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Dungeon Siege II Deluxe


FAQ/Walkthrough
v1.00 2006-10-17
Copyright 2005, 2006 by Barry Scott "PapaGamer" Will
A premium version of this guide is available. The premium version is in Adobe
PDF format and has maps, screenshots, bookmarks and lots more to make it the
only definitive reference for both Dungeon Siege II and DS2 Broken World.
http://www.papagamer.com/

This guide covers both Dungeon Siege II (DS2) and its expansion, Broken World
(BW). All information is presented as though you are running DS2 through the
BW interface; this means you can use the classes, races, skills, powers, etc.
as updated in BW even though you are playing DS2. If you are playing DS2
alone, without BW installed or without playing through the BW interface, you
should use the original DS2 FAQ found at:
http://www.papagamer.com/faqs/ds2.txt

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@_/_/_/_/_| ____ CONTACT INFORMATION )
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To contact me about the guide, send email to:
barry@papagamer.com
Please include "Dungeon Siege 2 FAQ" in your subject line so I do not auto-
discard the message. Also, please read the FAQ carefully prior to asking for
help on any part of the game. If you send me additional suggestions or hints
for the game and I find them useful, you will be acknowledged in the Credits.
If you find this guide useful and would like to contribute a small token for
my efforts, you may send money through PayPal to:
paypal@cavecreations.net
Or use the Donate link found on my Web site:
http://www.papagamer.com/
Thank you, and enjoy the guide!

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@_/_/_/_/_| ____ TABLE OF CONTENTS )
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[1] GAME OVERVIEW
[1.1] How to Start DS2 and DS2 Broken World
[1.2] Glossary
[1.3] Controls
[1.4] Party-a-go-go
[1.5] Spell Casting
[1.6] Tips to Get You Started
[1.7] Frequently Asked Questions
[1.8] More Math (for the Geeks)
[2] CHAPTER WALKTHROUGH
[2.1] DS2 Act I: Greilyn Isle and the Azunite Desert
[2.1.1] Chapter 1: The Siege of Greilyn Beach
[2.1.2] Chapter 2: Prisoner of War
[2.1.3] Chapter 3: The Morden Towers
[2.1.4] Chapter 4: The Plague
[2.1.5] Chapter 5: The Dryad Exile Colony
[2.1.6] Chapter 6: Leaving Greilyn Isle
[2.1.7] Chapter 7: Secret of the Azunite Desert
[2.1.8] Chapter 8: The Lost Azunite Artifact
[2.1.9] Chapter 9: Windstone Fortress
[2.1.10] Chapter 10: The Temple of Xeria
[2.2] DS2 Act II: The Northern Reaches
[2.2.1] Chapter 1: The Town of Aman'lu
[2.2.2] Chapter 2: Finala and the Broken Bridge
[2.2.3] Chapter 3: The Elen'lu Isles
[2.2.4] Chapter 4: The Royal Caravan
[2.2.5] Chapter 5: The Vai'kesh and the Aegis of Death
[2.2.6] Chapter 6: Princess Evangeline
[2.2.7] Chapter 7: The Siege of Snowbrook Haven
[2.2.8] Chapter 8: The Siege of Snowbrook Haven, Part II
[2.3] DS2 Act III: The Plain of Tears
[2.3.1] Chapter 1: Restore Kalrathia's Water
[2.3.2] Chapter 2: The Morden Chief
[2.3.3] Chapter 3: The Kalrathian Rebellion
[2.3.4] Chapter 4: The Mines of Kaderak
[2.3.5] Chapter 5: The Mines of Kaderak, Part II
[2.3.6] Chapter 6: The Agallan Trial
[2.3.7] Chapter 7: The Agallan Giants
[2.3.8] Chapter 8: Zaramoth's Horns
[2.3.9] Chapter 9: The Final Ascent
[2.4] Broken World Part 1
[2.4.1] Chapter 1: Kanred the Mage
[2.4.2] Chapter 2: The Mage's Tutor
[2.4.3]Chapter 3: In Search of Celia
[2.5] Broken World Part 2
[2.5.1] Chapter 1: Elves Under Siege
[2.5.2] Chapter 2: The Familiars
[2.5.3] Chapter 3: The Second Familiar Surgeon
[2.5.4] Chapter 4: Solanum
[2.6] Broken World Part 3
[2.6.1] Chapter 1: The Dwarves of Glorydeep
[2.6.2] Chapter 2: The Overmage of the Cinbri
[3] QUEST WALKTHROUGH
[3.1] DS2 Act I Primary Quests
[3.2] DS2 Act I Secondary Quests
[3.3] DS2 Act II Primary Quests
[3.4] DS2 Act II Secondary Quests
[3.5] DS2 Act III Primary Quests
[3.6] DS2 Act III Secondary Quests
[3.7] Broken World Part 1 Primary Quests
[3.8] Broken World Part 1 Secondary Quests
[3.9] Broken World Part 2 Primary Quests
[3.10] Broken World Part 2 Secondary Quests
[3.11] Broken World Part 3 Primary Quests
[3.12] Broken World Part 3 Secondary Quests
[3.13] The Mysterious Mystery Quest
[4] LORE
[4.1] Potions
[4.2] Quest Items
[4.3] Books
[4.4] Chants
[4.5] Reagent Recipes
[4.6] Unique Items
[4.7] Item Sets
[4.8] Weapon Suffixes and Prefixes
[5] CHARACTERS
[5.1] Character Races
[5.2] Classes, Skills & Powers
[5.2.1] Fighter
[5.2.2] Ranger
[5.2.3] Combat Mage
[5.2.4] Nature Mage
[5.2.5] Blood Assassin
[5.2.6] Fist of Stone
[5.2.7] How to Buy Skills
[6] COMPANIONS
[6.1] Henchmen
[6.2] Pets
[7] VERSION HISTORY & CREDITS
[8] LEGAL
To jump to a specific topic, open the Edit menu and choose Find in this Page
(or just press Control-F) and enter the bracketed number, including the
brackets. For example, enter [2.2.5] as the search text to jump straight to
the walkthrough for DS2 Act II, Chapter 5.

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=============================================
[1.1] How to Start DS2 and DS2 Broken World
=============================================
Dungeon Siege 2 uses a special CRC check to verify saved games. The primary
result is corrupted saved games, due to the use of mods or NoCD cracks. To
combat the problem, Elys released a DS2 All*Saves loader that would allow you
to load up any saved game. You can download this program here:
http://www.papagamer.com/files/DS2BW_AllSaves_v2.msi
Install Elys's All*Saves and use it to launch the program.
-> From the main menu, choose "Continue" if you want to load the most
recently saved single player game. If you want to load another saved game or
start a new game, click "Single Player".
-> If you want to use an existing hero (PC), select the hero and click
"Next". (Broken World has six pre-generated heroes--one from each class--that
you can use to play BW at Mercenary level.) If you want to convert a saved
game from original DS2, click "Convert Hero". You can also "Create New Hero"
or "Delete Hero".
-> If you choose to Create New Hero screen, select your hero's race, gender,
appearance and type in a name; then, click "Next".
-> If you choose to Convert Hero, select the hero from your list of original
DS2 characters and click "Convert". If your hero doesn't show up in this
list, use the All*Saves mod mentioned above.
-> Once you've chosen, created or converted a hero, select the map you would
like to play: Dungeon Siege II or Broken World. Regardless of which map you
select, you'll be able to use all features of both DS2 and BW.
-> Select the difficulty level. To play...
* DS2 Mercenary: no requirement, recommended levels 0 - 39
* BW Mercenary: you must complete DS2 Merc, recommended levels 39 - 47
* DS2 Veteran: you must complete BW Merc, recommended levels 47 - 68
* BW Veteran: you must complete DS2 Vet, recommended levels 68 - 74
* DS2 Elite: you must complete BW Vet, recommended levels 74 - 94
* BW Elite: you must complete DS2 Elite, recommended levels 94 - 100
-> When you click the difficulty level, the game will begin. If you had a
saved game at that difficulty level with your chosen hero, you will load the
saved game. If you had no saved game at that difficulty level, you will begin
a new game.
*MAJOR BUG WARNING!*
The party-save system is seriously messed up when converting a DS2 save
(either original or patch 2.2) to Broken World. Any characters saved at the
Inn cannot be removed from the Inn. Any characters converted in your active
party may be lost forever if you disband them. You are advised to do one of
two things:
1) Play through DS2 again using the Broken World interface. A party
transferred from DS2 to BW (not converted) works just fine.
2) Remove all your characters and pets from the Inn in DS2 before conversion.
After conversion, do not disband anyone from your active party. To use new
henchmen in BW, you can either release everyone from your active party prior
to conversion, or use a mod that allows you to buy extra party slots at Merc
level in Broken World. Such a mod is available at:
http://www.papagamer.com/content/view/60/56/

================
[1.2] Glossary
================
Aggro: Aggression--refers to the focus of a monster's ire
AoE: Area of Effect--spells or powers that affect more than one monster,
typically all within a radius of the target point
Buff: A magical enhancement to skills, powers, damage, ability scores, etc.
Curse: Combat magic spell that debuffs your enemy
Debuff: A magical effect that reduces your opponent's health, armor, ability
scores, resistances, etc.
DPS: Damage per Second--the amount of damage a character can inflict per
second of fighting
Embrace: Nature magic spells that buff allies' defensive stats; such as
armor, resistances, health, etc.
Mark: A special type of weapon enchant spell used by Blood Assassins
Mob: Any hostile creature, from one to many (a mob of mobs!)
Weapon enchant spell: Spells used by Blood Assassins and Fists of Stone to
buff themselves or curse their enemies; these spells also split earned
experience between two classes
Wrath: Nature magic spells that buff allies' offensive stats; such as weapon
damage, ability scores, etc.

================
[1.3] Controls
================
This is just a quick-start guide to the game interface. For more detailed
information, refer to your game manual (available on the CDs in PDF format)
and to the Handbook, which is part of your in-game Journal.
Movement & Camera
===================
* Left-click accessible ground to move.
* Scroll the mouse wheel to zoom the camera.
* Move the mouse to the edges of the screen, or hold the mouse wheel button
and move the mouse to rotate the camera.

Combat & Interaction


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

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

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

=====================
[1.4] Party-a-go-go
=====================
DS2 gives you a max of four party members in Merc difficulty, five in Vet and
six in Elite. With eight henchmen in DS2 and eleven in BW--each with his or
her own quest--and twelve different pets, choosing your companions and
rotating them in and out can get quite confusing.
You begin the game with just two party slots--one of which is occupied by
your hero. To purchase additional slots, you must talk to an Innkeeper. The
first Innkeeper available is in Eirulan, and she will sell you additional
party slots immediately. Thus you could, if you had enough money, buy your
third and fourth party slots as soon as you get out of prison in Merc. But,
well, you won't have enough money, so that's academic.
The third party slot costs 500 gold; the fourth costs 1,500. Under reasonable
circumstances, you should be able to cough up the 500 gold during Act I,
Chapter 3 and 1,500 by the time you reach Chapter 4. So you should be able to
add Deru, Taar and Lothar to your party (or a pet or two) by the time you
enter the Southern Greilyn Jungle.
The fifth slot costs 10,000, which is peanuts by the time you reach Vet
difficulty. The sixth slot costs 65,000--again, this is chump change even by
Vet difficulty, much more Elite.
To take someone out of your party open that person/pet's Character Window and
click the Disband button at the top left of the CW. If you are disbanding a
henchman, it asks if you're sure and then sends the henchman to the "party
inventory" at the Inn (more about that in a moment). If you disband a pet, it
asks if you want to send the pet to the Inn or release it to the wild. If you
release the pet to the wild it drops everything in its Inventory and
disappears--for good. You can't ever get that pet back again.
Henchmen and pets disbanded to the Inn are stored in a party inventory. You
can view this inventory by talking to the Innkeeper and asking about old
companions (conversation option #1).
On the right is your party inventory. Underneath the Innkeeper's name are the
buttons:
* View: shows you a screen with the chosen companion's stats.
* Release: permanently removes the selected companion from the game (only
works for pets, not henchmen).
* Add: adds the companion to your party (if you have an open slot).

Leveling Henchmen
===================
Henchmen do not level up when stored at the Inn (pets will always be the same
level as your hero). When you add a henchman to your party (either for the
first time or re-adding via the Inn), he/she will only level up if more than
20 levels less than your hero. If more than 20 levels less than your hero,
the henchman will level up to 2 levels below your hero.
Of course, this isn't all that useful. A henchman 17 levels below your own
isn't going to be of much help. Not only that, but a henchman so many levels
below your own is going to earn a lot less experience from the mobs--as much
as 95% less than you're earning. (On the flip side, the henchman will need
less XP to level up; but, still...) To level up a henchman, go back to an
area where the mobs are roughly the same level as the henchman. Your higher
level characters will easily blow the mobs away and your henchman will earn
full XP for all the kills and level up pretty quickly.

Summoned Monsters
===================
Summoned monsters don't count against your party limit. You could,
technically, have every character summon a monster and have up to 12
"members" (6 party members in Elite + 6 summons). Practically, this isn't a
good idea as any character other than a full mage is going to have an
incredibly weak summons. To get rid of a summons before its time expires,
open the summoner's Character Window and click the View button over the paper
doll so you see the character's portrait. Right-click the summons icon to
dismiss your summons.

=====================
[1.5] Spell Casting
=====================
There are two primary schools of magic in Dungeon Siege II:
* Combat magic, which is almost exclusively used for damaging enemies
* Nature magic, which offers buffs, healing and strong summoning, plus a
little bit of offensive magic
For both schools, there are various levels of spells, requiring a certain
level of combat or nature magic skill. Individual spells increase in power
either with the level of magic skill or with the Intelligence of the caster.
You can see the casting requirements, the current effects and the effects at
the next level by looking at the spell description (hover your mouse over the
spell icon in your inventory).
To cast spells, you must equip a spell book on your character--the spell book
slot is at the top of the character model/gear in your Character Window. Once
a book is equipped, click the Spell Book tab and you'll see your available
spell slots on the left side of the window.
You have four active spell slots, four auto-cast slots and two reserve slots.
Drag spell icons from your inventory to a slot in your book to equip the
spell. Active slots are used for spells that you will select for casting.
They show next to the character portrait and can be selected in place of a
weapon. When selected, the mage will use the spell whenever you right-click
on a suitable target; or, if you are in Rampage mode and an offensive spell
is selected, whenever an enemy is nearby.
Spells in the autocast slots are cast whenever needed:
* Curses are automatically cast at nearby enemies
* Embrace and Wrath spells are automatically cast on all allies and recast
when the effects wear off
* Summoning spells are automatically cast and recast when the summons is
killed or its time expires
* Healing spells are automatically cast whenever allies are in need of
healing
* Weapon enchant spells are automatically cast and recast when the effect
wears off
Spells in the reserve slots can be moved to an active spot without opening
the spell book. Left-click-and-hold any active spell slot next to your
character's portrait. A list of all spells--active, autocast and reserve--
pops up and you can select a spell from that list to put into the active
slot.

Types of Spells
=================
* Offensive: spells that damage an enemy. Some of these spells also buff the
mage; such as, Leech Life, which damages the enemy and transfers the damage
to the mage. Combat mages can choose from fire, lightning and death damage
spells. Nature mages can choose from ice and physical damage spells.
* Summoning: summons a monster to fight for the caster for a limited time.
Summons cannot be controlled, do not travel with you through teleporters and
cost a lot of mana. Nature mages specializing in summons can have very
powerful creatures that are of great use; otherwise, summons are more trouble
than they are worth.
* Healing: heals party members. Healing spells can be single-target or
multiple-target spells. Combat mages have "heal" spells that damage an enemy
at the same time.
* Embrace (nature magic): spells that increase defensive stats; such as,
health, resistances, armor, etc. Any single character can only have two
Embrace or Wrath spells (or combination) active at any one time.
* Wrath (nature magic): spells that increase offensive stats; such as, weapon
damage, ability scores, etc. Any single character can only have two Embrace
or Wrath spells (or combination) active at any one time.
* Curse (combat magic): spells that decrease stats. Curses generally weaken
your opponent to a specific type of damage; some also damage the enemy
constantly while in effect. Enemies can only be cursed with one effect at a
time.
* Weapon Enchant: embrace, wrath or curse spells that affect only the caster
and only while wielding a melee or ranged weapon. Weapon enchant spells also
split earned experience between a primary (ranged or melee) class and a
secondary (combat or nature magic) class. These spells are used by Blood
Assassins and Fists of Stone. Weapon Enchant spells can be used in addition
to two Embrace/Wrath spells.

===============================
[1.6] Tips to Get You Started
===============================
1) Explore the whole map
There are lots of little cul-de-sacs branching off from the main path. These
cul-de-sacs usually contain treasure, so it's worth the time to make sure
you're clearing the whole map to the edges.

2) Pay attention to creature stats


Many mobs have resistances. If you attack a creature resistant to fire with
fire-based attacks, you won't do much damage. At high difficulty levels, you
may even heal the creature rather than damage it. Stay on your toes; if your
party is diverse (as it should be) you won't have much of a problem.
Use Mirror party orders and take out enemies one at a time
The most effective combat tactic is to focus all your party's attacks on one
enemy at a time using the Mirror party orders. Rampage only works if you're
being swarmed by very weak creatures, which doesn't really happen that often.
Rather than disperse your attacks, and possibly end up with one character
being ineffectual (such as your fighter running after a melee resistant mob),
keep all characters on one mob until it's dead (which shouldn't take more
than a few seconds) and then move on to the next.
3) Use Powers to take out swarms or boss mobs
Use area-of-effect (AoE) powers (such as Whirling Strike, Corrosive Eruption
or Aether Blast) to handle swarms of enemies. When you encounter a boss-level
mob (distinguished by the glowing ring surrounding it), use a high-damage
single-target power (such as Brutal Strike or Take Aim) to quickly down the
boss mob.

4) If you encounter orange-colored mobs, back off


Enemy stats in DS2 are color-coded based on your active character's level:
* Green--the mob is five or more levels lower
* Blue--the mob is two to four levels lower
* Yellow--the mob is from one level lower to one level higher
* Orange--the mob is two to four levels higher
* Red--the mob is five or more levels higher
Red mobs, while not unbeatable, will give you heaps of problems individually.
If you encounter red mobs, you're in way over your head. Orange mobs mean
you're in a little deep. While you might be able to fight your way through;
in large numbers, orange mobs will be the death of you.
Anytime the mobs start getting into orange, back off and find an area where
the mobs are blue or yellow and keep coming back (the monsters respawn) until
you've gained some levels. Green level mobs don't provide enough experience
for power leveling.

5) Learn to calculate your Damage Per Second (DPS)


In order to truly understand how much damage you are doing, you must learn to
calculate DPS (damage per second). Since weapon damage is dependant on your
ability stats and class levels, it will vary from person to person. However,
you can compare two different weapons for your character by equipping each
and calculating DPS for each.
DPS can be calculated with this formula:
(MAX DMG + MIN DMG) / (2 SPEED)
Where
MAX DMG = Maximum damage of the weapon
MIN DMG = Minimum damage of the weapon
SPEED = Speed factor of the weapon according to the following table:
Speed Factor
------ ------
Slow 0.9
Normal 0.73
Fast 0.67
Faster 0.625
For example, you want to calculate DPS between a bow and crossbow. Bows are
Faster weapons while crossbows are Slow; but crossbows do more damage. Your
34th level ranger has a crossbow with a damage range of 97 to 165 and a bow
with a damage range of 78 - 134 (damage ranges are from equipped weapons).
The speed factor of the bow is 0.625 and the crossbow is 0.9. The DPS of each
weapon is:
Crossbow: (165 + 97) / (2 0.9) = 145.5
Bow: (134 + 78) / (2 0.625) = 169.6
As you can see, the bow in this case is clearly superior under normal
circumstances.
Now let's consider a 34th level fighter choosing between a one-handed and
two-handed weapon. The 2h weapon has a damage range of 90 to 143, the 1h is
67 to 105. Two-handed weapons have a speed factor of 0.9 and 1h is 0.67:
2h: (143 + 90) / (2 0.9) = 129.4
1h: (105 + 67) / (2 0.67) = 128.6
The DPS of the weapons are almost identical. However, the 1h weapon allows
the fighter to use a shield, thus drastically increasing armor ratings. On
the other hand, the 2h weapon can stun enemies and would be greatly superior
used with Brutal Strike.
The upshot of all this: when choosing among several weapons, equip each one
and run the formula. Take the one with the higher DPS or one with only
slightly less DPS but more bonus enhancements. In the long run, the faster
your enemies die, the better off you'll be.

6) Pause the game. Frequently.


Don't try to play this as an action/combat game, relying on the twitchiness
of your trigger finger to win the day. The combat in DS2 is very tactical,
and pausing regularly during combat will help you assess your characters'
positions, their health and mana status and the best available targets.
You should also pause every time you stop to manage inventory or add skill
points--especially if you are in hostile territory where a monster could
wander up and start beating on you while you're absorbed in whether or not
you should equip the Sword of Uberness or the Axe of Leetness.

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

8) Versatility is a good thing


Monsters are resistant--or flat out invulnerable--to different types of
damage, especially as you get deeper into the game. You must have a variety
of damage types available to you. If you've got a party of two fighters and a
ranger and you run into a mob that's resistant to melee and ranged damage,
you're in trouble.
The best way to handle versatility is to have one of each class in your
party: fighter, ranger, combat mage and nature mage. Of the four, the combat
mage is inherently the most versatile as she can fling death, fire or
lightning damage as needed; and, she can curse enemies to make them weak to
her favored attacks. Add a shield tank or mythrilhorn pet to Provoke mobs
away from the caster and you've got all you really need. You can then add in
ranged or healing/buffing/summoning support as suits your playing style.

9) Assign hotkeys to Defend and Wait


The game basically assumes the Rampage and Mirror party orders are good
enough. However, you may also want to use Defend and Wait. Defend causes all
non-active characters to attack whatever is attacking the active character.
Wait essentially puts the active character into solo mode--the non-active
characters will hold their ground while the active character explores.
There are some specific situations where these party orders come in handy,
but, by default, there is no way to issue the commands. You'll have to go in
and assign hotkeys to these two party orders yourself. Open the game menu,
choose Options, select the Input tab and click the Hotkeys... button. Find
Party Orders: Defend and Party Orders: Wait in the list and assign keys to
them. Write these down somewhere so you know what key to press to choose the
Defend and Wait orders.

10) Don't forget the Summon Teleporter spell


Summon Teleporter is a level-0 nature magic spell. Level 0 means any
character can cast it to open a town portal for a quick rest and refit. The
standard teleporters are rather thick throughout Aranna, but it never hurts
to have a quick escape method at hand. Make sure every one of your characters
has a spell book with Summon Teleporter in it, even if they never cast any
other spell throughout the entire game. Just remember that town portals do
not last through a save/reload and are single-use only.

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

12) Protect your combat mage


What do you do when you're in the middle of a mob and you notice some freak
is drawing the blood right out of your veins? You identify the little git and
give him what for! Well, your enemies do the same to you. Combat mages draw
aggro like flowers draw bees. Even the stupid dogs will run right past your
dual-flashy-pointy-thing-wielding monster of a tank and take nips at the
heals of your CM.
Since your CM, like any other mage, is a 90-pound weakling, he or she winds
up unconscious and you are deprived of the hundreds of points of damage he or
she can dish out every cast. What do you do?
First, consider not putting curses in the autocast slot. Yes, curses are
incredibly useful, but monsters don't like being cursed any more than you, so
they go for the curser. Let your fighter(s) get the mobs attention--then
curse them. They might still turn away from the fighter, but they'll likely
not survive to run to the CM.
Second, use Drown or Infect as both do a certain amount of DPS. Yes, your CM
will draw aggro from using them, but low-level monsters will be dead before
reaching the mage and blue and yellow mobs won't last much longer.
Third, use a weapon + shield fighter and the Provoke power--or, better, a
mythrilhorn pet--to keep enemies' focus away from your mage.
Fourth, have a nature mage with a good insta-heal spell in the autocast slot
and plenty of mana potions to keep casting the spell. Your CM may still fall
unconscious once in a while, but your NM will get him or her back up in no
time.

13) Backup your saves


By default, your saved games are stored in
My Documents\My Games\Dungeon Siege 2 Broken World\Save\SinglePlayer
The game keeps your most recent save and five backups*. This doesn't allow a
lot of leeway if you get stuck, hit a glitch, etc. Every time you start a new
chapter, ALT-TAB out of the game, ZIP up your character's save game folder
and archive it somewhere. If you hit a showstopper bug, replace your current
save folder with the most recent archived save folder.
* You can increase the number of backups kept by the game. Find the file
My Documents\My Games\Dungeon Siege 2 Broken
World\DungeonSiege2BrokenWorld.ini
Open the file in Notepad and add this line to the end:
max_save_backups=x
where 'x' is the number of backups you want the game to keep; for example, 10
or 20.

14) The toughest enemy isn't always the biggest enemy


When in combat, try to identify the mobs that are hurting you the most. It
might be the boss, or it might be the boss' minions. You can even get
seriously injured by green-level mobs if you are especially vulnerable to
their attack. In boss fights, it is generally advisable to draw minions away
from the boss and destroy them piecemeal before confronting the boss party-a-
mano.
You also need to be aware of any mobs that are hanging back casting nasty
spells or summoning critters. Destroying a summoner also rids you of their
summons, which is a good thing. Again, use the PAUSE key a lot to keep an eye
on the ebb and flow of battle. Figure out which mobs pose the gravest danger
to your health and focus your attacks on them.

15) Use the map


If, for some strange reason, this guide alone isn't helping you find your
way, keep an eye on your map. It is full of helpful icons:
* Green dots point out friendly NPCs
* Blue dots point out interactive items (buttons, levers, doors, etc.) or
treasure that's lying on the ground (including reagents and recipes)
* Gold stars mark primary quest objectives
* White stars mark secondary quest objectives
* The compass map always shows a gold arrow pointing you in the direction you
need to go to complete your current primary quest task
You can zoom the maps (both small and large) using the slider under the
compass map. Use it to search for secret switches and get your bearings.

==================================
[1.7] Frequently Asked Questions
==================================
Q. How do I unlock the higher difficulty levels?
A. To play...
* DS2 Mercenary: no requirement, recommended levels 0 - 39
* BW Mercenary: you must complete DS2 Merc, recommended levels 39 - 47
* DS2 Veteran: you must complete BW Merc, recommended levels 47 - 68
* BW Veteran: you must complete DS2 Vet, recommended levels 68 - 74
* DS2 Elite: you must complete BW Vet, recommended levels 74 - 94
* BW Elite: you must complete DS2 Elite, recommended levels 94 - 100

Q. How do I add more than four characters to my party?


A. Four characters is the limit for Merc difficulty. At Vet difficulty you
can add a fifth party member. At Elite difficulty, you can add a sixth party
member. To add party member slots, speak to an innkeeper.

Q. What are the item codes from the PSP?


A. As codes are discovered and circulated, they'll be added to this guide.
However, it should be noted there are no unique items in the PSP DS2: Throne
of Agony. The F&K codes are, essentially, "cheat codes" that give you a free
item in one game when you get that same item in the other. Magic items that
can be transferred are listed as "Crossover" items in their description and
they can only be purchased, using Agallan Tablets, from the F&K Society
merchant; i.e. they do not drop as random loot.

Q. I'm at the Elven Shrine (Act I, Chapter 4) and I can't get through the
door because I need a level 6 ranger!
A. That's just a sanctuary door. (See Handbook Lesson #37) There's a bit of
treasure behind that door, nothing more. The door to take deeper into the
Elven Shrine is to the right of that door.

Q. Where are the set items?


A. Set items are random drops based on your character level. While certain
treasure chests and foes have a higher probability of dropping a set item, no
two people will find the same item in the same place. You can even find
multiples of set items (and other unique items). The items drop according to
your character level, so if you get past the intended level without
completing a set, you'll probably never complete it.
The exceptions are the set items that are part of a specific quest. These
include the Secrets of the Forgotten (Lost Jewels of Soranith quest), the
Ghostly Visions (Spirits of Aranna quest) and Luun's Deathblades (Mark of the
Assassin quest). Also, the Nature's Vigilance set items are placed in
specific treasure chests in Act I. These are mentioned in the Chapter
Walkthrough and under the Nature's Vigilance set description. There are also
certain set items that can only be made using a reagent recipe, and a handful
that are "Crossover" items and must be purchased from the F&K Society
merchant in the Broken World Dryad Outpost.

Q. Where's the best place to XP/item farm?


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

Q. What's with the ??? guy?


A. This treasure thief shows up whenever you get a lot of magic item drops
(from chests or mobs). He'll try to steal the loot and run away. He only
hangs around for ten seconds and he has a large amount of health. If you can
"kill" him within the ten seconds, he'll drop a Mysterious Teleporter
Activation Stone. In the DS2 maps, this is a quest item and is part of the
Mysterious Mystery quest. In BW, the stone is just an inventory item and
doesn't have any purpose.

Q. Can you earn any bonus skill points?


A. Yes, but only in the DS2 maps. The following quests earn one (1) bonus
skill point:
* Act I, Chapter 5: The Dryad Exile Colony
* Act I, Chapter 8: The Lost Azunite Artifact
* Act III, Chapter 6: The Agallan Trial
* Act I, Secondary Quest #7: The Hak'u, Part II
* Act II, Secondary Quest #13: A Servant's Haunt
You receive two (2) bonus skill points for completing these quests:
* Act II, Secondary Quest #6: Arinth the Mad
* Act II, Secondary Quest #12: The Aman'lu Arena

=================================
[1.8] More Math (for the Geeks)
=================================
Talkin' 'bout Regeneration!
=============================
Health and mana regenerate at a relative rate roughly equal to Max (Health or
Mana) / 100 per second. I.e., base regeneration is scaled so the character
can fully recover health or mana in 100 seconds. Thus, the actual amount of
health or mana makes no difference. A fighter with 1,000 health who has
suffered 50% damage (500 points) and a mage with 500 health who has suffered
50% damage (250 points) will recover full health in the same amount of time
(assuming their regeneration bonuses are the same).
All potions restore health and mana at a rate that would restore the max
health/mana of the potion in 12 seconds. So a small health potion (125 max
health restored) restores at a rate of about 10.4 points per second (125 /
12) while a colossal health potion (1,100 max health restored) restores at a
rate of about 91.6 points per second. The practical effect is the larger
potions seem to take as much time as the smaller potions since, by the time
you get the larger potions, your characters have much more health. For
example:
5th level character with 100 health drinks small potion and regenerates 10%
health per second (10.4 of 100)
40th level character with 900 health drinks colossal potion and regenerates
10% health per second (91.6 of 900).
And, for the truly obsessed:
Max health is ((str * 0.6) + (dex * 0.25) + (int * 0.15)) * 5.0
Max mana is ((str * 0.02) + (dex * 0.08) + (int * 0.53)) * 5.0

XP (Not the Windows Kind)


===========================
For mobs that are more than four (4) levels above or below a character,
earned experience is reduced by 20% per level to a minimum of 5% XP. For
example, if a character is level 15 fighting a level 10 or level 20 mob, the
character will receive only 80% XP; 60% XP for a level 9 or level 21 mob; 40%
XP for a level 8 or level 22 mob; 20% XP for a level 7 or level 23 mob and 5%
XP for mobs level 6 and under or level 24 and over.
This means two things:
1) XP farming has a rapidly diminishing rate of return. Once you get 9 or
more levels over the mobs you face, you earn virtually no experience.
2) To level up a low-level party member, you need to fight mobs near the same
level as the character. Taking a 20th level companion into a 30ish level mob
area will hardly level the 20th level companion at all. Take that companion to
an area with level 18 to 22 mobs and level him or her up a bit. Then go to
level 24 mobs, etc. until the companion catches up.
Experience is divided amongst non-pet party members. However, mobs scale
based on party size, so you end up coming out about even. If you want to
level up faster, take just your PC and a party full of pets. You'll face
stronger mobs and get all the XP yourself. Of course, it won't take long for
the law of diminishing returns to slow your level advancement to a crawl.
Conclusion: in DS2, there's no way to power level short of using a trainer.
And the XP table:
+------------+-----------+-----------+-----------+------------+
| 0 | 300 | 900 | 2000 | 4000 |
| 7600 | 12800 | 19600 | 26600 | 34200 |
| 43000 | 53200 | 65000 | 78428 | 93334 |
| 109879 | 128243 | 148628 | 171256 | 196372 |
| 224251 | 255197 | 289547 | 327676 | 369998 |
| 416976 | 469122 | 527004 | 591252 | 662568 |
| 741729 | 829597 | 927131 | 1035394 | 1155565 |
| 1288956 | 1437019 | 1601370 | 1783799 | 1986295 |
| 2211065 | 2460561 | 2737501 | 3044904 | 3386122 |
| 3764873 | 4185288 | 4651948 | 5169940 | 5744912 |
| 6383130 | 7091553 | 7877902 | 8750749 | 9719610 |
| 10795045 | 11988778 | 13313822 | 14784621 | 16417207 |
| 18229378 | 20240888 | 22473664 | 24952046 | 27703049 |
| 30756663 | 34146174 | 37908531 | 42084748 | 46720348 |
| 51865865 | 57577388 | 63917179 | 70954347 | 78765603 |
| 87436098 | 97060347 | 107743263 | 119601300 | 132763722 |
| 147374009 | 163591429 | 181592764 | 201574246 | 223753692 |
| 248372876 | 275700171 | 306033468 | 339703427 | 377077083 |
| 418561840 | 464609920 | 515723290 | 572459130 | 635435913 |
| 705340141 | 782933835 | 869062835 | 964666025 | 1070785566 |
| 1188578257 | | | | |
+------------+-----------+-----------+-----------+------------+

Weapons, Weapons Everywhere


=============================
Even more weapon numbers...
Base minimum and maximum damages for each type of weapon:
1h melee
- Min damage: 0.75 * (3.4 + 0.74 * #item_level)
- Max damage: 1.25 * (3.4 + 0.74 * #item_level)
2h melee
- Min damage: 0.75 * (5.2 + 1.2 * #item_level)
- Max damage: 1.25 * (5.2 + 1.2 * #item_level)
Bow
- Min damage: 0.75 * (3.0 + 0.65 * #item_level)
- Max damage: 1.25 * (3.0 + 0.65 * #item_level)
Crossbow
- Min damage: 0.75 * (5.2 + 1.2 * #item_level)
- Max damage: 1.25 * (5.2 + 1.2 * #item_level)
Thrown
- Min damage: 0.75 * (3.84 + 0.86 * #item_level)
- Max damage: 1.25 * (3.84 + 0.86 * #item_level)
Mage staff
- Min damage: 0.75 * (3.75 + 0.85 * #item_level)
- Max damage: 1.25 * (3.75 + 0.85 * #item_level)
Cestus
- Min damage: 0.75 * (1.65 + 0.31 * #item_level)
- Max damage: 1.25 * (1.65 + 0.31 * #item_level)
For example, a level 1 dagger and a level 1 club would both have a base
damage range of 3 to 5. A level 30 bow would have a base damage range of 17
to 28 while a 30th level crossbow would be 31 to 52. Higher level items will
tend to have magic enhancements to damage. Plus, the actual damage range of
the weapon when equipped will be modified by Strength or Dexterity as well as
skills, other equipment, etc.

__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [2] CHAPTER WALKTHROUGH )
\__ \___________________________________________________ /
|,-'
This is a step-by-step, linear walkthrough of the main quest and all
secondary quests. For breakdowns of the individual quests, see the next
section of this guide.

======================================================
[2.1] DS2 Act I: Greilyn Isle and the Azunite Desert
======================================================
[2.1.1] Chapter 1: The Siege of Greilyn Beach
===============================================
Having left your hometown to find fortune and glory and to see
the world, you and your best friend Drevin have been fighting as
mercenaries in Valdis' army for the last few years.
You have been transported to Greilyn beach via Dragon flight, and
ordered to travel through the trenches the landing force has prepared
to help Valdis secure a powerful artifact. Not much is known about the
artifact other than that it lies within a temple nearby called the
Temple of the Coast and that the island's Dryad inhabitants currently
protect it.
Primary Tasks
* Get your orders from Morden Lieutenant Jerind
* Destroy the training dummy using a melee weapon
* Destroy the training dummy using a ranged weapon
* Destroy the training dummy using a Nature Magic or a Combat Magic spell
* Get your orders from Morden Lieutenant Kargack
* Destroy the bracken shell
* Make your way to the front lines
* Reinforce the troops on the other side of the tunnel
Secondary Quests
* None
Not much to talk about here. This is the main tutorial stage and the primary
purpose is to get you used to the game interface and controls. Most of the
creatures you will encounter during this chapter are weak to fire, so you
should either use a fire spell yourself or have Drevin use it. Follow the
trenches and the instructions given by the game. Don't spend too much time
looting, you lose everything at the end of the chapter anyway.
Once you start encountering ketril, you can switch away from the fire spell
and concentrate on whatever class you want to be. When you finally reach the
tunnel entrance, you'll want to have a hero power or two available to use on
the Infused Ketril that's right inside. He's pretty tough. When you reach the
end of the tunnel, there will be an extended cutscene and Chapter 2 will
begin.
*NOTE* When playing DS2 at Veteran and Elite levels, you will not play Act I,
Chapter 1 again.

[2.1.2] Chapter 2: Prisoner of War


====================================
After securing the Temple of the Coast at Greilyn beach, Valdis,
rather than giving a reward for his success, savagely attacked all
of the mercenaries.
You were knocked unconscious and, had it not been for your best
friend Drevin stepping in front of you at the last moment, you
probably wouldn't even be alive.
You were discovered by the Dryads who took you back to the treetop
village of Eirulan as a prisoner where you overheard an Elf known
as Amren asking your warden to treat you kindly, but you do not
know why.
Primary Tasks
* Go to the merchant shops and ask for the basket of sharpening stones
* Bring the sharpening stones to the Dryad outpost
Secondary Quests
* Armorer's Apprentice
* Lumilla's Salve
Once you are free, take the lift across to the merchant platform. If you want
to take a little break, you can wander around and talk to everyone. The main
person you need to see is Telinu, the armorer's apprentice. She has the
sharpening stones, and a secondary quest for you. Choose the #1 conversation
options to get her quest, which is to find the recipe for Dryad armor in a
book that is in the great hall.
You can also get a quest from Lumilla, the enchantress. She wants four nettle
clusters to make some of her famous salve. You can't do anything about either
of these quests now, so note them and continue on your way. You can't go
anywhere in town except the Inn, but there's really nothing you can do there
yet (unless you have somehow made 500 gold, in which case you could add a
third party member slot).
You can have one companion with you, and there are two hanging around just
inside the North Gate: Lothar, a half-giant fighter; and, Deru, a Dryad
ranger. If you take one at this early stage of the game, you can switch their
class focus; and, in fact, Lothar already has one level of combat mage and
Deru one of nature mage. Pick one up depending on your needs. Talk to the
Dryad guard to open the gate and take the lift to the Northern Greilyn
Jungle.
Once down on the ground you'll find out about health and mana bushes. If your
character is a Dryad, or you brought Deru with you, you'll get some mana
potions from the mana bush. You won't be able to harvest health potions until
someone in your party reaches level 5 ranged and takes the Survival skill.
You'll also learn about incantation shrines because there's one right here.
The Dryad who teaches you about shrines will also teach you a chant, the
Lesser Chant of Fortification.
Due north of the shrine is a tower. Enter it and throw the lever to ride a
lift down to the basement where you will learn all about sanctuary doors and
find four sanctuary doors (one for each class). You'll need a character with
at least level 3 in a class to open these doors. There's also a lectern with
another chant on it (Lesser Chant of Dexterity).
Take what you can and ride the lift back up and head west for a little
looting side trip through some Hak'u caves. Once you've cleaned them out,
follow the Dryad guard a short distance east of the shrine to the Dryad
outpost. Dispose of the Morden, free the Dryads and start the next chapter.

[2.1.3] Chapter 3: The Morden Towers


======================================
Freeing the captured Dryads has gained you more respect than is
usually given to a prisoner, but to earn full trust and freedom
you must burn down the four known Morden watchtowers in the jungles
surrounding Eirulan.
Primary Tasks
* Find the first Morden tower.
* Burn down the first Morden tower.
* Find and burn down the second Morden tower.
* Find and burn down the third Morden tower.
* Find and burn down the fourth Morden tower.
* Return to Warden Celia in the Eirulan prisoner's terrace.
* Speak with Taar in the Eirulan great hall.
Secondary Quests
* Lumilla's Salve
* The Hak'u
Now would be a good time to head back to Eirulan and sell some of your excess
loot. Check the reagent merchant near the North Gate (he has an emerald
floating over his head) to see if he has any nettle clusters you can buy and
buy whatever you can afford. Head back to the Dryad outpost and continue
through the gate to the north.
After you cross the bridge, you'll see some Hak'u fighting a boarbeast.
Interrupt their hunt and dispose of the Hak'u, then follow the boarbeast
west. After everything's dead, LEFT-CLICK the statue to reveal a hidden
treasure chest. You should receive the Vigilant Gloves, part of the Nature's
Vigilance set.
Continue north. When you reach the stairs, head west to find another statue
and another hidden chest, though with less treasure. Then go up the stairs to
a gate guarded by some Morden. You can choose to lie about rejoining the
army, which will get you a pass through this gate, or you can be belligerent
and kill all the Morden and still get through the gate.
Before passing through the gate, go east and up to a series of plateaus where
you can find some more Hak'u and loot. Continue through the gate, then head
west to another plateau and a Hak'u encampment with some nice loot. Then back
to the main path and north a little more to the first Morden tower.
Regardless of which conversation path you followed before, this time you end
up in a fight.
Once the Morden are dead, break the cage and talk to the Dryad. Then LEFT-
CLICK the wreckage of the cage, which should produce a cage fragment. Pick it
up (pressing 'Z' is the easiest way), equip it and LEFT-CLICK the campfire
and then LEFT-CLICK the tower. You get a satisfying explosion and you now
know how to take out the other three Morden towers.
Continue northward, through the wreckage of the tower, and you'll soon come
to a teleporter. Across the path from the teleporter is a platform with two
books that will teach you the Lesser Chant of Strength and Lesser Chant of
Intelligence.
Just north of the teleporter the path branches west and east. You can't go
east now because the way is blocked by a wall you cannot pass, so follow the
path west. At the top of the first ridge, enter the tower and find the
interactive brick on the east wall. Left-click it to raise the treasure
chest.
Continue following the path west and up until you see a cutscene of a Dryad
fighting a Hak'u. Afterwards, make sure the area is clear of hostiles and
then talk to the Dryad, Morain, to get the first Hak'u quest: you must rescue
Morain's niece, Tanzi. After talking to Morain, head back the way you came
and go north, past the health shrine and over a bridge. You'll find a Hak'u
ritual camp. Try to take out the shamans first, to keep them from summoning
lots of other beasties.
Now would probably be a good time to use the Summon Teleporter spell (or walk
back to the teleporter you recently passed) and head back to Eirulan to sell
off some loot. You should have enough gold to buy as many nettle clusters as
you need from the reagent merchant.
Take four nettle clusters to Lumilla and she'll give you a jar of Lumilla's
Salve, which is a pretty good reagent. Hang on to it until you get an
enchantable item. (You might want to stick it in the storage vault, for
safekeeping.)
Return to the main path and continue west. Soon the path will turn south and
you will find the second Morden tower. Burn it down as you did the first and
continue south.
Look for a small Hak'u camp to your left (east) just past the tower. After
clearing it, go the opposite direction (west) to a waterfall and walk through
the falls into a small cave. There's nothing to fight in here, and you can't
talk to the ghost (yet); but you can pick up a Mysterious Chant from the
lectern and some high-quality swag from the treasure chest--including the
Vigilant Hauberk, armor from the Nature's Vigilance set.
Head back to the main path and continue south. The path will turn east and
you will soon come to the third Morden tower. This one is guarded by a
Morden-Viir Grunt Captain, who is pretty tough, but weak to ranged attacks.
Take him out first before dealing with the peons. Then burn down the tower.
If you go north from the tower, you'll complete the circuit, arriving back at
the broken bridge where you met Morain. There's some looting opportunities
around the bridge, then continue through the ruined tower.
The path turns south. Just past the tower is a path leading east that takes
you to a small plateau with a little loot. Continue on the main path until it
heads up and you enter the Western Greilyn Jungle. Soon after you reach the
top of the ramp, there will be a place to turn west and venture into the
jungle.
Here you will find the back entrance to the Hak'u caves and Tanzi held
prisoner. Clear the Hak'u from the cave and watch as Tanzi sort of frees
herself and runs back to Eirulan. If you explore the cave, you'll find a
partial bridge you may have noticed earlier when you were in the Hak'u caves
near the North Gate. Pull the lever to open a shortcut between the Western
Greilyn Jungle and Eirulan's North Gate.
You can't complete the Hak'u quest until you've finished with the Morden
towers, of which you have one more to burn. Leave the cave and continue south
along the main path.
There's nothing particularly exciting until you reach the fourth Morden
tower, which is guarded by a Morden-Viir Recruit Captain, who is a very tough
ranger, but weak to melee. After the fourth tower is burned, continue west
until you reach the teleporter.
Teleport back to Eirulan and take the lift over to the prison. Speak to
Warden Celia and she will tell you to go to the great hall and Taar will
remove your Ring of Submission. Do so. When you talk to Taar, your Chapter 3
quests will end and Chapter 4 begins.

