform of the Battle Tower.
7: In a wyvern nest a bit northwest of the Battle Tower Shrine.
9: On a desk in Ragon's room of the Bandit Hideout.
10: On a table near Barnabus in the Sinister Cave.
11: In the High Hall Mines, a book near the central lava pit.
14: In the Aleroth Ministry building, on a table in the treasure room.
=====================================
8.2 - BONUS DRAGON SKILL POINTS (FLAMES OF VENGEANCE)
=====================================
This is a list of all bonus dragon skill points to be found in Flames of
Vengeance.
----------------
Dragon Skill Books (1 skill point):
----------------
----------------
Dragon Skill point mindreads:
----------------
----------------
Special Dragon Skill point sources:
----------------
----------------
Dragon Skill points quick list ( total):
----------------
----------------
Dragon Skill Books (1 stat point):
----------------
Book 8 (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 12 (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 13 (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 (Orobas Crypt): This is sitting near some candles on the ground in the
back of the crypt.
Book 16 (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 17 (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!
----------------
Dragon skill points quick list (28 total):
----------------
8: In the Primordial Cave maze room, on the floor near a chest.
13: In the Well Cave, sitting on a desk in the southern room.
14: Red Hammer Tribe cave, sitting on the floor next to Groth.
16: Orobas Crypt, sitting on the ground near some candles in the back.
17: Orobas Crypt, inside the talking chest if all questions correct.
18: Lost Tomb, on the floor near the casket in the center.
19: Dropped by General Xanlosch in Stone's Flying Fortress.
20: In a large wooden chest in the Inner Passage of Stone's flying fortress.
21: Dropped by General Stone in Stone's Fortress Arena.
22: Dropped by General Raze in the Headquarters of his flying fortress.
23: Dropped by Rayhun in his Headquarters in Broken Valley.
24: Dropped by Kali in the Headquarters of her flying fortress.
25: Dropped by Keara in the Headquarters of her flying fortress.
26: Mindread the dragon Patriarch in the Primordial Cave.
27: Mindread the dragon Patriarch in the Primordial Cave.
28: 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.
Lowdown:
-Kenneth:
Most 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 3 skill points!!!)
(If the above doesn't seem bad enough, consider that choosing Kenneth costs
you the THREE skill points The Demon Wars)
-Hermosa:
Most Warrior and Ranger skills are half price to train.
Weapon Expertise skills (such as Unarmed, Single-Handed, Dual Wield, etc.)
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
Opinion: Kenneth's quests are horribly stacked against you, reward-wise. His
first quest requires failing another quest to achieve the maximum reward for,
and his second requires giving up an item worth THREE skill points. 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.
Myrthos is a big loss, but it can be replaced much more easily than the skill
points Kenneth will cost you.
==================
9.1.1 - KENNETH
==================
Bonus: Magical skills are half-price to train (750 gold for the first boost
and 3500 for the second boost. The final boost (to level 15) will always cost
10000 gold. For the most part, Priest and Mage skills are magical, and Warrior
and Ranger skills are physical. No Dragon Slayer skills are ever 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: 6000 EXP, 1000 gold, 2 of (3000 EXP, 500 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part, 1 weapon/armour).
Gives a Skill Book.
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: 3500 EXP, 500 gold, 1 of (1750 EXP, 250 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem).
Gives a Skill Book.
Upgrade 1: Unlocks the second level of skill training, allowing most skills to
be trained to a maximum of level 13. Discounted skills cost 3500 gold, others
cost 5000 gold.
Quest 2: "By the Book"
Task: Give up The Demon Wars quest item, a book worth a large THREE skill
points. This book is dropped by Kali, in the Headquarters of her flying
fortress, found by taking the southern exit of the Orobas Fjords.
Rewards: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armor, 1 jewelry).
Gives a Skill Book.
Upgrade 2: Unlocks the final level of skill training, allowing many skills to
be trained to a maximum of level 15. All skills cost 10000 gold (no
discounts at this level).
NOTE: Using "The Demon Wars" yourself will fail the quest and prevent you from
obtaining the second upgrade to the Skill Trainer platform!
==================
9.1.2 - HERMOSA
==================
Bonus: Physical skills are half-price to train (750 gold for the first boost
and 3500 for the second boost. The final boost (to level 15) will always cost
10000 gold. For the most part, Priest and Mage skills are magical, and Warrior
and Ranger skills are physical. Weapon Expertise skills (such as Unarmed,
Single-Handed, Dual-Wield, etc.) are 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, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part).
Gives a Skill Book.
Upgrade 1: Unlocks the second level of skill training, allowing most skills to
be trained to a maximum of level 13. Discounted skills cost 3500 gold, others
cost 5000 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 3 skill points Kenneth's quest
would cost you!
Rewards: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armor, 1 jewelry).
Gives a Skill Book.
Upgrade 2: Unlocks the final level of skill training, allowing many skills to
be trained to a maximum of level 15. All skills cost 10000 gold (no
discounts at this level).
=====================================
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.
Lowdown:
-Allan
Unique potion formula, "Allan Brew." (see section 18 for more info).
Quests give more EXP.
Give up the Potion of Wisdom consumable (permanent +5 to Intelligence stat).
Potion of Wisdom can be used yourself, but will cost you the second upgrade
to the Alchemy Garden.
-Barbatos
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).
Use the Potion of Wisdom (permanent +5 to Intelligence stat) yourself.
Recommended choice: Either
Opinion: Ultimately, your choice depends on three factors, personality and
other aesthetic factors aside:
-The Allan Brew formula. Requires Allan.
-The Potion of Wisdom. Using it yourself requires either Barbatos, or failing
Allan's second quest, and losing the second upgrade forever.
-The Alchemy platform's second upgrade. Mutually exclusive with using the
Potion of Wisdom yourself if Allan was chosen.
Of these three factors, you may only have two at a time. Choosing Allan and
the Potion forfeits the upgrade. Choosing Allan and the upgrade forfeits the
Potion. Choosing the Potion and upgrade requires Barbatos (thus no Allan
Brew). Barbatos' special ability, to make Substantial Strength, Dexterity, or
Intelligence potions for free is eclipsed by these three factors.
==================
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
formula is added to your inventory.
(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: 6000 EXP, 1000 gold, 2 of (3000 EXP, 500 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part, 1 weapon/armour).
Gives a Skill Book.
Provides the "Allan Brew" potion formula item.
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, found in her
Headquarters in the poisoned Broken Valley, near Maxos Temple.
Rewards: 10000 EXP, 1500 gold, 2 of (5000 EXP, 750 gold, 2 formulas, 1 charm,
1 weapon/armour, 1 jewelry, 1 gem).
Gives a Skill Book.
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.
NOTE: Using the Potion of Wisdom yourself will fail the quest and prevent you
from obtaining the second upgrade to the Skill Trainer platform!
==================
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, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part).
Gives a Skill Book.
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: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armor, 1 jewelry).
Gives a Skill Book.
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.
Lowdown:
-Wesson
Quests give more EXP.
Give up the Wesson's goods quest item (no other use).
Give up the Raze's Cuirass armour item (+1 to Reflect).
-Radcliff
Can get 2 Malachite Gems at the cost of the 2nd upgrade.
Give up the Goblin Stone quest item (can't get without Radcliff).
Two unique monster log entries
Recommended choice: Radcliff
Opinion: Really, Radcliff is a much better option in DKS. His quest can be
completed, for both upgrades and skill points, long before most could hope to
kill General Raze. Not to mention, he doesn't require giving up any unique
items (at least ones that can be obtained without choosing him). Of course,
Wesson gives more total EXP, due to having two quests.
==================
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, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part).
Gives a Skill Book.
Upgrade 1: 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.
Quest 2: "Raging Raze"
Task: Give up Raze's Cuirass (dropped by General Raze in the Headquarters of
his flying fortress).
Rewards: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armour, 1 jewelry).
Gives a Skill Book.
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: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armour, 1 jewelry).
Gives two Skill Books.
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: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part).
Rewards 2: 6000 EXP, 1000 gold, 1 of (3000 EXP, 500 gold, 2 formulas,
1 charm).
Gives two Skill Books.
Gives two Malachite Gems
Upgrade 1: 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.
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.
=====================================
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.
Lowdown:
-Jonelath:
More Melee Armour for Creature.
-Igor:
More Magic Armour for Creature.
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: Either
Opinion: This can go either way, really. Neither is "better" than the other,
unless you want to actually keep Stone's Ring (buy why?). Otherwise, pick
based on Melee vs. Magic armour for your creature. Jonelath's also give some
free parts for your Creature, which is nice, but hardly necessary.
==================
9.4.1 - JONELATH
==================
Bonus: Gives your Creature an extra bonus of +10 to Melee Armour 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 1: One of (Well-Preserved Remains of a Head, Torso, Arms, and Legs).
Rewards 2: 4500 EXP, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part).
Gives a Skill Book.
Upgrade 1: Increases the Creature's Melee Armour 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 1: 1 of (Fresh Remains of Arms, Legs, a Torso, a Head)
Rewards 2: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas,
1 charm, 1 weapon/armour, 1 jewelry).
Gives a Skill Book.
Upgrade 2: Increases the Creature's Melee Armour bonus from +20 to +30.
==================
9.4.2 - IGOR
==================
Bonus: Gives your Creature an extra bonus of +10 to Magic Armour 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, 800 gold, 1 of (2250 EXP, 400 gold, 1 potion (3),
1 herb (10), 1 ore (5), 1 gem, 1 body part).
Gives a Skill Book.
