Divinity II: The Dragon Knight Saga: FAQ

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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outdated.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
=====================================
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
----------------
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
----------------
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
----------------
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
----------------
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. 


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

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CHESTS AND CONTAINERS
----------------
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)
=====================================
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)


==================
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'
----------------
OBTAINED: Talk to Alberic and choose the Mage path in Farglow.

 One-handed Warhammer L1 (465 gold)
 Melee damage: 2 - 2; Critical Chance: 8%

----------------
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.

     
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