[2.1.4] Chapter 4: The Plague


===============================
Burning down the Morden watchtowers has gained you the respect
of the Dryads.
Taar removed the prisoner's Ring of Submission from your neck,
but the Dryads believe that you were infected with a deadly
plague. From what you've been told, your only hope for a cure
is to reach the Elven Shrine at the top of the ridge in the
western Greilyn jungle and drink from the fountain there.
Primary Tasks
* Find the ancient Elven shrine.
* Locate the Elven fountain.
* Fill the empty vial with water from the Elven fountain.
* Report back to Taar in the Eirulan great hall.
Secondary Quests
* The Hak'u
* The Hak'u Part II
* The Armorer's Apprentice
* Lelani's Sorrow
* Secrets of the Elven Shrine
* Kithraya Hive
* Secrets of Xeria's Temple
Across the room from Taar is the elf, Tellendril. He can tell you all about
war pedestals (and the entry will be added to your Handbook). Nearby, on a
shelf, is the Tome of Smithing that will tell you how to make Dryad armor.
Near the ramp to the lower level is Anerith, an elf who will instruct you in
how to obtain quests.
In the lower level you can pick up a book called "The Mothers of Eirulan".
Historian Arisu can tell you many tales of the history of Greilyn Island and
Aranna. Leave the hall and go to the infirmary next door. Speak to Hesla,
Morain and Tanzi to end the Hak'u quest and begin the Hak'u Part II quest.
Take the lift back to the merchant's area and talk to Telinu. Give her the
correct formula for making Dryad armor (conversation option #3). You'll
complete the Armorer's Apprentice quest and get a suit of magical Dryad armor
and another magic item.
You may be infected with plague, but all areas of Eirulan are now open to
you.
Go to the pet shop and walk counter-clockwise around behind the pet shop to
find a ramp leading up to Laenne's house. Talk to her about a "Lost Sapphire
of the Elves" hidden in the Elven Shrine. Since you're going there
anyway...You might want to buy a pet: the local pet store currently has a
pack mule (300 gold), ice elemental (500 gold) and scorpion queen (350 gold).
Next to the pet shop is a house where you meet Lelani. Talk to her to begin
the Lelani's Sorrow trading quest. This quest will span much of the game, but
you can make the first trade now. Take the child's doll Lelani gives you and
head for the Falls, which you can reach using a lift from the Inn.
In the first house, talk to Fenella and give her the doll. She'll give you a
flask of Elven ale in return. Walk through the back door of Fenella's house
and take the elevator down. Follow the path to another elevator, go up and
enter the house to talk to Tamari. She'll give you the Kithraya Hive quest.
Outside Tamari's house, activate the lever to lower the bridge for a shortcut
back. Head to the Inn and stop inside for a chat with the grizzled bar
patron, who is sitting, amazingly, at the bar. Keep choosing conversation
option #1 to get a quest for the future, Secrets of Xeria's Temple.
If you want to add another companion slot to your party, speak to the
Innkeeper. Adding a companion slot costs 500 gold. While at the Inn, go into
the room behind the bar to pick up a book, The Hak'u.
Once you're done in town, teleport back to the Western Greilyn Jungle. From
the teleporter, head west, off the path, to find an incantation shrine and a
lectern with the Lesser Chant of Mage Health. Continue exploring westward to
find a Hak'u encampment that includes the house of the Hak'u usurper. You
can't do anything about him now, but you can loot the environs, picking up
some good magical items, the Lesser Chant of Casting and the Lesser Chant of
Ranger Health.
At the far west end of the map, you'll find a ghost (part of a later quest)
and the Vigilant Boots, part of the Nature's Vigilance set. Make your way
back to the main path and continue south. You'll come to a Dryad outpost.
They give you permission to loot them, so do so--don't miss the armor stand
in the corner or the Lesser Chant of Fighter Health on the lectern. Now all
you have left to do is follow the gray dirt road to the Elven Shrine.
In the first level of the shrine, you can find a sanctuary door that requires
ranged level 6 or better to open. Clear out a couple of rooms to find the
lift down to level 2. At the bottom of the lift, search for a button on the
west wall, near the lift, to open a secret room and begin your search for the
Lost Sapphire of the Elves.
Loot the room, then left-click the Green Life Cube pile to pick up a cube,
then left-click the Green Life Cube Socket to place the cube in the socket. A
lever is revealed. Activate the lever to be taken down a level. Find the
button on the north wall to open a secret room to the south. Get two cubes
from the Yellow Sight Cube pile and place one in the Yellow Sight Cube Socket
in the south room.
Grab two Red Blindness Cubes from the pile in the south room, then activate
the revealed lever in the north room to go down one more level. Activate the
button in the east wall to open the room with the Red Blindness Cube Socket.
Place one cube there, then grab two Purple Death Cubes and put one in the
appropriate socket in the other room.
Another secret room opens. Put your remaining cubes in the appropriate
sockets in this order: Yellow - Red - Purple. Activate the lever to be taken
to the sapphire, as well as three chant books: Lesser Chant of Fighter Power,
Lesser Chant of Ranger Power and Lesser Chant of Mage Power.
You'll come back out in the lift room of level 2. Make your way south,
looting the side rooms. One side room has a sanctuary door that requires a
level 6 or higher nature mage to open.
Once you descend a flight of steps, prepare for a boss fight. There are three
very tough Hak'u in the next room, one of which keeps reviving as long as the
other two are alive. Once the three boss Hak'u are dead, the door to the
south opens and you can enter the fountain.
There are only a few weak Hak'u in this room. Kill them, then left-click the
fountain to fill your vial. Grab the Chant of Lesser Prosperity from the
north wall. Use the teleporter to the east to return to Eirulan. Go see
Laenne above the pet shop and give her the sapphire, then return to Taar to
complete Chapter 4.

[2.1.5] Chapter 5: The Dryad Exile Colony


===========================================
After drinking from the fountain in the Elven Shrine, you filled
your vial with the last of the curative water. You have been asked
to bring it to a colony of exiled Dryads who have the plague.
Primary Tasks
* Find the Dryad Exile Colony
* Save the old man
Secondary Quests
* Dire Wolf
* Taar's Investigation
Add Taar to your party. If all your slots are filled, disband a henchman or
go purchase a fourth slot from the Innkeeper (cost is 1,500 gold). With Taar
in your party and the active character, go to the house next to the great
hall and speak to Arianne. She tells of a great beast said to be controlled
by the Hak'u. Agree to track down this beast--if it exists.
Go over to the pet shop and talk to the merchant. Select conversation option
#2 about wanting something stronger. She will tell you about dire wolves.
Rokhar, a mage who hangs about in the great hall, knows quite a bit about
them. Go back to the great hall and speak to Rokhar. Agree to meet him in the
Southern Jungle.
Teleport from Eirulan to the Northern Greilyn Jungle. Remember the Hak'u
ritual camp you cleared out earlier? Time to visit there again. Go north and
then west from the Northern Jungle teleporter until you reach the health
shrine. Then go north over the bridge to the ritual camp.
Clear the Hak'u, then click the carcass on the top of the altar. The Hak'u
Ceremonial Blade should drop on the ground. Pick it up and teleport back to
Eirulan. Go to the pet shop terrace and leave through the South Gate.
When the trail turns east, go south and pass through a gap in the rocks.
Enter a small cave and have it out with the garganturax--the "formidable"
creature that scared Arianne. The garganturax can't be hurt by melee weapons
other than the Ceremonial Blade, so equip that to your fighter. However, the
Blade doesn't do much damage against this little monster. Pepper it with
spells and ranged weapons--which do damage it--and try to keep it occupied
with the Blade wielder.
You can wait to finish Arianne's quest until you've finished the Dire Wolf
quest, so get back on the main path and continue east. Along the way you
should find Some Abandoned Ruins (yes, that's what they're called). Find the
interactive chalice on the north wall (it's the left of the two center cups)
to open a secret room with some decent loot in it. Just east of the ruins is
a cave with an elder Hak'u witch doctor. He has good loot as well.
Continue east until you reach the Southern Greilyn Jungle teleporter and,
just beyond that, Razka's Ruins. There's a mini-boss here, a Morden-Viir
Spearman Captain who is weak to ranged attacks. Clear out the monsters and
continue east; don't go down in the ruins as you'll need a key to fully
explore them and you won't get the key for quite some time yet. Just past
Razka's Ruins, turn north and cross the bridge and enter the cave that's to
your right as you come over the bridge.
Fight your way through the cave to enter Rokhar's Rift Site. Talk to Rokhar
and he'll start summoning a dire wolf, while a horde of nawl beasts come
through the rift. Go into Rampage Party mode and lay into the nawl beasts
until Rokhar manages to bring the dire wolf through the rift. Then talk to
him and he will travel back to Eirulan to deliver the wolf to the pet
merchant.
Loot the rift area. About this time you can expect your first encounter with
???. ??? is a mysterious, level 100 humanoid thief that teleports in randomly
when you discover valuable loot. He steals a few items and teleports out. You
can attack him, but, at this point in the game, you won't be able to kill
him. However, attacking him will keep him from stealing your stuff and make
him drop an item or two of his own.
You may see ??? at this point, you may not see him until later. Always keep
your eyes open for him and your weapons ready. Teleport back to town; and, go
see Arianne and complete Taar's Investigation, then head over to the pet shop
and talk to the pet seller to conclude the Dire Wolf quest. Buy a puppy if
you like.
Teleport back to the Southern Greilyn Jungle and head east once more; you're
now entering the Eastern Greilyn Jungle. Just past the point you turned north
to find Rokhar, look for a cave entrance to the south--there should be two
vulk in front of it. Inside you can score the final piece of Nature's
Vigilance--the Vigilant Crest (helmet). Opposite the cave, to the north, is a
plateau with a circle of mushrooms on it. This is part of a later quest.
Keep following the main path, which will soon turn south. Look for a small
tower to the east (your left) and go down into it to get some good loot. You
are now just outside the Dryad Exile Camp.
Continue to the Dryad camp. Inside, an old man is being attacked by plagued
Dryads. Kill the plagued Dryads; then talk to the old man, who turns out to
be an Azunite scholar. He will fill you in on what Valdis is up to (assuming
you haven't already figured it out).
Thus ends Chapter 5...

[2.1.6] Chapter 6: Leaving Greilyn Isle


=========================================
The old man you saved is interested in all things Azunite, and
calls himself the Azunite Scholar.
He confirmed what Taar told you: there is a portal to the mainland
on the eastern shore of Greilyn Isle that leads off the island. He
also warned you that you must pass through the Kithraya Caverns to
reach it.
Primary Tasks
* Locate the Kithraya Caverns
* Look for survivors from Vix's squad
* Investigate Eastern Greilyn Beach
* Destroy the shard
* Use the portal to leave Greilyn Isle
* Talk to Captain Suzor
Secondary Quests
* The Hak'u, Part II
* Feldwyr the Blacksmith
* The Kithraya Hive
After the history lesson, talk to the Azunite scholar again and he will open
the path east. Loot the camp, then take the west path (yes, that's west, not
east). Near the incantation shrine, find a small cave where you can locate
Hrawn, the Hak'u. Talk to him to open the remainder of the Hak'u, Part II
quest.
Leave Hrawn and his father and return to the Dryad camp. This time take the
newly opened east path and then turn south and find the Eastern Greilyn
Jungle teleporter. Teleport to the Western Jungle.
From the Western Greilyn Jungle teleporter, go due west to find the usurper's
house. (You may remember having explored this area earlier, during your trip
to the Elven Shrine.) Knock on the door of the house. The usurper will let
you in and try to kill you. Do unto him before he does unto you.
Teleport to the Eastern Jungle and make your way to Hrawn's cave. Talk to his
father to receive your reward. Now teleport back to Eirulan and visit Hesla
in the infirmary to receive even more reward, including a bonus skill point
for all members of your party.
It's about time to sell off some loot; once you've done that, teleport to the
Eastern Greilyn Jungle. Continue along the main path. You will soon reach
some ruins and the path will turn south, over a bridge. Enter the ruins, kill
some Hak'u and find Feldwyr the blacksmith. Talk to him to initiate his
quest.
In the room south of Feldwyr is a lift that will take you up into a locked
tower on the cliff above the ruins. You can unlock the door from the inside,
creating a little shortcut back down to Feldwyr. After talking to the
blacksmith, the door to the east opens and you can go down into the depths of
the ruins.
Before heading down the stairs, in the room just east of Feldwyr, look on the
north side of the north, central column. Pull the lever to open a secret
room. In the secret room, find the button on the west wall to open another
secret room. There's yet a third room (not hidden) beyond this second room.
Once you are finished looting, go downstairs.
At the bottom of the second stairway, you can turn either left (north) or
right (south). Go north and fight your way through a bunch of relatively low-
level Hak'u until you find the mini-boss and get Feldwyr's anvil. In the
eastern-most room of this set of rooms, look for a lever on the wall that
opens the center room and find a treasure chest.
Back at the fork in the path, going south presents you with a level 24 mini-
boss guarding a room full of level 22 mobs. Not only would it be almost
impossible to defeat this mini-boss (your characters are probably about level
14, unless you've been doing some farming); but, you won't get much XP from
the encounters since they are so much higher in level than you. Best to wait
until you're about 20th level, then return here and clear out the southern
portion of the ruins.
Leave Feldwyr's sanctuary and continue south over the bridge. You will soon
enter a narrow cavern which leads to a ridge above the path you've been
traveling. You'll find a tower here, inside of which is Vix, a human ranger
who offers to join you for your trip through the caverns. If you tell Vix to
take a hike, he will--but only as far as the Eirulan Inn. Also inside the
tower are two chants, the Lesser Chants of Magic Awareness and Ranged
Awareness.
After passing through Vix's tower, you'll enter the Upper Kithraya Caverns.
Fight your way through them. About ¿ of the way you'll find a large chamber
with two exits: a wide one in the southeastern corner and a narrow one in the
southwestern corner. There's also a broken elevator, but you can't fix it
until you've got someone named Finala with you--and you won't meet her until
Act II.
Take the narrow, southwest passage to a dead end with a mini-boss and a
little loot. Then take the wider passage to the southeast to find a
teleporter and the entrance to the Lower Kithraya Caverns.
Fight your way through the caverns until you encounter one of Vix's soldiers,
who is quite possessed. Soon after leaving the zombified remains of the
soldiers behind, you'll come to a fork in the path. Take the right (south)
path to find and kill the hive queen and get her head.
Head back the other way to enter Eastern Greilyn Beach. Fight the spirits and
destroy the shard, then head down to the beach and talk to the scholar. After
your conversation, the portal off the island is open. Step through to a small
desert camp and talk to Captain Suzor.

[2.1.7] Chapter 7: Secret of the Azunite Desert


=================================================
A Human battalion from Windstone Fortress has been searching
for a powerful Azunite weapon. They tell you that the keys to
finding the weapon are guarded by the Skath, a fierce desert race.
Primary Tasks
* Find the Stela of Blindness
* Find the Stela of Life
* Find the Stela of Death
* Find the Stela of Sight
* Place the four stelae and learn the location of the Lost Vault of the
Azunites
Secondary Quests
* The Kithraya Hive
* Lelani's Sorrow
* A Family Heirloom
After talking to Captain Suzor, step into the house behind her and talk to
soldier Balamar. He wants something to drink and you should still have that
flask of Elven Ale you got back in Chapter 4. Trade him the Ale for some
skath cat ribs. If you did a lot of talking to people in Eirulan, you may
remember someone who wants some meat...Yeah, time to make a trip to Eirulan
and finish the Kithraya Hive quest and take another step on Lelani's Sorrow.
Fortunately, there's a teleporter nearby.
Travel back to Eirulan and go see Tamari at the falls for your reward. On the
way back, stop at the Inn and go upstairs and talk to soldier Jordhan. He's
craving meat, so give him the skath cat ribs and receive a statuette of Xeria
in return. Might as well put it in the storage vault, you won't find someone
who wants it until near the end of Act II.
Sell your unwanted gear and teleport back to the Azunite Desert. Don't bother
with the stuff south of camp just yet, you'll be coming back to that area
later. Leave the camp to the northeast and go down to the first Skath
Guardian. Kill him for the Stela of Blindness.
Go west, under the bridge, to find the Skath Guardian with the Stela of Life.
Go back to where you killed the first Guardian, and go north, up the slope to
a tower. Enter the tower and take the elevator down to speak with Master
Thestrin. Ask him about his duty and about the riddle needed to pass a
guardian statue in his family's crypt. After talking to Thestrin, find the
button in the alcove on the west wall to open a secret treasure room.
Leave Thestrin and continue north past the tower and turn back south toward
the bridge to kill the Skath Guardian with the Stela of Death. Turn and go
north; before you go through the archway, turn left (west) and go down the
stairs to face the final Guardian and get the Stela of Sight.
Go north into the Azunite cavern and clear it. Then head back up the stairs
and through the archway you approached earlier. Clear out this main cavern,
the cavern to the west and the small canyon to the north. Then take the east
path from the cavern to the Azunite Shrine.
In the first room of the shrine, find the interactive block on the south wall
and press it to open a secret room. Collect the loot, which includes the
Lesser Chant of Purity.
Go through the east door and follow the hallways of the shrine. You will soon
reach an octagonal treasure room with four chests in each corner and one in
the center. The chest in the southeast corner is a mimic, which is a very
tough foe; but, drops a lot of loot.
The other three corner chests open one of a set of side doors with level 16
creatures. The center chest opens all four doors. It's up to you whether you
want a gang war or a little 4-on-1 monster killing. Be sure to loot the small
side rooms for more loot, including a Chant. Continue south to a series of
two elevators that take you to the Inner chamber of the shrine.
Right next to you is a sanctuary door that requires ranged 13 or better to
open. On the east wall is a lectern with the Lesser Chant of Melee Awareness.
After taking the treasure, place the Stelae in their sockets. A Map of the
Lost Vault of the Azunites and a silver mirror appear on the central
pedestal. Collect them, the door to the west opens, and Chapter 7 comes to an
end.

[2.1.8] Chapter 8: The Lost Azunite Artifact


==============================================
Placing the four Stelae revealed the location of a lost Azunite
vault. Find it and retrieve the weapon inside.
Primary Tasks
* Find the Lost Vault of the Azunites
* Retrieve the Azunite Weapon
* Talk to the Elven spirit in the Lost Vault of the Azunites
Secondary Quests
* None
This is a fairly short and linear chapter, though it may feel long and
wandering due to the amount of combat, and twists the path takes--get used to
it, it only gets worse from here. When you leave the Ancient Azunite Shrine,
you'll come out into the Valley of the Azunites. To the south is the Cavern
of the Phoenix, but there's nothing there for you...yet. Head north. You'll
soon come to a teleporter, which will provide a welcome respite in Eirulan--
as well as a chance to unload some of your loot.
Teleport back to the Valley. Due east of the teleporter are some ruins.
Careful searching will reveal an elevator. This leads to some Lost Elven
Ruins; but, you're going to have to come back here again later, so leave it
for now. Continue north, pass through another Azunite Cavern and come out on
the cliff ledges above the small canyon in the Azunite Desert.
There's a bridge to cross to the other side and another Azunite Cavern. Fight
your way through the cavern. Take note of the "broken" bridge to the
northwest--this is, again, part of a later quest. Continue until you come to
a mirror-and-light puzzle.
Gotta love those.
The statue in the southeast is missing its mirror, you can use the silver one
you got from the shrine. Starting with the mirrorless statue, turn the
statues in the numerical order listed below so the light is shining in the
pattern shown:
6---------------------7 3-----------------2
| | | |
| | | |
| 8-----------9 |
| | |
| | |
5------------------------4 1
A new path will open up, so take the long and winding stair to the Lost Vault
of the Azunites. Retrieve the Azunite Artifact, which turns out to be an
empty bowl.
Yes, that's right, an empty bowl.
Ah! But Mr. Plot Exposition Elven Spirit has popped up out of nowhere and a
conversation with him will reveal--well, not all, but a good deal and set you
up on your next quest.

[2.1.9] Chapter 9: Windstone Fortress


=======================================
The Azunite Ancestor within the Lost Vault of the Azunites has
revealed much--evidently you are a direct descendant of the great
Azunai himself, which explains how you were able to wield the
Azunite bowl without harm.
You must now travel to Windstone Fortress to unlock the bowl's
power and aid those stationed there.
Primary Tasks
* Begin the journey to Windstone Fortress by speaking to the Azunite Ancestor
* Take the Azunite Artifact to Windstone Fortress
* Find the person in command
* Enter the Windstone Fortress Outer Vault
* Activate the Azunite Artifact
* Enter the Temple of Xeria
Secondary Quests
* The Imprisoned Half-Giant
* The Missing Squadron
While it was really nice of the Elven spirit to leave you a treasure chest,
it would have been nicer for him to leave you a quick exit out of the Vault.
Hoof it back up the stairs to the light puzzle room and talk to the Elven
Spirit again. He'll open a path to the north that takes you to the Western
Cliffs of Azunai.
There's a teleporter right here, but it's best to keep moving for now. Go
east until the path ends, then search for a cave entrance to the south. Enter
Isteru's Caverns. To the southwest you can find the entrance to some ruins
that lead to an Ancient Elven Reliquary. You can't do anything down there
right now, so ignore it. Work your way through the caverns, back out on to
the cliffs, and back into the caverns again.
Keep following the caverns and cliffs until you reach a bridge. Cross the
bridge, and to the east you can find a mini-boss and some loot. To the west,
from the bridge, is the Eastern Cliffs of Azunai teleporter. Continue west
and then north to enter the Windstone Tunnels. Once you get through the
Windstone Tunnels, you'll be at the entrance to Windstone Fortress, which is
not a very friendly place right now--if you haven't already figured that out.
Continue down the path, until you get the cutscene showing that Valdis has
been here. Gee, that's a shock. At the locked door into the fortress, take
the entrance to your right into the Eastern Gatehouse. Clear the gatehouse,
then head down the hall.
There are three side-rooms here. The one to the north contains a little loot.
The one to the southwest is where you'll meet Private Banos. Go ahead and
talk to him and agree to take him to Squadron Leader Taarth. You'll get a new
quest entry, Secondary Quest #13, The Missing Squadron--even though you
haven't met Taarth yet. It's easier this way.
The room at the southeast corner of the hall contains another mimic. Beat it
down with hero powers, then run back to the war pedestal in the gatehouse for
a recharge and come back and beat on it some more. They do drop a lot of
loot, so they're worth the trouble. Continue north, then west along the hall.
Off this northern hall are two side rooms. The one to the north has a mini-
boss and a treasure room to the east. The treasure room has the Lesser Chant
of Magic Skill, and, behind the statue, a button to open another treasure
room. The side room to the south is found by turning the statue set into a
nook in the wall.
Head west again to enter Windstone Fortress proper. Before going north to
activate the teleporter, head straight across into the Western Gatehouse.
Clear it out to find Private Caiden (break the pots surrounding him or he
won't follow you), the Lesser Chant of Melee Skill and a book: Vol. 7, The
Deeds of Xeria. The book is part of a later quest.
Head back out into Windstone Fortress and go north. Enter the next west-
leading hallway to enter the barracks and work your way to the west-most
room, where you'll find Private Nolan. Pick up the Lesser Chant of Ranged
Skill in the same room. Along the northern hall of the barracks, look for a
secret door switch on the north wall. There's another secret room off the
first secret room. Return to the Fortress proper and talk to Squadron Leader
Taarth, who will be delighted to see his men and will reward you with the
Dusty Key.
Just west of Taarth is a half-giant in a hole. Speak to Sartan to open the
Imprisoned Half-Giant quest and prepare the way for another possible
henchman. Past Sartan is Captain Dathry, the man in charge. Speak to him to
continue the main quest in this chapter.
Enter the eastern hall and push the button on the wall to open the Outer
Vault. The next room contains a Yellow Sight socket and some Yellow Sight
cubes. You know what to do. Beyond are two Green Life sockets; the green
cubes are in the room to the right (south).
Next are two Red Blindness sockets and the zombiefied Lieutenant Namyek, who
will cough up the Inner Vault Key if you give him a permanent Heimlich. Open
the Red Blindness door and enter the Inner Vault. After the zombies are dead
(re-dead?), thoroughly loot the room and then click on the blue flame to
activate your Azunite artifact.
Grab four Purple Death cubes from the corner of the room and open the door
that is just north and east of the blue flame. Inside is the White Vault
door, which requires the Dusty Key to open. Lucky you did that quest for
Taarth, right? Open the vault, place your four purple cubes and collect
copious amounts of treasure.
Return to Captain Dathry with your artifact. He'll blow open the way
northward. Then talk to Soldier Orayne to free Sartan and talk to Sartan to
complete the Imprisoned Half-Giant quest. Go north and fight your way through
the big bugs, which shouldn't be too hard if you've been doing all the
sidequests so far. Enter the Temple of Xeria...

[2.1.10] Chapter 10: The Temple of Xeria


==========================================
Valdis and his Archmage have entered the Temple of Xeria at the
heart of Windstone Fortress. Hopefully the Azunite artifact is as
powerful as they say because you're going to need all the power
you can get to help save Windstone Fortress.
Primary Tasks
* Clear out the Temple of Xeria
* Place the Azunite Artifact on the Azunite statue
* Find the shard
* Destroy the giant trilisk in the temple courtyard
* Destroy the shard
* Go through the portal to the town of Aman'lu
Secondary Quests
* Feldwyr the Blacksmith
* A Family Heirloom
* The Secrets of Xeria's Temple
Fight more bugs until you get to a large room with a pit in the center. In
the pit are two (rapidly becoming familiar) sockets: green and yellow. Pick
up three green stones from the southeast corner of the room and place one in
the green socket. This opens a door on the west wall. Go in there and get
three yellow stones. Place one on the yellow socket in the pit.
A door on the south wall opens. Enter and place a yellow and a green stone.
Two more doors open up. Go to one of those rooms and collect three red
stones. Then enter the other newly opened room and place one of your red
stones in the socket with one red symbol, and then a second red stone in the
socket with two red symbols. Grab three purple cubes from the one side room
and place one in the purple socket in the other side room.
This opens another side room with another purple socket. Place your stone and
then you're back in the room with all four color sockets. Place a stone in
each. Collect your booty, including the Chant of Scholars.
Oh, yeah! Main quest. Back to the pit room and open the north doors. Kill all
the zombies and loot the side rooms. There's a secret room on the west side,
make sure you find it and take out the zombie trash. Once all the zombies are
immobile, click the big, glowing statue to blow up all the zombies in the
Fortress. Enter the north room and loot it thoroughly, including two books:
Vol. 8, The Death of Xeria; and, Vol. 9, The War of Legions.
In the southeast corner of the room you'll find a moveable statue on the
stair landing. This leads to an elevator, which takes you to a little bit of
loot. To the north, next to the incantation shrine, is another moveable
statue that leads to the Cavern of Earth--but, there's nothing you can do
there now.
Back in the large room, take the east door to find the teleporter. Now's a
good time to wrap up a couple of quests. Teleport to the Eastern Greilyn
Jungle and travel east until you reach Feldwyr's underground shelter. Head
downstairs from Feldwyr's room.
If you haven't retrieved Feldwyr's anvil yet, head north and rampage through
the Hak'u until you get the anvil from the level 16 mini-boss. Now go to the
south set of rooms, which are guarded by a level 24 mini-boss and full of
level 22 creatures (and another mini-boss with the mithril ore). You should
now be able to take these monsters. Once you have both the anvil and mithril
ore, going up the stairs to see Feldwyr results in a cutscene in which his
hammer is stolen.
Follow the newly opened path north of Feldwyr's room and kill more level 22
creatures and another level 24 mini-boss. Return to Feldwyr with his hammer
and he rewards you with a fantastic weapon...Which will take a few days to
make. When you finally reach Aman'lu at the beginning of Act II, you can
search out the blacksmith and speak to his apprentice, who happens to be
Feldwyr's brother, Fyrndolf. He'll give you the reward.
Teleport to the Azunite Desert and go southeast to find a Ruined Crypt. Talk
to the statue and answer its riddle with Azunai, Xeria, Elandir and Zaramoth
(conversation options 3, 3, 1 and 1). You should be able to handle the level
28 and 30 enemies in the treasure room; but, your main objective is the
glowing sword lying on the crypt.
Grab the sword and head back to Thestrin's tower. He'll reward you with a
bogus Mysterious Chant (don't ever use it). You can either give him the
sword, which will net you another Chant (this one useful), or keep the sword
if you find his story a bit fishy.
Teleport to Eirulan and go talk to the grizzled bar patron to end the Secrets
of Xeria's Temple quest. Refit your party as needed and teleport back to
Xeria's Temple. Head north for the Act I boss battle.
The Giant Trilisk looks quite fearsome, but it's pretty easy. The middle
head, Vitalus, is the problem child--it will heal the other two, but not
itself. The snake only uses area-of-effect attacks that don't seem to hurt
fighters that are up close. So go beat on the middle head, use your powers
(they'll recharge quickly enough whacking off 15,000 health) and kill
Vitalus. Once it's been chunked, the other two go down quickly enough.
Destroy the shard, talk to Captain Dathry and then enter the portal to
Aman'lu.

========================================
[2.2] DS2 Act II: The Northern Reaches
========================================
[2.2.1] Chapter 1: The Town of Aman'lu
========================================
Your hometown has suffered a devastating attack. Find out what
happened.
Primary Tasks
* Speak with Celeb'hel the Elder in Alt'orn Hall in the town of Aman'lu
Secondary Quests
* Mythrilhorn
* Mark of the Assassin
* Deru's Treasure Hunt
* Arinth's Legendary Staff
* Viperclaw
* Tywlis' Broken Staff
* Feldwyr the Blacksmith
* A Family Heirloom, Part II
* Aman'lu Arena
* Lothar's Innocence
* A Dark Ohm
All you need do to complete this chapter is head straight for the building in
the center of town and talk to Celeb'hel; takes about a minute. However, as
you can tell from the Secondary Quests list, there's a lot of talking that
can be done in Aman'lu.
So, before going to see the Elder, wander about town and talk to people.
Here's the brief rundown:
In the pet shop in the southeast corner of town, talk to the pet seller and
ask about special animals. He'll refer you to Khartos the Wise, who's hiding
in a tavern some where. (No wonder they call him wise.) This opens the
Mythrilhorn quest, which will net you another pet choice once you reach Act
III.
Just southwest of the pet shop, enter the abandoned house and note the bling-
bling on the table. Pick up this intriguing stone and get killed...almost.
After the near miss, talk to Danadel to launch the Mark of the Assassin
quest.
Southeast of the pet shop you can find Prospector Albain. Talk to him with
Deru in your party to open Deru's Treasure Hunt.
North of the prospector, along the east side of town, is Eolanda's house.
Talk to her about Arinth to get a quest to find the pieces of Arinth's
Legendary Staff. She'll also give you Lore book: Vol. 10, The Legend of
Arinth the Mad. Vol. 11, The Dryads and their Customs is on her table and
Vol. 14, Fables of Ancient Artifacts is on the floor.
Directly behind Eolanda's house is a ranger named Eumenidie. Talk to her
about reagents to get the Viperclaw quest. Reagents are random drops and you
might even have one or two right now. If you don't have what she needs, there
are specific places in Act II where you can pick them up. These are noted
later in the walkthrough.
Along the north side of town, just west of the incantation shrine, is Tywlis'
house. Talk to her about her grandfather's staff to get her quest. The
reagent she needs is a rainbow trinket. Check your pockets, you might already
have one. You can also visit Tywlis' basement, but there's nothing you can do
down there...yet.
Near Tywlis' house is the house of a fletcher named Ithir'renne. She has an
Aman'lu orchid, a well-known symbol of Aman'lu. Think that might make Lelani
back in Eirulan happy? Yeah, but you've got a long way to go before you can
trade Ithir'renne for her orchid.
Also on the north side of town is the house of Drianjul, Drevin's sister.
Talk to her to learn news of your family and receive a letter from Drevin.
In the burnt-out blacksmith shop on the west side of town is Feldwyr's
brother, Fyrndolf. Talk to him to get your special weapon and officially
close that quest.
On to the Inn, which is just full of people to talk to and things to do.
* Athelas is standing near the Innkeeper. You may recognize his name from
your talk with Thestrin. Regardless of whether or not you kept the heirloom
sword, talk to Athelas to initiate the second part of this quest.
* Amren is hanging out at the bar; you can add him to your party if you're
lacking a ranger. He's currently a level 20 ranged character, with a bunch of
unspent skill points waiting for you to specialize him.
* The barkeep, Drudwyn, has heard of you--so he thinks. Talk to him and deny
everything he thinks you've done. He'll eventually admit there's a little
challenge for adventurers down below his wine cellar. When you decide to go
down there, you will officially open the Aman'lu Arena quest.
* On the second floor of the Inn, pick up a Lore book: Vol. 13, Elandir's
Life and Teachings. There's also a ghostly spirit up here on a balcony, note
it for later.
* On the ground floor, find Roland and talk to him with Lothar and open
Lothar's Innocence in your quest log.
* South of the Inn is the mage shop. Lyssanore sells magic supplies and is
also interested in communicating with spirits. Talk to her about that and get
the quest, A Dark Ohm, to retrieve the necessary chant. Go up to the second
floor of Lyssanore's shop to pick up two Lore books: Volumes 12 and 15.
Well, that's it. You've made a circuit of the town and your quest cup runneth
over. Go to the central building and talk to Celeb'hel to begin the next
chapter. Before leaving town hall, grab the Lore book: Vol. 5, Turmanar and
its Aftermath, from the table.

[2.2.2] Chapter 2: Finala and the Broken Bridge


=================================================
Celeb'hel the Elder told you that Princess Evangeline of the
Northern Reaches took the Aegis of Death away by caravan to
Snowbrook Haven. Valdis arrived not long after and demanded the
Aegis. When he discovered that it was gone, Valdis commanded his
Archmage to take vengeance on the town of Aman'lu. In the resulting
destruction, the town's bridge was broken. If you have any chance of
catching up to the caravan, you must convince Finala, the town
engineer, to repair the bridge. This will be easier said than done--
Finala is a childhood friend of yours, but she harbors some
resentment surrounding your decision to leave Aman'lu and join Valdis'
army. You'll definitely have some explaining to do.
Primary Tasks
* Find Finala, the town's engineer, in the hills north of Aman'lu
* Convince Finala to return to Aman'lu and repair the broken bridge
Secondary Quests
* Viperclaw
Head to the north gate of Aman'lu and talk to the guard to open it. Follow
the path up into the hills. When you reach the bridge over the swamp, search
down in the swamp in the southernmost corners to find a jagged arrowhead for
Eumenidie. There are no side areas, except some minor treasure in the
basement of one of the houses. It's the house just east of the health shrine
at the top of the first line of hills.
You will eventually reach Finala. You'll find it a simple matter to convince
her to head back to Aman'lu to fix the broken bridge while you are tasked
with going to Elen'lu Isles.

[2.2.3] Chapter 3: The Elen'lu Isles


======================================
Finala had been on her way to activate the Prism of the Elves,
an ancient protective device that should put out the magical
flames in town. You convinced her to return to Aman'lu to work
on repairing the bridge, so now it is up to you to activate the
Prism of the Elves.
Primary Tasks
* Travel to the Elen'lu Isles
* Find and replace the prism's four small refractor crystals
* Find the prism's large refractor crystal and activate the prism
* Return to Aman'lu and speak with Finala
Secondary Quests
* Viperclaw
Once Finala leaves, continue on the path, eventually entering the Northern
Vai'lutra Forest. When you reach the incantation shrine, keep going northwest
to find a damp cave, which has a lot of taclaks and a bit of loot. Due east
of the cave is a ramp leading down into a cul-de-sac. Here you can find an
elevator that leads to an Ancient Elven Reliquary. You'll return here later,
when you can talk to ghosts.
Return to the main path, which heads south. When the path turns east,
continue south to find a hollow tree. On the east inside wall is a button
that will bring up a treasure chest. Continue east and you'll soon find a
teleporter. Turn north into the swamp to find another hollow tree with some
loot. Then proceed east, through the ruined temple to reach the Elen'lu
Isles.
Now you get a new task. The taclak have stolen the refractor crystals that
collect the diffuse light in the Isles and focus it on the main prism. You
must find four crystals and replace them in the refractors and aim the
refractors at the prism.
On the first island, kill the taclak and collect the first crystal. Then go
east by clicking the arch over the bridge to extend it. Watch out for taclak,
who have the ability to jump from island to island.
At the next island, turn north, then go east, north and west. Find the
elevator that leads to a flooded chamber and work your way through the rooms
to another elevator. This brings you out on an island north of your starting
point. There's a griffon feather on the ground for the Viperclaw quest.
Now go south, east, north, east and east again and kill the taclak for your
second crystal. Go south three islands, then take the other north bridge (the
one to the east) to find the first refractor. Click it to place a crystal,
then click it again to turn it so it shines west toward the prism.
Go back south, then head west two islands to pick up your third crystal. Go
north, then to the north end of the island to reach the second refractor.
Turn it once to point east. Go back to the south end of the island and take
the southeast bridge, then go east to the third refractor. Turn it three
times to point north.
Backtrack past the second refractor and go north to pick up crystal #4. Then
go north and then east to refractor #4. Turn it three times to point south.
Now you have to find the big crystal that goes in the prism. Go back to
refractor #2 island and take the east bridge to the main island. Kill the
mini-boss for the prism crystal. Put it in the top of the pyramid and watch
the cutscene. Then kill the horde of taclak, including mini-boss, that
surround you.
From the north end of pyramid island, you can open a westward bridge that's a
shortcut back to the teleporter. Or just use a summon teleporter spell to get
back to Aman'lu. Head to the south end of town and talk to Finala, who has
fixed the bridge and wants to come with you. She's an accomplished combat
mage, so take her along if you like.

[2.2.4] Chapter 4: The Royal Caravan


======================================
Now that Finala has repaired the bridge, you can attempt to
catch up to Princess Evangeline's caravan and ensure that the
Aegis of Death doesn't fall into the hands of Valdis.
Primary Tasks
* Locate the Caravan
* Find the Vai'kesh sanctuary
* Find the leader of the Vai'kesh
Secondary Quests
* Finala's Contempt
* Lothar's Innocence
* Amren's Vision
Before haring after the caravan, add Finala to your party and teleport to
Eirulan and thence to the Kithraya Valley. Take Finala north into the Upper
Kithraya Caverns and find the broken elevator. With Finala as the active
character, click the broken mechanism and ride the elevator down into a
Morden intelligence camp. Have Finala open the treasure chest to get a map to
four hidden Morden towers.
Teleport to the Southern Greilyn Jungle and head west to the Abandoned Ruins.
Finala will find a secret door inside the ruins and you can follow the path
to an elevator that takes you up to a plateau with the first Morden tower.
Destroy it as you did the towers in Act I.
Teleport to the Northern Greilyn Jungle and go to the impassable wall just
north of the teleporter. You know, the one that's been bugging you since Act
I, Chapter 3. Finala will find the secret entrance. Pass through and destroy
three Morden towers. After the final tower is destroyed, Finala finds another
map and an elevator gear. That's all you can do until Act III, so teleport
back to Aman'lu and head south.
As you leave town, there's a house to the west where you can pick up a Lore
book, Vol. 3: Downfall of the Manu Ostar. You can also talk to Alar'ithil,
who is one of the later links in Lelani's MLM scheme. Enter the house to the
east and talk to Eldoriath to start the Servant's Haunt quest. You can't
continue it until you've completed A Dark Ohm, but might as well get it in
the quest log.
Continue south and enter the Southern Vai'lutra Forest. Look for a burned-out
farmstead to the east. You can get the Chant of Strength from inside the
house. As you continue south, look for a set of steps back to the northwest.
The house on top of the plateau has the Chant of Dexterity and Chant of
Intelligence.
Further south, look for a narrow valley leading to a cul-de-sac to the east.
This is Magrus' house, which you can't enter right now. Note it for later. A
bit further down the trail, you can find a hollow tree off to the right
(west). The button to raise the chest is on the east wall.
You'll soon reach the teleporter, which is for the Southern Vai'lutra Forest
(North). Ah! Egregious apostrophes and contradicting directions! It must be a
fantasy RPG! Anyway...just west of the Southern North teleporter is another
mushroom circle.
These circles mean something special to Amren. Add him to your party, if
necessary, and take him to the mushrooms. He'll have a vision. (That happens
to lots of people when they have too many mushrooms.) Afterward, one of the
mushrooms will be glowing. Click the mushroom to activate an elevator to a
secret shrine.
This is the Shrine of Sight. Find the altar and have Amren click it to
activate the shrine. You can also pick up a Lore book, Vol. 18: The Path of
Sight. You may remember the mushroom circle in the Eastern Greilyn Jungle. At
some point, take Amren to the Southern Greilyn Jungle teleporter and go
northeast to that circle, which leads to the Shrine of Sight and contains
Lore book, Vol. 17, The Path of Life.
For now, your quest continues south, over a bridge. Before crossing the
bridge, go east into a little grotto to get the XP from killing a mini-boss
and collect a nice haul. After crossing the bridge, look for a cave entrance
to the west.
This is a Watery Cave and filled with level 24 mobs and a level 26 mini-boss.
Make sure Lothar is in your party. Defeat the monsters and then find a half-
giant mushroom farmer named Magrus. Talk to him and you'll find the thief who
stole Roland's cloak. He'll flee to his house, but drop his key.
How conveeeeeenient!
Take a quick side-trip back north to Magrus' house, enter and beat Magrus
down. He'll surrender and go back to town. Follow him, speak to Roland and
Magrus at the Inn and receive your reward for Lothar's Innocence.
Back to the main quest. The Watery Cave has two entrances/exits. Due east of
the southern entrance is A Small Cave? filled with mini-boss level mobs that
drop a lot of loot. Be sure to stop in and pay them a visit during your tour.
Continue on the main path. You will soon reach what looks like a shrine, but
is, in fact, the entrance to the Levreth Estate, which is underground.
There's really not much you can do down there now, so pass it by and continue
on your way. You'll reach your first objective: the caravan. Which is lying
in pieces next to a teleporter (the Southern South one, in case you were
wondering).
Talk to the wounded elf on the ground to update your journal, then continue
on your way. Look for a plateau to the east not far beyond the wrecked
caravan. There's a hollow tree with an elevator that drops you right on top
of a mini-boss.
Back on the main path, you will soon enter the Vai'kesh Forest and find
yourself at a set of gates. You can't get through, so turn left and follow
the trail to the Vai'kesh sanctuary. You can choose to be nice to the guards
at the door or pick a fight. Either way, they're eventually going to end up
dead, so do as you please and enter the Sanctuary.
When you talk to the Prophet, he takes the Aegis of Death and runs away.
Leaving you to slaughter his minions, but only after you start...