Upgrade 1: Increases the Creature's Magic Armour 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: 8000 EXP, 1200 gold, 2 of (4000 EXP, 600 gold, 2 formulas, 1 charm,
1 weapon/armour, 1 jewelry).
Gives a Skill Book.
Upgrade 2: Increases the Creature's Magic Armour bonus from +20 to +30.
========================================================
==========================================================================
*10* MONSTER LOG
==========================================================================
========================================================
This is a list of all the monster list 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.
----------------
=====================================
10.1 - MONSTER LOG (EGO DRACONIS)
=====================================
A list of monster log entries found in Ego Draconis.
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.
Armoured 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 Armour
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 (!!!!)
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).
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 "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. (mandatory)
Lord John
In the Camp Eagle's Nest bunker in Orobas Fjords. (mandatory)
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 Armour (!!)
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,
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,
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.
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.
Wild Creature
Found in the Sinister Cave, in the rooms the teleporters collect with.
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.
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.
Ragon's Bandit
Found inside the Bandit Hideout cave in Orobas Fjords.
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."
Mundus
During "The Runes of Wrath," choose to fight Mundus instead of finding him
the Chicken Rune, or destroying the Friendship Rune. He will turn hostile,
and must be killed.
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!
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,
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,
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.
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.
Goblin Charlie
Found during the story quest "Reaping the Seeds," subquest "The Second
Hungry Statue."
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 Jackson's Farm and side with Richard
against Lomax. Either way, Lomax and crew become hostile and killing them
gives this entry.
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 Armoury 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.
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!
Blistering Fire Skeleton Minion
Found on the first floor of the Primordial Cave in Orobas Fjords. These are
the red skeletons.
Atrocious Undead Ranger
Found in the corridor of the Sinister Cave with the Book of the Dead and
a locked chest with a Skill Book inside.
Skeleton Luxurius Guard Ranger
Found on the first floor of the Primordial Cave in Orobas Fjords. These are
the normal bone-colored skeletons (not the red ones).
=====================================
10.2 - MONSTER LOG (FLAMES OF VENGEANCE)
=====================================
A list of monster log entries found in Flames of Vengeance.
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 Armoured 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 the teleporters connect with.
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 the teleporters connect with.
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 Armour (!!)
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
Armour, 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 Armour, 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 Armoured 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 Armour, Undead, and Demon are mutually
exclusive. (Tier 3)
Keara's Fire Skeleton
Found inside Keara's Headquarters in her flying fortress.
Keara's Walking Armour
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 "Close to the Bone," past the
locked door. To get this entry, you must refuse to tell Keara of Velanir's
ghost, angering him. When Keara attacks, Velanir's skeleton will join him in
the battle. Completing the quest optimally will cause him to not attack and
deny the entry, as will telling Keara of Velanir's presence at all. Refusing
to help Velanir's ghost at the beginning might allow both this and the
Keara's Ghost entries to be obtained.
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." The
Keara's Metal Skeleton entry may or may not be obtainable if this path is
chosen. The logic is sound, but it has not been tested.
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 Armour
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 Armour
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 Armoured Boar
Found inside Stone's Fortress Greenery, in Stone's flying fortress. A couple
are also found in the outside area.
Stone Fortress Armoured 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. Lv32.
????????
Found during the final battle in the Hall of Echoes. Cannot be missed. Lv34.
????????
Found during the final battle in the Hall of Echoes. Cannot be missed. Lv34.
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, side with Mahalath, or claim you are the strongest and
get both entries.
Mahalath (!!)
In the Forlorn Cave, side with Adah, or claim you are the strongest and
get both entries.
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.
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." This is present in the final wave.
Ministry Room Crawler
Found during the story quest "Hall of Echoes Bound," subquest "Come to No
Harm." This is present in the final wave.
Ministry Room Crawler
Found during the story quest "Hall of Echoes Bound," subquest "Come to No
Harm." This is present in the final wave.
Ministry Room Goblin
Found during the story quest "Hall of Echoes Bound," subquest "Come to No
Harm." This is present in the first and final waves.
Ministry Room Walking Armour
Found during the story quest "Hall of Echoes Bound," subquest "Come to No
Harm." This is present in the second wave.
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.
New Order (!!!!)
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 Richard. Kill Lomax and his allies to get this
entry. Be warned that siding with Richard means you cannot get the stat
point mindread Lomax has if you kill Richard instead!
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.
========================================================
==========================================================================
*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%. The formula when both a discount and
raise are in play is this:
(Final price) = (Base price) * ((Discount%) - (Raise% / 2))
However, some shopkeepers don't follow this, and instead just add the two
together (usually 25% - 10% = 15%). Sam, in the Shipwreck Colony, uses this
formula instead (on the off chance you'd want to feed him a Rotten Earth
Root).
Thus, a 25% discount and 10% price raise result in a 20% discount. A 20% price
raise instead would make the discount only 15%. Many quests that result in
angering a merchant and thus causing a price raise require choosing a dialogue
option to trigger the effect. Thus the penalty can be bypassed by never
selecting that dialogue option. Especially useful if one sides with Keane in
"For a Pound of Flesh," or worse, steals Locke's money for themselves.
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 item sold seem
to depend both on the merchant, and on your character level. For example,
Gerald (in Farglow) sells Basic and Uncommon items at level 1, while Derk in
Broken Valley sells Uncommon, Rare (and extremely rarely, Magical) at that same
level.
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. Pre-set items are never
equipment with a rarity (other than basic).
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
Orobas Fjords and ED Aleroth traders cannot be accessed after entering the
Hall of Echoes in the endgame of ED.
=====================================
11.1 - TRADERS AND SHOPS (EGO DRACONIS)
=====================================
A list of traders and shops in Ego Draconis.
----------------
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.
Rarities sold: Magical, Heroic
Inventory (29750 gold):
Formulas (greater, advanced, major)
Gems
Herbs
Jewelry
Ore
Pre-set items:
Yuthul Gor Bangle (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.
Rarities sold: Magical, Heroic
Inventory (26350 gold):
Armour
Charms (major, blessed)
Gems
Herbs
Jewelry
Ore
Weapons
Pre-set items:
Dragon Girdle (x1)
Scorpion Cuirass (x1)
----------------
Beird, in the Camp Eagle's Nest bunker in Orobas Fjords
----------------
Discount (25%): Mindread for 1200 EXP, only if the Champion in the cage has
not been released yet! If she has, this discount is unavailable.
Unavailable 1: Choose to kill him instead of sparing him when you first enter.
Unavailable 2: After entering the Hall of Echoes.
Rarities sold: Magical, Heroic
Inventory (26040 gold):
Armour
Weapons
Pre-set items:
(none)
----------------
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, so make sure you have enough to buy everything you want!
Unavailable: After ending the conversation, he leaves and never appears again.
Rarities sold: Legendary
Inventory (50000 gold):
Armour
Jewelry
Weapons
Pre-set items:
Malachite Gem (x1)
Maxos Mallet (x1)
----------------
Carlin, in the Citadel Armory (top room) of Lovis' Tower
----------------
Discount (25%): Mindread for 400 EXP.
Unavailable 1: Continue the "How do you exist?" dialogue until he vanishes.
Unavailable 2: After acquiring the Battle Tower.
Rarities sold: Rare, Magical
Inventory (6666 gold):
Armour
Weapons
Pre-set items:
Carlin's Mace (x1)
Defenders of Aleroth Armour (x1)
Earrings of Anastas (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," or
telling Captain Rodney.
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,"
or telling Captain Rodney.
Price raise (23.8%): Fail "A Private Delivery" by giving the opened letter to
Carl Jackson.
Unavailable 1: Fail "A Private Delivery" by reading the letter and trying to
extort Dana.
Unavailable 2: After acquiring the Battle Tower.
Rarities sold: Uncommon, Rare, Magical, Heroic
Inventory (20000 gold):
Armour
Weapons
Pre-set items:
Knight Protector (x1)
Ranger's Rest (x1)
Rivellon Guards Leggings (x1)
Shaman Slayer (x1)
----------------
Doctor Needleman, in a 2F room in the Black Boar in Broken Valley
----------------
Unavailable: After acquiring the Battle Tower.
Rarities sold: Rare
Inventory (4510 gold):
Jewelry
Pre-set items:
Potion of Limited Healing (x32)
Potion of Limited Revitalising (x36)
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 (1000 gold):
Food and drinks
Herbs
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.
Rarities sold: Basic, Uncommon
Inventory (5101 gold):
Armour
Food and drinks
Weapons
Pre-set items:
Heavy Battle Cuirass (x1)
Magical Heavy Composite Bow (x1)
Magical Heavy Noble Hammer (x1)
Magical Heavy Royal 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 (20000 gold):
Severed limbs
Pre-set items:
(none)
----------------
Hermit, near the Beach Shrine on Sentinel Island
----------------
Discount (25%): Mindread for 700 EXP.
Unavailable: After acquiring the Battle Tower.
Rarities sold: Basic
Inventory (4850 gold):
Armor
Food and drinks
Gems
Herbs
Ore
Utensils and cookware
Weapons
Pre-set items:
Mister Belty (x1)
Mister Necktie (x1)
Mister Smashy (x1)
----------------
Irwin, in the Champion Harbor building in Orobas Fjords
----------------
Discount (25%): Mindread for 1200 EXP.
Unavailable: After entering the Hall of Echoes.
Rarities sold: Magical, Heroic
Inventory (15000 gold):
Armour
Weapons
Pre-set items:
Bow of Orobas (x1)
----------------
Leon, in the Champion Harbour building in Orobas Fjords
----------------
Discount (25%): Mindread for 1200 EXP.