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


========================================================
You confronted the Vai'kesh Prophet about the Aegis and the
princess. You learned that he has the Aegis--but instead of
giving it to you, he fled. Catch him and recover the Aegis of
Death.
Primary Tasks
* Follow the Vai'kesh Prophet
* Continue following the Vai'kesh Prophet
* Follow the Vai'kesh Prophet along Arinth's Ravine
* Defeat the Vai'kesh Prophet and his followers
* Find the Aegis of Death
* Defeat the Knotted Shambler
* Claim the Aegis of Death
* Talk to the Azunite Scholar
Secondary Quests
* A Family Heirloom, Part II
* A Dark Ohm
* Viperclaw
Clean up the Vai'kesh mess in the auditorium, then start looting the place.
There's a sanctuary door (nature mage level 22) on the south wall. On the
east wall, find a button to open a secret door and collect the Chant of
Fighter Power. Then find the button on the wall right next to the door to
open another secret room that has a mimic.
Back in the main room, find another button along the east wall--this one on
the steps behind a pillar. In the secret room revealed you can collect the
Chant of Mage Power. Click the pedestal along the north wall of this room to
open yet another secret room with some minor loot.
Finally, on the north wall of the auditorium is a sanctuary door (ranger
level 22) that has a treasure chest and the Chant of Ranger Power. Now that
the swag is safely stored in your pockets, follow the Prophet through the
door in the center of the room.
Fight your way out of the sanctuary--look for Lore book: Vol. 2, The Dark
Wizards on a table on one stairway--and emerge into the Vai'kesh Forest.
You're now south of the gates you passed earlier, so turn north and open them
before continuing on the path. You'll quickly reach the Vai'kesh Forest
(North) teleporter and the entrance to a Large Vai'kesh Cavern.
Fight your way through the cavern until you reach the Vai'kesh Forest (South)
teleporter. You can find one secret room in the cavern, along the north wall
after the third large Vai'kesh fight. Search for the secret lever to the left
of the door.
Now, if you kept the heirloom sword from Thestrin's quest in Act I, make sure
it's in your Inventory. From the Forest (South) teleporter, go south to find
a Small Vai'kesh Prison. Enter and speak to Athelas. There's a demon encased
in a force field.
If you earlier gave Thestrin the heirloom sword, he'll use it to break the
demon's prison, then go hide in the corner. If you kept the sword, equip it
to any character and use it to break the prison. (You do not need to keep the
sword equipped to fight the demon.) Once the demon is destroyed, Thestrin
will flee. Speak to Athelas to get your final reward and conclude the quest.
Head north from the prison to find the Prophet. He'll run away (again),
leaving some minions to die for his cause. Help them fulfill their destiny,
then enter the cave from whence they came.
After defeating the Vai'kesh in the outer cave, open the door to witness a
Vai'kesh ritual. Kill the Vai'kesh, then return to Lyssanore in Aman'lu and
teach her the chant. You'll get the Chant of the Dead added to your Lore
entries and you can now speak to all those uncommunicative spirits throughout
the land.
Head after the Prophet. After crossing the second bridge, turn right (west)
to find a Small Vai'kesh Cave and loot it. You can't get through the door
here until later, so don't worry about it. Continue south after the path
turns east, to find another cave with more loot. You should find an onyx
fragment for Eumenidie in one of these caves. Next time you're in Aman'lu,
talk to her to finish the quest and get the viperclaw reagent. On to the next
teleporter, which is at the western end of Arinth's Ravine.
Pass through the ravine. Look for another Vai'kesh cavern along the north
side of the ravine. There's another locked door you can't yet pass, but some
nice loot on the outside of the door. After passing over a bridge, you'll
find a frozen cavern to the south. This is part of Deru's Treasure Hunt, so
don't bother with it unless she's in your party and you've finished the first
part of the Hunt.
Shortly after the frozen cavern, you'll see the Prophet again...briefly. Kill
his minions and follow after him over the bridge. (Going due east just leads
to a cavern you can't enter.) You'll soon reach the Eastern Arinth's Ravine
teleporter. From here there are two paths that lead to the same place--the
final confrontation with the Prophet.
The Prophet calls out a horde of minions, and has a powerful attack of his
own. Your best bet is to run back towards the teleporter and draw the minions
after you; the Prophet won't follow. Once all the Vai'kesh are down, the
Prophet is fairly easy.
Too easy.
He's not the boss fight for this chapter. After the Prophet is down, explore
the cave to the north for some loot, then enter the eastern cave to face the
Knotted Shambler. The Shambler regenerates health from the leaves produced by
the Leaf Generators scattered around. Ignore the Shambler until you've
destroyed the generators. There are about six generators and they only show
themselves one at a time.
Once you are sure you've destroyed the generators, concentrate on the
Shambler. Hopefully, you've got a combat mage with some fire spells, because
it's quite vulnerable to those. Avoid its pounding, overhead attacks and keep
at it until it's defeated. Then take the Aegis of Death and speak to the
Azunite Scholar to begin the next chapter.

[2.2.6] Chapter 6: Princess Evangeline


========================================
After defeating the Vai'kesh's Knotted Shambler, the Azunite
Scholar informed you that Princess Evangeline of the Northern
Reaches has been captured by Valdis' Dark Wizards. You must find
her, before it is too late.
Primary Tasks
* Find the Azunite burial grounds
* Look for the Death Masks of Champion Rahvan's brothers
* Enter the Azunite catacombs
* Find Princess Evangeline
* Rescue Princess Evangeline
Secondary Quests
* Spirits of Aranna
* A Servant's Haunt
* A Servant's Haunt II
* Arinth's Legendary Staff
* Deru's Treasure Hunt
* Amren's Vision
* Rahvan's Curse
Yes, the Azunite Scholar tells you to hurry, but there are no actual time
limits in this game. So, take a break and go do some side quests. Now that
you can chat up the neighborhood spirits, you can start in on a number of
side quests. First, explore the grotto. The door the scholar just opened for
you leads to a portal that takes you to the Snowbrook area; however, there
are several more "rooms" in this cave.
In one room you'll find a ghost. Well, equipped with your fancy new Chant of
the Dead, run outside and into the northern cave where you can find an
incantation shrine. Incant and run back to the ghost and have a chat. Thus
begins the world-spanning Spirits of Aranna quest. It makes even Lelani's
little trading scam seem tame.
There are 18 woeful ghosts spread all over Aranna; you may recall seeing
several already. You've just taken care of #9 on the list and there are nine
more you can reach right now. While you're on your spiritual journey, you can
also stop at the two Elven Reliquaries you've found thus far and pick up
pieces of Arinth's Legendary Staff. And you can enter the Levreth Estate and
take care of the Servant's Haunt quest. Finally, since you're making a world
tour, might as well pick up Deru and do a bit of treasure hunting.
So get hopping! There's so much time and so little to do.
Wait. Reverse that. Thank you.
From the Eastern Arinth's Ravine teleporter, jump to the Southern Vai'lutra
Forest (South) teleporter. There's an incantation shrine behind you on the
hill. Incant and run east to the elevator down into the Levreth Estate.
There's a second elevator to get down to the estate proper, where the spirit
of Threnith Wilwarin awaits.
Speak with him and he will open the south door. Before following the ghost,
go to the north room and pick up the Chant of Fighter Health and some
treasure. To the west is another room with a mini-boss (level 27) and the
Chants of Mage Health and Ranger Health.
Go back to the south room and pick up the portrait of Lady Levreth. Then talk
to Threnith again. (Don't worry if the Chant wears off, once you've used it
on a spirit, you can continue to talk to that spirit thereafter.) Threnith
will open another door leading to a room with a lock of golden hair.
Pick up the hair and talk to Threnith to be led to a burned letter. Then talk
to him once more to be shown the room with the family jewels. Now leave the
estate and teleport back to Aman'lu. Head south to Eldoriath's house. Speak
to him to close this quest; then speak to Threnith to open Part Deux.
Well, you needed to go to Eirulan anyway. While you're in Aman'lu, go to the
basement of Tywlis' house and find the hidden button to open a secret room.
Ride the elevator down to a hidden cellar. Cross the bridge and find the
hidden button in the west passage to open the path to the ghost. There's an
incantation shrine right here.
After speaking to the ghost, check your remaining Chant time (hover the mouse
cursor over your character). You only need a couple of minutes to hoof it
over to the Inn and speak to the ghost on the second floor balcony. If you
can't make it, use the shrine in the northeast corner of Aman'lu. Teleport to
Eirulan.
Go to the Inn and confront Lady Levreth. She'll confess and tell you the name
of the true murderer. Go to the Falls, use the incantation shrine at the
bottom of the lift, then take either elevator down to the bottom of the Falls
and speak to the ghost on the bridge. Leave Eirulan by the North Gate.
Go northwest to the Hak'u caves. There's both a shrine and a spirit here.
Leave the caves by the back entrance to the Western Greilyn Jungle, turn
north and head for the Tranquil Cave behind the waterfall. You should be able
to reach it before your Chant wears off; if it does, continue north past the
waterfall to find another shrine.
Head south to the Western Jungle teleporter and then go west to the Hak'u
usurper's house to find a shrine and a spirit. Teleport to the Azunite Desert
and use the portal to get to the Eastern Beach. If you're quick enough, you
don't even need to use the shrine here, just talk to the ghost that's only a
short way up the path.
Take the portal back to the Desert and then teleport to the Lost Valley of
the Azunites. The ghost and incantation shrine are at the south end of the
valley, near the Cavern of the Phoenix. Teleport to the Western Cliffs of
Azunai.
Go into Isteru's Caverns and find the ruins in the southwest corner. Climb
the stairs to an elevator--the button for the elevator is hidden on the steps
next to it. Incant the Chant of the Dead at the nearby shrine, then take the
elevator down to an Elven Reliquary. Speak to the spirit to open the chest
and get Arinth's Focusing Stone, part of Arinth's Legendary Staff.
Return to the teleporter and go to the Temple of Xeria. North of the big room
where you killed all the zombies, next to the incantation shrine, is a switch
that opens a secret passage. Incant, head up the secret stairs and take the
south passage to find the spirit. That's ten down, only eight more to go, but
they'll have to wait.
Finally, before returning to Aman'lu, add Deru to your party at the Eirulan
Inn (if she's not already a member) and teleport to the South Greilyn Jungle.
You'll be right next to Razka's Ruins. Ride the elevator down and clear out
the rooms. Deru will be able to open the chained door, which leads to some
swag and a key with a riddle.
The riddle leads to the Frozen Cave in the Vai'kesh Forest, so teleport back
to Aman'lu and then to either the Western or Eastern Arinth's Ravine
teleporter. The Frozen Cave is halfway along the ravine, on the south side.
Deru can collect another riddle here, as well as some treasure. The new
riddle points to the Plain of Tears, which you won't reach until Act III.
Return to town and replace Deru if she's not one of your regulars. Enter the
central building and confront the murderer of Lord Levreth: Guardian
Commander Wethril. This can only end in violence. Once he's dead, talk to
Celeb'hel to close the quest and receive your reward.
One more stop. Teleport to the Elen'lu Isles and go west to an incantation
shrine. Use the Chant of the Dead and bash your way quickly to the north.
Look for a ramp that leads down into a grotto. There's an elevator at the
northeast tip of the grotto. Take it down into an Elven Reliquary and obtain
Arinth's Carved Rod.
Time to get back on the main quest. Teleport to Eastern Arinth's Ravine, go
back to the grotto and take the portal to the Garden of the Ancients. As you
exit the portal, directly to your east is a frozen crypt. Inside the crypt,
in the southeast corner, is a statue that opens a secret room with the Chant
of Master Self Awareness.
Follow the path until you reach the teleporter. Now, if you continue on the
path, you will eventually reach the Azunite Burial Grounds, through which you
must pass. You'll find the burial grounds guarded by Rahvan. He'll offer to
let you pass if you bring him news of his three brothers. So, to get past
Rahvan you're going to need the Death Masks of his brothers.
Rather than go all the way to the burial grounds and then backtrack to this
area for the Death Masks, might as well get them now. There are actually
four, one for each of Rahvan's brothers and one for Rahvan himself.
You'll find these Death Masks in Frozen Crypts scattered around the area.
Each crypt has a bunch of mobs, a mini-boss (level 30) and three secret rooms
on the non-entrance sides of the crypt. For example, if the entrance to the
crypt is on the north side, the secret rooms will be on the south, east and
west sides.
One crypt is directly south of the teleporter, another is a short distance
east and a third is further east. The fourth crypt is west of the teleporter,
on your way to the burial grounds.
Further west, just before you reach the second teleporter, is the third
mushroom circle for Amren's Vision quest. If Amren is not in your party,
summon a teleporter and go back and get him. This is the Shrine of Death. In
it you can find the Lore book: Vol. 19, The Path of Death.
After finishing with Amren's magic mushrooms, continue south, past the
teleporter, to reach the entrance to the burial grounds. Talk to Champion
Rahvan to open the door to the grounds and begin Rahvan's Curse secondary
quest.
In the entrance chamber of the burial grounds, you will see four symbols on
the floor. In order they are Death (purple tree), Blindness (red eye), Sight
(yellow eye) and Life (green tree). Memorize the order. Well, since you're
reading this guide, you don't actually need to memorize the order...Anyway,
the order is important.
The door leading down into the burial grounds is to the right of the floor
symbols. Follow the halls until you reach a large cavern where the ice is
falling from the ceiling. Explore the area thoroughly. In the western part of
the room you'll find a chasm with a natural bridge across. On the north side
of the chasm, to the east of the bridge is a group of stalagmites hiding the
Chaotic Chant of Might.
Take the west path that up and out of the cavern area to another plateau of
the Garden of the Ancients. To the west is an incantation shrine that you can
use to talk to the ghost that is on the eastern peninsula of the plateau.
This is Spirit of Aranna #12.
In the north of the plateau is a tower with an elevator that leads to some
treasure, including the Chants of Melee and Ranged Awareness. And, of course,
there are lots and lots and lots of monsters to give up some XP for your
party. Not to mention graves to rob and dropped loot to collect.
Once you've had your fun, return to the burial grounds and continue south to
reach another teleporter. Once you go over the bridge south of the
teleporter, you are in the Azunite Catacombs. From the first platform, take
either bridge to the second platform. Rotate the obelisks so they read, from
left to right, as the symbols in the first room did: purple tree, red eye,
yellow eye, green tree. Take the elevator down into the lower catacombs.
When you reach a fork in the path, go south to enter a shrine. Take out all
the mobs, then find the purple tree symbol on the east side of the shrine.
Incant the Lich's name given you by Champion Rahvan. A door will open to the
Lich's tomb and you should be able to take him out pretty quickly. Loot the
tomb, including a Chant. At some later point, be sure to return to Champion
Rahvan to complete his quest and receive your reward.
Take the west path through the catacombs. You will soon pass over a long
bridge and enter a large room full of columns. There's a small room to the
west with a little loot. To the north lies your main goal: Princess
Evangeline guarded by a Dark Wizard of Valdis.
The Wizard is actually pretty easy once you figure out his defenses and
pattern. Using Drown on him will make him weak to lightning and ice, so both
combat and nature mages can have their way with him. Having a nature mage
cast Spirit Embrace on the party to immunize against the wizard's curses
would also be helpful. There are some war pedestals scattered around the room
to quickly recharge powers.
The Dark Wizard will summon some giant undead to guard him, but they're not
too difficult. The wizard sticks to the center platform, so draw his summons
away from him and destroy them. The wizard protects himself with three
revolving crystal shards. Destroy the shards (not too hard) before unloading
on the wizard with everything you've got.
He teleports around the platform, but it's not large so your melee fighters
never have to run far to get back to him. Still, ranged attacks are better,
so a fighter-heavy party might have some difficulty.
His main attack is a large, electrical explosion. Fortunately, you can see it
coming when some sparking circles show up under your characters' feet. When
they appear...run. Get away or you're going to take massive amounts of
lightning damage. Once you learn how to avoid that attack, the wizard is a
pushover--though it will take a while to drain his health.
After he's dead, talk to Princess Evangeline. Then talk to her again after
she opens the north door. If you don't have room for her in your party right
now, she'll go to the Inn of Aman'lu.
Onward and upward.

[2.2.7] Chapter 7: The Siege of Snowbrook Haven


=================================================
After defeating one of Valdis' Dark Wizards, you were able to
release Princess Evangeline. Now you must journey to Snowbrook
Haven and ensure the protection of the Aegis of Blindness (another
piece of the legendary Shield of Azunai). Snowbrook Haven is under
siege by Valdis' armies, so you will have to use an alternate entrance.
Primary Tasks
* Enter Snowbrook Haven through the servant's quarters
* Find the throne room and acquire the display case key
* Locate the Snowbrook Haven Commander
Secondary Quests
* Evangeline's Folly
* The Spirits of Aranna
* Arinth's Legendary Staff
* Arinth the Mad
* Lelani's Sorrow
The room Evangeline opens is full of enemies, but none that are particularly
tough. Clear them out, then take the elevator up to a series of crypts. Fight
your way through, looting as you go, until you exit into Snowbrook Valley.
Quickly fight your way to the nearby teleporter and return to Aman'lu. Time
for a side quest.
Add Princess Evangeline (Eva) to your party and equip her appropriately.
Teleport to the Southern Vai'lutra Forest (South) teleporter and talk to the
wounded caravan guard. He'll open Evangeline's Folly quest.
Teleport to the Western End of Arinth's Ravine. Go west, south, west and
north to reach a bridge. Before the bridge, turn left (west) and go along the
edge of the gap to reach a small cave. You may remember the password-
protected door from Chapter 5.
This time you'll be able to get through and pick a fight with the Vai'kesh in
the room and the room beyond, which contains the jailor, who is mini-boss
level. After killing all the Vai'kesh, speak with Eva's soldier in the jail
cell.
The next cavern in your quest is along the north side of Arinth's Ravine, so
hoof it back the way you came and fight your way along the ravine to the
large cavern on the north side. Enter the cave, find the door and repeat the
process of killing the jailor and talking to the soldier.
The third, and final, cave is further along the ravine, so head east. When
you get to the second bridge, instead of crossing, continue east to find the
entrance to the cave. Enter, kill the jailor and talk to Jessic to end the
quest.
Now, reform your party, refit everyone and teleport back to Snowbrook Valley.
There's nothing much to see here except snow and a lot of monsters, until you
get to the bridge. After crossing the bridge, turn south to enter a Frigid
Cave, where you can pick up a rainbow trinket for Tywlis in Aman'lu. Go north
from the bridge and ride the elevator up to the top of the tower to get the
Chant of Magic Awareness.
To the east of the tower is a set of stairs leading down to an elevator that
will take you to an Elven Reliquary. Use the incantation shrine to the west,
then descend and talk to the spirit to get the Jeweled Shaft. Continue
following the path.
When you reach the incantation shrine, you have to turn south and start
climbing. You'll soon enter the Snowbrook Foothills. If you turn east once
you get into the foothills, you can climb up and find the upper part of the
Frigid Cave.
Take the elevator down and thoroughly search the rooms. There's the elevator
to the lower half of the cave, which exits to the Valley. There are also two
secret rooms, opened by switches on the walls. They should be easy to find.
To the west of the Frigid Cave is an entrance to the Snowbrook Grotto. The
Grotto is a huge cavern filled with mobs and loot, but nothing particularly
special now. You'll have to come back here during Act III, so skip it for
now. Continue south into the foothills to reach the area teleporter.
Side quest time again. Return to Aman'lu and go see Eolanda to get Arinth's
Legendary Staff put back together. If your combat mage doesn't have the Chaos
Grips, the staff is pretty good. Make sure you have a combat mage of
sufficient level to use Arinth's Staff, then teleport to Eirulan and on to
the Lost Valley of the Azunites.
East, and just a bit north from the teleporter, you can find--if you search
carefully--an elevator among some broken-down walls. Ride it down to Some
Lost Elven Ruins.
The room in which you arrive has a single door on the north side. In the next
room, search for a hidden switch on the wall opposite the door (north wall),
to open a door to the south.
In the newly revealed room, there's another hidden switch on the wall near
the door. This opens another room to the south. The hidden switch in this new
room is also near the door. This opens a room to the east. Find the hidden
switch in this room along the south wall.

__
_| |_
| A |
|_ _|
_| |_
| |__
| S |
| __|
|_1____|
| B|
| |____
| |
| | ___
|______2___| | |___
| C|______________| |
| | |
| 3| 4|
|____________|______D |
| ___|
|___|

S) Start
A) Switch opens door #1
B) Switch opens door #2
C) Switch opens door #3
D) Switch opens door #4
You'll now be able to go down some stairs to the east, eventually arriving at
an Elven Prison, where you find Arinth the Mad. Have your combat mage equip
Arinth's Staff and use it to break the central pillar in Arinth's cell wall.
Arinth will flee to the Temple of Istaura & Isteru in the Northern Vai'lutra
Forest.
Before pursuing Arinth, turn and look at the door going back to the stairs.
You can click the lamp on the wall to the left and open a secret door halfway
back up the stairs. Enter the room to get the Mysterious Bucket, part of the
Mysterious Mystery Quest.
Summon a teleporter back to Eirulan, jump to Aman'lu and thence to the
Elen'lu Isles. Enter the ruined temple and have it out with Arinth. You don't
have to use his staff against him, he's vulnerable to normal attacks. He has
a lot of health, but is only level 25, which, by this point in the game,
should be cake for you.
In addition to some tasty loot, defeating Arinth gives all your characters
two bonus skill points. That was worth the trouble, right? Even though the
quest is closed, head back to Eolanda and tell her you killed Arinth and
you'll get even more filthy lucre. After a rest and refit, teleport back to
the Snowbrook Foothills.
Head west, following the path. There's a square tower along the way, inside
of which is the Chant of Ranged Skill. Eventually the path will turn north
over a stone bridge and you'll reach Snowbrook Mountain. There's nothing to
do, really, except fight your way over the mountain, through the Morden
lines, until you reach the entrance to the Snowbrook Haven Servant's
Quarters.
Fight through to the large room with the columns. At the north end of the
room are two doors. The west door leads to an incantation shrine. Incant the
Chant of the Dead and then go to the east door. Go up the stairs and through
the south door. (The north door leads to the Cavern of Frost, to which you
will return later.) Go in the east room to find Spirit of Aranna #8 and a
Mysterious Chant.
Head west over the bridge and pick up the Lore book, Vol. 1: The Kings and
Queens of the Northern Reaches. Continue west through the door and take the
elevator down to the Living Quarters. Go through the door to the east and
then either the north or south door to go down into the throne room.
Click the throne, take the display case key that is revealed, then fight off
the rustguards that come to life around you. Head through the eastern door.
Two rooms to the east you'll find a teleporter. South from the teleporter is
an elevator. To the west of the elevator is a series of treasure rooms, one
of which contains a mimic. Be sure to loot thoroughly before taking the up
elevator.
The elevator leads up to the Snowbrook Haven Courtyard. Before heading up to
the ramparts, enter the dining hall next to the stairs. Soldier Kiernan
inside has a lovely Morden Head on a Pike, which he will be willing to trade
you for your Statuette of Xeria. Finally, you can make a little progress in
Lelani's Sorrow.
Go up top and speak to the Commander to begin the next (and final) chapter of
Act II.

[2.2.8] Chapter 8: The Siege of Snowbrook Haven, Part II


==========================================================
The Aegis of Blindness, another piece of the Shield of Azunai,
is safely locked away within Snowbrook Haven. However, the castle
is under heavy siege and the commander needs every bit of help
she can get. Aid the forces to ensure the Aegis remains in safe hands.
Primary Tasks
* Destroy the brall on top of the Snowbrook Haven Inner keep
* Meet the Commander at the North Gate
* Destroy the Morden enemies that have broken through the North Gate
* Speak to the Commander at the North Gate
* Defeat the dragon
* Report to the Commander
* Retrieve the Aegis of Blindness
* Finish off the dragon
* Escape from Snowbrook Haven
* Travel to the town of Kalrathia and speak with the town lord there
Secondary Quests
* None
Go down and around behind the dining hall to find the door leading into the
eastern keep. What follows is from the Dungeon Crawls for Dummies instruction
manual. Just keep going until you reach the upper ramparts of the keep and
destroy the monsters hurling rocks. Then take the elevator down to see the
Commander.
A horde of Morden will break through the gates and you must beat them off.
Speak to the Commander again. Oh look! A humongous dragon! The Act II boss
fight has finally arrived.
Send your party back up the elevator to the Inner keep. There's a circular
platform to the south with a ballista. The only way to kill the dragon is to
hit it with the ballista. Take your best-armored, highest health character
and use Wait mode to send him/her solo to the ballista.
You can only hit Talon (the dragon) with the ballista. And you can only do
this when he's perched atop the castle walls. There are five positions in
which he lands, like so:
3
2 4
B
1 5
You can rotate the ballista (B) left and right using the cranks to either
side of the device. Click the ballista itself to fire. Each time you hit
Talon, he'll jump into the air and fire-bomb the platform for a bit.
While he's in the air, rotate the ballista to the #3 spot, so you can quickly
reposition it to any landing spot when Talon alights once more. Once you've
hit Talon a couple of times, the Morden will start catapulting Durvla up to
the battlements.
Switch to the Mirror party order and press R to call your party to you to
help deal with the Durvla; but, don't miss a chance to take a pot shot at the
dragon while you're at it.
It takes about 8 hits to kill the dragon, so this fight mostly takes a lot of
patience. Once it's over, head back to the Commander and speak to her.
Ah, well, so much for Snowbrook Haven. Head up the east side of the ramparts
to the Reliquary door, which you can now unlock with the Commander's key.
Grab the Aegis of Blindness. Before making good on your escape, remember
there is always time for some constructive looting. Exit to the northeast.
Yeah...didn't see that one coming...
This time, Talon's a lot tougher. He may have less than a third of his
health, but you're going to have to chop that off yourself, without a huge
piece of medieval artillery to help. There's little room to avoid his fiery
blasts, just don't stand in them when they hit. Keep your ranged characters
moving side-to-side and keep hitting him with powers.
Once Talon is finally, actually dead, speak to that blasted Azunite Scholar
who keeps popping up after you could have used his help. Take the southeast
door to the teleporter room. Grab the Greater Chants of Dexterity,
Intelligence and Strength before using the teleporter to travel to Kalrathia.
Looks like the Morden got here first, but, amazingly, they aren't hostile.
Head across the plaza to town hall and talk with the kid who's been thrust
into the leadership role.

=======================================
[2.3] DS2 Act III: The Plain of Tears
=======================================
[2.3.1] Chapter 1: Restore Kalrathia's Water
==============================================
The occupying Morden army has disabled the system of aqueducts
bringing water to Kalrathia. The town's water jars are nearly
empty, and the townspeople's thirst is sapping their strength
and hope. You must find a way to restore the Kalrathian water
supply.
Primary Tasks
* Follow the aqueduct to its source
* Defeat the Ganth
* Restore Kalrathia's water
* Return to Lord Kalrathia in the great hall
Secondary Quests
* Dwarven Song of Ore
* Mark of the Assassin
* The Mage's Apprentice
* Lost Jewels of Soranith
* Sartan's Suspicion
* Mythrilhorn
* The Kalrathian Nexus
* The Spirits of Aranna
* Lelani's Sorrow
* Aman'lu Arena
* Deru's Treasure Hunt
Time to take a breather and make some progress on some side quests. In the
same room as Lord Kalrathia is Historian Leontia. Speak to her to open the
Dwarven Song of Ore quest.
Next, go to the potions/magic shop and speak to Enchantress Valeria to
continue the Mark of the Assassin quest from the previous Act. Speak to Mage
Boden next to her to open the Mage's Apprentice secondary quest. Head through
the weapons and armor shop to the tavern and speak to Kevarre the Explorer to
begin the Lost Jewels of Soranith quest.
Next to Kevarre is Feltan the drunkard, who will open Sartan's personal
quest, Sartan's Suspicion--if you have Sartan with you. Just beyond is
Khartos the Strong. Speak to him to continue the quest for the Mythrilhorn.
He wants you to prove yourself by dueling him. Agree to do so, then hit him a
couple of times to end the "duel". He'll give you directions on where to
reach the rift where he will summon a mythrilhorn.
Near the North Gate, speak to Nora the Nature Mage about the Kalrathian
Nexus. Do those caverns sound familiar? They should. Now exit the North Gate
to find an incantation shrine. Incant the Chant of the Dead. Head for the
southwest corner of the battlements to find Spirit of Aranna #14.
Search the rooms along the north wall of Kalrathia for the Lore book: Vol.
16, The Legacy of Azunai. You'll also pick up Elves and Elven Culture. Near
these rooms is Berseba, who will hook you up with the Legendary Mace of
Agarrus quest.
Go up the steps along the east wall and into a room to the north. You'll find
Telgrey the Scholar, who will send you questing for those Lore books you've
been picking up along the way. There are 20, all identified as Lore of Aranna
books with a volume number. To the west of Telgrey's house is a plank that
you can use to get over to the North Wall, where you'll find a later link in
Lelani's Sorrow.
Now that your quest book is full once more, time take care of some of the
tasks. Teleport to Aman'lu and take the south road out of town. After the
bridge, turn right into Alar'ithil's house and give him the Morden head on a
pike in exchange for his bottle of Elven Water.
Go to the Inn and speak to Explorer Tai'esse about the Legendary Mace of
Agarrus. Teleport to the Eastern Face of Snowbrook Mountain and enter the
Servant's Quarters. When you reach the point where you turn south to go over
the crosswalk, go north instead to enter the Cavern of Frost. Head down to
the center of the cavern, equip the Soul Staff you received from Nora, and
recite the chant she taught you (Arcesso Arcanum).
Go back to the teleporter and jump to the Snowbrook Foothills. The closest
entrance to the Snowbrook Grotto is due east, though you have to go a bit
north and then south to get to it. Inside the grotto, you're looking for a
set of man-made steps leading down to a pair of locked doors. From the
entrance nearest the Foothills teleporter, go south, then west and look for
the stairs right after crossing the small bridge.
Pick up the Chants of Ranged and Magic Skill from in front of the doors, then
enter the small room and pick up the stone tablet fragment. If you want to
loot the Grotto, go ahead, there's plenty of swag to be had. Then teleport
back to Aman'lu and go see Tai'esse again.
Now, use the portal next to the Inn (not the teleporter) to return to the
Courtyard of the Temple of Xeria. Head for the secret passage you should have
opened earlier as part of the Spirits of Aranna quest. The Cavern of Earth is
at the end of the secret passage. Imbue the Soul Staff, then teleport to the
Western Cliffs of Azunai.
Enter the Azunite Cavern to the south where you obtained the Azunite
Artifact. The little island leading to the tomb of Agarrus is in the
northwest corner of the cavern. If you have not previously extended the
bridge, look for the switch to the south of the island. It's on the north
wall of a small ruin near the bridge.
Descend into the tomb and have a talk with Guardian Magentus. You'll get
quite a lengthy treatise on the Agallans and Half-giants. Once the
conversation is finished, collect your reward. (Yeah, no fighting. You're
probably quite disappointed.)
From here you can either hoof it to the Lost Valley of the Azunites or use
the teleporter. There's not much difference in distance. Go to the south end
of the Valley into the Cavern of the Phoenix and imbue your staff. Return to
Kalrathia and leave through the North Gate.
Just before you reach the teleporter, look for a ruined tower to your left
(west). Push the button on the west wall of the ruins to lower the elevator
and descend into Some Crumbled Ruins. Inside, trade your bottle of Elven
water for Prospector Gareth's Agallan relic. Behind Gareth is a hidden switch
that opens a treasure room containing the Greater Chant of Purity.
Go east from the ruined tower to a round tower with a bit of treasure on the
roof. Continuing east past that tower, you will go down to a lower plateau.
Keep going east and step into the lake at the end of the plateau. Turns out
it's just an illusion and you'll be able to go down into a Magical Oasis.
This is the final part of Deru's Treasure Hunt. You'll need her in your party
to open the chest beyond the door. Pick up the Chant of Health from beside
the door, get your treasure and end Deru's quest.
Enter the square tower on the south side of the plateau and descend into a
Mysterious Vault. This is the location of the Lost Jewels of Soranith. Fight
your way through to the second vault and clear the room.
Great! More light puzzles.
There are five obelisks in the room, each connected by channels like so
(north orientation):
_________
| |
__________A____ |_____
| | | |
| | |____ |
| | | |
| | | |
| _____B_________C |
| | | | |
| | |____ D_____|
| | | |
E____| |____|
The channels are initially dark; they must be lit. When you click an obelisk,
all other obelisks connected by an unlit channel start to glow. Click one of
those obelisks and the channel lights up and the other obelisk becomes
active. So on and so forth. Once a channel between two obelisks is lit, you
can't "connect" those two obelisks again. The statue on the south side of the
room resets the puzzle if you get stuck.
There's probably several solutions to this, but here's one:
D - A - C - D - B - A - E - B - C
Two doors to the south will open. In the next room get Soranith's Silver Ring
from a treasure chest behind the west door, then go through the south door,
down the stairs and into a more complicated light puzzle.
This time there are nine obelisks like so (north orientation):
_____A_______________B C_____
| | | | |
| | __________| | |
| | | | |
| | | ___________| |
| | | | |
| | | | |
| D |____E___________ |
| | | | |
| | | | |
| | | _____F_____|
| | | | |
| | | | |
|_____G_________| | |_____
| | |
| | |
|_______________H___________I
Again, there are probably several solutions, here is one:
H - F - I - H - G - A - D - G - E - F - C - E - B - A
The door to the south opens, collect a Mysterious Chant (Rando Conjurum Ix)
and Soranith's Gold Ring. Head back up to the Northern Plain of Tears. As you
work your way back to the main path, look for a separate downward path going
north-northeast (to the right of the main path with the teleporter).
Head down this path to find Khartos, who will open a rift and summon a
mythrilhorn while you bash monster brains. Afterwards, speak to Khartos again
to send the mythrilhorn to Aman'lu.
Back to the main path, head to the Water Temple. Inside, fight the Ganth,
which is resistant to fire, lightning and death damage (you know, everything
your combat mage can dish out). The Ganth also has a weapon with health steal
ability, so staying out of range of him is your best bet to a quick ending.
Once the Ganth is dead, head up the stairs to the Temple Courtyard, where a
cruise ship full of Morden await. This is a much tougher fight than the
Ganth, and very chaotic. Area-of-effect powers come in quite handy.
Once everything is dead, click the glowing button on the wall to send water
to Kalrathia. Jump back to town using the nearby teleporter and speak to Lord
Kalrathia to begin the next quest.

[2.3.2] Chapter 2: The Morden Chief


=====================================
The Morden leaders will not be pleased that Kalrathia is no
longer thirsty. You must travel to the Morden city of Darthrul
to head off the attack that will surely come when the Morden
Chief learns of what has transpired. Hopefully, you can distract
the Morden long enough for the townspeople to organize a rebellion.
Primary Tasks
* Enter the Morden city of Darthrul
* Speak to the Morden Chief
* Defeat the Morden Chief
* Bring the head of the Morden Chief back to Lord Kalrathia
Secondary Quests
* Mythrilhorn
* Lost Jewels of Soranith
* Lelani's Sorrow
* The Kalrathian Nexus
* Spirits of Aranna
* Sartan's Suspicion
* Amren's Vision
* The Lore of Aranna
* The Mage's Apprentice
* Finala's Contempt
* The Morden Riders
Secondary questing time again. Go up to the North Wall (follow the plank past
Telgrey's house) and speak to Nalus. He'll give you harpy feathers in
exchange for your Agallan relic. Go to the tavern and talk to Kevarre, who
will give you Soranith's Amulet to complete your set.
Teleport to Aman'lu. Go see the pet seller, who will now sell you a
mythrilhorn, if you so desire. In the extreme north of Aman'lu, find the
fletcher Ithir'renne and give her the harpy feathers in exchange for an
Aman'lu orchid. That ought to cheer Lelani up!
Teleport back to Eirulan, head for Lelani's house next to the pet shop and
give her the orchid. Lelani's chain letter is finally finished and you get a
rather large pile of loot. It makes one wonder, if Lelani has that much
money, why couldn't she at least rent herself a little happiness?
Now your only holdovers from earlier acts are Amren's Vision, Finala's
Contempt, Spirits of Aranna and the Mark of the Assassin. You'll be taking
care of the first of those pretty soon. Return to Kalrathia and leave through
the East Gate.
You'll soon come to a chasm where there are three paths to choose. South
leads to a dead end, but there's a hidden treasure chest. Look for the lever
sticking up out of a rock. North is the Kalrathian Nexus. Enter the cavern
and descend to the center. Equip the Soul Staff and beat on the big, blocky
seal until it's removed.
Go ahead and run back to town and talk to Nora. She'll give you the Soulstaff
of the Nexus, which is a good staff for nature mages. Head back through the
Eastern Plain of Tears, aiming, this time, for the teleporter. As you pass
the chasm, enter the square tower to pick up the Greater Chant of Mage
Health.
Just past the teleporter is Spirit of Aranna #13; there is an incantation
shrine further along the path. Continuing past the ghost, if you keep on due
east rather than turn north toward the shrine, you'll enter A Mysterious
Cavern.
This is a step in Sartan's personal quest, so add him to your party before
you go any further. Enter the cavern and loot the treasure rooms north and
south. Knock on the east door and Sartan and Osric have a little sword-to-
heart chat.
If Half-giants want to change the perception they are stupid oafs, they've
got to stop acting like stupid oafs. So, Sartan is now tasked with freeing
some prisoners, which will take place later in this chapter. Back to the main
quest.
West of the incantation shrine is a square tower with the Greater Chant of
Ranger Health. As you continue north, you'll enter the Ruins of Okaym. As you
do, another square tower yields the Greater Chant of Fighter Health.
Just north of this tower is the fourth mushroom circle, leading to the Shrine
of Blindness. Take Amren down, pick up the Lore book: Vol. 20, The Path of
Blindness. If you've activated the other shrines already, activating this one
opens a portal in the center.
Go through the portal to another Mysterious Shrine with a big treasure chest.
Amren opens it to reveal Virtuous Rebellion--a powerful longbow that will
look nice on your primary ranger; and, of course, lots of other loot. Step
back through the portal to the Shrine of Blindness and return to the surface.
You now have the last of the Lore of Aranna books, so if you've been
collecting them diligently, you can complete this quest. The next time you
are in Kalrathia, pay a visit to Telgrey. Be sure to talk to him again after
completing the quest. He won't dole out your true reward the first time you
talk with him. Part of the real reward is the Mysterious Book from the
Mysterious Mystery Quest.
From Amren's mushroom circle, work your way east toward the next teleporter.
As the path turns north, you'll pass an entrance to A Large Abandoned
Shelter. This is a puzzle/treasure room with plenty of loot and XP, but no
special quest significance.
Take the elevator down and go through either door into the next room. Grab a
green life stone (familiar?) and go through the door and down the stairs into
the main "puzzle" room, though what needs be done is not that puzzling. There
are four lit pillars and four unlit pillars. Each unlit pillar has one of the
four Azunite symbols on it.
You know what to do. Grab one of each color stone and put it on the proper
pillar. You already have the green stone so you can light the green tree
column. All you have to do is find the other three color stones.
Take the door on the north side of the light room and follow the passages
around until you find a golden chalice. Picking up the chalice opens two
secret doors to the east, allowing you to enter a set of hidden passages.
Follow these around until you find the purple death stones and pick one up.
This will open a door back into the light room, so place your purple stone on
the purple tree column and head through the south door. You'll quickly come
to some caverns that run east and west. Go east first, which soon dead-ends,
but contains a pile of yellow sight stones.
Go back west and follow the caverns to some more man-made rooms and follow
these until you find the red blindness stones. Picking one up opens a
shortcut back into the room of light.
Place your stones and a secret door opens to the main treasure room to the
east. Collect your reward, which includes the Greater Chants of Mage and
Ranger Power.
Back to the surface, there's a tower just ahead guarded by a nature mage
sanctuary door and the Ruins of Okaym teleporter is just to the west of the
tower. After the teleporter, the path turns north; but, keep going west and
climb the hill to find the entrance to the Morden Arsenal that is part of
Sartan's quest.
With Sartan in your party, enter the Arsenal. From the first room, take the
north door for a little treasure, including a secret room. Then take the
south door and go west to a larger room. The south door here leads to an
empty jail cell guarded by a horde of Morden.
The main path lies west, to a large jail room. Note the spiked, metal
canisters in front of the cells. Hit them with a ranged weapon or spell to
blow them up and blow open the doors of the cells. Remember this technique,
you will use it again.
Search the cells for a large treasure chest (Sartan has to open it). Teleport
to the Eastern Plain of Tears and run to the Mysterious Cavern. Talk to
Orayne to close Sartan's quest. Then teleport back to the Ruins of Okaym.
Follow the path north to the main gate of Darthrul. Right before you reach
the bridge to the gate, turn left (west) and go around the guard tower and
down into the dry canal. Follow the canal west and then up some stairs and
then down into Some Ancient Ruins.
Oh boy! Another light puzzle!
The statue on the north side of the room is missing its mirror; the golden
one Mage Boden gave you fits quite nicely and starts the beam of light. There
are two doors, to the north and west, and you must shine the light on each to
open it. There are 17 statues in all, scattered about the room.
The north door is simple, direct the light south one statue, west one statue,
south one statue, east one statue and then north to unlock the door.
Door
|
| 1
| |
3-------------2
| |
| |
| |
| |
| |
| |
4----------5
The west door is a bit more complicated.
Direct the light all the way to the south end of the room, to the fourth
statue. NOTE You will have to turn statues out of the way to let the light
pass. Send the light east one statue, then north one statue, then west three
statues. Now direct the beam south one statue, east two statues, south one
statue then west and move all the intervening statues out of the way until
the light hits the west door.
1
|
X |X
5------------|---4
| | |
6------------|---|--------------7
|X | |
| | |
| | |
Door------------------|---|--------------8
X X X| | X
| |
| |
2---3
X = Statues that must be turned out of the way to let the light beam pass.
Beyond the west door is a treasure room. Behind the north door is Mage
Boden's apprentice, Darek. Turns out Boden is a nasty guy.
Gee, what a surprise.
Grab the Greater Chant of Casting and Greater Chant of Fighter Power and head
back to the main gate into Darthrul. Talk to the gate guard to be allowed
entrance.
You didn't really think it was going to be that easy, did you?
Well, you've got a whole city to chunk, might as well get started. The first
Morden you'll meet in the city is the Patrol Leader from back in Kalrathia.
He already has a bone to pick with you, so give him what he deserves. He'll
drop a Key to the District of the Sword.
Ah! So that's how it works. There are five districts: Sword, Crossbow, Lance,
Shield and Chief. You'll have to slaughter your way through each one to get
the key to the next. You can also continue Finala's Contempt while in
Darthrul, and receive and complete The Morden Riders side quest.
Lots to do. Lots to do.
In the main square you'll see a ghost, but you can't talk to it until you
unlock the District of the Crossbow and its incantation shrine. The main
square also has the city's teleporter, so take a refit break in Aman'lu
before you begin depopulating Darthrul. While back in town, go ahead and
confront Boden and kill him, then speak to Darek who mysteriously appears to
wrap up The Mage's Apprentice quest.
Back in Darthrul, with Finala in your party, head east from the main square
toward the white star on your map. Finala will find a secret door that leads
to the Durvla hatchery. Clear the joint. When you reach the end, there are
three (count 'em, 3) mini-bosses. In the corner is a cage with a treasure
chest. Note the spiked ball--you have to blow the cage open.
Let Finala loot the chest to earn a Morden Wrench, which, she supposes, could
be used to fix an elevator somewhere. You won't find that elevator in
Darthrul, so you can send Finala back to the Inn now if she isn't normally a
member of your party.
You have the key to the District of the Sword, which is located in the
northeast quadrant of the city. Enter and kill the City Lieutenant for the
key to the District of the Crossbow.
That district is the southwest quadrant. Once again, enter and kill the City
Lieutenant, who drops the key to the District of the Lance. Note the supply
vault with a door you cannot open. Use the incantation shrine to talk to the
ghost in the town square; this is Spirit of Aranna #16.
The District of the Lance is in the northwest and the City Lieutenant drops
the key to the District of the Chief. Aha! What about the District of the
Shield? Search the small rooms along the north side of the district for a
hidden switch that lowers you to a cellar. There's another Lieutenant down
here with the key to the District of the Shield.
The District of the Shield is to the southeast. Enter it and clear it out.
There's a room along the west side with a mimic, so be careful opening
chests. Along the south side of the district is a pit. Look for a hidden
switch on the west wall that lowers an elevator and allows you entrance to
the eastern end of the dry canal.
Head east and climb up to an area outside the city walls. Fight your way to
the eastern end of this area and talk to the Morden riders Nordax and
Nellioc. This is, probably, the most humorous conversation in the entire
game. Play along with these guys. Finally, you will discover they are
deserters in need of supplies. Agree to help them to open the Morden Riders
quest.
Go back to the city and raid the supply vaults in the Districts of the
Crossbow, Lance and Shield. This gives you the supplies you need for the
Riders, so return to them. Rather than give you a reward directly, their pet
Klask bashes open the east wall, giving you access to an Ancient Vault. Get
your reward from there; it includes the Greater Chant of Fortification.
Return to Darthrul and enter the District of the Chief to the north. Fight
your way to the Chief, speak to him; then kill him. Return to Kalrathia and
talk to Lord Kalrathia to start Chapter 3.

[2.3.3] Chapter 3: The Kalrathian Rebellion


=============================================
Your victory within the Morden city of Darthrul has inspired
the townspeople of Kalrathia to take up arms against the Morden
occupiers. You must help Kalrathia overthrow the Morden oppressors
Primary Tasks
* Defeat all the Morden in the town of Kalrathia
* Report to Tehruth
Secondary Quests
* None
Well, this is pretty simple. You just wiped out a whole city of Morden, now
all you have to do is clear them out of Kalrathia. There are 30 Morden, and
the game will count them down for you. Zoom in on your map to find the little
red dots, and don't forget about the North Wall, where there are about six
Morden. Once they are all dead (you'll get a task entry in your Quest log),
return to the great hall and speak to Tehruth.

[2.3.4] Chapter 4: The Mines of Kaderak


=========================================
Now that you have helped the Kalrathian rebellion defeat the
occupying Morden army, you must turn your will on acquiring
the Aegis of Life, the final piece of Azunai's Shield--the very
fragment you helped Valdis acquire during the Siege of Greilyn Beach.
With the majority of Valdis' forces committed to his campaign on
Snowbrook Haven, there are only the Dark Wizards to stand in your way.
And that means you must gain entrance to the Mines of Kaderak, an
ancient network of caverns riddled with ley lines. This is the source
of Valdis' supply of shards, and the area is heavily mined for this
purpose.
Primary Tasks
* Travel to the Desert of Kaderak
* Destroy the first protective statue
* Destroy the second protective statue
* Destroy the third protective statue
* Destroy the fourth protective statue
* Enter the Mines of Kaderak
Secondary Quests
* Finala's Contempt
Lord Kalrathia gives you the Aegis of Sight and tells you where to go look
for the Aegis of Life--you know, the one Valdis stole at the beginning of the
game. Tehruth gives you a teleporter activation stone that allows you to
teleport to the desert near the Mines of Kaderak.
Refit your party and teleport to the Southern Desert of Kaderak. You'll soon
arrive at a large plateau with a stone fort in the center guarding the
entrance to the mines. In order to gain entrance to the mines you have to
destroy the four statues maintaining a mystical shield. They are easy enough
to destroy, though the numerous mobs surrounding them may prove a bit more
difficult.
There are three paths off the plateau. The east path leads to a dead end with
nothing but some mobs to fight. The west path leads to some ruins on two
levels. Search the corners of the first, upper, set of ruins for the Greater
Chant of Melee Awareness. Search the corners of the second, lower, set of
ruins for the Greater Chant of Ranged Awareness. Both chants are hard to see.
At the extreme western edge of the plateau, find the rock with a lever on it
to reveal a hidden chest.
From the Mines entrance, take the north path and you'll eventually find an
unmarked teleporter and a broken elevator. Use the teleporter to add Finala
to your party, if necessary, and have her fix the elevator and take it down
to a Large Morden Intelligence Camp. Clear out the camp and let Finala loot
the treasure chest to end her quest.
Use the teleporter outside to jump back to the Southern Desert, break the
statues and enter the Mines of Kaderak. When you reach the bottom of the
stairs, you'll see a long cutscene showing the miners in action...

[2.3.5] Chapter 5: The Mines of Kaderak, Part II


==================================================
You have entered the Mines of Kaderak where the Dark Wizards
live and where the evil crystal shards that produce the Shard
Souls are mined. You must destroy the giant shard clusters and
locate the Dark Wizards.
Primary Tasks
* Destroy the giant shard cluster
* Find the Dark Wizards
* Destroy the Dark Wizards
* Recover the Aegis of Life
* Return to Lord Kalrathia with the Aegis of Life
Secondary Quests
* Mark of the Assassin
* Dwarven Song of Ore
* Vix's Vengeance
* Spirits of Aranna
Your primary job is to roll the cart of explosives into the shard. Of course,
there are a number of side quests to complete while you're at it. Beware of
all the red barrels around the mines. They're explosive. Send a bow/crossbow
ranger, solo, ahead to shoot at them. Do NOT attempt to fight anywhere near
them.
Your first order of business is to cross the bridge and head up the stairs.
At the top, enter the first door and clear the room. Look for the lever along
the back wall to open a secret room. You'll find the Dwarven Mythril Ring in
the gold chest. Clear out the rest of the rooms on the upper level, then go
back down to the "main floor".
Head east and cross the next bridge. Pull the lever to move the mine cart.
Continue east, past the teleporter--Upper Mines of Kaderak (West)--and over
the bridge. Pull the next lever. (The side rooms here all contain little bits
of loot, nothing exciting yet.) East again, over the bridge and pull the
third lever.
The side room here has a health shrine, and the next one along the path has a
gold chest with the Silver stanza of the Dwarven Song of Ore. East some more,
over the bridge, pull the lever, through the door and pull the fifth lever.
Go up the stairs. There are a couple of treasure rooms up here, one of which
contains the Greater Chant of Magic Awareness. Go down the stairs and across
the bridge to the second teleporter--Upper Mines of Kaderak (East).
Pull the lever next to the teleporter and head up the stairs. Through the
doors, head up the stairs to your left (west) and you'll find Spririt of
Aranna #15 and a gold chest with the Iron stanza of the Dwarven Song of Ore.
There's an incantation shrine across the flying bridge to the east.
Go back down and follow the main path east. After crossing the bridge, pull
the next two levers and the mine cart finally runs into the large shard and
everything goes boom. Pass through to the area with the partial bridge, which
has an elevator at the end.
To the right (south) is a set of three rooms. Go into the west room and pull
the lever to reveal a hidden room with a gold chest that contains the Gold
stanza of the Dwarven Song of Ore. To the east of the bridge is a small area
with some loot. Once you've cleared all the rooms, ride the elevator down,
then climb the ramps at the north end and enter the Lower Mines.
When you reach the first large open area, there are paths to the north and
east. The path to the east leads to Vix's personal quest, so add him to your
party, if necessary, and go east. Vix will break through the door and you'll
enter a series of mining tunnels and caverns.
The objective is simple: destroy three shards by rolling mine carts into
them. At each mine cart, pull a lever to re-orient the tracks; then pull
another lever to send the cart on its way. There are a lot of mobs to kill,
lots of loot to be gained and several side areas that deserve exploration,
though they don't contain anything special. Don't forget the main treasure
chest after the last shard is destroyed.
Head back to the Lower Mines and continue north until you reach the
teleporter. Go south from the teleporter to find a treasure chest with the
lost Mythril stanza of the Dwarven Song of Ore. Return to Kalrathia and speak
to Historian Leontia and receive your reward, which will include both the
Chant of Prosperity and the Greater Chant of Prosperity.
(If you had previously gone to see Leontia after finding the first three
stanzas, you can still go back and give her the Mythril stanza and get the
additional rewards.)
While you're in town, go see enchantress Valeria, who will turn your Dwarven
Mythril Ring into the Dwarven Mythril Ring of Sight. Equip the ring and go to
the room behind the Innkeeper. Talk to Merchant Kendril, and Luun, the
assassin, will appear and attack. Kill him and take his Deathblades, which
are a nice set for your dual-wielder. Talk to Kendril again to get a little
extra reward.
That should close out every secondary quest in your logs except the Spirits
of Aranna. So, main questing time! Teleport back to the Lower Mines and head
east. A short bit of hack-n-slash later, you reach the elevator that takes
you to another elevator that takes you to your boss fight against the Dark
Wizards.
These guys are more powerful versions of the one you faced when rescuing
Evangeline--and there are three of them. Make sure you have a Nature Mage
with the Resurrection spell or lots of Resurrection scrolls available.
Tactics are roughly the same. Take out the crystals that defend the wizards;
then unload on them with powers. When you see circles (of lightning, death or
fire) surrounding your characters, run! Concentrate on one wizard at a time.
Fortunately, these guys don't summon anything, and they don't do a lot to
help each other out.
Stick to one like glue until he's toast, then move on to the next one. Keep
an eye out for those circles of doom at your feet and be patient. They are
susceptible to curses, so having a combat mage with a decent curse or two
will be helpful. And you can have your nature mage cast Spirit Embrace to
make your party immune to the wizards' curses.
When all three are dead, take the Aegis of Life and return to the Lower Mines
and teleport back to town. Lord Kalrathia is ill and in bed in his room on
the west side of the great hall. Speak to him to learn how, now that you have
the four pieces, you can reforge the Shield of Azunai.

[2.3.6] Chapter 6: The Agallan Trial


======================================
Now that you have all four fragments of Azunai's legendary
shield, you must make your way to the fabled Agallan Giants
to persuade them to reforge the Shield. Lord Kalrathia believes
that they can be reached if you are able to get through an ancient
chamber beneath the town known as the Agallan Trial.
Primary Tasks
* Speak to Advisor Kynos
* Defeat Advisor Kynos
* Take the Kalrathian Crystal to the fountain in the center of the town of
Kalrathia
* Enter the ancient chamber underneath the town of Kalrathia
* Speak to the Azunite Ancestor
* Restore water to the western waterway
* Restore water to the northern waterway
* Restore water to the southern waterway
* Restore water to the eastern waterway
* Go through the portal to the Agallan Peaks
Secondary Quests
* Spirits of Aranna
Your first task is to speak to Advisor Kynos, who no one in their right mind
would like. Fortunately, you get to kill him. You'll get the Kalrathian
Crystal that unlocks the Agallan Trial under the city. You also get Kynos'
house key; he lives in the north section of town if you want to help yourself
to his things. He won't be needing them any longer.
*NOTE* From this point, it is a long time until you see your next teleporter-
-about a quarter of the way through Chapter 8. You can use the town portal
spell (Summon Teleporter), but those don't last through a reload. So don't
start this next section unless you have some time to play. If you quit any
time before the next teleporter, you're going to have a long, long trek in
front of you.
Use the crystal on the glowing corner of the fountain, then press any of the
buttons to ride down into the Agallan Trial area. Down the steps you go until
you reach a large room and get a cutscene with your instructions. Talk to the
Azunite Ancestor, then head through the west door.
Down more stairs...and more...and some more. When you finally hit bottom, go
down into the water trough and pull the lever to open the sluice gate. Then
turn the valve to start the water in the western waterway. Go through the
broken wall into a tunnel.
The tunnel soon branches north and south. You can go either way, but, since
the Quest Log lists the northern waterway next, head north. When you get back
into the man-made section, look for a Mysterious Chant in the corner.
Note the three large stone controllers at the edge of the platform. These
control floodgate doors down below. You have to activate them in various
combinations to enable your party to get through to unblock the waterway and
turn on the water. Each of the floodgate controllers has a center "button"
that is either up or down.
The easiest thing to do is to enter Wait mode and send one character down and
keep the others next to the controllers. It's easier to move one character
around in the small rooms.
For the northern puzzle, set the controllers so the Center controller button
is down and the other two are up. Go down into the waterway, open the gate
and turn on the water. Go into the northwest room and around to the northeast
room. Hit the switch in here so it is up and open the way to the south room.
Push the switch in the south room down to open the way to the east platform.
On the platform, push the button on the east wall to open part of a shortcut
to the southern/eastern waterway. Then go to the south end of the platform,
enter the waterway and open the gate. This is actually for the eastern
waterway, but might as well do it now.
Then go back into the northern waterway and open the second gate. The water
should be running freely now. Go up onto the northern platform, reform your
party (if you went solo), enter the room to the west and push the button on
the wall to open a door back to the west waterway. Enter the tunnel and go
south.
Along the way you'll encounter Spirit of Aranna #17. The incantation shrine
is just to the east of the ghost. When you reach the southern waterway, open
two gates and then turn on the water.
Go up on the platform and push each controller down, enter Wait mode and send
your PC down into the waterway and open the gate. Enter the southeast corner
room and thence into the southwest corner. Set this switch down and exit the
room to open the last two gates to let the water run through.
Go back into the southwestern corner room and set the switch up to open the
door north. Push this next switch down to open the north door and go through
and open the gate. Return to the northwest room.
Here's where it get's much easier to do this in Wait mode. You have to turn
the two switches up on the platform to the up position. This opens the way to
get from the northwest room over to the northeast section of the waterway and
open the last two gates and turn on the water. So you just change to another
character, hit the two switches on the platform and you're home free.
If you haven't used the solo trick, here's what you have to do. Hit the
switch in the northwest room to get to the southwest room. Hit the switch to
open the door into the southern waterway. Go up to the platform and hit both
switches. Go back to the southwest room, hit the switch, enter the northwest
room and hit the switch and now you can get through.
For the record, to the north of the eastern water valve is a platform with a
mana shrine (and a Mysterious Chant behind the shrine). At the west end of
this platform is the button on the wall that opens the shortcut to the north
platform, which you'll need to use if you did not previously open that last
east gate.
To quickly get back to the stairs leading up, return through the south
waterway and enter a room to the north and push the button on the wall to
open a shortcut to the western waterway. Head up the stairs, through the big
door, collect your loot and go through the portal.

[2.3.7] Chapter 7: The Agallan Giants


=======================================
The Shield of Azunai must be reforged if Valdis is to be defeated.
The only beings who have the power to do this are the Agallan Giants,
if they truly exist.
Primary Tasks
* Investigate the Agallan Peaks
* Use the portal to travel to Zaramoth's Horns
Secondary Quests
* None
Nothing to do here but go talk to the giants. You can pick up a book, "The
Meaning of the Obelisks" in the first long hall. After your chat, step
through the new portal and get ready to start fighting again...

[2.3.8] Chapter 8: Zaramoth's Horns


=====================================
Valdis and his Archmage are leading the armies from within
Zaramoth's Horns, one of the most secure fortresses built by
the followers of Zaramoth before the great cataclysm. If the
Agallans are correct, you should find Valdis and his Archmage
at the top of the mountain.
Primary Tasks
* Ascend to the top of the mountain
* Defeat the Archmage
Secondary Quests
* Spirits of Aranna
Enter the hall to the east and fight your way to an elevator. You may note
some Eyes of Zaramoth statues scattered about. Hitting them causes them to
shoot a highly damaging beam of light. This technique is not important now,
but will be later.
The elevator takes you down into a prison, where you quickly come to another
elevator that takes you up to a platform with three other elevators. The
Agallan Obelisk in the center of the platform grants 30 seconds of
invulneratiblity when used. Your party must be close by to be affected, so
Regroup around the obelisk before clicking.
The southwest elevator leads to a treasure room with the Chant of Power. The
northeast elevator leads to ranged and melee sanctuary doors and an
incantation shrine where you can use your shiny new Chant. The northwest
elevator takes you to nature and combat mage sanctuary doors and another
elevator that puts you back on the main path, right at the Lower Zaramoth's
Horns teleporter.
Yay!
You can now quit and take a potty break. When you're ready to continue, head
north from the teleporter. After the long bridge is a room with three doors.
North and west are small treasure rooms. Go east and keep fighting your way
until you get outside. Just past the bridge, to the south, is the final
Spirit of Aranna. An incantation shrine is just a little way to the west.
In this area there's a secret room with a mimic in the southeast. Look for
the lever on the back side of a nearby column. There's another secret room to
the south side of the incantation platform shrine, find the button on the
wall and collect the Chant of Chaotic Skill inside.
That's it. There are no more side areas. No more side quests. Take the
southern door and begin a long (and possibly arduous) slaughterfest until you
reach the archmage. There's a teleporter right before you enter the
Archmage's Chamber. This is the last teleporter in the game. If you quit the
game, or your entire party dies, after this point, you will have to return
here and do everything again (except for the Archmage fight).
The archmage fight takes place on a platform surrounded by obelisks. You can
use the obelisks yourself, but the archmage uses them too and therein lies
the problem. On his own, the archmage is not that difficult. He's got 90,000
health, but he won't do much damage to your party.
The missiles he summons out of the obelisks are something else entirely.
Every so often, the archmage will "convert" an obelisk to his own use and it
will start firing out missiles. These missiles are instant death for any
character they touch. They move slowly, so you can dodge them, but if the
archmage converts a lot of obelisks, you're in big trouble.
Make sure you have a nature mage with a resurrection spell and some rez
scrolls for the other characters in case the nature mage bites the dust. You
can "redeem" an obelisk the archmage has converted by attacking the obelisk.
However, in the long run, you are better off simply unloading every power in
your book on the archmage himself.
This is likely to be the longest, most difficult battle yet. Once he's
defeated, the final battle is waiting at the top of the stairs.

[2.3.9] Chapter 9: The Final Ascent


=====================================
It has been a long and challenging journey and you can honestly
say you are no longer the same person as you were when you fought
for Valdis as a mercenary. Ever since you were taken prisoner by
the Dryads of Eirulan, the course of your life has brought you ever
closer to this moment. You have achieved the impossible--found and
re-united the fragments of the legendary Shield of Azunai and convinced
the Agallan Giants to reforge it using Drevin's medallion as a
centerpiece. You now have the power to defeat Valdis and free Aranna
from his tyranny if you are ready to face the challenge.
Primary Tasks
* Locate the Temple of Valdis
* Destroy Valdis
* Go through the portal
But wait! First you have to battle through another horde of minions. At this
point, you're probably wondering, "What's the point?" Persevere, the end is
near.
But not that near. You've got a lot of stairs to climb, and every inch is
contested--many times by groups of mini-bosses. If you've been following this
guide and done every sidequest, you're probably running four to five levels
above everything you encounter, so this is mostly tedious.
On the other hand, if you're hovering around level 40, you're in for a long
night. You would be better served, before attempting this ascent, going back
to town and finding some good respawn areas to gain a few levels. Make sure
you've wrapped up all the secondary quests. Do whatever needs be done to get
yourself a few more levels and some additional gear.
You'll need it.
*NOTE* It cannot be stressed enough that if you quit or die here, you have to
make this ascent again and all the mobs respawn.
It ain't pretty. Don't die and don't quit.
When you finally reach the Temple of Valdis, it is remarkably (and
comfortingly clear). Open a town portal and hie thee back to Kalrathia for a
refit. Make sure you have rez scrolls for everybody. Lots of potions. Etc.
Continue into the temple until you meet Valdis. Don't try to attack him, he's
invulnerable. The only way to hurt him is to lure him in front of one of the
Eyes of Zaramoth placed on the edges of the room, then beat on the eye to
open it (and they don't have great range). Conversely, Valdis can kill you
quite easily. No matter how well you've outfitted your party, one sword combo
from Valdis and they all turn into grave markers.
The best way to handle Valdis is to get beyond an Eye in a straight line from
Valdis, so that he is forced to walk directly past the Eye you're near. Time
it so your ranger starts attacking the Eye when Valdis is about three to four
steps away (or two or five, depending on the damage your ranger can do). If
you time it right, Valdis will get zapped before he even gets close enough to
you to start swinging.
For example:
Eye

Valdis
X - start shooting the Eye when Valdis is here
Eye
You
It will take patience and practice, but once perfected, you can take Valdis
out pretty easily. You have to hit him three times to advance to the next
stage of the fight. After the first hit, Valids summons a horde of Qatall
Minions. Take them out while staying away from Valdis, then re-commence the
luring/zapping project.
After the third hit, you get the Fantasy RPG Plot Twists for Idiots cutscene
and the fight against Valdis takes on a more traditional flavor. Valdis is
now, essentially, just another boss character. He's got 90,000 health and he
can regenerate, so you don't want to leave him alone for a long time.
Don't worry about falling into the lava, if your characters are reasonably
well-equipped, you won't get hurt (much). Just don't go swimming in it. Lay
into Valdis with everything you've got.
Valdis has four main attacks:
* A shockwave that will throw your characters back. Not a huge problem, even
if you fall in the lava. However, if your party is melee-heavy, it will push
the fighters off Valdis for a few seconds, during which he can regenerate.
Don't worry about the shockwave and just keep at him
* He will bring rocks crashing down. This is (or should be) a non-issue. A
few rocks shouldn't hurt you, but, if they're giving you fits, just watch for
the enlarging shadows and run away.
* A gigantic fireball. This one's dangerous. Fortunately, Valdis starts to
glow yellow before releasing it, and he won't change his orientation once he
starts the spell. So, as soon as Valdis begins to glow yellow, run behind him
and attack his back while he blasts empty air with pretty lights.
* More a defensive maneuver than an attack, Valdis will clone himself, giving
himself time to regenerate while you attack a clone. However, the clones
don't react to attacks--they don't physically react and they don't make any
noise. So if you hit a Valdis and it doesn't do anything, go attack another
one.
Once you take off one-third of his health, he summons a horde of Qatall
Minions. By this point, Qatall Minions should be little more trouble than
flies. Don't worry about them and concentrate on Valdis.
When Valdis reaches 0 health, he revives and summons a shield around himself.
(So, why didn't he do this earlier?) You can't penetrate the shield, but the
great big Eye of Zaramoth that was just revealed, can. This one's easy
because Valdis doesn't have his sword. Stand in front of the eye, wait for
Valdis to get close, then whack it. Brutal Strike or Take Aim (or some other
high-damage, single strike power) works very well.
After the cutscenes you can return to Kalrathia and finish up whatever you've
left hanging. This would be a good time to do The Mysterious Mystery Quest.
You can also arrange your companions and equipment for playing at the next
difficulty level. One thing you might want to do now is visit a store and buy
some 0-level bows, swords and spells. If you want to do a little multi-
classing at the higher difficulty levels, you won't be able to buy any 0-
level gear to get you started. So buy it now and stick it in your Storage
Vault or on a pet at the Inn.
===========================
[2.4] Broken World Part 1
===========================
[2.4.1] Chapter 1: Kanred the Mage
====================================
After learning that Valdis was merely the Dark Wizard's puppet,
you watched in shock as the Dark Wizard escaped with Azunai's Shield.
For the last year, you have traveled across Aranna and are determined
that the Dark Wizard will not get away again.
You arrived late last night at a Dryad Outpost in the foothills near
Aman'lu, and awoke early in the morning to the sound of voices arguing.
After leaving your tent, you met Burk, a Human refugee involved in the
argument.
Primary Tasks
* Speak with Burk.
* Find Kanred the Mage and try to reason with him.
* Defeat Kanred the Mage.
* Return to Burk at the Dryad Outpost.
Secondary Quests
* Hunt for the Lost Dwarves
* Missing
* Lumilla's Special Recipe
* Naturalist Ithara's Research
* Anya
You begin in a Dryad Outpost somewhere in the wilderness. Standing right in
front of you (with that nice little question mark floating over his head) is
Burk. His brother, Kanred, is a mage gone mad. The Dryads are out to kill
Kanred and Burk wants you to find him first. This kicks off your first
primary quest.
Spend some time exploring the Outpost. You'll find these are the Dryads from
Eirulan, and you'll discover the fate of Greilyn Isle. You'll meet old
friends such as Celia and Kirani, who all hate you now. Boy, isn't that a
change! You'll also find hanging around, not doing much, any henchmen NPCs
from DS2 that you had not hired (or released from the Inn). There's an
Innkeeper who will bring up your party inventory, which will have all pets
and henchmen from DS2 you left there.
There's one new "merchant" in the Outpost, a trainer, Vireni. She will, for a
fee, reset all skill points of any character in your active party. This will
allow you to "fix" a broken character or re-purpose a character. For example,
you decide you want your sword & shield fighter to dual wield, you can reset
skill points and put more points into the dual wield tree and none into the
shield skills. Or you want your bowman to be a throwing weapons ranger. Etc.
Vireni can be found on the east side of the bridge and has a blue, curved
arrow over her head.
On the west side of the Outpost is the teleporter and your storage vault,
which still has all your old stuff from DS2. (You can't teleport from the
Outpost to previous locations in DS2, they are separate games.) And, there
are a few secondary quests you can pick up as well.
Talk to the dwarf, Yoren, to get the quest "Hunt for the Lost Dwarves".
Lumilla, the enchantress, will introduce you to reagent recipes, a new
feature in Broken World. Reagent recipes are special combinations of
enchantable items and reagents that produce a more powerful unique item when
used together. Lumilla will also put you on a quest for three reagents for
one of her special recipes.
Soram is a man missing his wife; he'll set you on a quest to find her.
Finally, Ithara is a naturalist who wants to study some of the new "bound"
creatures that have begun to appear since the breaking of the world. (The
breaking caused by you, just in case the Dryads don't mention it often
enough.)
Also in the outpost, near the south gate, is an F&K Society representative.
This guy serves two purposes. First, you can buy items from him by giving him
the Agallan Tablets you will find as you adventure. Give him a tablet and he
will give you a choice of several items. These items are all Crossover unique
or set items (see lists later in this guide). Second, the F&K Society ruins
all sense of immersion in the game by talking openly of transferring items to
the PSP game, Dungeon Siege II: Throne of Agony. Anyway, he'll give you the
codes you need to transfer items, or accept codes so you can receive items.
When you're set, go through the south gate of the Outpost into the Blasted
Valley. You'll quickly run into a merchant, Tomas, who will give you another
quest. His partner, Anya, went mad (a recurring theme in Broken World),
attacked him and made off with his backpack of trade goods. He wants you to
get the backpack; Anya he's not so concerned about.
Continue south, making sure to explore the map thoroughly. There are lots of
little cul-de-sacs branching off from the main path. These cul-de-sacs
usually contain a reagent or reagent recipe, so it's worth the time to make
sure you're clearing the whole map to the edges.
You will also find, during your trek, Anya's encampment. It's to your left
(east) after you go over the bridge south of the first teleporter (Blasted
Valley North). Kill her and her cronies and you'll automatically get Tomas'
backpack added to your Quest Items.
You'll also discover some caves that are currently blocked and one cave that
is not blocked. This cave entrance is south of the second teleporter, Blasted
Valley (South). It's right before you move from Blasted Valley to Blighted
Hills. Turn left (east) and work your way back into the woods to find the
entrance to an Abandoned Mine. Walk to the back of the mine to automatically
gain a clue for Yoren's Lost Dwarves quest.
Continue south until you find Kanred. Kanred is your first boss fight and
reveals what will become a typical pattern. One of his attacks is to teleport
into the center of your group and release a powerful, radial magic attack.
This attack is almost certain death for your mages and will put a serious
hurt on rangers and some fighters. When he teleports into your midst, run.
Then turn and pound on him. Beyond the teleport attack, Kanred isn't that
dangerous, with very average magic attacks.
After Kanred is dead, return to the Outpost and speak to Burk. Part of your
reward is Kanred's staff, repaired, which will now allow you to open some of
those caverns south of the Outpost.

[2.4.2] Chapter 2: The Mage's Tutor


=====================================
When you returned to Burk at the Outpost, you learned that
the same grandmaster mage who tutored Kanred was there while
you were gone.
Thinking it likely that this may be the Dark Wizard's latest
disguise, you immediately set off to find him.
Primary Tasks
* Use Kanred's staff on the magic sealing the cave in the Blighted hills.
* Find and confront Kanred's tutor.
* Defeat the Morden Gral rogue mage.
* Speak to Sentinel Kirani to get directions to Aman'lu.
Secondary Quests
* The Ancient Tome
* Hunt for the Lost Dwarves
* Morden Redemption
* Morden Ravagers
* Greylok of the Kurgan
Back at the Dryad Outpost, talk to Yoren about the clue you found and then
add him to your party. Leave by the south gate and talk to Tomas to end his
quest. He now becomes a very good merchant--he'll sell you all the
enchantable items you need to make reagent recipes (but not reagents, you'll
have to find those or buy them from the arcanist).
Continue south to the Blasted Valley (North) teleporter and head almost due
west to one of the blocked caverns you passed by earlier. With Kanred's
staff, you can now go through into the cave. Deeper in will be a north
branch; at the end of the branch you'll see a glowing book on the floor.
Click it and choose to pick it up, entering "The Ancient Tome" quest into
your journal.
Go back to the teleporter and jump ahead to Blighted Hills (North). Go north,
over the bridge, then turn east and find the Abandoned Mine you explored
earlier. Go to the corner where you found the clue and Yoren will find a
secret door. Click the now glowing symbol on the wall to open the door. Pick
up the glowing book inside to get an update to the Lost Dwarves.
That's all you can do with Yoren right now, so return to the Outpost if you
want to replace him. While you're at the Outpost, find Mage Nari in the
northeast sector, across from the Innkeeper. Talk to her to fill in "The
Ancient Tome". Return to the Blighted Hills (North) teleporter and open the
cave entrance to the east.
Follow this Dusty Cavern until you enter the Kelvaran Waste. You will quickly
come to a teleporter (Kelvaran Waste West) with a dryad nearby. Talk to the
dryad, Jorena, to open "Greylok of the Kurgan". Then continue into the Waste.
Along the way, before you reach the next teleporter, you'll find a camp of
peaceful Morden. Speak to their leader, Lorksul, to open the "Morden
Redemption" quest. Continue east until you reach the Kelvaran Waste (Central)
teleporter. Jump back to the Dryad Outpost and find the dryad quartermaster
in the northeast corner. She'll give you some poisoned bread.
Teleport back to Kelvaran Waste (Central) and go south to find a Ravager
camp. Depopulate it. At the extreme southern end is a mini-boss fight with a
lot of minions. Get up on the platform the mini-boss is on (or was on, if he
jumped down to fight you). There are doors in the east and west walls that
will lead up to the platform. Grab the vial of blood.
Return north to the teleporter and then head west to the peaceful Morden
camp. Talk to Lorksul. You can give him the poisoned bread, or not, it makes
no difference in the final outcome. He'll then ask you to obtain a vial of
the Overmage's blood. Lucky you! You already have it. Give it to him, watch
the cutscene, then talk to him again to end the quest.
Continue east through the Waste. You're now looking for a plateau to the
north of the main path. Up on the plateau is a cave entrance that you can't
enter and a glowing trap on the ground out front. Click the trap to place the
meat you got from Jorena and you will be swarmed by Kurgan. Kill them,
including the mini-boss, Greylok.
Then go east some more to your Chapter 2 boss fight against Kikrak. This
fight is almost identical to the one against Kanred, except Kikrak has a
Familiar. Kill the Familiar first (you have to kill it twice, and watch for
the explosion after you kill it the first time). Make sure you run away when
Kikrak teleports inside your party. After the Familiar is dead, Kikrak
himself should be a piece of cake.
Walk back to the Kelvaran Waste (East) teleporter nearby and teleport to
Kelvaran Waste (West). Talk to Jorena to end the Greylok quest, then teleport
back to the Dryad Outpost.

[2.4.3]Chapter 3: In Search of Celia


======================================
As you suspected, Kanred's tutor turned out to be the Cinbri you
knew as the Dark Wizard. He is now calling himself the 'Overmage'
and told you his plans to return his people to Aranna.
He asked for your help, but instead you swore to gather the Elves
and oppose him. However, he revealed that the Elves have already
fallen before him.
Now, you are desperate to get to Aman'lu and find out what happened
to your hometown. However, Sentinel Kirani told you that the path to
Aman'lu is sealed and only Warden Celia can open it.
She agrees to give you the password to the area in which Celia is
currently hunting another rogue mage so you can talk to Celia yourself.
Primary Tasks
* Give the password Kirani taught you to the Guardian statue in Arinth's
Heights.
* Find Warden Celia.
* Destroy Celeb'hel the Rogue Mage.
* Convince Warden Celia to open the path to Aman'lu.
Secondary Quests
* Missing
* The Ancient Tome
* The Human Refugees
Find Kirani in the domed structure on the east side of camp and speak to her.
She'll give you a password that will allow you to pass Dryad Guardian Statues
that block entrances with vines. Refit your party and teleport to Blasted
Valley (South).
Head north, over the bridge, then west to a cave blocked with the glowing
lights. In the back of the cave is a vine-blocked door. Use your password on
the statue to enter a large room containing Eliza (Soram's wife), who is now
a bound creature (and a mini-boss one at that). Defeat her and her minions;
then open the sanctuary doors around the room. There are four, one for each
main class and each requiring level 36 in that class.
Venture back to the Blasted Valley (South) teleporter and continue south into
the Blighted Hills. As you enter the Hills, before crossing the bridge, go
west to a cavern blocked with the vines and statue. Use your password to get
in and loot the place. There's nothing quest-related in here, but there are a
lot of goodies.
Teleport back to the Outpost and visit Soram in the southeast corner. He'll
be rather upset that you killed his wife and will fight you. When you reduce
his health, he surrenders and thereafter refuses to speak to you. Wow. Really
breaks you up, doesn't it? And, oh yeah, he doesn't drop any reward.
Nice guy.
Now it's time to explore the environs north of the Outpost. Leave by the
north gate and enter Arinth's Gorge. You'll go over a bridge, then down into
a gully and under that same bridge. As you go north, you'll go down a couple
of ramps. At the bottom of the ramps, look for a little cul-de-sac to the
southeast (your right). At the end is a broken mana shrine. Click it to
obtain the mana-infused stone you need for Mage Nari's "Ancient Tome" quest.
Continue north, past the Arinth's Gorge teleporter, to a vine-blocked cave.
Use the password to enter the Hak'u Tunnels. Beyond is Arinth's Heights. This
is a long, relatively straight climb with three teleporters along the way
(Lower, Upper and Summit).
About halfway between the Lower and Upper teleporters, you'll see a dryad
hanging about along the west side of the path. She has the distinctive orange
exclamation point over her head, so talk to her to do "The Human Refugees".
The canyon you need to clear is right behind the dryad, so you can wrap this
up immediately. Blast your way through the bound dryads until you find the
lone surviving human. Talk to him, then return to Rena to complete the quest.
Continue to the summit of Arinth's Heights, where you encounter another mage
gone mad. This one is familiar; it's Celeb'hel, the Elder leader of the
Aman'lu. You are forced to fight him and the fight plays out exactly like the
battles against Kanred and Kikrak. The biggest difference this time is
Celeb'hel is a bit more dangerous even when not executing his teleport-
circle-of-death attack. You may need to buff up a bit and stock up on health
potions using the Arinth's Heights (Summit) teleporter before you take him
on.
When Celeb'hel is defeated, you get a soulstone, an entry for "Celeb'hel the
Elder" side quest, a conversation with Celia and the next chapter.

===========================
[2.5] Broken World Part 2
===========================
[2.5.1] Chapter 1: Elves Under Siege
======================================
The shock of encountering a maddened Celeb'hel the Elder makes you
even more worried about what's happened to the Elves. It's hard to
believe that the Overmage managed to break Celeb'hel, and that does
not bode well for the rest of the Elves.
At least you were able to convince Warden Celia of the seriousness
of the situation and she's agreed to open the path to Aman'lu.
Primary Tasks
* Meet Warden Celia on the other side of the bridge north of the Outpost.
* Journey to Aman'lu.
* Look for Elven Survivors.
Secondary Quests
* Naturalist Ithara's Research
Teleport back to the Dryad Outpost and refit. By this point you should have
finished every Part 1 secondary quest except "Hunt for the Lost Dwarves",
"Naturalist Ithara's Research" and "The Ancient Tome". Go north out of the
Outpost and find Celia right across the first bridge. She'll open the Passage
to Aman'lu.
As you enter, you encounter some bound hyenas, the last creature on Ithara's
list. After you've killed them, run back to the Outpost and complete her
quest. She'll give you some nice armor and another Research quest. Go back to
the Passage and head through to Aman'lu.
You'll find the town mostly destroyed (which, come to think of it, was the
state it was in last time...). This time it's a bit worse. After clearing out
the areas south of town, talk your way through the gate to end this rather
short chapter.

[2.5.2] Chapter 2: The Familiars


==================================
You arrived in Aman'lu to find it a very changed place. Most of
the Elves are dead, and the survivors are despairing the loss of
their visionary powers in the cataclysm.
Danadel, the de-facto leader of the Elves, explained that they are
currently threatened by their ancient enemy, the Familiars. The
Familiar Surgeons are adept at creating horrific mutilations of
creatures and people. Unable to face these horrors, the Elves
barricaded themselves in a small section of town near the tavern.
You would like the Elves' support in the coming battle with the
Overmage, but first you'll have to help them regain their strength
by destroying the Familiars.
Primary Tasks
* Travel beyond the western Vai'lutra Forest in search of the Familiar
Surgeons.
* Look for the Familiar Surgeons within the abandoned Elven ruins.
* Destroy the Familiar Surgeon.
* Release Drianjul from the cell.
* Speak with Drianjul.
Secondary Quests
* Naturalist Ithara's Research, Part II
* The Ancient Tome
* The Vai'kesh
* Minli the Faerie
* The Aman'lu Arena
* Questionable Methods
Aman'lu is a reduced-services home base. There's a base teleporter, a
necromancer, your storage vault and an all-in-one merchant inside the Inn.
However, there's no Innkeeper, Arcanist, Enchanter, Trainer, F&K Society
merchant, etc. You'll have to teleport back to the Outpost for those
services. Fortunately, every teleporter in the game can take you back to any
of the base teleporters, including the Dryad Outpost.
North of the Inn is a burned-out building. Talk to Kylis on the top floor to
get "Minli the Faerie" added to your quest log. Take the metal scraps he
drops on the ground, and go back to the south bridge leading out of town.
Drop the scraps on the ground (you have to actually open your inventory and
remove them, it's not automatic).
You'll be swarmed by faeries. Kill them and another wave comes at you, this
time with the mini-boss, Minli. Kill her and the remaining faeries; then
return to Kylis to complete his quest.
Right next to Kylis' building, down by the river, is an elf who will give you
a vial of Aman'lu water. This is an item needed for Mage Nari. Inside the
Inn, talk to Talain to start "The Vai'kesh" quest, and pull the lever in the
south wing to travel down to the Aman'lu Arena, which is still open for
business.
Once you're ready to go, head west into the Western Vai'lutra Forest. As
you're exploring, you'll come across, to the south, the entrance to a ruin
that is blocked by a door on which is nailed a bound elf.
Lovely.
You can't get through these doors yet, but you'll get the key soon enough. To
the north of this gate is a campsite where you meet Ressa. She's a Blood
Assassin, potential henchman (after you complete her quest) and will kick off
"Questionable Methods". You'll get to your first task, collect elf blood,
later.
Continue west to the Western Vai'lutra Forest (South) teleporter. Here the
path splits, going west and north. Take the west path into the Western
Vai'kesh Forest. You cross over an ornate stone bridge as you enter the
Vai'kesh Forest, and the path splits after the bridge, going north and south.
Go south into a camp of peaceful Vai'kesh and speak to the leader. This
advances "The Vai'kesh". Now go north and you'll quickly find, off to your
right, the entrance to a crypt with a bunch of elven bodies. Entering the
crypt advances "The Vai'kesh" again.
Your path now turns west again, and you will soon reach the Western Vai'kesh
Forest teleporter, which is not far east of the entrance to a dungeon. Enter
the ruins, which are not that exciting, but quite gory, with plenty of blood
and body parts. Not to mention a large number of mobs.
When you reach the end of the dungeon, you're in for your next boss fight,
against a Familiar Surgeon. This giant brain is pretty nasty in a fight. It
uses primarily death magic against you, so beefing up your death resistance
would be a smart idea. Additionally, it summons crawlers from two pools
located near the entrance to its lair. These crawlers creep over to the
surgeon and regenerate it.
Fun stuff.
With decent death resistance, you can ignore the surgeon's attacks. Unload
high-damage, single target powers on it, then attack it. Keep one area power
in reserve. When crawlers pop out of the pools, unleash your AoE power on
them. If you can keep the surgeon at the far end of the chamber, away from
the pools, you'll have time to kill the crawlers before they get close enough
to the brain to restore its health. Then go back to your head banging.
After the Surgeon is dead, release Drianjul from her cage and talk to her.
When you killed the Surgeon, you got a strange metal object added to your
Quest Items. Drianjul tells you that item is a key that unlocks special doors
guarded by bound elves. She also tells you there's another Familiar Surgeon
in Calennor Stronghold to the north.

[2.5.3] Chapter 3: The Second Familiar Surgeon


================================================
You discovered the chilling manner in which bound creatures are
created, and saved Drevin's sister, Drianjul, from becoming one.
She is grieving and in shock, but she is able to tell you about a
second Surgeon somewhere nearby.
You will have to find and destroy it too if you hope to gain the
Elves' help.
Primary Tasks
* Use the Surgeon's key to enter the Calennor Stronghold.
* Speak with the Overmage's projection.
* Find and destroy the second Familiar Surgeon.
* Return to Danadel in Aman'lu.
Secondary Quests
* The Ancient Tome
* Questionable Methods
* Treasure Hunting
* Celeb'hel the Elder
* The Vai'kesh, Part 2
Return to Aman'lu for rest and refit. While you're in town, talk to Talain to
conclude "The Vai'kesh". Teleport to the Western Vai'lutra Forest (South)
teleporter and go southeast to find the bound elf-blocked door you saw
earlier. You can now stick your key into the bound elf and release it, kill
it, then open the door. This is a simple treasure vault, nothing more.
However, to thoroughly loot it, you'll need to find all the secret doors.
Look for interactive torches on stands on the ground and on the walls. And
beware of one chest that turns out to be a mimic.
Go back to the teleporter and go north. You'll start encountering bound
elves, and they will drop vials of their blood. These are actual inventory
items--not Quest Items--that drop on the ground, so be sure to pick them up.
As you progress, keep an eye out to the east for an entrance to some ruins.
This is the Vault of Therayne and the "Treasure Hunting" side quest.
The full solution to these puzzles appears in Treasure Hunting later in this
guide.
When you reach the Western Vai'lutra Forest (North) teleporter, teleport back
to the South teleporter and return to Ressa's camp (just to the east). You
should have ten vials of elf blood now, so give them to her and get your next
task: collect a child's tears.
Teleport back to the Dryad Outpost and find Arlen, Soram's son, in the
southeast corner of camp. Anything you say to him (regardless of whether you
completed his dad's quest) will make him cry and you'll automatically collect
his tears. Teleport back to Ressa's camp and give her the tears.
She now asks you to bind the soul of Lorethal himself. Teleport to Western
Vai'lutra Forest (North) and go a little bit north and then turn east to find
the entrance to the Sepulcher of the Crimson Hunters. (Note that you need the
key from the first Familiar Surgeon to get into this dungeon.) It will be
empty going in. Make sure you loot the place thoroughly, including some level
42 Sanctuary Doors (one for each of the four main classes).
After binding Lorethal's soul, the dungeon fills with the ghosts of
Lorethal's Crimson Hunters. These are not pushovers--they're level 45 and
very angry. You can't summon a teleporter inside; but, there is a cheesy
trick you can use if you don't want to (or can't) fight your way out. Save
your game and quit. When you reload, you'll be back in Aman'lu.
Regardless of how you get out of the Sepulcher, teleport back to Ressa,
complete her quest and hire her if you're so inclined. (Note: Ressa is not
needed in the party for any future part of the story.)
After, teleport back to Western Vai'lutra Forest (North) and continue your
journey north. After reaching the Calennor Wood (South) teleporter, start
looking for an unmarked path to your right (east). This will lead to a ruined
shrine where you find Celeb'hel.
Didn't you already kill him?
Well, talk to him to get the full story. You'll find his two other soulstones
in the near future. Continue north until you reach Calennor Stronghold, which
is again guarded by a bound elf. The Stronghold, besides being the site of
your boss fight for this chapter, has a lot of treasure hidden behind secret
doors, some of which is quest related.
In the very first room, find the interactive torch on the north wall and open
a secret door. Inside the revealed room is a corpse. Click it to find a
Vai'kesh sword and open "The Vai'kesh, Part 2" in your quest log.
In the next large room of the dungeon, go through the southeast door and find
the secret entrance on the west wall. In that room, pick up a green stone
from the pile along the north wall. (Remember those stones? And how much you
came to loathe them in DS2?)
Next up: some prison cells. Behind the northeast cell is a room where you'll
find one of Celeb'hel's other bodies. Click it to collect the soulstone.
After the prison, there's a T-intersection. Go left (west) and find purple
stones on a bookcase in the end room. (Search carefully, they don't glow.)
Head back east, and then north as the hall turns. In the next room, find a
secret door in the southeast corner. Inside the room are yellow stones, lying
on the floor.
Now it's on to the boss fight against the Familiar Surgeon, which plays out
like the last Surgeon fight. Afterwards, walk back through the dungeon. When
you get to the room south of the prison cells, find the secret room to the
east and place a green, purple and yellow stone in the appropriate sockets to
open a small treasure room.

[2.5.4] Chapter 4: Solanum


============================
You destroyed the Familiars in the hopes of convincing the Elves
to help you against the Overmage, but the Elves remained steadfast
in their decision to not get involved.
However, you also learned that the Overmage is manipulating the Dryads
to concentrate all of Aranna's magic in one place.
Danadel also revealed that the Great Leader is a male Dryad-- the first
ever known to exist. The Elves don't seem to find this suspicious, but
you're not so sure...
At least Danadel opened a portal to the Dryads' city of Solanum, so
you'll be able to question the Great Leader yourself.
Primary Tasks
* Go through Danadel's portal to Solanum.
* Enter the Great Leader's audience chamber.
* Defeat Keirok the Devourer.
* Go through the Overmage's portal.
* Explore the unfamiliar cavern.
* Speak to Stonepick.
Secondary Quests
* Celeb'hel the Elder
* The Vai'kesh, Part 2
Return to Aman'lu and speak to Danadel. He'll open a portal to Solanum (a
glowing white circle just north of the Aman'lu teleporter). Don't go through
it yet. Go talk to Talain at the Inn. Teleport to Western Vai'lutra Forest
(South) and run west to the Vai'kesh camp.
Confront the leader with the sword you found in the Stronghold; then kill the
leader and his minions. Enter the sanctuary that's right there in the camp
and kill everyone inside. A locked door in the back yields to a key you took
from the leader and leads to the Prophet, who's a pretty tough fight. You'll
also find a body of Celeb'hel.
Return to Aman'lu and talk to Talain to wrap up the Vai'kesh quests. Teleport
to The Calennor Wood (North) and head southeast to find the living Celeb'hel.
If you give him the soulstones, he blows himself to smithereens. End of
quest. If you don't give him the soulstones, he attacks you. After you fight
him to surrender, he offers to join up. You don't need him for any particular
quest after this.
The remainder of this chapter is a boss fight against Keirok the Devourer.
Return to Aman'lu and go through the portal made by Danadel. You quickly
enter a large, round chamber where you watch a cutscene that ends with you
facing a very large, very nasty creature.
There's no special trick to beating Keirok, it's just a test of endurance.
He's a strong melee attacker, so ranged attacks work better. He has one
special attack where he pounds on the ground, causing glowing lines to
radiate out from his body. When you see these forming, run to the outer edges
of the circle and get between the lines--they will erupt in flame. If you're
caught in them, it means almost certain death for any mages (and possibly
rangers) in your party.
However, this attack is pretty easy to avoid and he's not otherwise all that
tough. When he's dead, jump through the portal and find Glorydeep Mine. Yeah!
There's a base portal here, similar to the one in Aman'lu. Once you speak
with Stonepick, the next chapter begins...