Unavailable: After entering the Hall of Echoes.
Inventory (30000 gold):
Formulas (moderate, substantial, greater)
Gems
Herbs
Ore
Potions
Pre-set items:
(none)
----------------
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.
Rarities sold: Uncommon, Rare
Inventory (30000 gold):
Armour
Charms (lesser, minor)
Jewelry
Weapons
Pre-set items:
Defenders of Aleroth Helmet (x1)
Wizard's Companion (x1)
----------------
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.
Rarities sold: Rare
Inventory (25000 gold):
Armour
Gems
Herbs
Jewelry
Ore
Potions
Weapons
Pre-set items:
Spirit of the Forest (x1)
----------------
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.
Rarities sold: Magical
Inventory (25000 gold):
Armour
Charms (minor, lesser)
Formulas
Potions
Weapons
Pre-set items:
(none)
NOTE: Martis is a bit glitchy. Once he's in the Bandit Camp, he seems to just
randomly vanish at times. This removes him from the game world, and he will
never re-appear. I don't know of any way to fix this, or prevent it, other
than saving often and keeping multiple saves when dealing with the camp.
Additionally, Martis' inventory for a given level is determined when you talk
with him (including viewing his rescue, if you mindread him). If you meet him
at the camp without having gained a level, you cannot save and reload to
change his inventory yet.
----------------
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):
Food (bread, carrots, cheese, lettuce)
Herbs
Pre-set items:
(none)
----------------
Merchant Lamotte, near the church in Broken Valley Village
----------------
Discount (25%): Mindread for 133 EXP.
Unavailable: After acquiring the Battle Tower.
Rarities sold: Uncommon, Rare, Magical
Inventory (15000 gold):
Armour
Formulas (limited, minor, lesser)
Gems
Herbs
Ore
Weapons
Pre-set items:
Adventurer's Band (x1)
Girdle of Gula (x1)
Malachite Gem (x2)
Rope (x1)
----------------
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 (2000 gold):
Food and drinks
Potions
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 (2500 gold):
Fish and Fish Dish
Pre-set items:
(none)
NOTE: Mullet only sells two types of fish, and the Fish Dish. These items
are randomly stocked each level, and function as normal food.
----------------
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.
Rarities sold: Magical, Heroic
Inventory (25510):
Armour
Gems
Herbs
Ore
Potions
Pre-set items:
AdventuRing for Dummies, Part Two (x1)
Drudanae Herbs (x1)
Hunter Bow (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 (5000):
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.
Rarities sold: Rare, Magical, Heroic, Legendary
Inventory (56000 gold):
Armour
Weapons
Pre-set items:
(none)
----------------
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):
Books
Potions
Pre-set items:
Potion of Limited Healing (x5)
Potion of Limited Revitalizing (x5)
----------------
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.
Rarities sold: Rare, Magical
Inventory (24850 gold):
Armour
Formulas
Gems
Herbs
Jewelry
Ore
Potions
Weapons
Pre-set items:
Bow of Nericon (x1)
Rivertown's Grip (x1)
Scorpion Leggings (x1)
The Wall (x1)
----------------
Sassan, on the balcony of your bedchamber in the Battle Tower
----------------
Unavailable: After entering the Hall of Echoes.
Inventory (1999 gold):
Charms (major, blessed)
Formulas
Gems
Herbs
Ore
Pre-set items:
Darling Ring (x1)
Elven Earrings (x1)
Rib Ripper (x1)
----------------
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.
Rarities sold: Magical, Heroic
Inventory (12800 gold):
Charms (major, blessed)
Formulas (moderate, substantial, greater)
Jewelry
Potions
Pre-set items:
Svadilfari Ear Ornaments (x1)
----------------
Zarniyar, near the Plaza Shrine in the City of Aleroth
----------------
Discount (25%): Mindread for 1200 EXP.
Unavailable: After entering the Hall of Echoes.
Rarities sold: Heroic, Legendary
Inventory (49945 gold):
Charms (major, blessed)
Formulas (moderate, substantial, greater, advanced, major)
Jewelry
Pre-set items:
Potion of Greater Healing (x20)
Potion of Greater Revitalizing (x20)
=====================================
11.2 - TRADERS AND SHOPS (FLAMES OF VENGEANCE)
=====================================
A list of traders and shops in Flames of Vengeance.
----------------
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 - armour 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)
========================================================
==========================================================================
*12* BOOKS
==========================================================================
========================================================
This is a list of books in the game, and where (if anywhere) a particular
book is guaranteed to appear. 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 14. Skill and Stat books are
listed in their respective sections (6 and 7).
Many books may be found randomly in various chests and containers, as quest
rewards (for any quest with a "misc." reward labeled) and even some shops.
Those that can be found randomly are marked with a (random) tag under their
location. Only one book has never been found at a set location (History of the
Damned One, III), and is only available via random loot, quests, or shops.
Books with the (random) tag just contain flavor text or backstory to the game
world. Other books usually provide some sort of relevance to some quest or
person in the game (although the connection is not always clear when you first
obtain the item). Some of this can be quite interesting, so it's worthwhile to
give all books that aren't (random) a read.
=====================================
12.1 - BOOKS (EGO DRACONIS)
=====================================
These are books found in Ego Draconis.
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).
(random)
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.
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.
An ABC of Dragons
On the ground next to the large wooden chest at the north end of Allan's
camp on Sentinel Island.
(random)
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.
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.
(random)
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.
Crumpled Letter
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).
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, past a gate
that requires a key.
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. It has no
actual text.
Fendrel's Diary
Found on the bookshelf in the southeastern bedroom of the hub room south
of the Crypt Shrine in Maxos Temple.
Folo's Book of Poems
Sitting on a bench inside Folo's house in Broken Valley Village.
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).
(random)
History of the Damned One, Part II
On a carved-up tree in the goblin camp north of the Tribal Shrine.
(random)
History of the Damned One, Part III
(random)
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.
(random)
History of the Damned One, Part V
On the table on the first floor of Camp Eagle's Nest in Orobas Fjords.
(random)
History of the Dragon Knights, Part I
Found on a table in the treasure room of the Abandoned Crypt.
(random)
History of the Dragon Knights, Part II
On a bench in the easternmost tent of the Bandit Camp in Broken Valley.
(random)
History of the Dragon Knights, Part III
On a table inside Hermosa's quarters in the Shipwreck Colony on Sentinel
Island.
(random)
History of the Dragon Slayers, Part I
On the raised part of the roof of the Broken Valley Village barracks.
(random)
History of the Dragon Slayers, Part II
In a tent at Kenneth's camp on Sentinel Island.
(random)
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.
(random)
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.
Piece of written-upon wyvern skin
Dropped by Yup'ik, in his camp east of the South Valley Shrine.
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.
Rivellonian History in Sonnets, Part I
Sitting on a bench at Sosostra the fortune teller's camp on the west end of
Broken Valley.
(random)
Rivellonian History in Sonnets, Part II
On a table inside Hermosa's quarters in the Shipwreck Colony on Sentinel
Island.
(random)
Rivellonian History in Sonnets, Part III
On the center bench in Beatrice's house at the High Halls in Orobas Fjords.
(random)
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. (requires
level 2 Lockpick skill)
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.
(random)
The Adventures of Robin Wood, Greatest of Rangers
Sitting on the wood floor near Aravir the Ranger in Farglow.
(random)
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.
(random)
The Ballad of Jack Miller
On Linda's bed in Miller Upton's house in Broken Valley Village.
(random)
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. This
chest also contains the Hunter Helmet and Ancient Journal.
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.
(random)
The Passion of the Divine
On the ground next to Frederic, slightly southeast of Gerald's shop in
Farglow.
(random)
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.
=====================================
12.2 - BOOKS (FLAMES OF VENGEANCE)
=====================================
These books are found in Flames of Vengeance. Books with an asterisk (*) next
to the name are exclusive to Flames of Vengeance. Any randomly-found books
from Ego Draconis may also be found in Flames of Vengeance.
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 Three
On the floor near the casket in the center ruins inside the Lost Tomb in
Orobas Fjords.
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.
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.
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.
Folded Letter
Dropped by Kali in the Headquarters of her flying fortress.
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.
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.
(random)
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.
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.
Research notes written by Stone
On a table next to the spring in the Stone's Fortress Greenery area of
Stone's flying fortress.
========================================================
==========================================================================
*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. Some quest
items have a gold value provided, although you can't actually sell them. It
seems a pointless addition, but I'll list them next to the type anyways. If
no value is listed, it is 0.
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. Note that all quest
items that may be used like this will have an orange name, letting you know
they have an effect.
-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.
NOTE: Keys are now sorted into the Consumables pocket of your inventory, along
with food, potions, and other such items. For the purpose of this guide,
however, they will still be considered Quest Items.
=====================================
13.1 - QUEST ITEMS (EGO DRACONIS)
=====================================
These quest items are found in Ego Draconis. All except the Crystal Skill and
Dragon Stone are removed from your inventory at the start of Flames of
Vengeance. This ignores the "permanent" property of any given item.
----------------
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 Turgoyn 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 Turgoyn 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 (100 gold)
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. (clicking it gives the "Use" option, but it does nothing).
"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 (15 gold)
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.
----------------
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, containing the Aleroth Archmage Leggings. 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. This is the only way to access the cellar.
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, use the
cauldron hanging from the rafter to reach it.
Use: None.
----------------
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, containing the Aleroth Archmage Leggings. 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 (15 gold)
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. All three crystals' chests glow
blue, so they are easy to find.