===========================
[2.6] Broken World Part 3
===========================
[2.6.1] Chapter 1: The Dwarves of Glorydeep
=============================================
Your suspicions about the nature of the Great Leader were not
unfounded--he is the Overmage! The Dryads did not seem aware that
they were deceived, and they willingly went through the Overmage's
portal. The Overmage summoned a Familiar to stop you, but you were
able to defeat it.
However, the portal changed somehow. You went through anyway and
discovered a group of Dwarves enslaved by the Overmage.
Stonepick, the Dwarves' leader, explained that they haven't seen
the Overmage personally in years, but he resides within the Cinbri
city the Dwarves have been excavating. Stonepick agrees to help you
get inside the city if you aid the Dwarves in overthrowing the
oppressive Familiar Overseers.
Primary Tasks
* Destroy Hopekiller the Familiar Overseer.
* Destroy Merciless the Familiar Overseer
* Destroy Longwhip the Familiar Overseer
* Destroy Stench the Familiar Overseer
* Destroy Bloodgrin the Familiar Overseer
* Destroy Rockfist the Familiar Overseer
* Meet Stonepick at the bridge to the Cinbri City.
Secondary Quests
* Naturalist Ithara's Research, Part II
* Naturalist Ithara's Research, Part III
* Hunt for the Lost Dwarves
* Captured Miners
* The Explosives Tunnel
If you don't have Yoren in your party, teleport back to the Outpost and add
him. While you're at the Outpost, go speak to Ithara. You should have all the
body parts she wants for part II of her research, so you'll get another piece
of armor and part III of the quest.
Return to Glorydeep and find Rockmover; he's in a house to your left (north)
as you cross over the first bridge. Rockmover and Yoren will talk, you'll get
a reward and the "Hunt for the Lost Dwarves" will be finished. You can safely
discard Yoren at this point if you wish.
Continue east through the mine, defeating the Familiar Overseers and their
bound minions. Remember to watch out for the Overseers resurrection. As you
progress through the mine, you'll be able to quickly complete two side
quests, "Captured Miners" and "The Explosives Tunnel".
After the second Overseer, find a path to the north and talk to Strongspade.
He'll send you to release three dwarf prisoners further north. Each prisoner
is in a separate cell and guarded by a horde of monsters, including mini-
bosses. Once all are free, talk to Strongspade again. You'll get a reward,
and a bonus. The three former prisoners will now head off to fight Overseers,
so you'll have some help in future battles.
Just before you get to the third Overseer, you should find a little alcove to
the south. Inside is Pitforger, who has a plan to blow up some of the mining
structures. He'll give you a fuse; take it into the narrow tunnel to the
south and wind your way back to a pile of explosives. Click the pile to place
the fuse; return to Pitforger. He now asks you to actually detonate the
explosives.
Continue east through the mines until you reach a small bluff overlooking a
large area. The last three Overseers are bunched up together in the clearing.
The detonator for Pitforger's explosives is on the bluff; click it to dispose
of some of the Overseers' minions as well as release piles of loot. Go down,
kill the Overseers and claim your reward. Continue east to find Stonepick.
He'll extend the bridge across to Cinbri City and your final dungeon run
approaches.

[2.6.2] Chapter 2: The Overmage of the Cinbri


===============================================
You freed the Dwarves from the oppression of the Familiar
Overseers, and in return they extended the bridge to the Cinbri
City.
Stonepick advised you to work your way deep within the city to the
gateway chamber where the Overmage plans to become Zaramoth Reborn.
Stonepick thinks the ritual has already begun--you should get there
fast if you want to stop it.
Primary Tasks
* Explore the Cinbri City.
* Explore the center of the city.
* Find the gateway chamber.
* Speak with the Overmage.
* Defeat the Overmage.
* Defeat Zaramoth Reborn.
* Speak with Kirani.
Secondary Quests
* Naturalist Ithara's Research, Part III
* The Ancient Tome
The run through Cinbri City is strangely reminiscent of the run up Zaramoth's
Horns at the end of DS2. The main thing to watch out for is a Cinbri Gem;
it's in the large room of the second indoor area. It's on a bookcase and is
glowing, so you should be able to find it easily enough. This is the last
item needed by Mage Nari.
When you finally reach the end, you'll want to stock up on health (and,
possibly, mana) potions and equip your best stuff. You've got a very long and
grueling boss fight ahead of you.
Enter the circular area where the Overmage is getting ready to transform
himself. He's surrounded by dryads in stasis. After your little chat, your
first inclination will be to pound on the Overmage.
Resist the urge.
Back off and wait. The Overmage summons a bunch of creatures and you have to
defeat them. Right now, the Overmage is invulnerable.
DO NOT USE YOUR POWERS AGAINST THE SUMMONS UNLESS YOU USE THEM EARLY AND THEY
ARE FAST RECHARGE POWERS!
This cannot be stressed enough. If you want to shorten this part of the
battle--and you DEFINITELY want to shorten it--then save your powers. Be sure
to have all your highest damage powers selected (Brutal Strike, Take Aim,
etc.). When the last summons dies, the Overmage collapses.
Unload on him. Hit him with everything you've got. You only get about five to
ten seconds, then he revives, is once more invulnerable and summons more
help.
Do the whole thing over again. If you do this right, you only have to go
through three or four waves of summons before you shave off all the
Overmage's health. When that happens, he transforms into Zaramoth Reborn.
Now the real fight gets underway.
Zaramoth Reborn is one very tough hombre. He's got a LOT of health (120,000
in Merc), is resistant to everything, knows every power and spell in the book
and has near-unlimited mana. In other words, he's equal to about ten of you.
Zaramoth will unleash a lot of stuff. Some of his favorites are:
* Whirling Strike with his sword: getting hit is pretty certain death. You
can avoid this one because he takes about ten seconds to wind up. When you
see him crouch and gather in on himself, he's about to let go, so run away.
Glacial Aura: this one's pretty hard to avoid, especially for your melee
fighters, since running out of range means no damage being inflicted on Mr.
Bigshot. Your best bet is to stay in there, take your lumps and drink health
potions.
* Fire rings: you can see these coming, as they start from the outside of the
circle and move inward. When you see them, rush IN toward Zaramoth and gather
around him as the flames stop short of his body. (If you've got any
unconscious people lying around, they're toast. Get a Rez spell handy.) This
is actually a great time to unload on Zaramoth as he's busy tending the fire
and you have a perfect excuse to get in close and personal.
* Call Lightning: when sparks start dancing on the ground, run away. These
are pretty easy to avoid, but dangerous if you're not paying attention.
* Waves of Force: this one's just nasty. There's no warning, and you're
suddenly facing waves of high-damage streaming out from the front of
Zaramoth. The one upside is the narrow area-of-effect, you can easily run to
the side away from them. If any melee fighters are standing right in front of
him...well, hope they have lots of armor and health.
Zaramoth has other toys to play with too. This fight is, basically, a war of
attrition. Can you knock off his health before you run out of health potions
or Rez scrolls? He's resistant, but not immune to anything, and you can curse
him and attack him just like any normal enemy. (I.e. there's no special trick
to fighting him.)
The tactics are all about avoiding his attacks as much as possible, quaffing
health potions almost continuously and making sure you have a nature mage
with a Resurrect spell and plenty of Rez scrolls for when the nature mage is
unconscious or dead.
This is a long, grueling battle and there are no shortcuts. Use high-damage
powers as fast as they recharge. Run away when Zaramoth starts with one of
his specialty attacks. In fact, keep moving, a lot. It will be harder if you
have a melee-heavy party, so be sure to have some strong ranged support
(ranger, combat mage).
And bring lots and lots of potions, just in case you hadn't picked up on that
by now. When it's all over, talk to Kirani, the lone surviving dryad and the
main quest is officially complete. Return to the Dryad Outpost and wrap of
"The Ancient Tome" by talking to Mage Nari, giving her all the stuff, then
following up with the ghost of the murdered historian.
That should do it! Now it's off to DS2 in Vet, then BW in Vet, then DS2 in
Elite...

__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [3] QUEST WALKTHROUGH )
\__ \___________________________________________________ /
|,-'
This is a walkthrough of the game by quest. Each quest is outlined, and only
information pertaining to that quest is given.

================================
[3.1] DS2 Act I Primary Quests
================================
Chapter 1: The Siege of Greilyn Beach
=======================================
* Get your orders from Morden Lieutenant Jerind
* Destroy the training dummy using a melee weapon
* Destroy the training dummy using a ranged weapon
* Destroy the training dummy using a Nature Magic or a Combat Magic spell
* Get your orders from Morden Lieutenant Kargack
* Destroy the bracken shell
* Make your way to the front lines
* Reinforce the troops on the other side of the tunnel
Follow your orders to complete the primary tasks in this quest.

Chapter 2: Prisoner of War


============================
* Go to the merchant shops and ask for the basket of sharpening stones
* Bring the sharpening stones to the Dryad outpost
Talk to the guard outside your cell to initiate the quest. Go to the
merchant's area of Eirulan and speak to Telinu to get the sharpening stones.
Leave by the North Gate and follow the path northeast to the Dryad outpost.
Kill the Morden and free the Dryad prisoners to complete the quest.
Chapter 3: The Morden Towers
==============================
* Find the first Morden tower.
* Burn down the first Morden tower.
* Find and burn down the second Morden tower.
* Find and burn down the third Morden tower.
* Find and burn down the fourth Morden tower.
* Return to Warden Celia in the Eirulan prisoner's terrace.
* Speak with Taar in the Eirulan great hall.
From the Dryad outpost, follow the path as it continues north, then turns
west, then south, finding each tower along the way. Once you defeat the
Morden around a tower, right-click the nearby cage to break it, then left-
click the wreckage to produce a cage fragment. Pick up the fragment, equip
it, then left-click the nearby campfire and then left-click the tower to blow
it up. After all four towers are destroyed, advance a little further on the
path to reach the Western Greilyn Jungle teleporter. Return to Eirulan and
speak to Warden Celia in the jail area. Then go to the great hall and speak
to Taar.

Chapter 4: The Plague


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

Chapter 5: The Dryad Exile Colony


===================================
* Find the Dryad Exile Colony
* Save the old man
F
rom the South Gate of Eirulan, follow the main path, killing monsters as you
go. You will eventually reach the Dryad Exile Colony, where plagued Dryads
are beating up on an old man. Kill the plagued Dryads, then talk to the old
man, who turns out to be an Azunite scholar who will fill you in on what
Valdis is up to (assuming you haven't already figured it out).

Chapter 6: Leaving Greilyn Isle


=================================
* Locate the Kithraya Caverns
* Look for survivors from Vix's squad
* Investigate Eastern Greilyn Beach
* Destroy the shard
* Use the portal to leave Greilyn Isle
* Talk to Captain Suzor
From the Dryad Exile Colony, take the east path and continue following it
until you reach the Kithraya Caverns. You'll run into Vix along the way. If
you accept his offer of help, make sure you don't ESC from his conversation
or the door to continue won't open.
Slaughter your way through the upper and lower Kithraya Caverns until you
reach Eastern Greilyn Beach. Kill the wraiths and destroy the shard before
continuing down to the beach. Talk to the Azunite Scholar to open the portal,
then use the portal to get to the Azunite Desert. Talk to Captain Suzor
nearby to start the next chapter.

Chapter 7: Secret of the Azunite Desert


=========================================
* Find the Stela of Blindness
* Find the Stela of Life
* Find the Stela of Death
* Find the Stela of Sight
* Place the four stelae and learn the location of the Lost Vault of the
Azunites
From the Azunite Desert camp, take the northeast passage down to the first
Guardian and get the Stela of Blindness. Head west to get the Stela of Life.
Return to the location of the first Guardian and go north and up to a bridge.
Get the Stela of Death from the Guardian on the bridge.
Head north until you see an archway in front of you, then go down stairs to
the left to retrieve the Stela of Sight. Go through the archway and take the
east path to find the Ancient Azunite Shrine. Follow the halls of the shrine
until you reach an elevator.
Take the elevator down to another elevator and then down to the Inner
Chamber. Place the four stelae in the appropriate sockets to collect the Map
of the Lost Vault of the Azunites and a silver mirror. A door to the west
will open.

Chapter 8: The Lost Azunite Artifact


======================================
* Find the Lost Vault of the Azunites
* Retrieve the Azunite Weapon
* Talk to the Elven spirit in the Lost Vault of the Azunites
Leave the Ancient Azunite Shrine and exit into the Valley of the Azunites.
Follow the Valley north and through a cavern. Cross the bridge over the small
canyon in the Azunite Desert and enter another Azunite Cavern. Fight your way
through to a light puzzle.
The statue in the southeast is missing a mirror, you can use the silver one
you got from the shrine. Starting with the mirrorless statue, turn the
statues in the numerical order listed below so the light is shining in the
pattern shown:
6---------------------7 3-----------------2
| | | |
| | | |
| 8-----------9 |
| | |
| | |
5------------------------4 1
Go down the revealed stairs to the Lost Vault of the Azunites and collect the
artifact. Talk to the Elven spirit to complete the quest.

Chapter 9: Windstone Fortress


===============================
* Begin the journey to Windstone Fortress by speaking to the Azunite Ancestor
* Take the Azunite Artifact to Windstone Fortress
* Find the person in command
* Enter the Windstone Fortress Outer Vault
* Activate the Azunite Artifact
* Enter the Temple of Xeria
After speaking to the Elven Spirit in the Lost Vault, climb the stairs back
to the light-puzzle cave and speak to the Spirit again. Follow the new path
to the Western Cliffs of Azunai. Follow the long and winding road until you
reach Windstone Fortress. Head north until you get to the main entrance,
which is locked.
Go east, through the gatehouse, and follow it around to enter Windstone
Fortress proper. Go north and talk to Captain Dathry. Take the east hall near
the teleporter to enter the Outer Vault.
Place a yellow stone in the yellow socket, then two green stones in the two
green sockets. Kill Lieutenant Namyek for the Inner Vault key, then place two
red stones in the red sockets to open the door leading to the Inner Vault.
Enter the Inner Vault and click the blue flame to activate your Azunite
Artifact. Return to Captain Dathry, then follow him north and kill all the
bugs. Enter Xeria's Temple.

Chapter 10: The Temple of Xeria


=================================
* Clear out the Temple of Xeria
* Place the Azunite Artifact on the Azunite statue
* Find the shard
* Destroy the giant trilisk in the temple courtyard
* Destroy the shard
* Go through the portal to the town of Aman'lu
Follow the path through the bugs until you reach a room with a pit and two
sockets. Open the doors on the north wall and kill all the zombies in the
main room and the side rooms. Be sure all the rooms are clear--including a
secret room on the west side. Once all the zombies are re-dead, click the
glowing statue to destroy all the zombies in the Fortress.
Go through to the next room and take the east door to find the teleporter.
Head north from the teleporter to enter the Temple Courtyard. Defeat the big
snake by killing the middle head, Vitalus, first. Destroy the shard, talk to
Captain Dathry and enter the portal to Act II.

==================================
[3.2] DS2 Act I Secondary Quests
==================================
#1: The Armorer's Apprentice
==============================
* Intended level: 3
* Read the Tome of Smithing and tell Telinu the correct material list for
Dryad armor
When getting the sharpening stones from Telinu, agree to help her get the
proper recipe for Dryad armor. After completing the Morden towers quest,
search the great hall for the Tome of Smithing. Read it to learn the proper
recipe for Dryad armor. Return to Telinu and teach her the recipe
(conversation option #3). Your reward is the suit of armor she makes.

#2: Lumilla's Salve


=====================
* Intended level: 3
* Collect four nettle clusters and give them to enchantress Lumilla
Talk to Lumilla, the enchantress, in the merchant's area of Eirulan. Find
(or, better, buy from the reagent merchant) four nettle clusters and give
them to Lumilla to receive a jar of her salve, which is a reagent with
healing properties.

#3: Lelani's Sorrow


=====================
* Intended level: 3
* Talk to Lelani about the strange doll on the table next to her
* Bring Fenella a toy to cheer up her child
* Bring soldier Balamar something special to quench his thirst
* Bring soldier Jordhan some fresh meat
* Bring soldier Kiernan something to change his luck
* Bring Alar'ithil a trophy of the enemy that he can display
* Bring Prospector Gareth some supplies
* Bring Nalus something ancient and interesting he can study
* Bring Ithir'renne the fletcher a new material to use for crafting arrows
* Bring Lelani a keepsake from Aman'lu
Despite the low level, this quest takes until Act III to complete. It's a
simple trading quest. Start by talking to Lelani, who lives in the house next
to the pet shop in Eirulan. Take the doll she gives you and find Fenella in a
house near the Falls (reach the Falls from a lift beside the Inn). Fenella
will give you a flask of Elven ale.
When you arrive at the Azunite Desert camp (beginning of Act I, Chapter 7),
enter the house and talk to soldier Balamar. He's dying of thirst and, when
he sees your Elven Ale, he'll actually break down in tears.
Isn't that sweet?
Give him the Ale and he'll give you some skath cat ribs. Take the ribs to
soldier Jordhan on the second floor of the Eirulan Inn. He'll give you a
statuette of Xeria in return. When you reach Snowbrook Haven's Courtyard at
the end of Act II, Chapter 7, you can find Soldier Kiernan in the dining
hall.
In exchange for your statuette of Xeria, he'll give you a tasty Morden head
on a pike. Take the Morden head to Alar'ithil, who lives just southwest of
the south bridge leaving Aman'lu. He'll give you some Elven water for your
head. Take the Elven Water to Prospector Gareth, who resides in the bottom of
a ruined tower just beyond the North Gate of Kalrathia (Act III, Chapter 1).
Gareth will give you an Agallan relic, which goes to the half-giant Nalus,
who is hanging out on the North Wall of Kalrathia. Take the harpy feathers
you receive from Nalus, and visit the fletcher Ithir'renne in the extreme
north of Aman'lu. Finally, Ithir'renne gives you an Aman'lu orchid, which you
can take to Lelani to cheer her up.

#4: Secrets of the Elven Shrine


=================================
* Intended level: 8
* Find the secret rooms rumored to be in the Elven Shrine
* Find the Lost Sapphire of the Elves
* Take the Lost Sapphire of the Elves to Laenne in the town of Eirulan
Talk to Laenne in the room above the pet shop in Eirulan. When you reach
level 2 of the Elven Shrine, find the button on the west wall to open a
secret room. Put a green cube in the green socket and go down one level.
Find the button on the wall to open a side room. Put a yellow cube in the
yellow socket. Pick up a second yellow cube and two red cubes. Go down a
level.
Find the button in the wall to open a side room. Put a red cube in the red
socket and pick up two purple cubes. Put a purple cube in the purple socket.
Another secret room opens. Put cube in the appropriate sockets in this order:
yellow, red, purple. Ride the lift up to the Lost Sapphire of the Elves.
Return it to Laenne for your reward.

#5: The Kithraya Hive


=======================
* Intended level: 13
* Destroy the Kithraya hive queen
Go to the Eirulan Falls and enter Fenella's house. Go out the back door, down
the elevator, follow the path and up the second elevator. Enter Tamari's
house and talk to her to get the quest. Close to the end of the Lower
Kithraya Caverns, take the south fork in the path to find the hive queen.
When you reach the Azunite Desert camp, there will be a teleporter you can
use to return to Eirulan and give Tamari the queen's head.

#6: The Hak'u


===============
* Intended level: 7
* Find the hidden rear entrance to the Hak'u caves
* Rescue Hesla's daughter Tanzi
* Speak with Hesla in the Eirulan infirmary
During the search for the towers, you'll meet Morain, who will ask that you
rescue her niece, Tanzi. Just past the third Morden tower, turn west to enter
the hidden Hak'u caves and free Tanzi. After completing the Morden towers
quest and getting your prisoner's collar removed by Taar, enter the infirmary
to speak to Hesla, Morain and Tanzi to end the quest.

#7: The Hak'u, Part II


========================
* Intended level: 10
* Find Hrawn the Hak'u
* Kill the Hak'u leader who stands against your allies
* Return to Hesla in the Eirulan infirmary
This quest is added when the previous Hak'u quest ends. Immediately after
completing Chapter 5, leave the Dryad camp by the west path. Near the
incantation shrine is a small cave where you can find Hrawn. Talk to him,
then head back to the Dryad camp and take the east path to the Eastern
Greilyn Jungle teleporter.
Teleport to the Western Greilyn Jungle and go due west to find the house with
the Hak'u usurper. Knock on the door to be allowed in, then kill the usurper.
Teleport back to the Eastern Jungle and go back to Hrawn and his father in
their cave. Receive your reward, then teleport back to Eirulan and go see
Hesla, Morain and Tanzi in the infirmary.

#8: Dire Wolf


================
* Intended level: 10
* Speak to Rokhar the nature mage in the town of Eirulan
* Go to Rokhar's Rift Site
* Kill all the nawl beasts that come through the rift
* Remind Rokhar to send the dire wolf back to pet seller Neda in the Eirulan
pet shop
* Return to pet seller Neda in the Eirulan pet shop
In the beginning of Chapter 5, talk to the pet merchant about more powerful
pets. Then talk to Rokhar in the great hall. Fight through the Southern
Greilyn Jungle until you pass Razka's Ruins. Turn north, cross the river and
fight through the caves. Enter Rokhar's Rift Site and talk to Rokhar. Fight
off the nawl beasts, then talk to Rokhar again. Return to Eirulan and talk to
the pet merchant. You can now buy a dire wolf for a pet.

#9: Taar's Investigation


==========================
* Intended level: 10
* Confirm or deny the existence of the Hak'u Ceremonial Blade
* Investigate the rumors of the Hak'u beast
* Slay the garganturax
* Take proof of the beast's death to Arianne in Eirulan
With Taar in your party talk to Arianne, who lives in the house next to the
great hall. Teleport to the Northern Greilyn Jungle and head for the Hak'u
ritual camp that is located north west of the teleporter. Get the Hak'u
Ceremonial Blade from the camp by clicking on the carcass on the top of the
altar.
Return to Eirulan and leave through the South Gate. When the path turns east,
go south and find the cave of the garganturax. Equip the Hak'u Ceremonial
Blade and kill the beast, then return with its head to Arianne.

#10: Feldwyr the Blacksmith


=============================
* Intended level: 12
* Find Feldwyr's anvil
* Find Feldwyr's mythril ore
* Return the anvil and mythril ore to Feldwyr
* Find Feldwyr's hammer
* Return Feldwyr's hammer to Feldwyr
* Speak to blacksmith apprentice Fyrndolf in the town of Aman'lu
When you reach the far eastern portion of the Eastern Greilyn Jungle, where
the path turns south over a bridge, there are ruins to the north. Clear them
out to find Feldwyr and talk to him. Feldwyr will open a door to the east
that leads down into the depths of the ruins.
At the bottom of the stairs, the north path leads to a series of rooms laid
out in a rectangle. The rooms are filled with level 14 Hak'u. The room along
the southern edge of the rectangle has the level 16 mini-boss who is carrying
Feldwyr's anvil. In the room along the eastern edge of the rectangle, search
for a lever that opens a secret entrance into the center of the rectangle and
collect the treasure.
From the fork in the path, the south rooms are filled with level 22
creatures, and Feldwyr's mythril ore is guarded by a level 24 mini-boss.
Don't attempt this area until you are the appropriate level (at least 20).
Once you have both the anvil and mythril ore, going up the stairs to see
Feldwyr results in a cutscene in which his hammer is stolen.
Follow the newly opened path north of Feldwyr's room and kill more level 22
creatures and another level 24 mini-boss. Return to Feldwyr with his hammer
and he rewards you with a fantastic weapon.
Which will take a few days to make. When you finally reach Aman'lu at the
beginning of Act II, you can search out the blacksmith and speak to his
apprentice, who happens to be Feldwyr's brother, Fyrndolf. He'll give you the
reward.

#11: A Family Heirloom


========================
* Intended level: 14
* Enter the crypt described by Master Thestrin
* Solve the Guardian of the Crypt's riddle
While collecting the Stelae of the Azunites, you'll pass a tower between the
Guardian of Blindness and Guardian of Death. Enter the tower and take the
elevator down to talk to Master Thestrin and receive the quest. The crypt he
speaks of is southeast of the Azunite Desert camp. Enter it and talk to the
statue (do not open the side doors unless you are at least level 26 or
higher).
If you answer the statue's question incorrectly, it will spawn some level 16
monsters, so you can farm a little XP this way. To answer the Guardian's
question correctly, choose conversation options 3, 3, 1 and 1. The Heirloom
Sword that is revealed is guarded by level 28 creatures, so if you're low
level, run in, grab the sword and run away.
Return with the sword to Thestrin and he'll reluctantly give you a couple of
chants. You don't want to use the first chant he gives you. You can also just
keep the sword, in which case you get no useable reward and the sword itself
isn't all that great.

#12: The Imprisoned Half-Giant


================================
* Intended level: 19
* Talk to the soldiers about releasing Sartan once Windstone Fortress is safe
* Talk to the newly freed Sartan
When entering Windstone Fortress, you'll find Sartan in a pit. Talk to him.
After you've activated your Azunite Artifact and blown a hole in the north
wall, talk to Soldier Orayne and get Sartan released. Then talk to Sartan
again.

#13: The Missing Squadron


===========================
* Intended level: 18
* Find Private Nolan
* Find Private Banos
* Find Private Caiden
* Speak to Squadron Leader Taarth
Private Banos is in a room along the south wall of the first hallway in the
Eastern Windstone Gatehouse. Private Nolan is in the west-most room of the
Windstone Barracks, directly west of the teleporter. Private Caiden is in the
southwest corner of the Western Gatehouse. After talking to each of them and
telling them to follow you, talk to Squadron Leader Taarth, who is standing
near the pit where Sartan is held prisoner.

#14: Secrets of Xeria's Temple


================================
* Intended level: 19
* Enter the Temple of Xeria and place the Stone of Life within its socket
* Finish exploring the Temple of Xeria
* Return to the grizzled bar patron in the Eirulan tavern
Talk to the grizzled bar patron at the Eirulan Inn to receive this quest.
Keep choosing conversation option #1 to get him to spill the whole story.
When you finally get to Xeria's Temple (Act I, Chapter 10), you'll find a
room with two sockets: green and yellow.
Pick up three green stones from the southeast corner of the room and place
one in the green socket. This opens a door on the west wall. Go in there and
get three yellow stones. Place one on the yellow socket in the pit.
A door on the south wall opens. Enter and place a yellow and a green stone.
Two more doors open up. Go one of those rooms and collect three red stones.
Then enter the other newly opened room and place one of your red stones in
the socket with one red symbol, and then a second red stone in the socket
with two red symbols. Grab three purple cubes from the one side room and
place one in the purple socket in the other side room.
This opens another side room with another purple socket. Place your stone and
then you're back in the room with all four color sockets. Place a stone in
each. Collect your booty, including the Chant of Scholars. Return to the old
man to collect your reward.

=================================
[3.3] DS2 Act II Primary Quests
=================================
Chapter 1: The Town of Aman'lu
================================
* Speak with Celeb'hel the Elder in Alt'orn Hall in the town of Aman'lu
Go to the building in the middle of town and talk to the old guy sitting in
the chair.

Chapter 2: Finala and the Broken Bridge


=========================================
* Find Finala, the town's engineer, in the hills north of Aman'lu
* Convince Finala to return to Aman'lu and repair the broken bridge
From Aman'lu, head north until you find Finala. Convince her to go back to
Aman'lu and fix the bridge--an easy argument--and complete this chapter.

Chapter 3: The Elen'lu Isles


==============================
* Travel to the Elen'lu Isles
* Find the replace the prism's four small refractor crystals
* Find the prism's large refractor crystal and activate the prism
* Return to Aman'lu and speak with Finala
After speaking with Finala, continue following the main path north, through
the Northern Vai'lutra Forest until you reach the Temple of Istauru and
Isteru. The Elen'lu Isles lie beyond the ruined temple.
Now you get a new task. The taclak have stolen the refractor crystals that
collect the diffuse light in the Isles and focus it on the main prism. You
must find four crystals and replace them in the refractors and aim the
refractors at the prism.
On the first island, kill the taclak and collect the first crystal. Then go
east by clicking the arch over the bridge to extend it. Watch out for taclak,
who have the ability to jump from island to island.
At the next island, turn north, east and east again and kill the taclak for
your second crystal. Go south three islands, then take the other north bridge
(the one to the east) to find the first refractor. Click it to place a
crystal, then click it again to turn it so it shines west toward the prism.
Go back south, then west two islands to pick up your third crystal. Go north,
then to the north end of the island to reach the second refractor. Turn it
once to point east. Go back to the south end of the island and take the
southeast bridge, then go east to the third refractor. Turn it three times to
point north.
Backtrack past the second refractor and go north to pick up crystal #4. Then
go north and then east to refractor #4. Turn it three times to point south.
Now you have to find the big crystal that goes in the prism. Go back to
refractor #2 island and take the east bridge to the main island. Kill the
mini-boss for the prism crystal. Put it in the top of the pyramid and watch
the cutscene. Then kill the horde of taclak, including mini-boss, surrounding
you.
From the north end of pyramid island, you can open a westward bridge that's a
shortcut back to the teleporter back to Aman'lu. Head to the south end of
town and talk to Finala.

Chapter 4: The Royal Caravan


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

Chapter 5: The Vai'kesh and the Aegis of Death


================================================
* Follow the Vai'kesh Prophet
* Continue following the Vai'kesh Prophet
* Follow the Vai'kesh Prophet along Arinth's Ravine
* Defeat the Vai'kesh Prophet and his followers
* Find the Aegis of Death
* Defeat the Knotted Shambler
* Claim the Aegis of Death
* Talk to the Azunite Scholar
Destroy all the Vai'kesh in the auditorium, then loot the place. There are
two sanctuary doors (nature mage and ranger) and two secret rooms on the east
wall, with two more secret rooms opening off those. Once finished, exit
through the same door as the Prophet and fight your way back into the
Vai'kesh Forest.
Turn north and open the gates you passed earlier, then follow the path south.
Keep going until you reach the eastern end of Arinth's Ravine, where the
Prophet will finally stand and fight in front of some caves.
After the cutscene with the Prophet, run back toward the nearby teleporter
and draw the Vai'kesh minions after you and destroy them piecemeal. The
Prophet will stay near the caves. Once the minions are dead, return to fight
the Prophet, who is fairly easy...
Because he's not the actual boss fight. After killing the Prophet, enter the
cavern to the east and head for the star on your map, which is pointing the
way to a fight with the Knotted Shambler.
Before trying to kill the Shambler, find and destroy the leaf generators that
pop up out of the ground. There are six, and they only show one at a time.
Once they are destroyed, attack the Shambler. It is weak to fire, so bring a
combat mage with you. When it starts pounding the ground, run away as the
concussive blasts can usually take out your casters.
When the Shambler is destroyed, take the Aegis of Death, then talk to the
Azunite Scholar, who just happens to pop in to see what you're up to.

Chapter 6: Princess Evangeline


================================
* Find the Azunite burial grounds
* Look for the Death Masks of Champion Rahvan's brothers
* Enter the Azunite catacombs
* Find Princess Evangeline
* Rescue Princess Evangeline
Take the portal from the grotto to the Garden of the Ancients. Head south to
find a teleporter. There are four crypts in the vicinity of the teleporter:
one directly south, one a bit east, one further east and one to the west.
Clear out all four crypts and collect the Death Masks they contain.
Follow the main path west to another teleporter. Nearby is the entrance to
the Azunite Burial Grounds guarded by a ghost. Show the ghost the four Death
Masks you collected and he'll let you in the burial grounds.
Follow the path south, over several bridges, until you reach the catacombs.
There's a missing elevator and four obelisks. Rotate (by clicking) the
obelisks so they display, from left to right: purple tree, red eye, yellow
eye and green tree. The elevator will arrive. Take it down to the lower
catacombs
Fight through the catacombs to the west, and then north to reach the chamber
where Evangeline is held prisoner by a Dark Wizard of Valdis. The Wizard is
actually pretty easy once you figure out his defenses and pattern. There are
some war pedestals scattered around the room to quickly recharge powers.
The Dark Wizard will summon some giant undead to guard him, but they're not
too difficult. The wizard sticks to the center platform, so draw his summons
away from him and destroy them. The wizard protects himself with three
revolving crystal shards. Destroy the shards (not to hard) before unloading
on the wizard with everything you've got.
He teleports around the platform, but it's not large so your melee fighters
never have to run far to get back to him. Still, ranged attacks are better,
so a fighter-heavy party might have some difficulty.
His main attack is a large, electrical explosion. Fortunately, you can see it
coming when some sparking circles show up under your characters' feet. When
they appear...run. Get away or you're going to take massive amounts of
lightning damage. Once you learn how to avoid that attack, the wizard is a
pushover--though it will take a while to drain his health.
After he's dead, talk to Princess Evangeline. Then talk to her again after
she opens the north door. If you don't have room for her in your party right
now, she'll go to the Inn of Aman'lu.

Chapter 7: The Siege of Snowbrook Haven


=========================================
* Enter Snowbrook Haven through the servant's quarters
* Find the throne room and acquire the display case key
* Locate the Snowbrook Haven Commander
When you leave Eva, you'll have to fight your way out of the catacombs,
eventually landing in Snowbrook Valley. Now you just have a very long and
combat-rich dungeon crawl ahead of you. You'll fight your way through the
Valley, into the Foothills, arriving at Snowbrook Mountain and working your
way over that.
You will, after quite a long time, reach the servant's entrance into
Snowbrook Haven. Fight through to the large room with the columns. At the
north end of the room are two doors. Take the east door, then go south and
then west over the bridge.
Continue west through the door and take the elevator down to the Living
Quarters. Go through the door to the east and then either the north or south
door to go down into the throne room.
Click the throne, take the display case key that is revealed, then fight off
the rustguards that come to life around you. Head through the eastern door.
Two rooms to the east you'll find a teleporter. South from the teleporter is
an elevator. To the west of the elevator is a series of treasure rooms, one
of which contains a mimic. Be sure to loot thoroughly before taking the up
elevator.
The elevator leads up to the Snowbrook Haven Courtyard. Go up top and speak
to the Commander to begin the next (and final) chapter of Act II.

Chapter 8: The Siege of Snowbrook Haven, Part II


==================================================
* Destroy the brall on top of the Snowbrook Haven Inner keep
* Meet the Commander at the North Gate
* Destroy the Morden enemies that have broken through the North Gate
* Speak to the Commander at the North Gate
* Defeat the dragon
* Report to the Commander
* Retrieve the Aegis of Blindness
* Finish off the dragon
* Escape from Snowbrook Haven
* Travel to the town of Kalrathia and speak with the town lord there
Go down and around behind the dining hall to find the door leading into the
eastern keep. What follows is from the Dungeon Crawls for Dummies instruction
manual. Just keep going until you reach the upper ramparts of the keep and
destroy the monsters hurling rocks. Then take the elevator down to see the
Commander.
A horde of Morden will break through the gates and you must beat them off.
Speak to the Commander again. Oh look! A humongous dragon! The Act II boss
fight has finally arrived.
Send your party back up the elevator to the Inner keep. There's a circular
platform to the south with a ballista. The only way to kill the dragon is to
hit it with the ballista. Take your best-armored, highest health character
and use Wait mode to send him/her solo to the ballista.
You can only hit Talon (the dragon) with the ballista. And you can only do
this when he's perched atop the castle walls. There are five positions in
which he lands, like so:
3
2 4
B
1 5
You can rotate the ballista (B) left and right using the cranks to either
side of the device. Click the ballista itself to fire. Each time you hit
Talon, he'll jump into the air and fire-bomb the platform for a bit.
While he's in the air, rotate the ballista to the #3 spot, so you can quickly
reposition it to any landing spot when Talon alights once more. Once you've
hit Talon a couple of times, the Morden will start catapulting Durvla up to
the battlements.
Switch to the Mirror party order and press R to call your party to you to
help deal with the Durvla; but, don't miss a chance to take a pot shot at the
dragon while you're at it.
It takes about 8 hits to kill the dragon, so this fight mostly takes a lot of
patience. Once it's over, head back to the Commander and speak to her.
Ah, well, so much for Snowbrook Haven. Head up the east side of the ramparts
to the Reliquary door, which you can now unlock with the Commander's key.
Grab the Aegis of Blindness. Before making good on your escape, remember
there is always time for some constructive looting. Exit to the northeast.
Yeah...didn't see that one coming...
This time, Talon's a lot tougher. He may have less than a third of his
health, but you're going to have to chop that off yourself, without a huge
piece of medieval artillery to help. There's little room to avoid his fiery
blasts, just don't stand in them when they hit. Keep your ranged characters
moving side-to-side and keep hitting him with powers.
Once Talon is finally, actually dead, speak to that blasted Azunite Scholar
who keeps popping up after you could have used his help. Take the southeast
door to the teleporter room. Grab the Greater Chants of Dexterity,
Intelligence and Strength before using the teleporter to travel to Kalrathia.
Looks like the Morden got here first, but, amazingly, they aren't hostile.
Head across the plaza to town hall and talk with the kid who's been thrust
into the leadership role.

===================================
[3.4] DS2 Act II Secondary Quests
===================================
#1: Tywlis' Broken Staff
==========================
* Intended level: 30
* Find the reagent Tywlis needs to repair her grandfather's staff
Tywlis lives in a house in the north of Aman'lu. She wants you to find a
rainbow trinket so she can repair her grandfather's staff. Keep an eye on
your inventory, it's possible you will already have one or more by the time
you reach Aman'lu the first time. If not, you can pick one up in the
Snowbrook Valley in the Frigid Cave. The cave is to your left as you pass
over the first bridge.

#2: A Dark Ohm


================
* Intended level: 26
* Observe the Vai'kesh during one of their rituals
* Return to mage Lyssanore in Aman'lu
Speak to Lyssanore (the potions/magic merchant in Aman'lu) to start this
quest to learn a chant that allows you to speak with spirits. Once you reach
the Vai'kesh Forest and are pursuing the Vai'kesh Prophet, you'll see a
cutscene of the Prophet setting his minions on you right after emerging from
the first Large Vai'kesh Cavern.
If you explore the cave from whence the Prophet's servants come, you'll find
a door. Open the door, observe the ritual, then return to Lyassanore and
she'll share the Chant of the Dead with you.

#3: Spirits of Aranna


=======================
* Intended level: 26
* Find the restless spirit in the Lost Valley of the Azunites
* Find the restless spirit in the Northern Greilyn Jungle
* Find the restless spirit in the Western Greilyn Jungle
* Find the restless spirit near the Eastern Greilyn Beach
* Find the restless spirit in the town of Eirulan
* Find the restless spirit in the Temple of Xeria
* Find the restless spirit in the Tranquil Cave
* Find the restless spirit in Snowbrook Haven
* Find the restless spirit in Arinth's Ravine
* Find the restless spirit in the Aman'lu Inn
* Find the restless spirit in the town of Aman'lu
* Find the restless spirit in the Garden of the Ancients
* Find the restless spirit in the Eastern Plain of Tears
* Find the restless spirit in the town of Kalrathia
* Find the restless spirit in the Mines of Kaderak
* Find the restless spirit in the Morden City of Darthrul
* Find the restless spirit below the town of Kalrathia
* Find the restless spirit in Zaramoth's Horns
Once you have the Chant of the Dead, you can speak to any one of these
spirits to open the quest. There should always be an incantation shrine near
the spirit, and the chant lasts 300 seconds (5 minutes) so there's always
plenty of time to get from shrine to spirit. However, if there are enemies
between the shrine and the spirit, you might want to clear them out first.
1) The spirit in the Lost Valley of the Azunites hangs out near the Cavern of
the Phoenix at the southern end of the valley. There's a shrine right next to
the ghost.
2) The Northern Greilyn Jungle spirit is in the Hak'u caves northwest of the
Eirulan North Gate. There's a shrine in the caves.
3) There's a spirit and a shrine near the Hak'u usurper's house just west of
the Western Greilyn Jungle teleporter.
4) The spirit on the Greilyn Beach path can be a bit difficult to reach. The
easiest way to get there is to teleport to the Azunite Desert and then use
the portal to get to the beach. Otherwise you teleport to the Kithraya Valley
and then have to hack your way back through the Lower Kithraya Caverns to the
beach. The incantation shrine is right there above the beach path, not far
from the ghost.
5) The Eirulan spirit hangs out on the bridge leading past the Falls. The
incantation shrine is near the bottom of the lift coming from the Eirulan
Inn.
6) In the northernmost part of the Temple of Xeria, next to the incantation
shrine, is a lever which opens a secret passage leading to the Cavern of
Earth. The ghost is along a south hall just inside that secret entrance.
7) The tranquil cave is behind a waterfall south of the second Morden tower
from Act I, chapter 3. The quickest way to reach it is to jump to the
Northern Greilyn Jungle teleporter and head west. There's an incantation
shrine just over the hills. From the shrine, run south and look for the
waterfall on your right (west).
8) This spirit is in the Snowbrook Haven servant's quarters. When you first
enter this area, you'll come to a large room with a lot of columns. At the
northern end of the room, take the west door to find an incantation shrine.
Then go through the east door, then south, then east again to find the
spirit.
9) The Arinth's Ravine spirit is in the grotto where you fight the Knotted
Shambler. The incantation shrine is in the Large Vai'kesh Cavern "next door".
10) There's a spirit on a balcony on the second floor of the Aman'lu Inn. The
incantation shrine is in the northeast corner of the town.
11) To find the other Aman'lu spirit, enter Tywlis' basement and search for
the hidden button. Take the elevator down and cross the bridge to the western
hall. Search for another hidden switch, then use the nearby incantation
shrine and take the secret passage down to the ghost.
12) While exploring the Azunite Burial Grounds, you'll find a large cavern
with ice falling from the ceiling. There's a west path that leads out to a
plateau of the Garden of the Ancients. The spirit is on the eastern peninsula
of this plateau, the incantation shrine is to the west.
13) The spirit in the Eastern Plain of Tears is just past the teleporter.
There is an incantation shrine a bit further to the northeast.
14) You'll find a spirit on the southwest corner of the Kalrathia
battlements. The incantation shrine is just outside the North Gate.
15) Just past the Upper Mines of Kaderak (East) teleporter, go up the stairs
to the west to find the room with the ghost. The incantation shrine is across
the flying bridge to the east.
16) This spirit is in the town square of Darthrul. Use the incantation shrine
in the District of the Crossbow, once you have access.
17) The spirit under Kalrathia is in the Agallan Trial area near the southern
waterway. There's a shrine nearby to the east.
18) About halfway up Zaramoth's horns you'll find a large plateau with an
incantation shrine up on a platform. The ghost is in the extreme southeast
corner of the plateau.

#4: Viperclaw
===============
* Intended level: 19
* Find a jagged arrowhead reagent and return it to Eumenidie in Aman'lu
* Find a griffon feather reagent and return it to Eumenidie in Aman'lu
* Find an onyx fragment reagent and return it to Eumenidie in Aman'lu
Talk to Eumenidie in Aman'lu to get this quest to make a reagent for
bows/crossbows: the Viperclaw. Check your pockets regularly, as you might
pick up one of the reagents without knowing it. Specifically, you can get:
* A jagged arrowhead in the southern portion of the swamp that is just north
of Aman'lu.
* A griffon feather in Elen'lu Isles by following the flooded chamber to
reach an island just north of your starting point.
* An onyx fragment from one of the many Small Vai'kesh Caves? in the Vai'kesh
Forest.
You can take the ingredients one-by-one to Eumenidie or save them and take
them all at once. Either way, once you've given her all three, you'll get a
viperclaw reagent.

#5: Arinth's Legendary Staff


==============================
* Intended level: 26
* Find the Focusing Stone
* Find the Jeweled Shaft
* Find the Carved Rod
* Return to Eolanda in the town of Aman'lu with the pieces of Arinth's
Legendary Staff
Talk to Eolanda, who lives just north of the Aman'lu pet shop to start this
quest. You'll need to complete the Dark Ohm quest first, so you can speak to
ghosts. Once you have the Chant, you must find three Ancient Elven
Reliquaries where spirits guard the pieces of Arinth's staff.
The Focusing Stone is in a Reliquary below Isteru's Caves. Teleport to the
Western Cliffs of Azunai and go east then south into the caverns and find the
ruins in the southwest corner. Go up the stairs and find the shrine, incant,
the take the elevator down to the Reliquary. The switch for the elevator is a
button hidden on the steps next to the elevator.
The Carved Rod is in a Reliquary in the Northern Vai'lutra Forest. Head north
from the Aman'lu hills until you find the incantation shrine where the path
turns east. Incant the Chant of the Dead, then go north and look for a ramp
leading down to a cul-de-sac. You'll find the elevator going down to the
Reliquary in the cul-de-sac.
The Jeweled Shaft can be found in the Snowbrook Valley. From the Valley
teleporter, after crossing the bridge, go north and find a set of stairs
leading down. Go use the incantation shrine to the west, then go down these
stairs and down into the Reliquary using the elevator next to the river.
Once you have all three pieces of the rod, return to Eolanda in Aman'lu to
finish this quest.