Found (1): Check an alcove on the northeast side of the Temple shrine. It is
right up against the wall of the shrine.
Found (2): Found against the cliff in the northeast of the Maxos Temple area.
It is behind a tree.
Found (3): In an alcove of the cliff wall in the northwest of the Maxos
Temple area.
Use: None.
----------------
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. You have to brave Amdusias' fireballs, so take potions!
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 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 Armours.
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."
----------------
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 Orobas Fjords
exit to Kali's Flying Fortress, at 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, Tribal Goblin Beholders, 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 Goblins available 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.
----------------
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."
----------------
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. Unlike in
ED, every lock that has a Key cannot be lockpicked, preventing a buildup of
useless keys in your inventory.
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. In DKS, however, keys are sorted into
the Consumables pocket of the inventory, not Quest Items. However, for the
sake of convenience, this guide still considers them such.
----------------
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' 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.
----------------
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 if destroyed)
"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 (and complete "Lost Soul" instead).
----------------
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 Armoury 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.
----------------
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."
----------------
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) (5 gold)
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).
----------------
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."
----------------
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 almost directly below the "Camp Freedom" teleporter. 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."
----------------
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, containing the Aleroth Archmage Leggings. 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 Chambers of Lord
Lovis' tower.
Found: On a corpse in the first room of the Citadel chambers, 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 100 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 authorisation..."
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."
----------------
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 cannot be lockpicked.
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 (15 gold)
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 deserves."
----------------
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 3 skill
points. Yes, 3. Three. Four more than negative 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-coloured 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 Stabilisator 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."
=====================================
13.2 - QUEST ITEMS (FLAMES OF VENGEANCE)
=====================================
These quest items are found in Flames of Vengeance.
----------------
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."
----------------
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 Tillian.
Found (1): Tell Tillian you will trade Arben's Sword for the Chalice. This
will cost you the sword.
Found (2): Mindread Tillian, and use the information to convince him to give
it to you.
Found (3): Tell Tillian you intend to use it to free Orobas, and insist you
are serious. Tillian and the other slayers at the camp will go hostile, and
Tillian 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 Tillian 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."
----------------
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."
----------------
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."
----------------
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 Armour 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."
----------------
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.
----------------
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."
----------------
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."
----------------
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."
----------------
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."
========================================================
==========================================================================
*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 Armour
=====================================
14.1 - VALUABLE MINDREADS (EGO DRACONIS)
=====================================
These mindreads are found during Ego Draconis.
----------------
Barbara (Farglow)
----------------
COST: 3 EXP
BENEFIT: Unlocks a dialogue option to sell The Adventures of Fabian of Ferol
to 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, although nothing too extraordinary. This
one is only worth it for the discount.
----------------
Edmund, gatekeeper of Farglow (Farglow)
----------------
COST: 1 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: Spawns a small chest that may contain a formula.
Elfrith saw a small chest on the large skull southwest of the Shipwreck
Colony. This chest contains some random items and 50-60 gold. The random items
may include a formula (or two!), making it quite worth the 700 EXP.
----------------
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.
----------------
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 our 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: Spawns a small chest that may contain a formula.
Jonah tells of a small chest that might've found its way into Vacca's Cave.
This chest contains some random items and 50-60 gold. The random items may
include a formula (or two!), making it quite worth the 700 EXP.
----------------
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 ore and gems, 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" in a way
which causes Locke to stop selling to items.
----------------
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 Chambers (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 can contain a body part (for your Creature) of any level, so it can
be used to get a Perfect-grade part. It also contains gold, potions,
ingredients, charms, and sometimes equipment.
----------------
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 kill Martis to earn
his entry. This is the ONLY way to get this entry!
----------------
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 some random items, including around 100 gold, an ingredients or
formulas. It's nothing special, but 1200 EXP isn't very much. A lackluster
chest, all in all.
----------------
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 gate blocking the large
golden chest earlier in the room. The golden chest contains a large quantity
of good items, but nothing unique. There is also a copy of Jagon's Notes
behind this door (the only copy in the game), making it the only unique
benefit of this mindread.
----------------
Ragon, ..."eccentric" bandit leader in the Fjords (Bandit Hideout)
----------------
COST: 1200 EXP
BENEFIT: Spawns a bag with a lot of gold and one, two, or three weapons,
armour, jewelry, or charms inside. Very worthwhile for just the gold, but if
saved for a higher level, the items can be of elder rarity!
----------------
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,
as just three hearts will make this mindread pay for itself in EXP (nevermind
the gold).
----------------
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 a lot of gold (around 400!), but three random
weapon, armour, jewelry, or charm items! VERY definitely worth the meager
1200 EXP cost.
----------------
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.
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. Nothing particularly valuable appears down here, though. The locked gate
in the back only guards a single Whisperwood herb. There's nothing you can do
with the glowing mushrooms.
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. There are a
few chests, however nothing extremely special, especially for the EXP cost of
the mindread.
Naberius (120 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 Skill Book and a chest with the Blood Echelon
Shield inside. It has a few other things (another chest with generic loot,
two Whisperwood herbs, and two Droxlerite veins), but nothing else of note.
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 the Wild
Dwellers Composite Bow, part of the Wild Dwellers set.
----------------
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 huge cache of treasure: 400-500 gold, a Malachite Gem,
and 5 slots of either Epic or Unique rarity equipment, or Divine charms! DO
NOT MISS THIS CHEST! MAKE SURE TO MINDREAD ALL THREE GREMORY SIBLINGS!
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' Lair in Orobas Fjords, on a cliff
southwest of Dragon Cliff Castle. He gives the quest "Grave Robbers" (part 4
specifically).
----------------
The eight candidates (Sentinel Island)
----------------
COST: 700 EXP each, 5600 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.
----------------
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 around 200 gold; also, discount.
Tim will not only give a 25% discount for mindreading him, but also causes a
gold purse with 200 gold inside to appear in the bushes outside the chapel in
the village. Not much, but certainly worth 40 EXP. 200 gold is more than you'd
get from the three or four goblins you'll kill to reclaim the EXP (unless they
drop hearts to sell to Richard).
----------------
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+.
=====================================
14.2 - VALUABLE MINDREADS (FLAMES OF VENGEANCE)
=====================================
These mindreads are found during Flames of Vengeance.
----------------
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.
----------------
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.
----------------
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.
========================================================
==========================================================================
*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. Both of these are
in the Ego Draconis section of the game.
=====================================
15.1 - MALACHITE GEMS (EGO DRACONIS)
=====================================
A list of all Malachite Gems in Ego Draconis. First is the loose gems, found
in shops, from quests, and so forth. The second part lists ore veins, wherein
the gems are found randomly. Ore veins do NOT guarantee at least 1 gem, so be
sure to save before looking at and looting it, else you may find it only has
ore, or Aquamarines!
----------------
TOTAL (POSSIBLE) GEMS FROM MALACHITE VEINS: 32 (4 per vein)
TOTAL (OPTIMISTIC) GEMS FROM MALACHITE VEINS: 24 (3 per vein)
TOTAL (REASONABLE) GEMS FROM MALACHITE VEINS: 16 (2 per vein)
TOTAL GEMS FROM OTHER SOURCES: 12
TOTAL (POSSIBLE) GEMS IN THE ENTIRE GAME: 44
TOTAL (OPTIMISTIC) GEMS IN THE ENTIRE GAME: 36
TOTAL (REASONABLE) GEMS IN THE ENTIRE GAME: 28
----------------
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: Mindread all three Gremory siblings: George, in Broken Valley,
Catherine, on Sentinel Island, and Arthur, in Orobas Fjords. The Gremory
family chest, located in a large tunnel in the high cliffs near the entrance
to Kali's Flying Fortress (south end of Orobas Fjords), will then be
accessable. This chest contains a Malachite Gem, on top of tons of other
excellent loot.
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.
Gem 12: 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 4 Malachite Gems. 2 is an average amount,
3 is quite rare, and 4 is practically impossible to find). 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.
=====================================
15.2 - MALACHITE GEMS (FLAMES OF VENGEANCE)
=====================================
A list of all Malachite Gems in Flames of Vengeance.
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
==========================================================================
========================================================
NOTE!!! THE SKILL SECTION WILL NOT BE UPDATED FOR DKS CHANGES UNTIL FURTHER
NOTICE. WHEN IT HAS BEEN UPDATED, THIS NOTICE WILL BE DELETED.
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)
The Level listed is the level requirement to "unlock" the skill and start
putting skill points into the skill. Bonuses from equipment will increase a
skill even if you have not reached its minimum level yet. The main value of
the level listed is it is the level your character must be to start seeing
jewelry that give bonuses to that skill appearing in shops and as loot. A
level 5 character won't see skills like Death Blow, Summon Demon, or
Explosive Arrows on their items.
For randomly-generated unique items, namely the Wishing Well bracelets, the
skill bonuses they can potentially have are limited to their item level. All
three aforementioned bracelets are level 11, and thus can have a bonus to
any skill (except Fatality, Lockpick, Encumbrance, and the Weapon Expertise
skills) up to level 10. They will never generate level 15 or 20 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 20 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 down -20% -23% -26% -29% -32% -35% -38% -41% -44% -47%
CB/HR/IW dwn -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 down
-50 -53 -56 -59 -70 CB/HR/IW dwn
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.
Once all ingredient costs of a recipe reach 1, further reductions will
eliminate ingredients altogether. 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).
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 armour+ 15 18 21 24 27
Indom. Will+ 15 18 21 24 27
MDamage down -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 by the listed
amount. 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 ever
find yourself often running low on mana.
Level 3
Passive skill
Stats 1 2 3 4 5
--------------------------------------------
MP reduction 10% 20% 30% 40% 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
--------------------------------------------
MDamage up 20% 30% 40% 50% 60%
Magic Armour -20 -15 -10 -5 0
Indom. Will- -20 -15 -10 -5 0
=====================================
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 armour+ 4 12 20 28 36
Condi. Body+ 4 12 20 28 36
Damage down -20% -15% -10% -5% 0%
RDamage down -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 armour with this skill
grow higher and higher, so at max level, it reduces armour 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
--------------------------------------------
Damage bonus 20% 30% 40% 50% 60%
Melee armour- -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 armour. 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 armour- -30 -35 -40 -45 -50 -55 -60 -65 -70 -75
Range armour- -5 -10 -15 -20 -25 -30 -35 -40 -45 -50
Magic armour- -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 armour-
-55 -60 -65 -70 -90 Range armour-
-55 -60 -65 -70 -75 Magic armour-
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
---------------------------------------------------------------------------
RDamage up 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
11 12 13 14 15
--------------------------------
55% 60% 65% 70% 75% RDamage up
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 armour 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 armour
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
-----------------------------------------------------
RDamage up 228% 277% 332% 360% 422%
Range armour+ 50 53 56 59 62
Reflexes up 50 53 56 59 62
Damage down -114% -138.5% -166% -180% -211%
Melee armour- -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 armour, 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.
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 armour
bonuses) only on armour, 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, Armour, 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
Armoured 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
Baneful Melee Damage
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
Painful Critical Chance
Razor-sharp Critical Chance
Relieving Critical Chance
Scary Critical Chance
Basilisk's Melee Armour
Centaur's Melee Armour
Dragon's Melee Armour
Elephant's Melee Armour
Extra fine Melee Armour
Extra strong Melee Armour
Super strong Melee Armour
Very strong Melee Armour
Adventurer's Ranged Armour
Archer's Ranged Armour
Bowman's Ranged Armour
Pirate's Ranged Armour
Ranger's Ranged Armour
Scout's Ranged Armour
Apprentice's Magic Armour
Conjurer's Magic Armour
Diviner's Magic Armour
Enchanter's Magic Armour
Illusionist's Magic Armour
Necromancer's Magic Armour
Noviciate's Magic Armour
Thaumaturge's Magic Armour
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
Gratifying HP Regeneration
Helpful HP Regeneration
Life-giving HP Regeneration
Supportive HP Regeneration
Forgotten Mana Regeneration
Magician's Mana Regeneration
Overlord's Mana Regeneration
------------------------------------
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
------------------------------------
Armour 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 being
"eaten," it is a normal food item. One is found at Camp Freedom, northeast
of Jievaras, a legendary tree.
Fish Food 25 gold
This fish item has a gold fish icon. These are randomly sold by Mullet at
his shop outside of the Champion Harbour building. He is the only one who
sells these, and thus the only place to find them in the game. They 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.
Fish Food 25 gold
This fish item has a gold fish icon. These are randomly sold by Mullet at
his shop outside of the Champion Harbour building. He is the only one who
sells these, and thus the only place to find them in the game. They 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.
Fish Dish Food 25 gold
These are randomly sold by Mullet at his shop outside of the Champion Harbour
building. He is the only one who sells these, and thus the only place to
find them in the game. They 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.
Fish Dish Food 25 gold
This is purchased from Mullet outside the Champion Harbor building. These
are randomly sold by Mullet at his shop outside of the Champion Harbour
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.
Sausages Food 4 gold
While Sausages are a normal food item in the game under most circumstances,
the four inside Folo's house in Broken Valley Village (two on the table, two
on the shelf) do not function as food. Instead of the usual "Food -
Nourishes you" description, these unique (and useless) items give a puzzling
"Empty Enchantment Slot" notice, complete with gray text. Normal Sausages
items have a value of 13, not 4. And no, you can't enchant them.
=====================================
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)
Found very randomly in barrels, crates, urns, and baskets. Also sold
randomly by the Hermit on Sentinel Island, and sometimes offered as quest
rewards (look for a "misc." reward).
Cup Cup 1 gold (same buy and sell value)
Found very randomly in barrels, crates, urns, and baskets. Also sold
randomly by the Hermit on Sentinel Island, and sometimes offered as quest
rewards (look for a "misc." reward).
Dish Dish 1 gold (same buy and sell value)
Found very randomly in barrels, crates, urns, and baskets. Also sold
randomly by the Hermit on Sentinel Island, and sometimes offered as quest
rewards (look for a "misc." reward).
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)
Found very randomly in barrels, crates, urns, and baskets. Also sold
randomly by the Hermit on Sentinel Island, and sometimes offered as quest
rewards (look for a "misc." reward).
Letter Scroll 5 gold
Seems like a book, but isn't. Two can be found on Sentinel Island, but both
require dragon form. One is 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. The other is 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.
They serve no real purpose.
Lever Handle Quest Item 0 gold (cannot be sold)
A handle for a broken lever, a couple of these are found, and needed to
replace broken levers. There are three total in the game. One is used for
the elevator in the Well Cave at High Hall to reach Zagan. This is found in
a treasure chest on the middle floor of the cave (the same floor the broken
lever base is on). The second is in a small chest in the fire maze of the
Primordial Cave (past the hungry statues). This is needed to work the lever
to remove the force field barring further progress. The third is in the
Broken Valley Mine, found in a plain wooden chest in the southwestern
corner of the mine.
Mug Mug 1 gold (same buy and sell value)
Found very randomly in barrels, crates, urns, and baskets. Also sold
randomly by the Hermit on Sentinel Island, and sometimes offered as quest
rewards (look for a "misc." reward).
Note Scroll 5 gold
Seems like a book, but isn't. 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.
Pan Pan 1 gold (same buy and sell value)
Found very randomly in barrels, crates, urns, and baskets. Also sold
randomly by the Hermit on Sentinel Island, and sometimes offered as quest
rewards (look for a "misc." reward). One can also be 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)
Found very randomly in barrels, crates, urns, and baskets. Also sold
randomly by the Hermit on Sentinel Island, and sometimes offered as quest
rewards (look for a "misc." reward).
Rope (version 1) Junk 1 gold (same buy and sell value)
This is found all over the place. 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. 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 45 possible Rotten Earth Roots. 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 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 scroll is 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). Another identical scroll is 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. The scroll seems like it would be a book, but
isn'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 him of the Lost Tomb and the treasures within. It serves no
real purpose.
Spoon Spoon 1 gold (same buy and sell value)
Found very randomly in barrels, crates, urns, and baskets. Also sold
randomly by the Hermit on Sentinel Island, and sometimes offered as quest
rewards (look for a "misc." reward).
Tankard Tankard 1 gold (same buy and sell value)
Found very randomly in barrels, crates, urns, and baskets. Also sold
randomly by the Hermit on Sentinel Island, and sometimes offered as quest
rewards (look for a "misc." reward).
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.
"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
Ore veins in DKS seem to work differently than ED. Ore seems to go up to 5
at a time, with gems limited to 0 to 4 of each. 4 gems seems to be even rarer
than it was in ED. More work is needed to better study the properties of ore
veins.
No ore vein contains Pearl.
=====================================
19.2 - RARITY PROPERTIES
Name Color Buffs Charm slots Enchantments Skill boosts
=====================================
Basic White None None None None
Uncommon White 1 (low) 1 slot None +1
Rare Blue 1 (low) 1 slot 1 enchantment +1
Magical Lg. Green 1 (medium) 1 slot 1 enchantment +1
Heroic Dk. Green 2 (medium) 2 slots 1 enchantment +2
Legendary Yellow 2 (high) 2 slots 1 enchantment +2
Elder Violet 2 (high) 2 slots 2 enchantments +2
Epic Lg. Red 3 (high) 3 slots 2 enchantments +3
Unique Dk. Red 3 (high) 3 slots 3 enchantments +3
Special Gold n/a n/a n/a n/a
Buffs and charm slots work differently in DKS. Rather than each rarity giving
an extra buff (or enchant slots once you hit Epic/Unique), with buff values
based on level, now the value of buffs is based on the rarity. Uncommon and
Rare items will always have low buffs (+1 to +3 usually), and either zero or
one charm slot. The difference between Uncommon and Rare is that Rare has 1
enchantment slot, and Uncommon has 0.
Similarly, Rare vs. Magical is a case of the potential buffs being upgraded
(usually seeing +3 to +5 now). Magical to Heroic is a second buff and charm
slot. Heroic to Legendary is another increase in buff potential (medium to
high). Legendary to Elder is an extra enchantment slot.
However, charm slots seem to work mysteriously. For the most part, equipment
will have the maximum listed number of charm slots. But sometimes, it doesn't.
It may be based on character (not item) level, with characters above level X
giving that rarity its "maximum" charm slots, but that's just speculation.
At level 10+, when I look through shop lists, every item has one charm slot
(heroic items have two), and all items acquired via loot and chests does, too.
When buying heroic items at lower levels (such as 5), no items had any charm
slots.
Skill boosts is the potential bonus value to skills for the listed rarity.
If a Magical jewelry item is generated with a skill bonus, it will be a +1.
A similar Legendary item would be +2.
The "Special" rarity was introduced in Dragon Knight Saga. "Special" isn't an
actual rarity, but is now the state assigned to all unique equipment (listed
in sections 2 and 3). The term "Special" is only used here to differentiate
from the "Unique" rarity. These items do not have an actual rarity, but are
clearly marked as a unique item that one should pay attention to. These items
also no longer have prefixes and suffixes based on enchantments and buffs.