#6: Arinth the Mad


====================
* Intended level: 26
* Track down Arinth
* Defeat Arinth
After remaking Arinth's Legendary Staff, return to Eirulan and teleport to
the Lost Valley of the Azunites. East of the teleporter, search for an
elevator--the switch is hidden on the north wall of the ruins. Ride the
elevator down to Some Lost Elven Ruins.
The room in which you arrive has a single door on the north side. In the next
room, search for a hidden switch on the wall opposite the door (north wall),
to open a door to the south.
In the newly revealed room, there's another hidden switch on the wall near
the door. This opens another room to the south. The hidden switch in this new
room is also near the door. This opens a room to the east. Find the hidden
switch in this room along the south wall.
__
_| |_
| A |
|_ _|
_| |_
| |__
| S |
| __|
|_1____|
| B|
| |____
| |
| | ___
|______2___| | |___
| C|______________| |
| | |
| 3| 4|
|____________|______D |
| ___|
|___|

S) Start
A) Switch opens door #1
B) Switch opens door #2
C) Switch opens door #3
D) Switch opens door #4
You'll now be able to go down some stairs to the east, eventually arriving at
an Elven Prison, where you find Arinth the Mad. Have your combat mage equip
Arinth's Staff and use it to break the central pillar in Arinth's cell wall.
Arinth will flee to the Temple of Istauru & Isteru in the Northern Vai'lutra
Forest.
Summon a teleporter back to Eirulan, jump to Aman'lu and thence to the
Elen'lu Isles. Enter the ruined temple and have it out with Arinth. You don't
have to use his staff against him, he's vulnerable to normal attacks.
In addition to some tasty loot, defeating Arinth gives all your characters
two bonus skill points. That was worth the trouble, right? Return to Eolanda
and tell her you killed Arinth and you'll get even more filthy lucre. Ain't
this a great game?

#7: Mythrilhorn
=================
* Intended level: 33
* Find Khartos the Wise
* Defeat Khartos the Wise in a duel
* Go to the rift site
* Cover Khartos while he captures the mythrilhorn
* Remind Khartos to send the mythrilhorn back to pet seller Galeron in
Aman'lu
* Speak to pet seller Galeron in Aman'lu
This quest will open another pet for you; but, you can't even really get
going on it until Act III. Talk to the pet seller in Aman'lu about special
beasts to open this quest. Once you reach Kalrathia, find Khartos the
"Strong" as he now calls himself, drinking himself to death in the tavern.
Sober him up by beating on him for a bit and he'll head off to the rift site
to summon a mythrilhorn. When you reach the Northern Plain of Tears
teleporter, look to the right to find a path going down to the northeast.
This leads to Khartos' Rift Site and you fight Durvla while Khartos summons a
mythrilhorn.
Once you're done, talk to Khartos, then return to the pet seller in Aman'lu
to buy a mythrilhorn.

#8: A Family Heirloom, Part II


================================
* Intended level: 26
* Locate the demon
* Destroy the demon
* Speak with Athelas
If you completed A Family Heirloom in Act I, (and, if you kept the sword, you
have it in your Inventory), you can talk to Athelas in the Aman'lu Inn to
start this quest. Once you reach the Vai'kesh Forest and are pursuing the
Vai'kesh Prophet, you can find a Vai'kesh Prison.
After leaving the first Large Vai'kesh Cavern, turn south to enter the prison
and talk to Athelas. If you kept the heirloom sword, equip it to one of your
characters and break open the demon's cage. Kill the demon. (You don't need
to use the sword on the demon, just the cage.) Talk to Athelas afterward for
your reward.

#9: Lothar's Innocence


========================
* Intended level: 24
* Find Roland's golden cloak
* Find Magrus
* Defeat Magrus
* Return to Roland in Aman'lu
With Lothar in your party, speak to Roland at the Aman'lu Inn to begin this
quest. While exploring the Southern Vai'lutra Forest, look for a Watery Cave
along the west side of the path, not far past the North teleporter. Enter the
cave, kill the mobs and find Magrus--a half-giant farming mushrooms. Speak to
him and he'll flee, dropping his house key.
Follow him to his house, which is north of the Watery Cave, in a little grove
to the east of the path. Defeat him in battle and he will go to Roland and
confess his crime. Return to Aman'lu and speak to Roland and Magrus at the
Inn to conclude the quest.

#10: Deru's Treasure Hunt


===========================
* Intended level: 19
* Find the explore the location identified on the map given to Deru by the
Elven prospector
* Find and explore the location identified by Razka's Riddle
* Find and explore the location identified by Razka's Second Riddle
In Aman'lu, find an old prospector on a small plateau southeast of the pet
shop. With Deru in your party, speak to the old man to begin the quest. The
map you are given shows Razka's Ruins in the Southern Greilyn Jungle. Take
Deru to the Southern Greilyn Jungle teleporter and down into Razka's Ruins.
Have her open the treasure chest inside to get another riddle that points to
the Frozen Cave in Arinth's Ravine. Go to Aman'lu and thence to either
Arinth's Ravine teleporter and head for the Frozen Cave, which is midway
through the ravine on the south side. When Deru opens the treasure chest in
the cave, you'll receive a second riddle that points to the Plain of Tears.
When you reach Kalrathia, head north from the city and look for a path
downward to a lower plateau to the east. At the east end of the plateau, walk
into the water to reveal the hidden Magical Oasis. Deru can open the treasure
chest beyond the door and complete her quest.

#11: Mark of the Assassin


===========================
* Intended level: 35
* Pick up the intriguing stone
* Encounter the assassin
* Speak to Danadel
* Investigate the Liantir Stone in the town of Kalrathia
* Bring a Dwarven mythril ring to Enchantress Valeria in Kalrathia
* Find Merchant Kendril
* Defeat the assassin
In Aman'lu, in the abandoned house just southwest of the pet shop, pick up
the bling-bling on the table to get yourself assassinated. Well, almost.
After Danadel helps you recover, he'll tell you all about the Liantir Stone
you just picked up and where to go to find out more about it.
When you reach Kalrathia at the beginning of Act III, enter the magic shop
and speak to Enchantress Valeria to continue the quest. Valeria needs a
mythril ring to enchant that will enable you to see the assassin who has
marked you.
When you reach the Upper Mines of Kaderak, right after the cutscene that
starts chapter 5, go up the stairs to the south and through the first door.
Pull the lever on the south wall to open the secret room that has the Dwarven
Mytrhil Ring.
Take the ring back to Valeria in Kalrathia. Equip the new ring she gives you,
then go to the room behind the Innkeeper. Talk to Merchant Kendril to force
the assassin to appear. Kill him and collect his Deathblades as a reward. You
can also get a small reward by speaking to Kendril again.

#12: The Aman'lu Arena


========================
* Intended level: 19
* Defeat the first wave of combatants
* Defeat the second wave of combatants
* Defeat the third wave of combatants
* Defeat the fourth wave of combatants
* Defeat the fifth wave of combatants
* Defeat the sixth wave of combatants
* Defeat the seventh wave of combatants
* Defeat the eighth wave of combatants
* Defeat the ninth wave of combatants
* Defeat the Arena Masters
Speak with the barkeep at the Aman'lu Inn and deny all the great things he's
heard about you. He'll challenge you to test your skills out in an arena. Go
behind the bar, through the door, down the elevator and talk to the barkeep's
assistant. He'll let you through a door that leads down a long, spiral
staircase to the arena.
Speak with Daesthai to open the Aman'lu Arena quest and learn the rules of
the game. Basically, you pay for a token, place that token on the pedestal in
the center of the arena, the arena floor drops and some monsters come spewing
forth. Defeat them, then click the Forfeit Lever to raise the arena. (Yes,
you use the "forfeit" lever to raise the arena--sort of like using the Start
button to Stop Windows.)
Defeating the monsters earns you a key. The keys you earn open doors to
treasure rooms around the arena. There are ten rounds in all. You do not have
to use the keys immediately. You can even wait until you're near the end of
the game before opening the treasure rooms. Since the treasure dropped
depends on your level, you'll get better stuff that way.
One last note, the Aman'lu Arena is a natural item farm. You can win all ten
rounds, save your game, then start opening treasure rooms. If you don't like
what you get, you just reload and it's only a short trip back to the arena
and you start opening doors again.
Finally, for defeating all ten rounds of the Arena, you get two bonus skill
points for each character, the Mysterious Token (part of the Mysterious
Mystery Quest) and you can then purchase the light naiad pet from Daesthai.
The rounds are:
Round Cost Mobs (quantity x level)
----- ----- ------------------------------------------------
1 1,000 1x24 and 2x22 monsters
2 1,500 1x26 and 3x24 (the 24th level mobs are summoners)
3 2,000 1x28 and 4x26
4 3,000 1x30 and 4x28
5 4,000 5x33
6 6,000 1x38, 4x36
7 8,000 1x34, 6x37
8 12,000 1x39, 7x37
9 16,000 1x40, 10x39
10 25,000 2x40, 10x37

#13: A Servant's Haunt


========================
* Intended level: 26
* Enter the Levreth Estate
* Learn the Chant of the Dead
* Speak with the ghost of Threnith Wilwarin
* Follow the ghost of Threnith Wilwarin and look for clues
* Find the jewels of the Levreth Estate
* Bring the proof of Threnith's Innocence back to Eldoriath Wilwarin in the
town of Aman'lu
Speak to Eldoriath in his house just past the south bridge out of Aman'lu.
Once you have the Chant of the Dead, go to the Southern Vai'lutra Forest
(South) teleporter, which is the one next to the destroyed royal caravan. Use
the incantation shrine on the hill behind the teleporter to incant the Chant
of the Dead, then go east to the entrance to the Levreth Estate, which looks
like a kind of shrine with an elevator in the middle.
At the bottom of the double elevators, speak to the ghost of Threnith. He'll
unlock the south door for you. Go in the room and pick up the portrait of
Lady Levreth. Speak to Threnith again and he'll open another door for you.
Continue collecting clues and talking to Threnith until you have the lock of
golden hair, a burned letter and the family jewels. Return to Eldoriath to
finish this quest.

#14: A Servant's Haunt, Part II


=================================
* Intended level: 26
* Confront Lady Levreth in the town of Eirulan
* Confront Wethril the Guardian Commander in the town of Aman'lu
* Defeat Wethril the Guardian Commander
* Speak to Celeb'hel the Elder in Aman'lu's Alt'orn Hall about Wehtril's
deception
After completing Part I, talk to Threnith (who is now in Eldoriath's house)
to open this quest. Return to Eirulan and seek out Lady Levreth at the Inn.
Push her on the subject of her husband's death and she'll confess and name
the true killer: Guardian Commander Wethril in Aman'lu. Return to Aman'lu and
confront Wethril, who is in Alt'orn Hall next to Celeb'hel. After killing
him, talk to Celeb'hel to end this quest.

#15: Amren's Vision


=====================
* Intended level: 19
* Find and explore the first location in Amren's vision
* Find and explore the second location in Amren's vision
* Find and explore the third location in Amren's vision
* Find and explore the fourth location in Amren's vision
* Investigate the portal in Amren's vision
Throughout your travels, you will find some mushrooms growing in large
circles. Obviously, natural mushrooms do not grow in exact circles. Take
Amren with you to one of these circles and he'll have a vision. Talk to him
afterward to open this quest.
Visit each of the four circles with Amren in your party and have him activate
the proper (glowing) mushroom to take you to four different shrines. Let
Amren activate the statue in each shrine. When you visit the shrines, you can
also pick up a Lore book in each one.
The four mushroom circles are:
* Eastern Greilyn Jungle, on a north-pointing promontory just east of Razka's
Ruins. Use the Southern Greilyn Jungle teleporter to get there. This is the
Shrine of Life, and has Vol. 17, The Path of Life.
* Southern Vai'lutra Forest, just west of the North teleporter. This is the
Shrine of Sight, and has Vol. 18, The Path of Sight.
* North of the Garden of the Ancients (South) teleporter. This is the Shrine
of Death, and has Vol. 19, The Path of Death.
* West of the Ruins of Okaym teleporter, a little north of the main path.
This is the Shrine of Blindness, and has Vol. 20, The Path of Blindness.
Once you have activated the statue in each shrine, a portal opens to a fifth
shrine. In this one is the end-of-quest treasaure chest Amren must open and
it yields the Virtuous Rebellion longbow, amongst other goodies. Once you're
done salivating over your swag, take the portal from the fifth shrine back to
any one of the other four.

#16: Finala's Contempt


========================
* Intended level: 22
* Explore the hidden Morden intelligence camp
* Find and burn down the first hidden Morden tower
* Find and burn down the second hidden Morden tower
* Find and burn down the third hidden Morden tower
* Find and burn down the fourth hidden Morden tower
* Locate and destroy the hidden Durvla hatchery
* Find and explore the second Morden intelligence camp
Initiate this quest by taking Finala to the broken elevator in the Upper
Kithraya Caverns. With Finala as the active character, click the broken
mechanism and ride the elevator down into a Morden intelligence camp. Have
Finala open the treasure chest to get a map to four hidden Morden towers.
Teleport to the Southern Greilyn Jungle and head west to the Abandoned Ruins.
Finala will find a secret door inside the ruins and you can follow the path
to an elevator that takes you up to a plateau with the first Morden tower.
Destroy it as you did the towers in Act I.
Teleport to the Northern Greilyn Jungle and go to the impassable wall just
north of the teleporter. Finala will find the secret entrance. Pass through
and destroy three Morden towers. After the final tower is destroyed, Finala
finds another map and an elevator gear.
When you reach the Morden city of Darthrul in Act III, Chapter 2, take Finala
down the east path from the town square. She'll find the hidden entrance to
the Durvla Hatchery. Clear out the mobs, then blow open the cage by shooting
the explosive, spiked container next to it. Finala can loot the chest to find
a Morden Wrench, which will come in handy for fixing elevators.
When you reach the Southern Desert of Kaderak (Act III, Chapter 4), take the
north path past the entrance to the mines and follow it until you find an
elevator on a small hill. Finala will fix the elevator, and you can clear out
the intelligence camp and loot the chest to end the quest.

#17: Rahvan's Curse


=====================
* Intended level: 28
* Find Letiso the lich
* Defeat Letiso the lich
* Return Champion Rahvan's soulstone
Show Champion Rahvan the four Death Masks to gain entrance to the Azunite
Burial Grounds. Follow up with him about his memories coming back and he'll
ask you to find and destroy the lich that killed him and enslaved his spirit.
He'll give you a chant (Letiso) to use to find the lich's secret tomb.
When you get to the lower Azunite Catacombs, the path will soon split. Take
the south path to find a shrine. Clear it out, then stand on the purple tree
symbol on the east side of the room. Incant the Letiso chant and the door to
the lich's tomb will open.
Kill the lich and return to Rahvan to conclude the quest.

#18: Evangeline's Folly


=========================
* Intended level: 28
* Seek Jessic and the soldiers in the Vai'kesh stronghold
* Seek Jessic in the second Vai'kesh stronghold
* Seek Jessic in the third Vai'kesh stronghold
Add Princess Evangeline (Eva) to your party and equip her appropriately.
Teleport to the Southern Vai'lutra Forest (South) teleporter and talk to the
wounded caravan guard. He'll open Evangeline's Folly quest.
Teleport to the Western End of Arinth's Ravine. Follow the main path west
until you reach a bridge. Before the bridge, turn left (west) and go along
the edge of the chasm to reach a small cave. You'll be able to get through
the locked door and pick a fight with the Vai'kesh in the room and the room
beyond, which contains the jailor, who is mini-boss level. After killing all
the Vai'kesh, speak with Eva's soldier in the jail cell.
The next cavern in your quest is along the north side of Arinth's Ravine, so
hoof it back the way you came and fight your way along the ravine to the
large cavern on the north side. Enter the cave, find the door and repeat the
process of killing the jailor and talking to the soldier.
The third, and final, cave is further along the ravine, so head east. When
you get to the second bridge, instead of crossing, continue east to find the
entrance to the cave. Enter, kill the jailor and talk to Jessic to end the
quest.

==================================
[3.5] DS2 Act III Primary Quests
==================================
Chapter 1: Restore Kalrathia's Water
======================================
* Follow the aqueduct to its source
* Defeat the Ganth
* Restore Kalrathia's water
* Return to Lord Kalrathia in the great hall
Leave Kalrathia by the North Gate and follow the path until you reach the
Water Temple. Inside the temple, fight the Ganth, who has 12,500 health; is
resistant to fire, lightning and death damage and has health stealing ability
on its weapon. But, tough as the Ganth is, when you exit into the Temple
Courtyard, you're in for much worse.
The Courtyard is crawling with Morden and you will be hard pressed. Plenty of
AoE powers are the name of the game. When everything is dead, push the
glowing button on the north wall to turn the water on. Teleport back to
Kalrathia and speak to Lord Kalrathia.

Chapter 2: The Morden Chief


=============================
* Enter the Morden city of Darthrul
* Speak to the Morden Chief
* Defeat the Morden Chief
* Bring the head of the Morden Chief back to Lord Kalrathia
Leave Kalrathia by the East Gate and fight your way through the Eastern Plain
of Tears and Ruins of Okaym. Once you enter Darthrul, you should meet a
Patrol Leader who, when killed, will drop a key to the District of the Sword,
which is located in the northeast quadrant of the city. Enter and kill the
City Lieutenant for the key to the District of the Crossbow.
That district is the southwest quadrant. Once again, enter and kill the City
Lieutenant, who drops the key to the District of the Lance. The District of
the Lance is in the northwest and the City Lieutenant drops the key to the
District of the Chief.
Enter the District of the Chief to the north. Fight your way to the Chief,
speak to him, then kill him. Return to Kalrathia and talk to Lord Kalrathia
to start Chapter 3.

Chapter 3: The Kalrathian Rebellion


=====================================
* Defeat all the Morden in the town of Kalrathia
* Report to Tehruth
Well, this is pretty simple. You just wiped out a whole city of Morden, now
all you have to do is clear them out of Kalrathia. There are 30 Morden, and
the game will count them down for you. Zoom in on your map to find the little
red dots, and don't forget about the North Wall, where there are about six
Morden. Once they are all dead (you'll get a task entry in your Quest log),
return to the great hall and speak to Tehruth.

Chapter 4: The Mines of Kaderak


=================================
* Travel to the Desert of Kaderak
* Destroy the first protective statue
* Destroy the second protective statue
* Destroy the third protective statue
* Destroy the fourth protective statue
* Enter the Mines of Kaderak
After Kalrathia gives you the Aegis of Sight, Tehruth will give you an
activation stone for the Southern Desert of Kaderak teleporter. Teleport
there and head north to the entrance to the mines. Destroy the four statues
around the entrance, then ride the elevator down. Head down the stairs until
you see the cutscene showing the giant shard.

Chapter 5: The Mines of Kaderak, Part II


==========================================
* Destroy the giant shard cluster
* Find the Dark Wizards
* Destroy the Dark Wizards
* Recover the Aegis of Life
* Return to Lord Kalrathia with the Aegis of Life
Work your way east through the Upper Mines of Kaderak, pulling each lever you
find. This will send an explosive-filled mine cart into the giant shard and
open the way into the Lower Mines. Descend into the shard pit, then climb the
wooden ramps to enter the Lower Mines.
Follow the path north, then east to reach a large elevator that takes you to
the Summit of the Dark Wizards. Ride up the second elevator to your boss
fight against the wizards.
These guys are more powerful versions of the one you faced when rescuing
Evangeline--and there are three of them. Make sure you have a Nature Mage
with the Resurrection spell or lots of Resurrection scrolls available.
Tactics are roughly the same. Take out the crystals that defend the wizards,
then unload on them with powers. When you see circles (of lightning, death or
fire) surrounding your characters, run! Concentrate on one wizard at a time.
Fortunately, these guys don't summon anything, and they don't do a lot to
help each other out.
Stick to one like glue until he's toast, then move on to the next one. Keep
an eye out for those circles of doom at your feet and be patient. They are
susceptible to curses, so having a combat mage with a decent curse or two
will be helpful. And you can have your nature mage cast Spirit Embrace to
make your party immune to the wizards' curses.
When all three are dead, take the Aegis of Life and return to the Lower Mines
and teleport back to town. Lord Kalrathia is ill and in bed in his room on
the west side of the great hall. Speak to him to learn how, now that you have
the four pieces, you can reforge the Shield of Azunai.

Chapter 6: The Agallan Trial


==============================
* Speak to Advisor Kynos
* Defeat Advisor Kynos
* Take the Kalrathian Crystal to the fountain in the center of the town of
Kalrathia
* Enter the ancient chamber underneath the town of Kalrathia
* Speak to the Azunite Ancestor
* Restore water to the western waterway
* Restore water to the northern waterway
* Restore water to the southern waterway
* Restore water to the eastern waterway
* Go through the portal to the Agallan Peaks
Your first task is to speak to Advisor Kynos, who no one in their right mind
would like. Fortunately, you get to kill him. You'll get the Kalrathian
Crystal that unlocks the Agallan Trial under the city. You also get Kynos'
house key; he lives in the north section of town if you want to help yourself
to his things. He won't be needing them any longer.
*NOTE* From this point, it is a long time until you see your next teleporter-
-about a quarter of the way through Chapter 8. You can use the town portal
spell (Summon Teleporter), but those don't last through a reload. So don't
start this next section unless you have some time to play. If you quit any
time before the next teleporter, you're going to have a long, long trek in
front of you.
Use the crystal on the glowing corner of the fountain, then press any of the
buttons to ride down into the Agallan Trial area. Down the steps you go until
you reach a large room and get a cutscene with your instructions. Talk to the
Azunite Ancestor, then head through the west door.
Down more stairs...and more...and some more. When you finally hit bottom, go
down into the water trough and pull the lever to open the sluice gate. Then
turn the valve to start the water in the western waterway. Go through the
broken wall into a tunnel.
The tunnel soon branches north and south. You can go either way, but, since
the Quest Log lists the northern waterway next, head north. When you get back
into the man-made section, look for a Mysterious Chant in the corner.
Note the three large stone controllers at the edge of the platform. These
control floodgate doors down below. You have to activate them in various
combinations to enable your party to get through to unblock the waterway and
turn on the water. Each of the floodgate controllers has a center "button"
that is either up or down.
The easiest thing to do is to enter Wait mode and send one character down and
keep the others next to the controllers. It's easier to move one character
around in the small rooms.
For the northern puzzle, set the controllers so the Center controller button
is down and the other two are up. Go down into the waterway, open the gate
and turn on the water. Go into the northwest room and around to the northeast
room. Hit the switch in here so it is up and open the way to the south room.
Push the switch in the south room down to open the way to the east platform.
On the platform, push the button on the east wall to open part of a shortcut
to the southern/eastern waterway. Then go to the south end of the platform,
enter the waterway and open the gate. This is actually for the eastern
waterway, but might as well do it now.
Then go back into the northern waterway and open the second gate. The water
should be running freely now. Go up onto the northern platform, reform your
party (if you went solo), enter the room to the west and push the button on
the wall to open a door back to the west waterway. Enter the tunnel and go
south.
Along the way you'll encounter Spirit of Aranna #17. The incantation shrine
is just to the east of the ghost. When you reach the southern waterway, open
two gates and then turn on the water.
Go up on the platform and push each controller down, enter Wait mode and send
your PC down into the waterway and open the gate. Enter the southeast corner
room and thence into the southwest corner. Set this switch down and exit the
room to open the last two gates to let the water run through.
Go back into the southwestern corner room and set the switch up to open the
door north. Push this next switch down to open the north door and go through
and open the gate. Return to the northwest room.
Here's where it get's much easier to do this in Wait mode. You have to turn
the two switches up on the platform to the up position. This opens the way to
get from the northwest room over to the northeast section of the waterway and
open the last two gates and turn on the water. So you just change to another
character, hit the two switches on the platform and you're home free.
If you haven't used the solo trick, here's what you have to do. Hit the
switch in the northwest room to get to the southwest room. Hit the switch to
open the door into the southern waterway. Go up to the platform and hit both
switches. Go back to the southwest room, hit the switch, enter the northwest
room and hit the switch and now you can get through.
For the record, to the north of the eastern water valve is a platform with a
mana shrine (and a Mysterious Chant behind the shrine). At the west end of
this platform is the button on the wall that opens the shortcut to the north
platform, which you'll need to use if you did not previously open that last
east gate.
To quickly get back to the stairs leading up, return through the south
waterway and enter a room to the north and push the button on the wall to
open a shortcut to the western waterway. Head up the stairs, through the big
door, collect your loot and go through the portal.

Chapter 7: The Agallan Giants


===============================
* Investigate the Agallan Peaks
* Use the portal to travel to Zaramoth's Horns
Nothing to do here but go talk to the giants. After your chat, step through
the new portal and get ready to start fighting again...

Chapter 8: Zaramoth's Horns


=============================
* Ascend to the top of the mountain
* Defeat the Archmage
Enter the hall to the east and fight your way to an elevator. You may note
some Eyes of Zaramoth statues scattered about. Hitting them causes them to
shoot a highly damaging beam of light. This technique is not important now,
but will be later.
The elevator takes you down into a prison, where you quickly come to another
elevator that takes you up to a platform with three other elevators. The
Agallan Obelisk in the center of the platform grants 30 seconds of
invulneratiblity when used. Your party must be close by to be affected, so
regroup around the obelisk before clicking.
The northwest elevator takes you to nature and combat mage sanctuary doors
and another elevator that puts you back on the main path, right at the Lower
Zaramoth's Horns teleporter. Head north from the teleporter.
After the long bridge is a room with three doors. Go east and keep fighting
your way until you get outside. Take the southern door from the incantation
shrine area and begin a long (and possibly arduous) slaughterfest until you
reach the archmage.
There's a teleporter right before you enter the Archmage's Chamber. This is
the last teleporter in the game. If you quit the game, or your entire party
dies, after this point, you will have to return here and do everything again
(except for the Archmage fight).
The archmage fight takes place on a platform surrounded by obelisks. You can
use the obelisks yourself, but the archmage uses them too and therein lies
the problem. On his own, the archmage is not that difficult. He's got 90,000
health, but he won't do much damage to your party.
The missiles he summons out of the obelisks are something else entirely.
Every so often, the archmage will "convert" an obelisk to his own use and it
will start firing out missiles. These missiles are instant death for any
character they touch. They move slowly, so you can dodge them, but if the
archmage converts a lot of obelisks, you're in big trouble.
Make sure you have a nature mage with a resurrection spell and some rez
scrolls for the other characters in case the nature mage bites the dust. You
can "redeem" an obelisk the archmage has converted by attacking the obelisk.
However, in the long run, you are better off simply unloading every power in
your book on the archmage himself.
This is likely to be the longest, most difficult battle yet. Once he's
defeated, the final battle is waiting at the top of the stairs.

Chapter 9: The Final Ascent


=============================
* Locate the Temple of Valdis
* Destroy Valdis
* Go through the portal
You've got a lot of stairs to climb, and every inch is contested--many times
by groups of mini-bosses. If you've been following this guide and doing every
sidequest, you're probably running four to five levels above everything you
encounter, so this is mostly tedious.
*NOTE* It cannot be stressed enough that if you quit or die here, you have to
make this ascent again and all the mobs respawn.
When you finally reach the Temple of Valdis, it is remarkably (and
comfortingly clear). Open a town portal and hie thee back to Kalrathia for a
refit. Make sure you have rez scrolls for everybody. Lots of potions. Etc.
Continue into the temple until you meet Valdis. Don't try to attack him, he's
invulnerable. The only way to hurt him is to lure him in front of one of the
Eyes of Zaramoth placed on the edges of the room, then beat on the eye to
open it (and they don't have great range). Conversely, Valdis can kill you
quite easily. No matter how well you've outfitted your party, one sword combo
from Valdis and they all turn into grave markers.
The best way to handle Valdis is to get beyond an Eye in a straight line from
Valdis, so that he is forced to walk directly past the Eye you're near. Time
it so your ranger starts attacking the Eye when Valdis is about three to four
steps away (or two or five, depending on the damage your ranger can do). If
you time it right, Valdis will get zapped before he even gets close enough to
you to start swinging.
For example:
Eye

Valdis
X - start shooting the Eye when Valdis is here
Eye
You
It will take patience and practice, but once perfected, you can take Valdis
out pretty easily. You have to hit him three times to advance to the next
stage of the fight. After the first hit, Valids summons a horde of Qatall
Minions. Take them out while staying away from Valdis, then re-commence the
luring/zapping project.
After the third hit, you get the Fantasy RPG Plot Twists for Idiots cutscene
and the fight against Valdis takes on a more traditional flavor. Valdis is
now, essentially, just another boss character. He's got 90,000 health and he
can regenerate, so you don't want to leave him alone for a long time.
Don't worry about falling into the lava, if your characters are reasonably
well-equipped, you won't get hurt (much). Just don't go swimming in it. Lay
into Valdis with everything you've got.
Valdis has four main attacks:
* A shockwave that will throw your characters back. Not a huge problem, even
if you fall in the lava. However, if your party is melee-heavy, it will push
the fighters off Valdis for a few seconds, during which he can regenerate.
Don't worry about the shockwave and just keep at him
* He will bring rocks crashing down. This is (or should be) a non-issue. A
few rocks shouldn't hurt you, but, if they're giving you fits, just watch for
the enlarging shadows and run away.
* A gigantic fireball. This one's dangerous. Fortunately, Valdis starts to
glow yellow before releasing it, and he won't change his orientation once he
starts the spell. So, as soon as Valdis begins to glow yellow, run behind him
and attack his back while he blasts empty air with a pretty fireball.
* More a defensive maneuver than an attack, Valdis will clone himself, giving
himself time to regenerate while you attack a clone. However, the clones
don't react to attacks--they don't physically react and they don't make any
noise. So if you hit a Valdis and it doesn't do anything, go attack another
one.
Once you take off one-third of his health, he summons a horde of Qatall
Minions. By this point, Qatall Minions should be little more trouble than
flies. Don't worry about them and concentrate on Valdis.
When Valdis reaches 0 health, he revives and summons a shield around himself.
(So, why didn't he do this earlier?) You can't penetrate the shield, but the
great big Eye of Zaramoth that was just revealed, can. This one's easy
because Valdis doesn't have his sword. Stand in front of the eye, wait for
Valdis to get close, then whack it. Brutal Strike or Take Aim (or some other
high-damage, single strike power) works very well.
After the cutscenes you can return to Kalrathia and finish up whatever you've
left hanging. This would be a good time to do The Mysterious Mystery Quest.
You can also arrange your companions and equipment for playing at the next
difficulty level. One thing you might want to do now is visit a store and buy
some 0-level bows, swords and spells. If you want to do a little multi-
classing at the higher difficulty levels, you won't be able to buy any 0-
level gear to get you started. So buy it now and stick it in your Storage
Vault or on a pet at the Inn.

====================================
[3.6] DS2 Act III Secondary Quests
====================================
#1: Dwarven Song of Ore
=========================
* Intended level: 35
* Find the Silver stanza
* Find the Iron stanza
* Find the Gold stanza
* Find the Mythril stanza
* Return the stanzas to Historian Leontia
* Return with the fourth stanza to Historian Leontia
Talk to Historian Leontia in the great hall of Kalrathia to begin this quest.
You'll find the stanzas in the Mines of Kaderak.
* The Silver stanza is in the Upper Mines in a side room just past the third
lever.
* The Iron stanza is in a side room just past the East teleporter. Go up the
stairs to the west and look in the room with the Spirit of Aranna.
* The Gold stanza is in a hidden room east of the elevator to the Lower
Mines. There's a set of three rooms, go to the west room and pull the lever
to expose the chest with the stanza.
* The Mythril stanza, which is not originally part of the quest, is in a
chest just south of the Lower Mines teleporter.
It makes no difference whether you return the first three stanzas to Leontia
and then bring her the fourth, or just bring her all four at once. The reward
is the same in either case, and includes both the Chant of Prosperity and the
Greater Chant of Prosperity.

#2: The Lore of Aranna


========================
* Intended level: 33
* Find the Lore of Aranna collection and return to Telgrey the Scholar
Telgrey lives in a house in the northeast corner of Kalrathia. Ascend the
stairs near the East Gate and go north into his room. Talk to him about the
Lore of Aranna. There are 20 volumes in the collection:
1) Kings and Queens of the Northern Reaches: Snowbrook Haven Servant's
Quarters
2) The Dark Wizards: Vai'kesh Sanctuary, on a table on a stairway as you
leave the sanctuary
3) Downfall of the Manu Ostar: In Alar'ithil's house south-west of the south
bridge out of Aman'lu
4) Valdis and His Armies: In Tywlis' house in Aman'lu
5) Turmanar and its Aftermath: In Alt'orn Hall in Aman'lu
6) The Skath: In the tower where you meet Vix, near the Upper Kithraya
Caverns
7) The Deeds of Xeria: Windstone Fortress' Western Gatehouse
8) The Death of Xeria: Xeria's Temple, north room
9) The War of Legions: Xeria's Temple, north room
10) The Legend of Arinth the Mad: Received from Eolanda when given the
Arinth's Legendary Staff quest
11) The Dryads and their Customs: Aman'lu, on Eolanda's table
12) Zaramoth's Ascendance and Downfall: Aman'lu magic shop, second floor
13) Elandir's Life and Teachings: On the second floor of the Aman'lu Inn
14) Fables of Ancient Artifacts: Aman'lu, on Eolanda's floor
15) Symbology of the Azunites: Aman'lu magic shop, second floor balcony
16) The Legacy of Azunai: Room along the north wall of Kalrathia
17) The Path of Life: Shrine of Life (part of Amren's Vision quest)
18) The Path of Sight: Shrine of Sight (part of Amren's Vision quest)
19) The Path of Death: Shrine of Death (part of Amren's Vision quest)
20) The Path of Blindness: Shrine of Blindness (part of Amren's Vision quest)
Vol. 20 should be the last one you collect, as it isn't available until
Chapter 2 of Act III. Once you have them all, return to Telgrey. When you
first talk to him to complete the quest, all he gives you as a reward is a
"book" called "The Mercenary and the Scholar".
If you read this little ode, it's obviously a joke. Talk to Telgrey again to
receive your true reward, which will include the Mysterious Book, part of the
Mysterious Mystery Quest.

#3: The Lost Jewels of Soranith


=================================
* Intended level: 33
* Enter the Ancient Vault
* Solve the second puzzle within the vault and see if there are any jewels
locked within
* Solve the third puzzle within the vault and investigate the area for more
jewels
* Return to Kevarre the Explorer in the Kalrathia tavern
Enter the tavern in Kalrathia and speak to Kevarre the Explorer. He'll spin a
tale of an ancient vault of Soranith, in which he found an amulet. He thinks
there are more jewels in the set, and tasks you with finding them.
While walking through the Northern Plain of Tears, look for a path down to a
plateau to the east, just before reaching the teleporter. Enter the square
tower on the south side of the plateau and descend into a Mysterious Vault.
Fight your way through to the second vault and clear the room.
Great! More light puzzles.
There are five obelisks in the room, each connected by channels like so
(north orientation):
_________
| |
__________A____ |_____
| | | |
| | |____ |
| | | |
| | | |
| _____B_________C |
| | | | |
| | |____ D_____|
| | | |
E____| |____|
The channels are initially dark, they must be lit. When you click an obelisk,
all other obelisks connected by an unlit channel start to glow. Click one of
those obelisks and the channel lights up and the other obelisk becomes
active. So on and so forth. Once a channel between two obelisks is lit, you
can't "connect" those two obelisks again. The statue on the south side of the
room resets the puzzle if you get stuck.
There's probably several solutions to this, but here's one:
D - A - C - D - B - A - E - B - C
Two doors to the south will open. In the next room get Soranith's Silver Ring
from a treasure chest behind the west door, then go through the south door,
down the stairs and into a more complicated light puzzle.
This time there are nine obelisks like so (north orientation):
_____A_______________B C_____
| | | | |
| | __________| | |
| | | | |
| | | ___________| |
| | | | |
| | | | |
| D |____E___________ |
| | | | |
| | | | |
| | | _____F_____|
| | | | |
| | | | |
|_____G_________| | |_____
| | |
| | |
|_______________H___________I
Again, there are probably several solutions, here is one:
H - F - I - H - G - A - D - G - E - F - C - E - B - A
A door to the south opens, collect a Mysterious Chant (Rando Conjurum Ix) and
Soranith's Gold Ring. Return to Kevarre in the Kalrathia tavern to end the
quest and receive Soranith's Amulet, completing your set.

#4: The Legendary Mace of Agarrus


===================================
* Intended level: 33
* Talk to Explorer Tai'esse in Aman'lu
* Find the stone tablet fragment
* Return the stone tablet fragment to Explorer Tai'esse in Aman'lu
* Enter the tomb of Agarrus and locate the mage
In Kalrathia, in the northern section of the city, find a soldier named
Berseba and talk to her about the mace of Agarrus. Head to Aman'lu and find
Tai'esse at the Inn. Speak to her to receive a stone key, which will lead to
a fragment of a stone tablet.
Teleport to the Snowbrook Foothills and go a bit north and then south and
then east into an entrance to the Snowbrook Grotto. From the entrance, go
south and then west, keeping an eye out for man-made steps leading down to
your left (south). Go down the steps, open the door and collect the fragment.
Return to Aman'lu and speak to Tai'esse. Travel to Eirulan and teleport to
the Western Cliffs of Azunai. Go south into the Azunite Cavern where you
retrieved the Artifact. The tomb is in the northwest corner. Extend the south
bridge over to the tomb by finding the switch hidden on the north wall of the
small ruin near the bridge.
Enter the tomb and speak to Guardian Magentus to close the quest and receive
the mace.

#5: The Mage's Apprentice


===========================
* Intended level: 34
* Find Apprentice Darek and Mage Boden's research journal
* Return to Mage Boden with his journal
* Defeat Mage Boden
* Speak with Apprentice Darek
Speak to Mage Boden in the Kalrathia magic shop to begin this quest. He'll
give you a golden mirror and some directions to where his apprentice might
have gone. When you reach Darthrul in Chapter 2, before entering the gate,
head west and go down into the dry canal.
At the end of the canal, go up the stairs and then down into Some Ancient
Ruins.
Oh boy! Another light puzzle!
The statue on the north side of the room is missing its mirror, the golden
one Mage Boden gave you fits quite nicely and starts the beam of light. There
are two doors, to the north and west, and you must shine the light on each to
open it. There are 17 statues in all, scattered about the room.
The north door is simple, direct the light south one statue, west one statue,
south one statue, east one statue and then north to unlock the door.
Door
|
| 1
| |
3-------------2
| |
| |
| |
| |
| |
| |
4----------5
The west door is a bit more complicated.
Direct the light all the way to the south end of the room, to the fourth
statue. NOTE You will have to turn statues out of the way to let the light
pass. Send the light east one statue, then north one statue, then west three
statues. Now direct the beam south one statue, east two statues, south one
statue then west and move all the intervening statues out of the way until
the light hits the west door.
1
|
X |X
5------------|---4
| | |
6------------|---|--------------7
|X | |
| | |
| | |
Door------------------|---|--------------8
X X X| | X
| |
| |
2---3
X = Statues that must be turned out of the way to let the light beam pass.
Beyond the west door is a treasure room. Behind the north door is Mage
Boden's apprentice, Darek. Turns out Boden is a nasty guy.
Gee, what a surprise.
Return to Kalrathia and confront and kill Boden. Darek then mysteriously
appears. Talk to him to close the quest and earn your reward.

#6: The Kalrathian Nexus


==========================
* Intended level: 33
* Imbue the Soul Staff at the Node of Earth
* Imbue the Soul Staff at the Node of Frost
* Imbue the Soul Staff at the Node of the Phoenix
* Return to Nora
Near the North Gate of Kalrathia you'll find Nora the Nature Mage. Speak to
her about the seal placed on the Kalrathian Nexus. She'll give you a Soul
Staff, which needs to be imbued with power from three ley lines.
* The Node of Earth is located in the Cavern of Earth in the north part of
Xeria's Temple. Find the secret passage next to the incantation shrine and
follow it to the cavern.
* The Node of Frost is located in the Cavern of Frost in the Snowbrook Haven
Servant's Quarters. Opposite the incantation shrine, go through the north
door to reach the cavern.
* The Node of the Phoenix is located in the Cavern of the Phoenix at the
south end of the Lost Valley of the Azunites.
Enter each cavern, descend to the center, equip the staff and incant the
chant Nora teaches you (Arcesso Arcanum). Once the staff has been imbued at
all three nodes, take it to the Kalrathian Nexus, which is a cave along the
north side of the Eastern Plain of Tears.
Equip the staff and break the seal over the nexus. Return to Nora to receive
the Soulstaff of the Nexus and other junk as your reward.

#7: Sartan's Suspicion


========================
* Intended level: 33
* Find Osric, a suspected spy working for the Morden
* Find the Morden arsenal
* Free the prisoners
* Return to Soldier Orayne
In Kalrathia, take Sartan into the tavern and speak to a drunkard named
Feltan. He'll point you to the location of a suspected spy hiding out in the
Eastern Plain of Tears. When you reach the Eastern Plain of Tears, keep
heading east away from the city until you enter A Mysterious Cavern.
With Sartan in your party, knock on the door at the east end of the cavern.
Sartan will kill Osric, then find out Osric was a double agent. Now it's up
to Sartan to rescue some prisoners of the Morden. When you reach the Ruins of
Okaym teleporter, head west into the hills to find the Morden arsenal.
Enter and clear out the Morden. When you find the prisoners, blow open their
cells by exploding the spiked containers next to the cell doors. Use a ranged
weapon or spell to blow them open, unless your fighter is a masochist. Then
return to the Mysterious Cavern and speak to Orayne to finish the quest.

#8: The Morden Riders


=======================
* Intended level: 35
* Find a Morden tent
* Find a sack of Morden rations
* Find a pack of Klask rations
* Bring the supplies to Nordax and Neillibok
When clearing the District of the Lance in Darthrul, look for the hidden
switch that lowers an elevator to a cellar. Kill the Lieutenant in the cellar
and get the key to the District of the Shield. In that District, enter the
pit along the south wall and find the hidden switch that lowers an elevator
to the eastern end of the dry canal.
Fight your way east until you meet Nordax and Neillibok. Agree to help them
find supplies so they can desert. Return to Darthrul and raid the supply
vaults in the Districts of the Crossbow, Lance and Shield. Go back to the
Riders and talk to them. Pick up your reward from the Ancient Vault behind
the east wall.

#9: Vix's Vengeance


=====================
* Investigate the additional mine caverns Vix discovered
* Destroy the first cluster of shards
* Destroy the second cluster of shards
* Destroy the third cluster of shards
After reaching the Lower Mines of Kaderak, look for a path east. Take Vix
along the path to the large door, which he will break down. Clear out the
mines beyond. When you reach a shard cluster, look for the exploding mine
cart nearby. Pull a lever to turn the tracks the correct direction, then pull
another lever to send the cart into the cluster. After the third cluster,
loot the area behind the shard.

==========================================
[3.7] Broken World Part 1 Primary Quests
==========================================
Chapter 1: Kanred the Mage
============================
* Speak with Burk.
* Find Kanred the Mage and try to reason with him.
* Defeat Kanred the Mage.
* Return to Burk at the Dryad Outpost.
You begin in a Dryad Outpost somewhere in the wilderness. Standing right in
front of you (with that nice little question mark floating over his head) is
Burk. His brother, Kanred, is a mage gone mad. The Dryads are out to kill
Kanred and Burk wants you to find him first. This kicks off your first
primary quest. Leave by the south gate of the Outpost into the Blasted
Valley. Fight your way south through the Blighted Hills to reach Kanred.
Kanred is your first boss fight and reveals what will become a typical
pattern. One of his attacks is to teleport into the center of your group and
release a powerful, radial magic attack. This attack is almost certain death
for your mages and will put a serious hurt on rangers and some fighters. When
he teleports into your midst, run. Then turn and pound on him. Beyond the
teleport attack, Kanred isn't that dangerous, with very average magic
attacks.
After Kanred is dead, return to the Outpost and speak to Burk. Part of your
reward is Kanred's staff, repaired, which will now allow you to open some of
those caverns south of the Outpost.

Chapter 2: The Mage's Tutor


=============================
* Use Kanred's staff on the magic sealing the cave in the Blighted hills.
* Find and confront Kanred's tutor.
* Defeat the Morden Gral rogue mage.
* Speak to Sentinel Kirani to get directions to Aman'lu.
Teleport to Blighted Hills (North); go west to a cave entrance blocked by
shimmering lights. You can use Kanred's repaired staff to open the cave
entrance. Follow this Dusty Cavern until you enter the Kelvaran Waste.
Travel east, through the Waste, until you reach the Chapter 2 boss fight
against Kikrak. This fight is almost identical to the one against Kanred,
except Kikrak has a Familiar. Kill the Familiar first (you have to kill it
twice, and watch for the explosion after you kill it the first time). Make
sure you run away when Kikrak teleports inside your party. After the Familiar
is dead, Kikrak himself should be a piece of cake.
Teleport back to the Dryad Outpost.

Chapter 3: In Search of Celia


===============================
* Give the password Kirani taught you to the Guardian statue in Arinth's
Heights.
* Find Warden Celia.
* Destroy Celeb'hel the Rogue Mage.
* Convince Warden Celia to open the path to Aman'lu.
Find Kirani in the domed structure on the east side of camp and speak to her.
She'll give you a password that will allow you to pass Dryad Guardian Statues
that block entrances with vines. Refit your party and Leave by the north gate
to enter Arinth's Gorge. You'll go over a bridge, then down into a gully and
under that same bridge.
Continue north, past the Arinth's Gorge teleporter, to a vine-blocked cave.
Use the password to enter the Hak'u Tunnels. Beyond is Arinth's Heights. This
is a long, relatively straight climb with three teleporters along the way
(Lower, Upper and Summit).
Continue to the summit of Arinth's Heights, where you encounter another mage
gone mad. This one is familiar; it's Celeb'hel, the Elder leader of the
Aman'lu. You are forced to fight him and the fight plays out exactly like the
battles against Kanred and Kikrak. The biggest difference this time is
Celeb'hel is a bit more dangerous even when not executing his teleport-
circle-of-death attack. You may need to buff up a bit and stock up on health
potions using the Arinth's Heights (Summit) teleporter before you take him
on.
When Celeb'hel is defeated, you get a soulstone, an entry for "Celeb'hel the
Elder" side quest, a conversation with Celia and the next chapter.

============================================
[3.8] Broken World Part 1 Secondary Quests
============================================
#1 Hunt for the Lost Dwarves
==============================
* Look for clues of the Lost Dwarves.
* Return to Yoren with news of your find.
* Bring Yoren to the abandoned mine.
* Explore the hidden cache.
* Find a way to enter the Glorydeep Mine.
* Find someone with information about the Glitterdelve family's fate.
In the Dryad Outpost you'll find a dwarf named Yoren. Speak to him to
initiate this quest to find his lost brethren. He wants you to look for clues
to their whereabouts during your travels. As you travel south from the
Outpost, you will go through the Blasted Valley and then into the Blighted
Hills. Just before entering the Blighted Hills, there's a cave entrance to
the east. You have to leave the beaten track to find it. Inside is an
Abandoned Mine; entering it automatically gives you a "clue" and an update to
your journal.
Return to Yoren. He wants to join you and check out the mine himself. You
have to add him to your party to continue this quest. Once he's on board,
teleport to the Blighted Hills (North) teleporter, go north over the bridge,
then head east to the Abandoned Mine. Inside, approach the north wall of the
mine and Yoren can activate the switch that opens the secret door (the switch
starts to glow, so you can't miss it). Inside, collect the logbook.
That's it until you enter Glorydeep Mine at the beginning of Part 3 of the
main quest. Add Yoren to your party and find Rockmover; he's in a house to
your left as you cross the first bridge in the Enclave. Rockmover and Yoren
will converse, you'll get some treasure and that's the end of the quest.

#2 Missing
============
* Look for Eliza.
* Return Eliza's locket to Soram in the Outpost.
Talk to Soram in the southeast corner of the Dryad Outpost (to your right as
you start the game) about his missing wife. You can't get anywhere in this
quest until you've finished Chapter 2 of Part 1 of the main quest and have
both Kanred's Staff and the dryad password.
Teleport to Blasted Valley (South) and go north until you pass over a bridge.
Turn west until you find a cave blocked by glowing lights. You can now use
Kanred's Staff to get through.
At the back of the cave is a door blocked by one of Celia's guardian statues.
Speak to the statue and use the password to get through. Inside you'll find
Eliza, turned into a bound creature, with a bunch of minions. There are also
four Sanctuary Doors (level 36, one for each main class).
Once Eliza is dead, return to Soram at the Outpost. He will not initially
believe you, then he will attack you when you prove Eliza is dead. When you
"kill" Soram, he surrenders. Your only reward is whatever you took from
Eliza's lair.

#3 Lumilla's Special Recipe


=============================
* Find some Ash Leaves, Sage Liniment, and Gardenia Leaves and return to
Lumilla.
Like Lumilla's quest in DS2, this is intended to introduce you to the concept
of reagents; specifically, reagent recipes. These special combinations of an
enchantable item and specific reagents produce a unique item. You'll find the
reagents she needs lying around south of the Dryad Outpost; just make sure
you explore to the edges of the map.
Once you have the three reagents, talk to Lumilla and she'll give you a
recipe (Lumilla's Cooling Band) and an enchantable ring. Use the ring and the
reagents to make the item. All the reagent recipes and the unique items they
produce are listed later in this guide.

#4 Naturalist Ithara's Research


=================================
* Acquire a sample from a Bound Terrak.
* Acquire a sample from a Bound Human.
* Acquire a sample from a Bound Fellspine.
* Acquire a sample from a Bound Hak'u.
* Acquire a sample from a Bound Hyena.
* Give Ithara all of the samples.
Ithara is a naturalist who resides in the northeast corner of the Dryad
Outpost. She is interested in studying the bound creatures that have arisen
since the breaking of the world.
This is pretty simple. As you kill the bound creatures on the list, a sample
(hand, foot, etc.) will be added to your Quest Items in the Lore section of
your journal. Once you have all five samples, return to Ithara. You'll find
the fellspine, human and terrak in the Blasted Valley and Blighted Hills
south of the Outpost. Hak'u roam Arinth's Gorge north of the Outpost. You'll
get a bound hyena sample when you first enter the passage to Aman'lu at the
end of Part 1, Chapter 3.
As soon as you get the hyena sample, run back to the Dryad Outpost (it isn't
far) and turn in the samples to Ithara. She'll give you a suit of fighter
armor in return and send you on part 2 of her quest.

#5 Anya
=========
* Find and defeat Anya.
* Return the stolen backpack to Tomas.
You'll find Tomas just outside the south gate of the Dryad Outpost. After
speaking to him, continue south. When you pass the Blasted Valley (North)
teleporter, cross the bridge and turn left (east). Find the ramp leading down
and north and you'll find Anya and some minions. Kill them all, then return
to Tomas. He rewards you with some items and gold and becomes a merchant who
will sell you all the enchantable items you need for the reagent recipes in
the game.

#6 The Ancient Tome


=====================
* Locate someone who can identify the ancient tome.
* Fill a vial with Aman'lu's blessed water and bring it to Mage Nari.
* Find a mana-infused stone and bring it to Mage Nari.
* Find a suspended soul and bring it to Mage Nari.
* Capture a lonely voice and bring it to Mage Nari.
* Find a memento of the past and bring it to Mage Nari.
* Speak to Mage Nari.
* Speak to the spirit of Historian Arisu.
After finishing Part 1, Chapter 1 and obtaining Kanred's Staff, you can
explore previously blocked caves south of the Dryad Outpost. In the first one
you come to south of the Outpost (due west of the Blasted Valley (North)
teleporter), you'll find an ancient tome in a side tunnel. Pick it up to kick
off this quest.
Return to the Outpost and find Mage Nari. She bides her time in the northeast
sector, just past the arcanist (near where Amren waits). Talk to her to fill
in the remainder of the quest. You'll find the items as you adventure, but
the final one won't be found until near the end of the game.
* Vial of Aman'lu water: when you first enter Aman'lu, go down to the
riverbank between the Inn and the ruined building where Kylis is working.
You'll find an elf there, Liranth, who will give you a vial of water.
* Mana-infused stone: this is in a ruined mana shrine north of the Outpost.
After crossing the first bridge, you go down into a gully and follow it
north. You'll then go down a couple of ramps. Just past the ramps, look for a
cul-de-sac to your right (southeast). The ruined mana shrine is in there.
Click it to obtain the stone.
* Suspended soul: you fill this requirement with a faerie frozen in amber.
You pick this up (automatically) from a boss-level naldrun while fighting
through the Calennor hills (north of Aman'lu). The naldrun's name is Triari
and she's in a western cul-de-sac just north of the Calennor Wood (South)
teleporter.
* Lonely voice: throughout the wilderness north of Aman'lu you'll find Elven
wind chimes. Click any one to pick it up and use it as the lonely voice.
There are two chimes in the Western Vai'kesh Forest and two in the Calennor
Wood.
* Memento of the past: this is lying on a bookshelf in the Outer Cinbri City.
You'll find it in the large room of the second indoor area. It's glowing, so
you should be able to see it easily.
Once you have all five items, return to the Dryad Outpost and speak to Nari.
She'll summon a spirit who will bring forth the ghost of the murdered
historian. Talk to the ghost to find out a bunch of things you already know.
Talk to Nari again to get your reward.

#7 Morden Redemption
======================
* Get some food for the Morden refugees.
* Return to Lorksul of the Morden.
* Get the vial of the Overmage's blood and bring it to Lorksul.
* Speak to the Overmage's projection.
* Speak to Lorksul.
In between the first two teleporters of the Kelvaran Waste (West and Central)
you'll find a camp of peaceful Morden off the beaten track (to the north).
Talk to their leader to start the quest. Now, technically, you can keep
going, raid the Ravagers camp and get the vial of blood without going back to
the Outpost and getting food. However, Lorksul won't discuss the vial of
blood with you until you've brought the food.
So...Head back to the outpost--if you keep going forward to the Kelvaran
Waste (Central) teleporter, it makes the rest of the quest a bit easier--and
find the quartermaster in the northeast section of the Outpost. She'll give
you some poisoned food. Return to Lorksul and give him the poisoned portion
or not; it makes no difference in the quest.
Now head for the Kelvaran Waste (Central) teleporter and turn south to enter
the Ravagers' fort. Fight your way through to the boss Ravager and pick up
the vial of blood from the platform on which he is standing. Return to
Lorksul and give him the blood. After you've chatted with the Overmage, talk
to Lorksul again to conclude the quest.

#8 Morden Ravagers
====================
* Find the Morden Ravager camp.
* Take the vial of the Overmage's blood.
When you raid the Morden Ravager camp, this quest starts and finishes. It is
technically possible to do this quest without doing "Morden Redemption"; but,
if you're killing these Morden anyway, might as well do the whole thing.

#9 Greylok of the Kurgan


==========================
* Bait the trap outside of Greylok's lair.
* Kill Greylok of the Kurgan.
* Return to Watcher Jorena.
Jorena is the dryad stationed next to the Kelvaran Waste (West) teleporter
right after you enter the Waste. Talk to her and get the rotten meat you need
to bait the trap. You'll find Greylok's lair not far west of the Kelvaran
Waste (East) teleporter, on a plateau north of the main path. Outside his
cave entrance is a glowing trap.
Click it to "bait" the trap and be instantly swarmed by Kurgan, with the
boss-level Greylok thrown in for good measure. Kill Greylok (and his pack)
and return to Jorena for your reward.

#10 The Human Refugees


========================
* Investigate the canyon.
* Follow the trail of blood.
* Talk to the Human survivor.
* Return to Watcher Rena.
Rena is stationed along the main path in Arinth's Heights. You'll recognize
her by the orange exclamation point hovering over her head. Right behind her
is the entrance to the canyon. Talk to Rena, and then enter the canyon.
Wade through the hordes of bound dryads until you reach the far end of the
canyon. Climb up into the hills to find the lone surviving human. Talk to
him, then return to Rena and talk to her to conclude the quest.

==========================================
[3.9] Broken World Part 2 Primary Quests
==========================================
Chapter 1: Elves Under Siege
==============================
* Meet Warden Celia on the other side of the bridge north of the Outpost.
* Journey to Aman'lu.
* Look for Elven Survivors.
Teleport back to the Dryad Outpost and refit. Go north out of the Outpost and
find Celia right across the first bridge. She'll open the Passage to Aman'lu.
Head through to Aman'lu.
You'll find the town mostly destroyed (which, come to think of it, was the
state it was in last time...). This time it's a bit worse. After clearing out
the areas south of town, talk your way through the gate to end this rather
short chapter.

Chapter 2: The Familiars


==========================
* Travel beyond the western Vai'lutra Forest in search of the Familiar
Surgeons.
* Look for the Familiar Surgeons within the abandoned Elven ruins.
* Destroy the Familiar Surgeon.
* Release Drianjul from the cell.
* Speak with Drianjul.
Aman'lu is a reduced-services home base. There's a base teleporter, a
necromancer, your storage vault and an all-in-one merchant inside the Inn.
However, there's no Innkeeper, Arcanist, Enchanter, Trainer, F&K Society
merchant, etc. You'll have to teleport back to the Outpost for those
services. Fortunately, every teleporter in the game can take you back to any
of the base teleporters, including the Dryad Outpost.
Once you're ready to go, head west into the Western Vai'lutra Forest. At the
Western Vai'lutra Forest (South) teleporter, the path splits, going west and
north. Take the west path into the Western Vai'kesh Forest. You cross over an
ornate stone bridge as you enter the Vai'kesh Forest, and the path splits
after the bridge, going north and south.
Go north and then west again until you reach the Western Vai'kesh Forest
teleporter, which is not far east of the entrance to a dungeon. Enter the
ruins, which are not that exciting, but quite gory, with plenty of blood and
body parts. Not to mention a large number of mobs.
When you reach the end of the dungeon, you're in for your next boss fight,
against a Familiar Surgeon. This giant brain is pretty nasty in a fight. It
uses primarily death magic against you, so beefing up your death resistance
would be a smart idea. Additionally, it summons crawlers from two pools
located near the entrance to its lair. These crawlers creep over to the
surgeon and regenerate it.
Fun stuff.
With decent death resistance, you can ignore the surgeon's attacks. Unload
high-damage, single target powers on it, then attack it. Keep one area power
in reserve. When crawlers pop out of the pools, unleash your AoE power on
them. If you can keep the surgeon at the far end of the chamber, away from
the pools, you'll have time to kill the crawlers before they get close enough
to the brain to restore its health. Then go back to your head banging.
After the Surgeon is dead, release Drianjul from her cage and talk to her.
When you killed the Surgeon, you got a strange metal object added to your
Quest Items. Drianjul tells you that item is a key that unlocks special doors
guarded by bound elves. She also tells you there's another Familiar Surgeon
in Calennor Stronghold to the north.

Chapter 3: The Second Familiar Surgeon


========================================
* Use the Surgeon's key to enter the Calennor Stronghold.
* Speak with the Overmage's projection.
* Find and destroy the second Familiar Surgeon.
* Return to Danadel in Aman'lu.
Return to Aman'lu for rest and refit. Teleport to Western Vai'lutra Forest
(South) and take the north path to the Calennor Wood. Continue north until
you reach Calennor Stronghold. Use your Surgeon key to release the bound elf
from the door, kill it, and enter the dungeon.
In the second large room of the dungeon, go through the southeast door and
find the secret entrance on the west wall. In that room, pick up a green
stone from the pile along the north wall. (Remember those stones? And how
much you came to loathe them in DS2?)
After the passing some prison cells, there's a T-intersection. Go left (west)
and find purple stones on a bookcase in the end room. (Search carefully, they
don't glow.)
Head back east, and then north as the hall turns. In the next room, find a
secret door in the southeast corner. Inside the room are yellow stones, lying
on the floor.
Now it's on to the boss fight against the Familiar Surgeon, which plays out
like the last Surgeon fight. Afterwards, walk back through the dungeon. When
you get to the room south of the prison cells, find the secret room to the
east and place a green, purple and yellow stone in the appropriate sockets to
open a small treasure room.

Chapter 4: Solanum
====================
* Go through Danadel's portal to Solanum.
* Enter the Great Leader's audience chamber.
* Defeat Keirok the Devourer.
* Go through the Overmage's portal.
* Explore the unfamiliar cavern.
* Speak to Stonepick.
Return to Aman'lu and speak to Danadel. He'll open a portal to Solanum (a
glowing white circle just north of the Aman'lu teleporter). Go through the
portal made by Danadel. You quickly enter a large, round chamber where you
watch a cutscene that ends with you facing a very large, very nasty creature.
There's no special trick to beating Keirok, it's just a test of endurance.
He's a strong melee attacker, so ranged attacks work better. He has one
special attack where he pounds on the ground, causing glowing lines to
radiate out from his body. When you see these forming, run to the outer edges
of the circle and get between the lines--they will erupt in flame. If you're
caught in them, it means almost certain death for any mages (and possibly
rangers) in your party.
However, this attack is pretty easy to avoid and he's not otherwise all that
tough. When he's dead, jump through the portal and find Glorydeep Mine. Yeah!
There's a base portal here, similar to the one in Aman'lu. Once you speak
with Stonepick, the next chapter begins...

=============================================
[3.10] Broken World Part 2 Secondary Quests
=============================================
#1 Naturalist Ithara's Research, Part II
==========================================
* Acquire a sample from a Bound Fettershin.
* Acquire a sample from a Bound Taclak.
* Acquire a sample from a Bound Taugrim.
* Acquire a sample from a Bound Naldrun.
* Acquire a sample from a Bound Elf.
* Give Ithara all of the samples.
Same tune, different notes. As soon as you finish Ithara's first research
quest, she'll give you this one. As you continue adventuring, you'll run into
all these creatures and automatically get a sample from the first one you
kill. After you have all five, return to Ithara for a suit of ranger armor
and part 3 of her quest.

#2 Celeb'hel the Elder


========================
* Find someone who's interested in Celeb'hel's soulstone.
* Find the simulacrum who went to the Vai'kesh.
* Find the simulacrum who went to the Calennor Stronghold.
* Return to Celeb'hel.
* Choose whether or not to give Celeb'hel his soulstones.
This quest starts after you kill Celeb'hel at the end of Part 1, Chapter 3.
Later, as you're working your way north through the Calennor hills, look for
a path off to the southeast. This leads to a Ruined Shrine where you meet...
Celeb'hel. Listen to his spiel and agree to find his other two clones. (Or
simulacrum in RPG nonsense-speak.) You'll find one straight ahead in Calennor
Stronghold. When you reach the room with four prison cells--two on a side--
Celeb'hel's clone's body is behind a secret door behind the northeast cell.
Click the corpse to collect the soulstone.
Also in Calennor Stronghold, in the first room, find the secret door on the
north wall. In this room is a corpse with a Vai'kesh sword. Click the corpse
to launch "The Vai'kesh, Part 2". After leaving Calennor, finish up the
Vai'kesh quest as detailed later in this guide. While clearing their
sanctuary, you'll find the other soulstone on another corpse of Celeb'hel.
Return both soulstones to the surviving Celeb'hel in the Ruined Shrine. If
you actually give him the soulstones, he ends the quest in a spectacular
burst of self-immolation. If you choose not to give him the soulstones, he
attacks you. Beat him down, then he surrenders. Afterward, you can add him to
your party (45th level combat mage) or let him hang around his shrine.

#3 Minli the Faerie


=====================
* Place the metal scraps on the bridge to attract Minli.
* Kill the Bound Faeries.
* Kill Minli.
* Return to Kylis in Aman'lu.
Kylis is atop the ruins of a building next to the Inn. He'll drop some metal
scraps after you speak to him, so be sure to pick them up. Return to the
bridge south of town and drop the metal scraps from your inventory onto the
bridge. You'll be swarmed by faeries. Minli will be in the second wave; kill
her to end the swarms and collect some metal she stole from Kylis. Go back
and speak to Kylis to end the quest.

#4 The Aman'lu Arena


======================
* Defeat the first wave of combatants.
* Defeat the second wave of combatants.
* Defeat the third wave of combatants.
* Defeat the fourth wave of combatants.
* Defeat the fifth wave of combatants.
* Defeat the sixth wave of combatants.
* Defeat the seventh wave of combatants.
* Defeat the eighth wave of combatants.
* Defeat the ninth wave of combatants.
* Defeat the Arena Masters.
* Speak with Daesthai.
Inside the ruined Aman'lu Inn, in the south wing, is a lever that sends you
down an elevator to the basement. Find another lever against the wall to open
a secret door, which leads to a long spiral staircase and then into the
Arena.
Speak with Daesthai to open the Aman'lu Arena quest and learn the rules of
the game. Basically, you pay for a token, place that token on the pedestal in
the center of the arena, the arena floor drops and some monsters come spewing
forth. Defeat them, then click the Forfeit Lever to raise the arena. In other
words, it's exactly the same as The Aman'lu Arena side quest from DS2.
Defeating the monsters earns you a key. The keys you earn open doors to
treasure rooms around the arena. There are ten rounds in all. The tenth, and
final, treasure room contains a nasty surprise: the chest is a mimic. That
Deasthai! He's such a kidder... Oh, yes, for beating all ten challenges,
Daesthai gives you an Agallan Relic you can use at the F&K Store to buy
special items.
The Aman'lu Arena is a natural item farm. You can win all ten rounds, save
your game, then start opening treasure rooms. If you don't like what you get,
you just reload and it's only a short trip back to the arena and you start
opening doors again.
The rounds are:
Round Cost Mobs (level) x quantity/Comments
----- ----- -------------------------------------------------------------
1 2,000 Volatile Boggrot (43) x 6,
Bound Fellspine Enthraller (43) x 1
Take out the Enthraller first, and then try to avoid being caught in the
multiple explosions when you start killing the Boggrots.

2 3,000 Bound Human Greiver (43) x 6,


Bound Husk (43) x 1

3 4,000 Morden-sin Crossbowman (44) x 6,


Ganth (44) x 1
A particularly nasty fight. You may have unfond memories of the Ganth from
Act III of DS2. He's worse in the Arena. There's little room to avoid the
swings of his big axe, which not only depletes a lot of your health, but also
regenerates the Ganth. Use AoE powers to get rid of the pesky crossbowmen
while running away from the Ganth. Once you're no longer bothered by arrows
from every corner, you can concentrate on peppering the Ganth from range.

4 5,000 Bound Hak'u Bleeder (45) x 8,


Bound Hak'u Hunter (45) x 1

5 6,000 Bound Dryad Incinerator (46) x 6,


Bound Dryad Cyclone (46) x 1
When the game says "Incinerator", it means it. When the fire ring forms
around you, run outside the circle or be prepared to go up in flames (unless
you have near 100% fire resistance). Take out the Cyclone quick using high-
damage powers, then mop up the minions.

6 7,500 Decaying Bound Taclak (47) x 8,


Bound Taclak Spearmaster (47) x 1
When the Decaying Bound Taclaks die, their blood explodes all over the place
and is highly toxic. If you've got a combat mage with Corrosive Eruption, use
it on a Decaying Taclak, kill it, then run away and watch the fireworks.
Better, use a nature mage summons and Aether Blast and let the summons take
the brunt of the poisonous blood. You may even get lucky and catch the
Spearmaster in the effect.

7 9,000 Incinerating Bound Elf (47) x 6,


Tormented Stitched Horror (47) x 1
More Incinerators (watch out for the fire rings!) and a heavy-damage dealing
boss mob. In this situation, you should probably deal with the minions first
while running away from the boss.

8 10,000 Bound Dwarf Ballista (48) x 6,


Bound Half-Giant Devastator (48) x 1
The Devastator is...well...devastating. Big shiny edged weapon from massive
boss equals lots of health lost from your characters. Again, run away from
the boss and get rid of the pesky bowmen, then concentrate on the boss; and,
make sure you have plenty of health potions.

9 12,000 Bound Half-Giant Shambler (49) x 6,


Bound Half-Giant Convoker (49) x 1

10 15,000 Bound Dwarf Ballista (50) x 10,


Lastyk Familiar (50) x 2
If you can suit up in some fire and ranged resistance items, you'll probably
breeze through this encounter. The dwarves fire arrows, the Lastyks shoot
fireballs. Since there are a lot of them, they can do significant damage
unless you're just about immune to those two damage types. AoE powers work
pretty well when you're totally surrounded like this.

#5 Questionable Methods
=========================
* Collect blood from ten Bound Elves and give it to Ressa.
* Collect a child's tears and bring them to Ressa.
* Bind Lorethal's soul to a bloodstone.
* Speak with the Spirit of Lorethal.
* Return to Ressa.
* Speak with Ressa.
While heading north out of Aman'lu, you'll find Ressa's camp to your right
(east) not far out of town. Speak to her to start up the quest. You'll fight
bound elves during Part 2, Chapter 3 while journeying to the Calennor
Stronghold. They'll drop vials of their blood. Note that these blood vials
are actual inventory items (not Lore items) and drop on the ground. Make sure
you pick them up. (Turn Item Labels ON and use 'Z' to pick up all items.)
Once you have at least ten vials, which shouldn't take long, return to Ressa
and get the next phase of this quest. From Ressa, summon a teleporter back to
Aman'lu, then teleport to the Dryad Outpost and find the boy Arlen with his
father Soram in the southeast corner. (You may remember them from the
"Missing" quest.)
Talk to Arlen. Anything you say makes him cry and you collect his tears. (You
do not have to perform the "Missing" secondary quest in order to make the boy
cry.) Go back to Ressa and get the final step. Now continue on your way to
the Calennor Stronghold. Just past the Western Vai'lutra Forest (North)
teleporter, turn east to find the Sepulcher of the Crimson Hunters. Note that
you must have defeated the first Familiar Surgeon to get into the sepulcher.
The Sepulcher is eerily empty (now); so, loot it thoroughly. You'll find four
Level 42 Sanctuary Doors (one for each main class). Lorethal's coffin is in
the far end of the dungeon. Once you've clicked the coffin and bound his
soul, all the Crimson Hunters in the dungeon release their ghosts and you've
got to fight your way back out. (The Summon Teleporter spell won't work.)
Be wary of a nasty mini-boss fight in the last room before the exit. In
addition to the powerful wizard, there will be a lot of other ghosts in the
room. Try to lure a few of them into the hall and kill them piecemeal rather
than trying to take them all at once.
Or, you can take the easy way out. After binding Lorethal, save your game and
quit. When you reload, you'll be back in Aman'lu. Cheesy, yes, but the ghosts
in the Sepulcher are tough and numerous. You'll find them particularly nasty
if you started BW at the "recommended" level of 39.
You can then return to Ressa and she'll complete the weapon and give it to
you. She will also then offer to join up if you wish; but, you don't need her
for any remaining quests.

#6 The Vai'kesh
=================
* Look for the missing Estelath Warriors.
* Investigate the location Rinerel claims to have hidden the bodies.
* Return to Talain in Aman'lu.
Talk to Talain, who is inside the Inn of Aman'lu. After you cross the bridge
from the Western Vai'lutra Forest to the Western Vai'kesh forest, turn south
to find a camp of peaceful Vai'kesh. Talk to Rinerel, the leader, to learn
the fate of Talain's comrades. One survivor is in camp and heads back to
Aman'lu when you finish talking to Rinerel.
From the Vai'kesh camp, go north and look for a crypt entrance to your right
(east). Inside are the bodies of Talain's buddies. Return to Aman'lu and
report the findings to Talain.

#7 The Vai'kesh, Part 2


=========================
* Show the broken Vai'kesh blade to Talain.
* Speak with Rinerel in the Vai'kesh camp.
* Enter the Vai'kesh Sanctuary.
* Explore the Vai'kesh Sanctuary.
* Kill the Vai'kesh Prophet.
* Release the Elven prisoners.
* Return to Talain in Aman'lu.
In the first room of Calennor Stronghold, find the secret door on the north
wall (activate a wall sconce). Inside is a glowing corpse. Click it to
activate this quest and add the Vai'kesh sword to your Lore items. At your
convenience, return to Talain in Aman'lu and talk to him.
Then head out to the Vai'kesh camp (teleport to Western Vai'lutra (South) and
go west, over the bridge and then turn south). Talk to Rinerel. This can only
end in violence. Dispose of Rinerel and his minions, then invade the
sanctuary that's inside the camp. In the back, behind a previously locked
door is a Vai'kesh prophet who needs to die. Then go back and talk to Talain
to end the quest.

#8 Treasure Hunting
=====================
* Explore the chambers behind the door.
* Release Treelus the Suffering from the magic binding him.
* Kill Treelus the Suffering.
* Return to Meraliss.
Welcome to, possibly, the most frustrating quest in Broken World. You'll
stumble into this quest while poking your nose into an underground chamber in
the Western Vai'lutra Forest. In the first room is a simple (Hah!) light
puzzle surrounding a woman in a stasis field. The light puzzle consists of
four columns, each with a light (currently lit) on top. Glowing lines of
light connect the columns, like this:
O-----O
| |
| |
O-----O
When you click a column, the light reverses state and so do the lights that
are connected. In this puzzle, click a column in one corner and both it and
the columns in adjacent corners reverse state (going from on to off or off to
on). To solve the puzzle and open the stasis field requires that all lights
be off. This first puzzle is simple: click each column once (in any order).
The woman, Meraliss, is released from stasis and you can talk to her. She's a
field agent for the F&K Society. She gives you a key into the next room,
which leads to a more difficult puzzle. Once you solve that puzzle, you fight
the monster (Treelus), get a Lore item from him and return to Meraliss to end
this quest.
Killing Treelus also opens another door that leads to a third, more difficult
puzzle, which, in turn, leads to a fourth. Solving the fourth puzzle gets you
a small treasure chest with an Easter egg unique item. The third and fourth
puzzles are not part of this quest, so you can finish the quest without
finishing the puzzles. The Easter egg item is useless.
Here are the solutions for the second, third and fourth puzzles. In each
case, the columns are numbered from left to right, then top to bottom with
the camera pointing due north. The solutions (along with the math required to
do this on your own) come from here:
http://clux.org/?p=entries&eid=1229
Remember to rotate your camera so it is pointing due north.
Second Puzzle
---------------
A B
C D
E F
G H
A - D - E - H (in any order)

Third Puzzle
--------------
A B
C D E F
G H I J
K L
B - D - F - G - H - I - J (in any order)

Fourth Puzzle
---------------
A B
C D
E F
G H
I J
K L
M N
O P
B - D - G - H - J - K - P (in any order)
===========================================
[3.11] Broken World Part 3 Primary Quests
===========================================
Chapter 1: The Dwarves of Glorydeep
=====================================
* Destroy Hopekiller the Familiar Overseer.
* Destroy Merciless the Familiar Overseer
* Destroy Longwhip the Familiar Overseer
* Destroy Stench the Familiar Overseer
* Destroy Bloodgrin the Familiar Overseer
* Destroy Rockfist the Familiar Overseer
* Meet Stonepick at the bridge to the Cinbri City.
Stonepick, leader of the Glorydeep dwarves, wants you to help free his people
by killing the Familiar Overseers that enslave them. This is a
straightforward task. Head east out of the Enclave and kill every hostile in
your path until you reach Stonepick, who has gone ahead of you, at the bridge
into Cinbri City. He'll extend the bridge across to Cinbri City and your
final dungeon run approaches.

Chapter 2: The Overmage of the Cinbri


=======================================
* Explore the Cinbri City.
* Explore the center of the city.
* Find the gateway chamber.
* Speak with the Overmage.
* Defeat the Overmage.
* Defeat Zaramoth Reborn.
* Speak with Kirani.
The run through Cinbri City is strangely reminiscent of the run up Zaramoth's
Horns at the end of DS2. When you finally reach the end, you'll want to stock
up on health (and, possibly, mana) potions and equip your best stuff. You've
got a very long and grueling boss fight ahead of you.
Enter the circular area where the Overmage is getting ready to transform
himself. He's surrounded by dryads in stasis. After your little chat, your
first inclination will be to pound on the Overmage.
Resist the urge.
Back off and wait. The Overmage summons a bunch of creatures and you have to
defeat them. Right now, the Overmage is invulnerable.
DO NOT USE YOUR POWERS AGAINST THE SUMMONS UNLESS YOU USE THEM EARLY AND THEY
ARE FAST RECHARGE POWERS!
This cannot be stressed enough. If you want to shorten this part of the
battle--and you DEFINITELY want to shorten it--then save your powers. Be sure
to have all your highest damage powers selected (Brutal Strike, Take Aim,
etc.). When the last summons dies, the Overmage collapses.
Unload on him. Hit him with everything you've got. You only get about five to
ten seconds, then he revives, is once more invulnerable and summons more
help.
Do the whole thing over again. If you do this right, you only have to go
through three or four waves of summons before you shave off all the
Overmage's health. When that happens, he transforms into Zaramoth Reborn.
Now the real fight gets underway.
Zaramoth Reborn is one very tough hombre. He's got a LOT of health (120,000
in Merc), is resistant to everything, knows every power and spell in the book
and has near-unlimited mana. In other words, he's equal to about ten of you.
Zaramoth will unleash a lot of stuff. Some of his favorites are:
* Whirling Strike with his sword: getting hit is pretty certain death. You
can avoid this one because he takes about ten seconds to wind up. When you
see him crouch and gather in on himself, he's about to let go, so run away.
* Glacial Aura: this one's pretty hard to avoid, especially for your melee
fighters, since running out of range means no damage being inflicted on Mr.
Bigshot. Your best bet is to stay in there, take your lumps and drink health
potions.
* Fire rings: you can see these coming, as they start from the outside of the
circle and move inward. When you see them, rush IN toward Zaramoth and gather
around him as the flames stop short of his body. (If you've got any
unconscious people lying around, they're toast. Get a Rez spell handy.) This
is actually a great time to unload on Zaramoth as he's busy tending the fire
and you have a perfect excuse to get in close and personal.
* Call Lightning: when sparks start dancing on the ground, run away. These
are pretty easy to avoid, but dangerous if you're not paying attention.
* Waves of Force: this one's just nasty. There's no warning, and you're
suddenly facing waves of high-damage streaming out from the front of
Zaramoth. The one upside is the narrow area-of-effect, you can easily run to
the side away from them. If any melee fighters are standing right in front of
him...well, hope they have lots of armor and health.
Zaramoth has other toys to play with too. This fight is, basically, a war of
attrition. Can you knock off his health before you run out of health potions
or Rez scrolls? He's resistant, but not immune to anything, and you can curse
him and attack him just like any normal enemy. (I.e. there's no special trick
to fighting him.)
The tactics are all about avoiding his attacks as much as possible, quaffing
health potions almost continuously and making sure you have a nature mage
with a Resurrect spell and plenty of Rez scrolls for when the nature mage is
unconscious or dead.
This is a long, grueling battle and there are no shortcuts. Use high-damage
powers as fast as they recharge. Run away when Zaramoth starts with one of
his specialty attacks. In fact, keep moving, a lot. It will be harder if you
have a melee-heavy party, so be sure to have some strong ranged support
(ranger, combat mage).
And bring lots and lots of potions, just in case you hadn't picked up on that
by now. When it's all over, talk to Kirani, the lone surviving dryad and the
main quest is officially complete...

=============================================
[3.12] Broken World Part 3 Secondary Quests
=============================================
#1 Naturalist Ithara's Research, Part III
===========================================
* Find additional bound creature samples for Ithara.
* Acquire a sample from a Bound Dwarf.
* Acquire a sample from a Bound Half-Giant.
* Acquire a sample from a Bound Crawler.
* Acquire a sample from a Bound Dryad.
* Give Ithara all of the samples.
After finishing Part Deux, you get Part Tres. This time, you are not
initially given the list of creatures for which you need samples. But you,
you lucky thing, have this guide to tell you what you need. You won't get
most of these until you are into Part 3 of the main story. Return to Ithara
with your samples to get another set of armor.

#2 Captured Miners
====================
* Release Firedigger from his cell.
* Release Stonecharger from his cell.
* Release Shortfuse from his cell.
* Return to Strongspade.
As you're fighting your way through Glorydeep Mines, you'll see this wee
fellow with the orange exclamation mark over his head off to the north. Talk
to him to get this quest, then follow the bridge behind him to find the three
prisoners, each guarded by a hoard of bad guys--usually including a mini-boss
or two.
The big plus for doing this side quest is, after freeing the prisoners and
talking to Strongspade again, you will find these dwarves fighting alongside
you as you continue through the Mines.

#3 The Explosives Tunnel


==========================
* Attach the fuse to the explosives at the end of the tunnel.
* Return to Pitforger.
* Use the detonator to destroy the Overseer camp.
Pitforger is a dwarf hidden in a little alcove after you've killed the second
Familiar Overseer in Glorydeep Mines. Talk to him; then head down the narrow
tunnel behind him. This is a very narrow tunnel; there will be no strategic
maneuvering for you! Fortunately, the mobs are widely spaced.
At the end of the tunnel is a pile of dynamite. Click it to set the fuse;
then return to Pitforger. He now wants you to actually push the plunger.
Don't these dwarves do anything for themselves?
As you approach the final three Familiar Overseers, who are all together,
you'll see the glowing detonator up on a ridge above the Overseers. Click it
and watch the fireworks. Pity they have no effect on the bad guys. After
you've finished killing the mobs, there's a ton of loot to collect.

=====================================
[3.13] The Mysterious Mystery Quest
=====================================
*Please note the information contained here is an abbreviated version of this
mystery. The full solution can be found here:
http://db.gamefaqs.com/computer/doswin/file/dungeon_siege_ii_mystery.txt
It was put together by Gulnaga, Negorath, ebator and dknyc. Full credit goes
to them for solving the mystery and posting the solution.
This quest appears only when playing DS2. You'll encounter the ??? loot thief
in BW; but, he only drops a standard inventory item (not a quest item) and
there's no Easter Egg quest.
Beginning as early as midway through Act I, you may encounter a mysterious
creature known only as ???. This level 100 thief teleports in whenever you've
just received a large drop of magic items. He'll steal some of your items,
run around for a bit, then teleport away.
Your goal, when he appears, is to hit him with everything you've got (large
damage powers are especially useful). At the least, getting hit will keep him
away from your treasure and cause him to drop some of his own. If you succeed
in draining his health, he drops a Mysterious Stone, on which is etched
"surotces suiranmuloc". (Note that ??? will keep showing up throughout the
game, even if you "kill" him.)
In addition to the Stone, you will need three Mysterious Set items:
Mysterious Bucket, Mysterious Book and Mysterious Token.
* Mysterious Bucket: hidden in the Elven Prison where Arinth the Mad is held.
Once you've opened the stairs, activate the lamp to one side of the door into
the prison. A secret door halfway up the stairs will open. Get the Bucket
from the treasure chest.
* Mysterious Book: part of the reward for completing the Lore of Aranna
Secondary Quest in Act III.
* Mysterious Token: part of the reward for completing the Aman'lu Arena
Secondary Quest in Act II.
Once you have all four items, are pretty high level (at least 40) and very
well-equipped, grab the Set items and the Hak'u Ceremonial Blade you picked
up in Act I and go to any incantation shrine and manually incant:
columnarius sectorus
You'll be transported to a Mysterious Cave. There's a teleporter, but it's
one way only. You can teleport out, but you have to use the chant to get back
in. Head west to the first door. You need the Mysterious Bucket to open this
door--you don't have to equip it, just have it in Inventory.
Beyond is a series of hallways occupied by level 40 praire dogs. They're a
lot tougher than any of Valdis' minions, so watch out. These dogs hit for a
lot of damage and have plenty of armor. You'll need some AoE powers to keep
them off you.
The next door requires you have the Mysterious Book in your Inventory. Beyond
is a large cavern with the nastiest fight in the entire game.
There are evil doppelgangers of all nine of your NPC companions from the game
(the ninth being Drevin). They are well-equipped, level 40 and have 30,000
health--each. Your only hope is to draw them away one-by-one. They have loads
of resistances, so curses would be helpful. Drown is probably the most
effective as it not only has a higher DPS then other curses, but it aids your
nature mage as well (weakening resistance to ice damage).
Once the evil NPCs are gone, the door to the west will open. You now pass
through seven rooms filled with avatars of the DS2 developers. Most of them
have something to say (and occasionally what they say is humorous). Three are
of special note:
Chris Gorski wants to play a text adventure game--you know the old school
dungeon romps, "You are in a dark tunnel. The floor is sticky. There are
exits to the north, east and west. What do you want to do?" Follow these
directions: go east nine times, south three times, north, south four times,
west, north, west and then fire an arrow to the west. You'll kill the vicious
gremel and get its gun:
Gremel Gun
* Super Attack Speed (0.5 second reload time)
* Two Handed Weapon
* Damage 26 to 42
* Range 11 meters
* Requires Ranged 35
Andres Mendez wants to quiz you about the country of Colombia. The correct
answers are: Bogota; Yellow, blue and red; About 8,660 feet above sea level;
55 percent; and Simon Bolivar. (Amazing what you can learn by Google.) Your
reward is:
Spirit of Bolivar (1h sword)
* Fast Attack Speed
* Damage 25 to 58
* Requires Melee 38
* +15 Liberator Power (Max damage)
* +18% Latino Flavor (Fire resistance)
* +18% Latino Beat (Ice resistance)
* +18% Futbol Love (Death resistance)
* +18% Chibcha Soul (Lightning resistance)
Brian Fricks will trick out your Hak'u Ceremonial Blade:
Hak'UBER Ceremonial Blade
* Fast Attack Speed
* Damage 26 to 44
* Requires Melee 38
* +30 Dancing (Dexterity)
* 30% Noise Antipathy (Damage reflection)
Beyond these rooms is an arena where DS & DS2 designer Chris Taylor is
engaged in a pillow fight. Hang around long enough and he'll drop a pillow.
Fluffy Happy Pillow (club)
* Fast Attack Speed
* Damage 1 to 2
It doesn't do much, but it's definitely a conversation piece. On the west
side of the pillow fight arena, stand in front of the door, equip the three
Mysterious Set items and manually incant:
Requo furtivum ixo
The Set items will disappear (meaning you can't come back again after a
reload in the current game). You'll enter a strange treasure room with three
chests. From these you can collect a variety of items, including three unique
items:
Eli's Bucket (helm)
* Armor: 23
* Requires character level 40
* +20 Life of the Party (Strength, Dexterity & Intelligence)
* +8% Happy Oblivion (Melee resistance)
Sarah's Mug of Frothing Goodness (throwing weapon)
* Normal attack speed
* Requires ranged level 38
* Requires Quick Draw 1
* 41-62 damage
* Range: 8 meters
* Adds 13 to 15 Foaming Damage (Fire damage)
* +90 Great Taste (Health)
* 20% More Refreshing (+Health regeneration)
* 10% Less Filling (+Physical damage resistance)
* -12% Inhibitions (Intelligence)
Borgrim Thull -- the Demon's Visage (helm)
* Armor: 53
* Requires character level 40
* +8% Pure Evil (Combat magic damage)
* +30 Evil Intensity (Armor)
* +100% Evil Resistance (Death resistance)
* +3 to Evil Skills (Combat Magic skills)

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

===============
[4.1] Potions
===============
There are three types of potions in five sizes. Potions restore either
health, or mana or both. Smaller potions restore health and/or mana very
slowly, while the largest potions restore points very quickly.
Health Potions - restore health
Small: restores 125 health, very slow restoration rate
Normal: restores 250 health, slow restoration rate
Large: restores 450 health, medium restoration rate
Super: restores 700 health, fast restoration rate
Colossal: restores 1,100 health, very fast restoration rate
Mana Potions - restore mana
Small: restores 150 mana, very slow restoration rate
Normal: restores 300 mana, slow restoration rate
Large: restores 500 mana, medium restoration rate
Super: restores 900 mana, fast restoration rate
Colossal: restores 1,400 mana, very fast restoration rate
Rejuvenation Potions - restore both health and mana
Small: restores 125 health and 150 mana, very slow rejuvenation rate
Normal: restores 250 health and mana, slow rejuvenation rate
Large: restores 450 health and mana, medium rejuvenation rate
Super: restores 700 health and mana, fast rejuvenation rate
Colossal: restores 1,100 health and mana, very fast rejuvenation rate
Whenever you click the Drink Health potion button (lower left of your screen)
or press 'H', all characters with less than 100% health will drink as much
potion as required to restore their health. Similarly, clicking the Drink
Mana potion button or pressing 'M' causes all characters with less than 100%
mana to drink as much as needed to restore their mana.
Since characters only drink as much as is needed from a bottle, you will find
partially filled bottles in your inventory. Drag a partial bottle over
another partial bottle to combine them.
Potions in Inventory are shared. If a character does not have the proper type
of potion in his or her own Inventory, he or she will simply use one from
another character's Inventory.
When drinking the smaller potions, be sure not to wait until health or mana
is completely gone, or it may be too late. When your Inventory is occupied by
small or normal potions, it is probably best to use the Drink commands when
characters reach about 50% health or mana.
Characters with the ranged skill, Survival, can harvest health potions from
health bushes. Simply walk into the glowing red bush with your character and
the potions will appear on the ground:
Survival Skill - Size of potions
1 - 4 - Small
5 - 8 - Normal
9 - 11 - Large
12 - 15 - Super
16 - 19 - Colossal
20+ - Colossal x 2
Characters with the nature magic skill, Natural Bond, can harvest mana
potions from mana bushes. Simply walk into the glowing blue bush with your
character and the potions will appear on the ground:
Natural Bond Skill - Size of potions
1 - 4 - Small
5 - 8 - Normal
9 - 11 - Large
12 - 15 - Super
16 - 19 - Colossal
20+ - Colossal x 2