The only place to find Unique rarity items is from the Gremory family chest in
Orobas Fjords. This requires mindreading all three Gremory siblings. The chest
contains 5 random item slots which can either be equipment (which is either
Epic or Unique rarity), or Divine charms.
=====================================
19.3 - 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
=====================================
19.4 - DECISIONS BETWEEN UNIQUE THINGS
=====================================
Not the most descriptive title, this section describes all decisions in the
game that force the player to choose between unique rewards or boons. These
include unique equipment, extra skill or stat points, unique monster log
entries, or even entire quests.
This only covers decisions between unique or special things, and not quests
where one option gets you a unique item, skill point, etc., and the other gives
nothing special whatsoever.
----------------
Item: Jonah's Amulet
----------------
A rather unremarkable amulet, it is nonetheless unique (especially with two
enchantment slots and a skill bonus). The price to keep it permanently is
quite high, however.
Choices:
-Jonah's Amulet, "The Old Ghost and the Sea" quest FAILED!, "The Writing on
the Whale" quest FAILED!
To keep Jonah's amulet, start the quest "The Old Ghost and the Sea," then
"The Writing on the Whale." Catherine Gremory will give you this amulet via
a dialogue option. Instead of taking it back to Jonah (like his quest wants
you to), simply keep it and never return it. The quests will fail when the
Battle Tower is obtained, and it'll be yours forever.
-"The Old Ghost and the Sea" quest completed, "The Writing on the Whale" quest
completed
Completing the quests requires returning Jonah's Amulet to Jonah, and then
giving his diary, The Whale, to Catherine.
NOTE: Two failed quests is a heavy price to pay for a mediocre amulet, so be
sure to think it through.
----------------
Item: Lovis' Scrying Stone
----------------
Using the scrying stone will teleport you into the Citadel Dungeon of Lord
Lovis' tower in Broken Valley. The stone is required to finish the quest
"Lovis' Loot." Using it does not preclude the quest itself, however, nor does
it preclude accessing the Citadel Dungeon (which has a skill book within).
Choices:
-1 stat point (mindread), Toshan monster log entry
Use Lovis' Scrying Stone before giving it to Romon in "Lovis' Loot." You
will tell him you apparently exhausted its magic, and he'll take it to
study, knowing the danger has passed.
-"Into Thin Air" quest, Romon (a merchant) dies
Don't use Lovis' Scrying Stone before giving it to Romon in "Lovis' Loot."
Doing this will cause Romon to activate the stone himself, shortly after
you give it to him.
----------------
Item: Lovis' Soul Stone
----------------
Yet another Lovis item giving us trouble. This one is a bit lopsided in which
is better, though. This decision revolves around Lovis' Soul Stone, obtained
after killing Amdusias in the Maxos Temple.
Choices:
-"Lost Soul" quest complete, Bone Dragon claws dragon armour piece, Lost Soul
monster log entry, "In Cold Blood" quest FAILED!
To get these, give Lovis' Soul Stone to him to complete "Lost Soul" (thus
failing "In Cold Blood) successfully. This will unlock the chest containing
the Bone Dragon Claws. You can then talk to Abalam in Maxos Temple, who will
go hostile and give the Lost Soul entry.
-"In Cold Blood" quest complete, "Lost Soul" quest FAILED!
To get this, destroy the soul stone for Abalam, completing "In Cold Blood,"
and failing "Lost Soul." Returning to Lord Lovis will cause him to send
skeletons after you. These give the "Lovis' Skeleton" monster log entry, but
are NOT unique (they can be found in Naberius' storage, too). Lord Lovis may
also be provoked by returning with his soul stone and refusing to give it to
him.
----------------
Location: Battle Tower platforms
----------------
There are several either/or choices in the Battle Tower, what with all the
quests your platform operators have. This is just to let you know that for
any quest that has a unique item that must be given up, you can always choose
to just never turn the quest in to keep the item. The quest will fail after
entering the Hall of Echoes, allowing you to keep the item.
SEE SECTION 9 FOR MORE INFORMATION ON ALL OF THIS.
Keeping these items means that the platform in question will not be upgraded
to its maximum capacity. This has little effect on Alchemist and Enchanter
platforms (upgrades reduce ingredient costs), and Necromancer just loses a
little defense. Skill Trainer will suffer from a lowered skill cap (13 instead
of 15).
Note that items in the quest item section are removed when the FoV portion of
the game begins, but all others may be kept forever. Here is a list of all
unique items that various Battle Tower quests may require (depending on choice
of servant). Some can be obtained regardless of who is chosen (and ones not
needed are free to be kept and used yourself). Others are only found if the
correct servant is chosen (and these are always necessary to surrender for the
quests):
-Alchemy Amulet (amulet)
-Art of War Book (quest item)
-Book of the Dead (quest item)
-Goblin's Stone (quest item)
-Hermosa's Necklace (amulet)
-Master's Spell Book (quest item)
-Myrthos (one-handed sword - very powerful)
-Potion of Wisdom (potion - usable for +5 Intelligence permanently)
-Radcliff's Key (key)
-Raze's Cuirass (armour)
-Stone's Ring (ring)
-The Demon Wars (quest item - usable for +3 skill points)
-Wesson's goods (quest item)
----------------
Location: Wishing Well
----------------
This is a simple choice between three bracelets. All are unique, but some are
more unique than others.
Choices:
-Wishing Well Common Bracelet
Pay 10 gold and wish for the powerful item. This is a simple bracelet that
has a random skill bonus on it, and nothing else. No charm slots, buffs, or
enchantments.
-Wishing Well Ample Bracelet
Pay 100 gold and wish for the powerful item. This bracelet has one random
buff, one random skill bonus, one enchantment slot, and a +1 to the Unarmed
Expertise skill. That is a very unique skill bonus, found nowhere else.
-Wishing Well Exquisite Bracelet
Pay 1000 gold and wish for the powerful item. This bracelet is the same as
the Ample bracelet, except it has two enchantment slots and +1 to Wisdom
instead of Unarmed Expertise.
NOTE: The Ample Bracelet has a unique skill bonus: Unarmed Expertise. No other
item in the game boosts this skill, so it is easily the most unique item!
----------------
Person: Richard
----------------
Finish Richard's quest "Hearttaker" by turning in at least one Goblin's Heart.
This will open a dialogue option asking Richard if he has any ideas besides
collecting goblin hearts. He presents a plan to steal food from Rivertown's
supplies in the nearby farm.
Choices:
-"Feast or Famine" quest
Agree to Richard's plan to steal Rivertown's food for the good of Aleroth.
He will tell you what to do next.
-"New Order or Champion Chaos" quest
Refuse Richard's plan to steal Rivertown's food. Richard will run off,
saying he'll do it himself. Head to Jackson's Farm and go to Richard to see
a scene. Note that this quest doesn't officially start (appear in the quest
log) until it is completed, but it has been chosen and primed when you
refuse Richard's plan.
"Feast or Famine" is straightforward, however before making a choice on this,
read the section in this list on "New Order or Champion Chaos," as it has a
rather complex set of special things to be had.
----------------
Person: Svadilfari
----------------
Svadilfari is the goblin leader of the Red Hammer Tribe in the Orobas Fjords,
and the center of two quests: "A Shaman's Ransom" and "Death of a Champion."
As the end of either results in the death of the quest giver of the other (and
there is no option to lie to Svadilfari about Aurelius), if one is completed,
the other will inevitably fail.
Choices:
-"A Shaman's Ransom" quest complete, "Death of a Champion" quest FAILED (or
unable to be accepted)
To avoid having "Death of a Champion" in your quest log, refuse Svadilfari's
offer to kill Aurelius, then defeat him in ground combat, and then aerial
combat. To have "Death of a Champion" in your quest log, failed, accept
Svadilfari's offer, then talk to him again and say you've sided with
Aurelius instead. Once "Death of a Champion" is accepted, it must be failed
before "A Shaman's Ransom" can be completed successfully.
-"Death of a Champion" quest complete, "A Shaman's Ransom" quest FAILED (or
unable to be accepted)
Agree to Svadilfari's plan to poison Aurelius, then carry it out.
NOTE: It is possible to never accept the quest you decide to fail. For "A
Shaman's Random," simply never let Svadilfari make his offer, or refuse it.
For "Death of a Champion," don't talk to Aurelius until you have the Fake
Svadilfari Head. The failed quest will never be added to your logbook.
----------------
Quest: A Hunting We Shall Go
----------------
Choices:
-Hallorn's Ring, Viper's Sword, Jagon's Necklace, Yup'ik's Staff, Hjalmar's
Mask, "A Hunting We Shall Go" quest FAILED
To keep these five items forever, simply do not turn them in to Captain
Rodney in the barracks. You may keep any combination of the items, turning
in some while keeping others. The quest itself (along with any incomplete
subquests) will fail automatically when the Battle Tower is obtained. Note
that there is no guarantee Yup'ik's Staff and Hjalmar's Mask will stay in
your inventory after the quest fails, however the three equippable items
definitely will.
-Cuirass of Jurak, "A Hunting We Shall Go" quest complete
The cuirass is a reward for turning in all five bounty items, and probably
a little more useful than any of the individual items, aside from possibly
Jagon's Necklace.
The only thing to note is Jagon's Necklace gives +1 to the Lockpick skill.
Lockpick bonuses NEVER appear on randomly generated equipment, and no other
piece of special or unique equipment ever has a Lockpick bonus.
Additionally, note that choosing to keep any of the bounty items (and thus
fail the quest itself) will prevent you from obtaining the achievement "Bounty
Hunter," as it requires all ten bounty missions to be complete. The final five
are in the Orobas Fjords, after claiming the Battle Tower, so you cannot
simply save before turning in the items, turn them in, get the achievement,
then load the save.
----------------
Quest: A Hunting We Shall Go Again
----------------
Choices:
-Alutiiq's Mask, Ragon's Ring, Moor's Ledger, Alrik's Leader Necklace,
Barnabus' Mace, "A Hunting We Shall Go Again" quest FAILED
To keep these five items forever, simply do not turn them in to Sejanus in
Champion Harbour. You may keep any combination of the items, turning in some
while keeping others. The quest itself (along with any incomplete subquests)
will fail automatically after entering the Hall of Echoes. Note that there
is no guarantee Moor's Ledger and Alutiiq's Mask will stay in your inventory
after the quest fails, however the three equippable items definitely will.
-Bow of Tiberius, "A Hunting We Shall Go Again " quest complete
The bow is a reward for turning in all five bounty items, and probably a
little more useful than any of the individual items, aside from possible
Alrik's Leader Necklace (which, at least in the US Xbox 360 release, gives
+1 to Life Leech and Evade, excellent for warriors).
Additionally, note that choosing to keep any of the bounty items (and thus
fail the quest itself) will prevent you from obtaining the achievement "Bounty
Hunter," as it requires all ten bounty missions to be completed. It is possible
to save before handling in the item (or items) you wish to keep, then turn
them all in, get the achievement, and reload the game. This will earn you the
achievement without losing the items permanently.
----------------
Quest: Buad Blood
----------------
Choices:
-Miller Upton and Linda monster log entries
Both of these are unique monster log entries. The only way to obtain them is
to proceed with the quest until you must choose a side, then side with
Antumbra. Kill Buad and Linda for the entries.
-Antumbra monster log entry
This is a unique monster log entry. The only way to obtain it is to proceed
with the quest until you must choose a side, then side with Buad. Kill
Antumbra for this entry.
----------------
Quest: Daylight Robbery
----------------
This entry ONLY applies if you have already completed the quest "Into the
Bandit's Den" for Louis in Broken Valley Village BEFORE stumbling upon the
site of the robbery. If that quest is still incomplete, you can get BOTH of
the listed monster log entries (Ambush Bandit and Ambush Nobleman) by siding
with Jenae, killing the guards (and getting Ambush Nobleman), then, at a later
time, completing "Into the Bandit's Den", going to the Bandit Camp, and
killing Jenae and her bandits during the raid (getting Ambush Bandit).
Choices:
-Ambush Nobleman monster log entry, "Daylight Robbery" quest complete
Side with Jenae and the bandits against Filip. This passes the quest
successfully, and any of the four guards will give the Ambush Nobleman entry
in the monster log.
-Ambush Bandit monster log entry, "Daylight Robbery" quest FAILED!
Side with Filip and the guards against Jenae. This will fail the quest,
however unlike most quests, you still get the normal quest rewards. All it
means is it will appear in red in your quest log. Killing any of the four
bandits will give the Ambush Bandit monster log entry.
----------------
Quest: Ghostbuster
----------------
Choices:
-"Ghostbuster" quest complete
Complete the quest as intended.
-Vacca's Gem item, Vacca monster log entry, "Ghostbuster" quest FAILED!
Pick up Vacca's Gem inside his cavern. Kill all the ghosts, then talk to him
and turn in the quest. Refuse to return his gem, and he goes hostile. Kill
him to earn his monster log entry and keep the gem.
NOTE: Either option earns you the Wyvern Fat quest item. Either Vacca gives it
to you directly, or he drops it when killed.
----------------
Quest: Legend of the Ancient Mariner
----------------
Choices:
-"Legend of the Ancient Mariner" quest complete
Give Turgoyn the Ancient Journal to complete the quest as intended.
-2 skill points, "Legend of the Ancient Mariner" quest FAILED!
Use the Ancient Journal yourself (choosing to read it at the prompt). This
gives you 2 bonus skill points, but the quest will fail when you talk to
Turgoyn and tell him you read it yourself.
----------------
Quest: Method or Madness
----------------
Choices:
-Eugene's Axe
Choose to kill Jackal and let Clyde live. Given as a bonus reward after
completing the quest.
-Jackal's Ring
Choose to kill Clyde and let Jackal live. Given as a bonus reward after
completing the quest.
NOT: Both are unique (and give +1 to Confusion), as skill bonuses are not
usually found on either axes OR rings. However, due to how jewelry works in
DKS, with rings relegated to only having HP/MP, HP/MP Regen, and Critical
Chance bonuses, the ring is probably "more" unique, as it is more likely to be
usable even in the endgame, as few other rings have such a useful skill
(Confusion works even with Damage Aura enchantments, both normal, Magic, and
Static). Not to mention, Ulfmar's Axe, which can be found in Sentinel Island,
is superior in every way and also gives +1 to Confusion.
----------------
Quest: New Order or Champion Chaos
----------------
Choices:
-Set of Orders book, New Order monster log entry
Side with Richard against Lomax and the New Order guards. Kill them to get
the New Order entry. Lomax drops a loot bag with the Set of Orders book, a
flavor text item (no functional purpose).
-1 stat point, Richard monster log entry, failure of "Hearttaker" quest
Side with Lomax and the New Order guards. Kill Richard in combat (level 10)
for his monster log entry. Lomax automatically opens a dialogue afterwards.
Mindread him during this for 1 stat point (800 EXP). The stat point is ONLY
available during that specific dialogue! Killing Richard also fails the
quest "Hearttaker," however this quest will always fail eventually (when the
Battle Tower is obtained, if you don't kill Richard).
----------------
Quest: The Fugitive
----------------
Choices:
-Champion David's Gauntlets
For the gauntlets, force David to pay for your silence. He will give you
these as a bonus reward. They are added directly to your inventory, not as
part of the Quest Rewards screen.
-1 stat point (mindread, 400 EXP)
For this stat point, insist you will turn David in to Richard. He will flee
the pub. He can then be found on the mountain pass leading to Orobas Fjords,
in the southwest corner of Broken Valley proper. Mindread him for 400 EXP
and the stat point is yours. Note he flees and vanishes forever immediately
after the dialogue box closes, so this is the only chance for the mindread.
=====================================
19.5 - 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. All enchantments can be easily
enough obtained later on, from buying junk from stores that have the ones you
want. Potion formulas are sold at various shops throughout the game. 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, Armour,
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). Malachite Gems are very limited, and the level 10 recipe of
most enchantments requires one. Use level 9 recipes (usually only a loss of a
few points) 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!
The "title" for each level of enchantment or potion is as follows:
(Level) (Formulas) (Body Parts)
Level 1: Limited Rotten
Level 2: Minor Infested
Level 3: Lesser Damaged
Level 4: Moderate Slightly damaged
Level 5: Substantial Preserved
Level 6: Greater Well-preserved
Level 7: Advanced Clean
Level 8: Major Clean-cut
Level 9: Extreme Fresh
Level 10: Ultimate Perfect
=====================================
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 expertise skills 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
----------------
POISON: (X) chance of poisoning your enemy on a successful hit doing (Y)
damage over (Z) second(s).
----------------
1: 11% / 2d / 3s Aquamarine x1, Iron x1
2: 12% / 6d / 3s Aquamarine x1, Iron x2
(also needs Venom Stone x1)
3: 13% / 12d / 3s Aquamarine x1, Droxlerite x1, Fossil x1
4: 14% / 18d / 4s Aquamarine x2, Droxlerite x2, Fossil x2, Red Ore x1
(also needs Venom Stone x2)
5: 15% / 24d / 4s Aquamarine x2, Gold Ore x1, Red Ore x1
6: 16% / 30d / 4s Aquamarine x2, Gold Ore x2, Red Ore x2
(also needs Venom Stone x3)
7: 16% / 36d / 5s Aquamarine x3, Droxlerite x1, Red Ore x2
8: 16% / 42d / 5s Aquamarine x3, Droxlerite x2, Red Ore x3
(also needs Venom Stone x4)
9: 16% / 48d / 5s Aquamarine x3, Black Rock x1, Red Ore x3
10: 20% / 54d / 6s Aquamarine x4, Black Rock x2, Malachite Ore x1, Red Ore x4
(also needs Venom Stone x5)
----------------
FIRE CURSE: (X) chance of igniting your enemy on a successful hit doing (Y)
damage over (Z) second(s).
----------------
1: 8% / 4d / 1s Crystal x1, Iron x1
2: 9% / 12d / 1s Crystal x1, Iron x2
3: 10% / 24d / 1s Crystal x1, Droxlerite x1, Fossil x1
4: 11% / 36d / 2s Crystal x2, Droxlerite x2, Fossil x2, Red Ore x1
5: 12% / 48d / 2s Crystal x2, Gold Ore x1, Red Ore x1
6: 14% / 60d / 2s Crystal x2, Gold Ore x2, Red Ore x2
7: 16% / 72d / 3s Crystal x3, Droxlerite x1, Red Ore x2
8: 18% / 84d / 3s Crystal x3, Droxlerite x2, Red Ore x3
9: 20% / 96d / 3s Crystal x3, Black Rock x1, Red Ore x3
10: 30% / 108d / 3s Crystal x4, Black Rock x2, Malachite Ore x1, Red Ore x4
----------------
MANA LEECH: (X) chance of converting (Y) damage done into spirit points.
----------------
1: 10% / 2% Emerald x1, Iron x1
2: 11% / 3% Emerald x1, Iron x2
3: 12% / 4% Emerald x1, Droxlerite x1, Fossil x1
4: 13% / 5% Emerald x2, Droxlerite x2, Fossil x2, Red Ore x1
5: 14% / 6% Emerald x2, Gold Ore x1, Red Ore x1
6: 16% / 7% Emerald x2, Gold Ore x2, Red Ore x2
7: 18% / 8% Emerald x3, Droxlerite x1, Red Ore x2
8: 20% / 9% Emerald x3, Droxlerite x2, Red Ore x3
9: 25% / 10% Emerald x3, Black Rock x1, Red Ore x3
10: 30% / 12% Emerald x4, Black Rock x2, Malachite Ore x1, Red Ore x4
----------------
INCREASED DAMAGE: Increases your normal damage by (X).
(Increases Melee or Ranged damage, depending on weapon type)
----------------
1: +2 damage Moonstone x1, Iron x1
2: +4 damage Moonstone x1, Iron x2
3: +8 damage Moonstone x1, Droxlerite x1, Fossil x1
4: +12 damage Moonstone x2, Droxlerite x2, Fossil x2, Red Ore x1
5: +16 damage Moonstone x2, Gold Ore x1, Red Ore x1
6: +20 damage Moonstone x2, Gold Ore x2, Red Ore x2
7: +30 damage Moonstone x3, Droxlerite x1, Red Ore x2
8: +50 damage Moonstone x3, Droxlerite x2, Red Ore x3
9: +75 damage Moonstone x3, Black Rock x1, Red Ore x3
10: +100 damage Moonstone x4, Black Rock x2, Malachite Ore x1, Red Ore x4
(also requires Malachite Gem x1)
----------------
INCREASED MAGICAL DAMAGE: Increases your magical damage by (X).
----------------
1: +2 damage Diamond x1, Iron x1
2: +4 damage Diamond x1, Iron x2
3: +8 damage Diamond x1, Droxlerite x1, Fossil x1
4: +12 damage Diamond x2, Droxlerite x2, Fossil x2, Red Ore x1
5: +16 damage Diamond x2, Gold Ore x1, Red Ore x1
6: +20 damage Diamond x2, Gold Ore x2, Red Ore x2
7: +30 damage Diamond x3, Droxlerite x1, Red Ore x2
8: +50 damage Diamond x3, Droxlerite x2, Red Ore x3
9: +75 damage Diamond x3, Black Rock x1, Red Ore x3
10: +100 damage Diamond x4, Black Rock x2, Malachite Ore x1, Red Ore x4
(also requires Malachite Gem x1)
----------------
BUTCHER: Butcher increases your critical hit 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
(also requires Malachite Gem x1)
=====================================
20.2 - ARMOUR ENCHANTMENTS
=====================================
These enchantments may be applied to any shield or armour piece (armour,
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 armour 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
(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
(also requires Malachite Gem x1)
----------------
MELEE PROTECTION: Increases your melee armour rating with (X).
----------------
1: +2 armour Pyrite x1, Iron x1
2: +3 armour Pyrite x1, Iron x2
3: +4 armour Pyrite x1, Droxlerite x1, Fossil x1
4: +5 armour Pyrite x2, Droxlerite x2, Fossil x2, Venom Stone x1
5: +6 armour Pyrite x2, Gold Ore x1, Venom Stone x1
6: +7 armour Pyrite x2, Gold Ore x2, Venom Stone x2
7: +8 armour Pyrite x3, Droxlerite x1, Venom Stone x2
8: +9 armour Pyrite x3, Droxlerite x2, Venom Stone x3
9: +10 armour Pyrite x3, Black Rock x1, Venom Stone x3
10: +11 armour Pyrite x4, Black Rock x2, Malachite Ore x1, Venom Stone x4
(also requires Malachite Gem x1)
----------------
RANGED PROTECTION: Increases your ranged armour rating with (X).
----------------
1: +2 armour Quartz x1, Iron x1
2: +3 armour Quartz x1, Iron x2
3: +4 armour Quartz x1, Droxlerite x1, Fossil x1
4: +5 armour Quartz x2, Droxlerite x2, Fossil x2, Venom Stone x1
5: +6 armour Quartz x2, Gold Ore x1, Venom Stone x1
6: +7 armour Quartz x2, Gold Ore x2, Venom Stone x2
7: +8 armour Quartz x3, Droxlerite x1, Venom Stone x2
8: +9 armour Quartz x3, Droxlerite x2, Venom Stone x3
9: +10 armour Quartz x3, Black Rock x1, Venom Stone x3
10: +11 armour Quartz x4, Black Rock x2, Malachite Ore x1, Venom Stone x4
(also requires Malachite Gem x1)
----------------
MAGIC PROTECTION: Increases your magic armour rating with (X).
----------------
1: +2 armour Ruby x1, Iron x1
2: +3 armour Ruby x1, Iron x2
3: +4 armour Ruby x1, Droxlerite x1, Fossil x1
4: +5 armour Ruby x2, Droxlerite x2, Fossil x2, Venom Stone x1
5: +6 armour Ruby x2, Gold Ore x1, Venom Stone x1
6: +7 armour Ruby x2, Gold Ore x2, Venom Stone x2
7: +8 armour Ruby x3, Droxlerite x1, Venom Stone x2
8: +9 armour Ruby x3, Droxlerite x2, Venom Stone x3
9: +10 armour Ruby x3, Black Rock x1, Venom Stone x3
10: +11 armour Ruby x4, Black Rock x2, Malachite Ore x1, Venom Stone x4
(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
(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
(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 armour
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
(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 Armour version of the enchant, so RA does not need to be on every armour
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
(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
(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
(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 Armour
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
(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 - POTIONS
=====================================
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 stacked, 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. With a fully-upgraded Alchemy platform and a maxed Master
Herbalist skill, each potion will cost 1 of the first ingredient listed.
What this means is, with a fully upgraded Alchemy Garden and a level 5 Master
Herbalist skill (possibly lower), all level 10 potions (except Revitalising
and Rejuvenation) will require 1x Fanny Blossom to brew. The two exceptions
will require 1x Earth Root.
----------------
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
----------------
REVITALISING: Regenerates (X) mana 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) mana 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 Fatfern 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 armour ratings with (X) for 180 seconds.
----------------
1: +4 Armour Rating Whisperwood x1
2: +6 Armour Rating Whisperwood x2
3: +8 Armour Rating Black Rose x1, Whisperwood x2
4: +10 Armour Rating Black Rose x2, Whisperwood x3
5: +12 Armour Rating Black Rose x3, Whisperwood x4
6: +14 Armour Rating Dragon Nail x1, Whisperwood x3
7: +16 Armour Rating Dragon Nail x2, Whisperwood x4
8: +18 Armour Rating Dragon Nail x3, Whisperwood x5
9: +21 Armour Rating Fanny Blossom x1, Whisperwood x4
10: +23 Armour Rating Fanny Blossom x2, Whisperwood x5
----------------
ALLAN BREW: The infamous Allan brew.
----------------
1: +36 Armour 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: 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
==========================================================================
========================================================
If you wish to contact me, just email me:
lancet jades at g mail 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.
This is a HUGE guide, and as such, PLEASE report any errors to me, no matter
how small! With a guide this size, it is almost impossible to check every last
detail myself, and subtle typos (especially of information and not spelling)
and formatting mistakes slip by easily. I'll make sure to give you credit for
helping.
Although I live in the U.S., due to this game using the British spelling
of "armour" (and other words, such as revitalising) I will too. When writing
guides, I try to list everything verbatim from the game, so this will help
avoid the confusion that switching between spellings would cause.
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
==========================================================================
========================================================
CREDITS FROM THE EGO DRACONIS GUIDE:
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!
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 Armour 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. Also gave me the
format I used for listing all enchantments and potions. It is found here:
http://www.gamefaqs.com/xbox360/977060-divinity-ii-ego-draconis/faqs/58701
CREDITS FOR THE REVISED DRAGON KNIGHT SAGA GUIDE:
Hassat Hunter
~A bunch of minor corrections and other information for my guide.
Joram
~Helped with various things!
Raze
~As with the ED guide, provided a lot of help on various aspects of the game.
Too bad he's still a Black Ring general. :(
========================================================
==========================================================================
*24* VERSION HISTORY
==========================================================================
========================================================
0.40 Completed April 28th, 2011.
A basic version, with Ego Draconis information up through the end of Sentinel
Island and the conquest of the Battle Tower. Remaining information in the
guide covers Orobas Fjords and the endgame of the Ego Draconis chapter, but
from the perspective of the original ED release of the game.
0.50 Completed May 2nd, 2011.
Added in information on four of the eight Battle Tower servants (Igor, Allan,
Kenneth, and Radcliff). Expanded some information into the Orobas Fjords,
slightly.
0.55 Completed May 6th, 2011.
Completed the updates to the Battle Tower platform section. All info on all
servants should now be complete for DKS. Choose with confidence!
0.60 Completed May 10th, 2011.
Added more info on various part of the Orobas Fjords, especially regarding
shops.
0.65 Completed May 16th, 2011.
Filled out some info on Aleroth (in ED), added all shops for the Fjords, and
further refined some information (especially skill, stat, and dragon skill
point information). Brought all of the Potion and Enchantment tables up to
date with DKS's alterations.
========================================================
==========================================================================
*25* BOILERPLATE
==========================================================================
========================================================
This document Copyright 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.