===================
[4.2] Quest Items
===================
Dungeon Siege II
==================
The Quest Items you collect, in the order in which they are listed in your
journal.
1. Drevin's Medallion; received from Drevin during Act I, Chapter 1
2. Basket of Sharpening Stones; received from Telinu during I.2
3. Morden Gate Key; opens the Dryad's cage at the end of I.2
4. Eirulan Teleporter Activation Stone; received at the beginning of I.2
5. Dryad Outpost Gate Key; received at the beginning of I.3
6. Morden Elevator Gear; found by Finala after destroying the four secret
Morden towers
7. Empty Vial; given by Taar at the end of I.3
8. Lost Sapphire of the Elves; located in a secret room in the Elven Shrine
9. Filled Vial; obtained when you reach the Elven Shrin fountain
10. Garganturax Head; obtained when you kill the Garganturax
11. Hak'u Headdress; gained when you kill the Hak'u usurper
12. Silver Riddle-Inscribed Key; part of Deru's Treasure Hunt
13. Feldwyr's Anvil; obtained as part of Feldwyr's quest
14. Feldwyr's Mithril Ore; obtained as part of Feldwyr's quest
15. Feldwyr's Hammer; obtained as part of Feldwyr's quest
16. Severed Head of the Kithraya Hive Queen; gained when you kill the queen
17. Stela of Blindness; taken off a Skath Guardian in the Azunite Desert
18. Stela of Life; taken off a Skath Guardian in the Azunite Desert
19. Stela of Death; taken off a Skath Guardian in the Azunite Desert
20. Stela of Sight; taken off a Skath Guardian in the Azunite Desert
21. Silver Mirror; found in the Inner Chamber of the Azunite Shrine
22. Azunite Artifact; found in the Inner Chamber of the Azunite Shrine
23. Focusing Stone; part of Arinth's Legendary Staff, obtained in the Elven
Reliquary below Isteru's Caves
24. Windstone Fortress Outer Vault Key; received from Captain Dathry
25. Windstone Fortress Inner Vault Key; looted from the corpse of Dathry's
lieutenant
26. Dusty Key; reward for completing the Missing Squadron quest
27. Activated Azunite Artifact; received after getting to the Windstone
Fortress Inner Vault
28. Aman'lu Teleporter Activation Stone; received when you start Act II
29. Liantir Stone; found in a house southwest of the Aman'lu pet shop
30. Black Key of the First; reward from Aman'lu Arena
31. Blue Key of the Second; reward from Aman'lu Arena
32. Turquoise Key of the Third; reward from Aman'lu Arena
33. Green Key of the Fourth; reward from Aman'lu Arena
34. Yellow Key of the Fifth; reward from Aman'lu Arena
35. Orange Key of the Sixth; reward from Aman'lu Arena
36. Red Key of the Seventh; reward from Aman'lu Arena
37. Purple Key of the Eighth; reward from Aman'lu Arena
38. Iron Key of the Ninth; reward from Aman'lu Arena
39. Daesthai's Gold Key; reward from Aman'lu Arena
40. Prospector's Key; part of Deru's Treasure Hunt
41. Bridge Activation Crystal; given by Finala to extend the bridges of the
Elen'lu Isles
42. Carved Rod; part of Arinth's Legendary Staff, located in the Elven
Reliquary beneath the Northern Vai'lutra Forest
43. First Small Prism Refractor Crystal; part of Elen'lu Isles main quest
44. Second Small Prism Refractor Crystal; part of Elen'lu Isles main quest
45. Third Small Prism Refractor Crystal; part of Elen'lu Isles main quest
46. Fourth Small Prism Refractor Crystal; part of Elen'lu Isles main quest
47. Large Prism Refractor Crystal; part of Elen'lu Isles main quest
48. Elven House Key; key to Magrus' house (Lothar's Innocence quest)
49. Roland's Golden Cloak; received during Lothar's Innocence quest
50. A Portrait of the Lady of the Estate; part of Servant's Haunt quest
51. A Lock of Golden Hair; part of Servant's Haunt quest
52. The Jewels of the Levreth Estate; part of Servant's Haunt quest
53. Bronze Vai'kesh Jail Key; part of Evangeline's Folly quest
54. Silver Vai'kesh Jail Key; part of Evangeline's Folly quest
55. Gold Vai'kesh Jail Key; part of Evangeline's Folly quest
56. Golden Riddle-Inscribed Key; Deru's Treasure Hunt
57. Aegis of Death; obtained at the end of Act I
58. Champion's Death Mask; in a crypt in the Garden of the Ancients
59. Champion's Death Mask; in a crypt in the Garden of the Ancients
60. Champion's Death Mask; in a crypt in the Garden of the Ancients
61. Champion's Death Mask; in a crypt in the Garden of the Ancients
62. Rahvan's Soulstone; received after killing the lich Letiso
63. Jeweled Shaft; part of Arinth's Legendary Staff, located in the Elven
Reliquary in Snowbrook Valley
64. Display Case Key; obtained from the Snowbrook Haven throne room
65. Snowbrook Haven Reliquary Key; given by the Snowbrook Haven Commander
66. Aegis of Blindness; obtained at the end of Act II
67. Kalrathia Teleporter Activation Stone; given by the Azunite Scholar at
the end of Act II
68. Golden Mirror; given when you begin The Mage's Apprentice quest
69. Stone Key; part of the Legendary Mace of Agarrus quest
70. Stone Tablet Fragment; part of Legendary Mace of Agarrus quest
71. Repaired Stone Tablet; part of Legendary Mace of Agarrus quest
72. Key to the District of the Sword; off the Patrol Leader when you first
enter Darthrul
73. Key to the District of the Crossbow; from City Lieutenant in District of
the Sword
74. Key to the District of the Lance; from City Lieutenant in District of the
Crossbow
75. Key to the District of the Shield; from City Lieutanent in cellar beneath
the District of the Lance
76. Key to the District of the Chief; from City Lieutenant in District of the
Lance
77. Head of the Morden Chief; from the Morden Chief at the end of III.3
78. Darthrul Supply Key; part of Morden Riders quest
79. Morden Tent; part of Morden Riders quest
80. Sack of Morden Rations; part of Morden Riders quest
81. Pack of Klask Rations; part of Morden Riders quest
82. Morden Wrench; part of Finala's Contempt quest
83. Morden Teleporter Activation Stone; activates teleporter in Southern
Desert of Kaderak, received from Tehruth at the end of III.3
84. Aegis of Sight; received from Lord Kalrathia at the end of III.3
85. Morden Battle Plans; part of Finala's Contempt quest
86. Silver Stanza of the Dwarven Song of Ore; part of quest
87. Iron Stanza of the Dwarven Song of Ore; part of quest
88. Gold Stanza of the Dwarven Song of Ore; part of quest
89. Mythril Stanza of the Dwarven Song of Ore; part of quest
90. Sigil of the Kalrathian Nexus; part of Kalrathian Nexus quest
91. Dwarven Mythril Ring; part of Mark of the Assassin quest
92. Aegis of Life; found after the fight with the Dark Wizards in III.5
93. Kalrathian Crystal; taken from the corpse of Kynos
94. Kalrathian House Key; taken from the corpse of Kynos
95. The Shield of Azunai; reforged for you by the Agallan Giants
96. Mysterious Stone; dropped by ??? if you take all his health

Broken World
==============
* Kanred's Broken Staff: "A splintered fragment of an ornate wizard's staff.
It resonates with a dull power."
-> Taken from Kanred at the end of Part 1, Chapter 1
* Kanred's Staff: "An ornate wizard's staff. It has been haphazardly
repaired."
-> Given by Burk, Kanred's brother, at the beginning of Part 1, Chapter 2
* Kirani's Password: "This scrap of paper is inscribed with the words
'peace and order.'"
-> Talk to Kirani at the end of Part 1, Chapter 2, after defeating Kikrak
* Glorydeep Ruby: "This ornately faceted ruby is one of the biggest ever
found. It is extremely valuable."
-> Found when Yoren opens the secret room in the Abandoned Mine in the
Blasted Valley
* A Leather-Bound Backpack: "This heavy pack has a tag that reads:
'Property of Tomas the Merchant.'"
-> Taken from Anya when you defeat her, part of the side quest "Anya"
* An Ancient Tome: "This old book is tattered and stained. It has clearly
been lost or forgotten for a long time."
-> Picked up from a cave in Blasted Valley North, starts "The Ancient
Tome" side quest
* Eliza's Locket: "Tiny portraits of Soram and Arlen are contained within
this locket."
-> Taken from Eliza's body, part of the "Missing" side quest
* A Bound Terrak Beak: "This beak is a pristine sample from a Bound Terrak.
Naturalist Ithara will be pleased."
-> Received the first time you kill a bound terrak
* A Bound Human Hand: "This hand is a pristine sample from a Bound Human.
Naturalist Ithara will be pleased."
-> Received the first time you kill a bound human
* A Bound Hyena Head: "This head is a pristine sample from a Bound Hyena.
Naturalist Ithara will be pleased."
-> Received the first time you kill a bound hyena
* A Bound Fellspine Tail: "This tail is a pristine sample from a Bound
Fellspine. Naturalist Ithara will be pleased."
-> Received the first time you kill a bound fellspine
* A Bound Hak'u Foot: "This foot is a pristine sample from a Bound Hak'u.
Naturalist Ithara will be pleased."
-> Received the first time you kill a bound hak'u
* Chunk of Rotting Meat: "This meat smells rotten and is crawling with
maggots. It's the perfect bait for attracting Kurgan."
-> Given you by Jorena to use as bait in the side quest "Greylok of the
Kurgan"
* Greylok's Skin: "The hide of a large, male Kurgan. It appears to be scarred
from many battles."
-> Taken from the body of Greylok after you kill him
* Pack of Dryad Travel Provisions: "A heavy satchel of travel bread, dried
meat, and dried fruit. The flap is stamped with the symbol of the Dryads."
-> Received from the Dryad Quartermaster as part of the "Morden Redemption"
side quest
* Vial of the Overmage's Blood: "An ornately carved crystal vial filled with
blood."
-> Taken from a Morden Ravager fort south of the Kelvaran Waste (Central)
teleporter, used in the "Morden Redemption" side quest
* Vial of Aman'lu's Blessed Water: "A glass vial of Elvish make. It's filled
with water from the Aman'lu River."
-> One of the items needed for "The Ancient Tome" side quest, received from
an elf in Aman'lu
* Mana Shrine Stone: "A piece of rubble from a broken mana shrine. A faint
glow surrounds it."
-> One of the items needed for "The Ancient Tome" side quest, found in the
southern part of Arinth's Gorge
* A Pixie Preserved in Amber: "A golden slab of amber with the delicate shape
of a Pixie frozen within it."
-> One of the items needed for "The Ancient Tome" side quest, found on a
mini-boss bound naldrun in the Calennor Hills
* Elven Wind Chimes: "A series of tarnished silver tubes. These wind chimes
are commonly found at Elven shrines throughout the Vai'lutra Forest."
-> One of the items needed for "The Ancient Tome" side quest, several can
be found in the Western Vai'lutra Forest
* A Cinbri Gem: "A large, roughly cut black diamond. The symbol of the Cinbri
is clearly carved within it."
-> One of the items needed for "The Ancient Tome" side quest, found in the
Cinbri City at the end of the game
* Celeb'hel's Soulstone: "A strangely glimmering stone, magically linked to
Celeb'hel the rogue mage."
-> Taken from Celeb'hel's body at the end of Part 1, Chapter 3
* Kylis' Stolen Metal: "Precious metal scraps and jewels stolen by Minli the
Faerie."
-> Taken from Minli's body, part of the "Minli the Faerie" side quest
* Black Key of the First: "A silver key with a black emblem embedded in its
bow."
-> Received at the end of round 1 of "The Aman'lu Arena" side quest, opens
the first treasure door
* Blue Key of the Second: "A silver key with a blue emblem embedded in its
bow."
-> Received at the end of round 2 of "The Aman'lu Arena" side quest, opens
the second treasure door
* Turquoise Key of the Third: "A silver key with a turquoise emblem embedded
in its bow."
-> Received at the end of round 3 of "The Aman'lu Arena" side quest, opens
the third treasure door
* Green Key of the Fourth: "A silver key with a green emblem embedded in its
bow."
-> Received at the end of round 4 of "The Aman'lu Arena" side quest, opens
the fourth treasure door
* Yellow Key of the Fifth: "A silver key with a yellow emblem embedded in its
bow."
-> Received at the end of round 5 of "The Aman'lu Arena" side quest, opens
the fifth treasure door
* Orange Key of the Sixth: "A silver key with a orange emblem embedded in its
bow."
-> Received at the end of round 6 of "The Aman'lu Arena" side quest, opens
the sixth treasure door
* Red Key of the Seventh: "A silver key with a red emblem embedded in its
bow."
-> Received at the end of round 7 of "The Aman'lu Arena" side quest, opens
the seventh treasure door
* Purple Key of the Eighth: "A silver key with a purple emblem embedded in
its bow."
-> Received at the end of round 8 of "The Aman'lu Arena" side quest, opens
the eighth treasure door
* Iron Key of the Ninth: "A heavy black key."
-> Received at the end of round 9 of "The Aman'lu Arena" side quest, opens
the ninth treasure door
* Daesthai's Gold Key: "A heavy gold key."
-> Received at the end of round 10 of "The Aman'lu Arena" side quest, opens
the tenth treasure door
* Bloodstone: "A strangely glimmering stone. You feel a magnetic force
tugging at your soul."
-> Given by Ressa as part of the "Questionable Methods" side quest
* Vial of a Child's Tears: "A narrow vial filled with Arlen's tears."
-> Collected from Arlen, a child in the Dryad Outpost, as part of the
"Questionable Methods" side quest
* Lorethal's Soulstone: "A strangely glimmering stone, magically linked to
Lorethal of the Crimson Hunters."
-> Received after binding Lorethal's soul to the Bloodstone, part of the
"Questionable Methods" side quest
* Elven Cell Key: "A tarnished silver key of Elven make. It unlocks the door
to Drianjul's cell."
-> Taken from the body of the first Familiar Surgeon
* Unidentified Object: "A rounded metal claw caked with blood."
-> Taken from the body of the first Familiar Surgeon
* Calennor Stronghold Key: "A rounded metal claw caked with blood."
-> The Unidentified Object after it has been identified by Drianjul, used
to open gates blocked by a bound elf
* Vai'kesh Key: "A cold, onyx key made in the Vai'kesh style."
-> Given by Rinerel as part of the first Vai'kesh side quest, it unlocks
the crypt where the bodies of Talain's comrades are lying
* Broken Vai'kesh Blade: "A sword made in the Vai'kesh style. It has been
snapped in half."
-> Found in a corpse in Calennor Stronghold
* Vai'kesh Sanctuary Key: "A grimy, gold key made in the Vai'kesh style.
It opens the door to a small Vai'kesh sanctuary."
-> Taken from the body of Rinerel in "The Vai'kesh, Part 2"
* Vai'kesh Cell Key: "A bloodstained bronze key made in the Vai'kesh style.
It unlocks the cell doors in the Prophet's chamber."
-> Taken from the body of the Vai'kesh prophet in the rear of the
Vai'kesh Sanctuary, part of "The Vai'kesh, Part 2"
* Celeb'hel's Second Soulstone: "A strangely glimmering stone, magically
linked to Celeb'hel the Elder."
-> Found on a corpse of Celeb'hel in the Vai'kesh Sanctuary
* Celeb'hel's Third Soulstone: "A strangely glimmering stone, magically
linked to Celeb'hel the Elder."
-> Found on a corpse of Celeb'hel in Calennor Stronghold
* Vault of Therayne Key: "A dusty bronze key of Elven make. It unlocks a door
within the Vault of Therayne."
-> Given by Meraliss in the first room of the Vault of Therayne, part of
the "Treasure Hunting" side quest
* An ancient artifact: "A cracked piece of intricately carved stone. It is
inscribed with an illegible script."
-> Found on the body of Treelus the Suffering after solving the second
puzzle in "Treasure Hunting"
* Bound Fettershin Arm: "This arm is a pristine sample from a Bound
Fettershin. Naturalist Ithara will be pleased."
-> Received the first time you kill a bound fettershin
* Bound Taclak Skin: "This arm is a pristine sample from a Bound Taclak.
Naturalist Ithara will be pleased."
-> Received the first time you kill a bound taclak
* Bound Taugrim Bridle: "This bridle is a pristine sample from a Bound
Taugrim. Naturalist Ithara will be pleased."
-> Received the first time you kill a bound taugrim
* Bound Naldrun Torso: "This torso is a pristine sample from a Bound Naldrun.
Naturalist Ithara will be pleased."
-> Received the first time you kill a bound naldrun
* Bound Elf Head": "This head is a pristine sample from a Bound Elf.
Naturalist Ithara will be pleased."
-> Received the first time you kill a bound elf
* Bound Dwarf Crossbow: "This crossbow is a pristine sample from a Bound
Dwarf. Naturalist Ithara will be pleased."
-> Received the first time you kill a bound dwarf ballista
* Bound Half-Giant Arm: "This arm is a pristine sample from a Bound Half-
Giant. Naturalist Ithara will be pleased."
-> Received the first time you kill a bound half-giant
* Bound Crawler Leg: "This leg is a pristine sample from a Bound Crawler.
Naturalist Ithara will be pleased."
-> Received the first time you kill a bound crawler
* Bound Dryad Head: "This head is a pristine sample from a Bound Dryad.
Naturalist Ithara will be pleased."
-> Received the first time you kill a bound dryad in Part 3
* Dwarven Fuse: "A bundle of stiff, dry cord. It is highly flammable."
-> Given by Pitforger for use in "The Explosives Tunnel" side quest

=============
[4.3] Books
=============
Dungeon Siege II
==================
All the books you can collect, in the order in which they are listed in your
journal.
1. Tome of Smithing: "A book that appears to teach armor construction using
ancient Dryad methods."
- Located in the Great Hall of Eirulan
2. The Hak'u: "A book bound in wood, written in the Dryad style."
- Found in the room behind the barkeep at the Eirulan tavern
3. The Mothers of Eirulan: "A book bound in woven grass, written in the Dryad
style."
- Located in the Great Hall of Eirulan
4. Tattered Diary: "A moldy book. It appears to be quite old, and of Elven
make."
- Near the ghost in the Hak'u Caves in North Greilyn
5. Razka's Riddle: "Use the key in the frozen heart of the corrupted forest."
- Received in Razka's Ruins as part of Deru's Treasure Hunt
6. The Skath: "A book written in the Human style. It gives advice on desert
combat, particularly against Skath. An inscription on the Inner flap reads,
'Lore of Aranna, volume 6.'"
- Located in the tower where you first meet Vix
7. The Deeds of Xeria: "A book written in the Human style. It tells the story
of the life of Xeria, the Human goddess of war. An inscription on the Inner
flap reads, 'Lore of Aranna, volume 7.'"
- Located in Windstone Fortress' Western Gatehouse
8. The Death of Xeria: "A book written in the Human style. It tells the story
of the death of Xeria, the Human goddess of war. An inscription on the Inner
flap reads, 'Lore of Aranna, volume 8.'"
- Located in Xeria's Temple, north room
9. Living and Working with Half-Giants: "A Practical Guide to Preserving
Friendly Relations with our Mysterious Tall Cousins."
- Located in the Eastern Gatehouse of Windstone Fortress
10. The War of Legions: "A book written in the Human style. It is a record of
the event known to Humans as the War of Legions. An inscription on the Inner
flap reads, 'Lore of Aranna, volume 9.'"
- Located in Xeria's Temple, north room
11. Letter from Drevin: "This letter looks as if Drevin wrote it while on
some kind of moving transport. In the dark. However, you know his writing
well enough to make it out."
- Received from his sister, Drianjul in Aman'lu
12. The Legend of Arinth the Mad: "As Recorded by Kur'glithiel son of
Gismarin, son of Istaril, son of Isteru the Sorcerer. An inscription on the
Inner flap reads, 'Lore of Aranna, volume 10.'"
- Received from Eolanda when you get the Arinth's Legendary Staff quest
13. Turmanar and its Aftermath: "Tales Collected by Drevisil the Elder. An
inscription on the Inner flap reads, 'Lore of Aranna, volume 5.'"
- in Alt'orn Hall in Aman'lu
14. The Dryads and their Customs: "Studies by Sylvanil the Adept. An
inscription on the Inner flap reads, 'Lore of Aranna, volume 11.'"
- Eolanda's house in Aman'lu, on the table
15. Zaramoth's Ascendance and Downfall: "A History of the Last Star Emperor
by Essilina the Watchful. An inscription on the Inner flap reads, 'Lore of
Aranna, volume 12.'"
- Aman'lu magic shop, 2nd floor
16. Elandir's Life and Teachings: "Translated from the original language by
Belerin the Heedful. An inscription on the Inner flap reads, 'Lore of Aranna,
volume 13.'"
- Aman'lu Inn, 2nd floor
17. Valdis and His Armies: "An investigation by Aethelwine the Younger. An
inscription on the Inner flap reads, 'Lore of Aranna, volume 4.'"
- Tywlis' house in Aman'lu
18. Fables of Ancient Artifacts: "A treatise on magical objects by Columba
the Diviner. An inscription on the Inner flap reads, 'Lore of Aranna, volume
14.'"
- Eolanda's house in Aman'lu, on the floor
19. Symbology of the Azunites: "Life, Sight, Blindness, Death: An Analysis by
Pavillus the Enlightened. An inscription on the Inner flap reads, 'Lore of
Aranna, volume 15.'"
- Aman'lu magic shop 2nd floor balcony
20. Downfall of the Manu Ostar: "A warning, by Lorantia the Seeress. An
inscription on the Inner flap reads, 'Lore of Aranna, volume 3.'"
- Alar'ithil's house, southwest Aman'lu, beyond the bridge
21. Taclak Perversity: "A study of the forest folk by Ferslin the Arcadian"
- Aman'lu Blacksmith
22. The Path of Life: "An ancient Azunite book describing the Creed of
Healers. An inscription on the Inner flap reads, 'Lore of Aranna, volume
17.'"
- Shrine of Life, part of Amren's Vision
23. The Path of Sight: "An ancient Azunite book describing the Creed of
Diviners. An inscription on the Inner flap reads, 'Lore of Aranna, volume
18.'"
- Shrine of Sight, part of Amren's Vision
24. The Path of Death: "An ancient Azunite book describing the Creed of
Warriors. An inscription on the Inner flap reads, 'Lore of Aranna, volume
19.'"
- Shrine of Death, part of Amren's Vision
25. The Path of Blindness: "An ancient Azunite book describing the Creed of
Sorcerers. An inscription on the Inner flap reads, 'Lore of Aranna, volume
20.'"
- Shrine of Blindness, part of Amren's Vision
26. Guard's Report: "A tattered document describing the murder of Master
Levreth. Written by Tamwen, a guard of the House of Levreth."
- Servant's Haunt quest, given by Edoriath when he gives you the quest
27. A Burned Letter: "A charred letter left inside the fireplace of Lady
Levreth."
- Servant's Haunt quest, one of the clues in the Levreth Estate
28. The Dark Wizards: "A history of Zaramoth's most devoted servants by
Eralin the Peacemaker. An inscription on the Inner flap reads, 'Lore of
Aranna, volume 2.'"
- Vai'kesh Sanctuary, on a table on the stairway just past the first
altar room
29. Razka's Second Riddle: "Seek water in the heart of the desert."
- Deru's Treasure Hunt
30. Kings and Queens of the Northern Reaches: "A book written in the Human
style. It details the succession of the royal family of the Northern Reaches,
dating from the cataclysm. An inscription on the Inner flap reads, 'Lore of
Aranna, volume 1.'"
- Snowbrook Haven Servant's Quarters
31. Elves and Elven Culture: "A book written in the Human style. It claims to
be a definitive work on Elven life and thought, though you detect some
inaccuracies."
- Located in Kalrathia in a house on the north side of town
32. The Legacy of Azunai: "A book written in the Human style. It is a
religious work praising Azunai and his rebellion. It has the tone of
resistance propaganda, as it does not seem to be very accurate; you suspect
that it is contraband, as the Morden must surely have banned all such
materials. An inscription on the Inner flap reads, 'Lore of Aranna, volume
16.'"
- Room along the north wall of Kalrathia
33. The Morden: Allies or Enemies?: "A book written in the Human style, about
3 decades ago. It urges skepticism toward the Morden, and advises against
joining Valdis' armies, no matter how good the pay. For a moment, you wish
this book had fallen into your possession much earlier, but you know that it
is unlikely that it would have affected your decision to enlist."
- Cellar beneath the Kalrathian tavern, use the lift in the room behind
the barkeep
34. The Mercenary and the Scholar: "A tale of a kind mercenary and a handsome
scholar"
- "Reward" for the Lore of Aranna quest
35. Journal of the Mage's Apprentice: "This is the journal that belongs to
Mage Boden, which you acquired when you rescued his apprentice."
- Part of The Mage's Apprentice quest
36. The Meaning of the Obelisks: "A book explaining the purpose of the
Agallan Obelisks. It appears to have been written by the Agallans themselves,
though no author is named."
- Agallan Peaks, lying on a table

Broken World
==============
Of the 59 books in your Journal, 47 are reagent recipes (see later section of
this guide). The first 12 Journal Book slots are found lying around the
Broken World maps. Only two are related to a quest; and one appears to be
missing from the game (glitch?). Here are the 12 books and their locations:
* The Great Work: "A book bound in woven grass and metal, written in the
Dryad style. It alludes to a 'Great Work' of the Dryads, and how to mask its
intent from other races."
-> Picked up from the Innkeeper's tent in the Dryad Outpost
* Eva's Journal: "A leather-bound book that bears the Winterstone coat of
arms on its cover. The handwriting inside is angular and precise."
-> Found in Burk's shanty in the Dryad Outpost
* Letters from Hesla: "A sheaf of papers tied together with yellowed grass.
It is a collection of letters addressed to 'Lasi', from a woman named
'Hesla'."
-> Next to the magic/potion seller in the Dryad Outpost
* A Merchant's Travels: "A grimy book bound with wood. Inside are journal
entries from a merchant's years of travel all over the land of Aranna."
-> Next to Tomas, the merchant, just south of the Dryad Outpost
* Summoning the Spirits: "A dusty book that is strangely cold to the touch.
Inside are dozens of rituals for summoning spirits; some benign, some highly
dangerous."
-> Given by Mage Nari after you talk to her about The Ancient Tome
* The Wealth of Glorydeep Mine: "A record of the fortunes of Glorydeep mine
during the Fifth year of the Ram."
-> Found in the secret room of the Abandoned Mine in the Blasted Valley,
you'll need Yoren in your party to open the secret room
* The Disintegration of the Morden: "A book bound in woven grass, written by
a Dryad named Sari. It relates the history of the Morden, most of which is
already known to you; but the last few pages detail a recent development."
-> In Watcher Jorena's tent, next to Kelvaran Waste (West) teleporter
* The Enemies of the Edhel: "The Enemies of the Edhel, with Tactical
Recommendations. An Exposition by Elimera of the Crimson Hunters"
-> Aman'lu, on a bookshelf inside the Inn
* The Crimson Hunters: "Bound in leather and trimmed with silver, this book
reminds you of the Aman'lu that existed before the return of the Familiars.
It tells the story of Lorethal and his expedition to the lair of the enemy."
-> Aman'lu, on the floor next to Talain inside the Inn
* Songs of the Stone: "A leather-bound book that is in better condition than
most things in the Glorydeep cavern. It is a collection of Dwarven songs and
poetry."
-> Glorydeep Enclave, first house on the right (south) from the teleporter
* Glorydeep, Vol. 47: "Although yellowed and moldy, the dimensions and
craftsmanship of this book's binding are perfect. It is a collection of
papers written by a Dwarf named Broadreach. The last page is the most
relevant."
* History of the Glorydeep Dwarves: "A collection of journals, written by a
Dwarf named Longyears. Inside, she chronicles the history of the Glorydeep
Dwarves."
According to comments in the relevant .gas file, the final two books are
located in Glorydeep Enclave. If you cross the bridge to the eastern half of
the enclave and enter the house immediately to your right (south), you'll see
a book lying on the table. Hover your cursor over it and you'll see the title
"Glorydeep, Vol. 47"; however, when you click it, you'll get "History of the
Glorydeep Dwarves" added to your collection.
As of this writing, book #11 (Glorydeep, Vol. 47) has not been located. This
appears to be a glitch or a typo in the game. If anyone knows the actual
location of book #11, please email barry@papagamer.com

==============
[4.4] Chants
==============
Chants are used at incantation shrines to grant bonuses to all characters
inside the shrine. Step into the shrine and either:
* Open your Journal, open the Lore tab, open the Chants tab, select a chant
and then LEFT-CLICK the Recite Chant button; or,
* Open the chat bar by pressing ENTER and then type the chant (not case-
sensitive) and press ENTER to activate the shrine.
*NOTE* You cannot use a chant until it has been added to your journal. If you
try to manually enter a chant by typing in the words from this list, and you
have not yet discovered that chant during gameplay, nothing will happen. This
only applies to Merc level. At Veteran and Elite, you can use any Chant you
learned in previous difficulties.
All shrine effects are temporary. Chants are listed in the order in which
they appear in your journal. Chants are only learned while playing DS2; but,
they can be used in BW.
1. Lesser Chant of Fortification (Dono Armorum Es)
- Gives a small boost to the armor rating of all party members
(+25% armor for 180 seconds).
- Taught by Esselte when she teaches you about incantation shrines as
you leave Eirulan for the first time.
2. Lesser Chant of Dexterity (Elevato Agilum Es)
- Gives a small boost to the dexterity of all party members
(4 + (9.5 * #character_level * 0.1) for 180 seconds).
- In the basement of the sanctuary door tower just north of Eirulan's
North Gate.
3. Lesser Chant of Intelligence (Elevato Ingenum Es)
- Gives a small boost to the intelligence of all party members
(2 + (5.4 * #character_level * 0.1) for 180 seconds).
- On a platform near the Northern Greilyn Jungle teleporter.
4. Lesser Chant of Strength (Elevato Vigorum Es)
- Gives a small boost to the strength of all party members
(3.0 + (6 * #character_level * 0.1) for 180 seconds).
- On a platform near the Northern Greilyn Jungle teleporter.
5. Mysterious Chant (Rando Conjurum Es)
- Produces a random, low-level item.
- In the Tranquil Cave in the Northern Greilyn Jungle.
6. Lesser Chant of Casting (Incanta Rapida Es)
- Party members will instantly recover all mana for a short duration
(180 seconds).
- Near the Hak'u usurper's house in the Western Greilyn Jungle.
7. Lesser Chant of Fighter Health (Vigorus Vitalis Es)
- Gives a small boost to the health regeneration rate of all fighters
in the party (+100% health regen for 180 seconds).
- In the Dryad outpost near the Western Greilyn Jungle teleporter.
8. Lesser Chant of Mage Health (Ingenus Vitalis Es)
- Gives a small boost to the health regeneration rate of all mages
in the party (+100% health regen for 180 seconds).
- Near the Hak'u usurper's house in the Western Greilyn Jungle.
9. Lesser Chant of Ranger Health (Agilus Vitalis Es)
- Gives a small boost to the health regeneration rate of all rangers
in the party (+100% health regen for 180 seconds).
- Near the Hak'u usurper's house in the Western Greilyn Jungle.
10. Lesser Chant of Fighter Power (Vigorus Adeptus Es)
- Instantly recharges powers for all fighters in the party for a short
duration (40 seconds).
- In the room with the Lost Sapphire in the Elven Shrine.
11. Lesser Chant of Mage Power (Ingenus Adeptus Es)
- Instantly recharges powers for all mages in the party for a short
duration (40 seconds).
- In the room with the Lost Sapphire in the Elven Shrine.
12. Lesser Chant of Prosperity (Dono Fortunam Es)
- Gives a small boost to the party's chance to find magic items and to
the amount of gold dropped (+50% magic find and +100% gold dropped for
180 seconds).
- Near the fountain in the Elven Shrine.
13. Lesser Chant of Ranger Power (Agilus Adeptus Es)
- Instantly recharges powers for all rangers in the party for a short
duration (40 seconds).
- In the room with the Lost Sapphire in the Elven Shrine.
14. Lesser Chant of Magic Awareness (Incantum Percepto Es)
- Gives a small boost to magic resistance for all party members
(+40% magic damage resistance for 180 seconds).
- Next to Vix in the tower where you first meet him.
15. Mysterious Chant (Magrum Erupto)
- Explodes your party; you probably don't want to use this one.
- Given by Thestrin as your initial reward for completing the
Family Heirloom quest.
16. Mysterious Chant (Requo Amicum Es)
- Summons a group of friendly, low-level animals.
- Given by Thestrin as an additional reward if you turn in the sword
after completing the Family Heirloom quest.
17. Lesser Chant of Ranged Awareness (Propelum Percepto Es)
- Gives a small boost to ranged resistance for all party members
(+40% ranged damage resistance for 180 seconds).
- Next to Vix in the tower where you first meet him.
18. Lesser Chant of Melee Awareness (Physium Percepto Es)
- Gives a small boost to melee resistance for all party members
(+20% melee damage resistance for 180 seconds).
- On the east wall of the Ancient Azunite Shrine's Inner Chamber.
19. Lesser Chant of Purity (Vexori Impedio Es)
- Gives all party members a full resistance to status altering effects
for a short duration (360 seconds).
- In a secret room near the entrance to the Ancient Azunite Shrine.
20. Mysterious Chant (Requo Malum Es)
- Summons a group of low-level enemies.
- In the multiple treasure room with the mimic as you enter the
Ancient Azunite Shrine.
21. Lesser Chant of Melee Skill (Vigorus Artifex Es)
- Gives a small boost to Melee skills for all party members
(+1 for 180 seconds).
- Windstone Fortress, Western Gatehouse.
22. Lesser Chant of Ranged Skill (Agilus Artifex Es)
- Gives a small boost to Ranged skills for all party members
(+1 for 180 seconds).
- Windstone Fortress barracks, in the same room as Private Nolan.
23. Lesser Chant of Magic Skill (Ingenus Artifex Es)
- Gives a small boost to Magic skills for all party members
(+1 for 180 seconds).
- One of the side rooms of the hallway leading from the
Eastern Gatehouse to Windstone Fortress.
24. Chant of Scholars (Dono Experium)
- Gives a boost to the amount of experience earned and a decrease to the
maximum health of all party members (increases XP by 50% and decreases
health by -0.20 * (50 + 10.6 * #character_level) for 300 seconds).
- Part of the treasure found when you complete the Secrets of Xeria's
Temple quest.
25. Chant of the Dead (Vox Mortem)
- Grants the ability to communicate with spirits (lasts 300 seconds).
- Gained when you complete the Dark Ohm quest.
26. Chant of Dexterity (Elevato Agilum)
- Gives a moderate boost to the dexterity of all party members
(5.5 + (12.6 * #character_level * 0.1) for 240 seconds).
- In a burned-out farmhouse along the northern stretch of the
Southern Vai'lutra Forest road.
27. Chant of Intelligence (Elevato Ingenum)
- Gives a moderate boost to the intelligence of all party members
(2.6 + (7.1 * #character_level * 0.1) for 240 seconds).
- In a burned-out farmhouse along the northern stretch of the
Southern Vai'lutra Forest road.
28. Chant of Strength (Elevato Vigorum)
- Gives a moderate boost to the strength of all party members
(4.5 + (9 * #character_level * 0.1) for 240 seconds).
- In a burned-out farmhouse along the northern stretch of the
Southern Vai'lutra Forest road.
29. Mysterious Chant (Rando Conjurum)
- Produces a random, mid-level item.
- In a hollow tree near the Southern Vai'lutra Forest (South) teleporter.
30. Chant of Fighter Health (Vigorus Vitalis)
- Gives a moderate boost to the health regeneration rate of all
fighters in the party (+150% health regen for 240 seconds).
- In the Levreth Estate.
31. Chant of Mage Health (Ingenus Vitalis)
- Gives a moderate boost to the health regeneration rate of all
mages in the party (+150% health regen for 240 seconds).
- In the Levreth Estate.
32. Chant of Ranger Health (Agilus Vitalis)
- Gives a moderate boost to the health regeneration rate of all
rangers in the party (+150% health regen for 240 seconds).
- In the Levreth Estate.
33. Chant of Casting (Incanta Rapida)
- Party members will instantly recover all mana for a moderate duration
(240 seconds).
- Vai'kesh Sanctuary, right after leaving the main auditorium.
34. Chant of Fighter Power (Vigorus Adeptus)
- Instantly recharges powers for all fighters in the party for a
moderate duration (60 seconds).
- Secret room on the east side of the main auditorium in the
Vai'kesh Sanctuary.
35. Chant of Mage Power (Ingenus Adeptus)
- Instantly recharges powers for all mages in the party for a moderate
duration (60 seconds).
- Secret room on the east side of the main auditorium in the
Vai'kesh Sanctuary.
36. Chant of Prosperity (Dono Fortunam)
- Gives a moderate boost to the party's chance to find magic items and to
the amount of gold dropped (+75% magic find and +150% gold dropped for
240 seconds).
- Part of the reward for Act III Secondary Quest #1: Dwarven Song of Ore.
37. Chant of Ranger Power (Agilus Adeptus)
- Instantly recharges powers for all rangers in the party for a moderate
duration (60 seconds).
- Vai'kesh Sanctuary, main auditorium, behind a ranged sanctuary door.
38. Chant of Fortification (Dono Armorum)
- Gives a moderate boost to the armor rating of all party members
(+40% armor for 240 seconds).
- In the cave where you witness the ritual that reveals the
Chant of the Dead.
39. Chant of Master Self-Awareness (Ipsum Percepto Ixo)
- Gives each party member the highest resistance to their primary damage
type (+95% damage resistance to primary damage type for 300 seconds).
- In a crypt next to the portal in the Garden of the Ancients.
40. Chant of Melee Awareness (Physium Percepto)
- Gives a moderate boost to melee resistance for all party members
(+30% melee damage resistance for 240 seconds).
- At the top of a tower in the Garden of the Ancients secondary plateau--
the one you reach by going through the Azunite Burial Grounds.
41. Chant of Ranged Awareness (Propelum Percepto)
- Gives a moderate boost to Ranged resistance for all party members
(+60% ranged damage resistance for 240 seconds).
- At the top of a tower in the Garden of the Ancients secondary plateau--
the one you reach by going through the Azunite Burial Grounds.
42. Chaotic Chant of Might (Elevato Rando Ixo)
- Gives all party members a huge boost to a random primary stat.
Duration is 240 seconds. Randomly gives:
> 7 + (14 * #character_level * 0.1) Strength bonus
> 8 + (18 * #character_level * 0.1) Dexterity bonus
> 6 + (10 * #character_level * 0.1) Intelligence bonus
- Azunite Burial Grounds, in the large cavern with the ice falling from
the ceiling. The chant is hidden behind some ice stalagmites to the
east of the natural bridge over the chasm.
43. Chant of Purity (Vexori Impedio)
- Gives all party members a full resistance to status-altering effects
for a moderate duration (420 seconds).
- In Letiso's tomb.
44. Chant of Magic Awareness (Incantum Percepto)
- Gives a moderate boost to magic resistance for all party members
(+60% magic damage resistance for 240 seconds).
- At the top of a tower just north of the first bridge in
Snowbrook Valley.
45. Chant of Ranged Skill (Agilus Artifex)
- Gives a moderate boost to Ranged skills for all party members
(+2 for 240 seconds).
- Outside the stone doors in the Snowbrook Grotto.
46. Chant of Magic Skill (Ingenus Artifex)
- Gives a moderate boost to Magic skills for all party members
(+2 for 240 seconds).
- Outside the stone doors in the Snowbrook Grotto.
47. Chant of Melee Skill (Vigorus Artifex)
- Gives a moderate boost to Melee skills for all party members
(+2 for 240 seconds).
- In a ruined house at the western end of the Snowbrook Foothills.
48. Mysterious Chant (Requo Amicum)
- Summons a group of friendly, mid-level animals.
- In the Snowbrook Haven Servant's Quarters, in the same room
as Spirit of Aranna #8.
49. Mysterious Chant (Requo Malum)
- Summons a group of mid-level enemies.
- In the Snowbrook Haven Living Quarters, at the bottom of the lift
from the Servant's Quarters, in the southeast room.
50. Greater Chant of Dexterity (Elevato Agilum Ix)
- Gives a large boost to the dexterity of all party members
(7 + (16 * #character_level * 0.1) for 300 seconds).
- Located next to the Snowbrook Haven Reliquary teleporter.
51. Greater Chant of Intelligence (Elevato Ingenum Ix)
- Gives a large boost to the intelligence of all party members
(4 + (9 * #character_level * 0.1) for 300 seconds).
- Located next to the Snowbrook Haven Reliquary teleporter.
52. Greater Chant of Strength (Elevato Vigorum Ix)
- Gives a large boost to the strength of all party members
(6.0 + (12 * #character_level * 0.1) for 300 seconds).
- Located next to the Snowbrook Haven Reliquary teleporter.
53. Chant of Health (Multus Vitalis)
- Gives a moderate boost to the health regeneration rate of all
party members (+150% health regen for 240 seconds).
- In the Magical Oasis in the Northern Plain of Tears, part of
Deru's Treasure Hunt.
54. Greater Chant of Prosperity (Dono Fortunam Ix)
- Gives a large boost to the party's chance to find magic items and to
the amount of gold dropped (+100% magic find and +200% gold dropped
for 300 seconds).
- Given as a reward from Historian Leontia if you bring her the Mythril
stanza from the Dwarven Song of Ore.
55. Mysterious Chant (Rando Conjurum Ix)
- Produces a random, high-level item.
- In the third vault of Soranith's Vaults.
56. Greater Chant of Purity (Vexori Impedio Ix)
- Gives all party members a full resistance to status altering effects
for a large duration (600 seconds).
- In a secret room at the bottom of Prospector Gareth's tower, near the
Northern Plain of Tears teleporter.
57. Greater Chant of Mage Health (Ingenus Vitalis Ix)
- Gives a large boost to the health regeneration rate of all mages
in the party (+200% health regen for 300 seconds).
- In a square tower just west of the Eastern Plain of Tears teleporter.
58. Greater Chant of Ranger Health (Agilus Vitalis Ix)
- Gives a large boost to the health regeneration rate of all rangers
in the party (+200% health regen for 300 seconds).
- In a square tower west of the Eastern Plain of Tears incantation
shrine.
59. Greater Chant of Fighter Health (Vigorus Vitalis Ix)
- Gives a large boost to the health regeneration rate of all fighters
in the party (+200% health regen for 300 seconds).
- In a square tower just after you enter the Ruins of Okaym.
60. Greater Chant of Casting (Incanta Rapida Ix)
- Party members will instantly recover all mana for a long duration
(300 seconds).
- In the same room as Darek, Mage Boden's apprentice.
See Act III, Secondary Quest #5: The Mage's Apprentice.
61. Greater Chant of Fighter Power (Vigorus Adeptus Ix)
- Instantly recharges powers for all fighters in the party for a
long duration (75 seconds).
- In the same room as Darek, Mage Boden's apprentice.
See Act III, Secondary Quest #5: The Mage's Apprentice.
62. Greater Chant of Mage Power (Ingenus Adeptus Ix)
- Instantly recharges powers for all mages in the party for a
long duration (75 seconds).
- In the main treasure room of the Large Abandoned Shelter in the
Ruins of Okaym.
63. Greater Chant of Ranger Power (Agilus Adeptus Ix)
- Instantly recharges powers for all rangers in the party for a
long duration (75 seconds).
- In the main treasure room of the Large Abandoned Shelter in the
Ruins of Okaym.
64. Greater Chant of Fortification (Dono Armorum Ix)
- Gives a large boost to the armor rating of all party members
(+50% armor for 300 seconds).
- Inside the Ancient Vault you loot after finishing Act III
Secondary Quest #8: The Morden Riders.
65. Greater Chant of Melee Awareness (Physium Percepto Ix)
- Gives a large boost to melee resistance for all party members
(+40% melee damage resistance for 300 seconds).
- In the first, upper set of ruins on the western plateau of the
Desert of Kaderak (near the entrance to the Mines).
66. Greater Chant of Ranged Awareness (Propelum Percepto Ix)
- Gives a large boost to Ranged resistance for all party members
(+80% ranged damage resistance for 300 seconds).
- In the second, lower set of ruins on the western plateau of the
Desert of Kaderak (near the entrance to the Mines).
67. Greater Chant of Magic Awareness (Incantum Percepto Ix)
- Gives a large boost to magic resistance for all party members
(+80% magic damage resistance for 300 seconds).
- In a side room south of the Upper Mines of Kaderak (East) teleporter.
68. Mysterious Chant (Requo Amicum Ix)
- Summons a group of friendly, high-level animals.
- Near the floodgate controllers for the northern waterway in the
Agallan Trial.
69. Mysterious Chant (Requo Malum Ix)
- Summons a group of high-level enemies.
- Behind the mana shrine near the eastern waterway in the
Agallan Trial area.
70. Greater Chant of Magic Skill (Ingenus Artifex Ix)
- Gives a large boost to magic skills for all party members
(+3 for 300 seconds).
- Inside either the combat mage or the nature mage sanctuary room
in Lower Zaramoth's Horns (there are two copies, one in each room).
71. Greater Chant of Melee Skill (Vigorus Artifex Ix)
- Gives a large boost to Melee skills for all party members
(+3 for 300 seconds).
- Inside the melee sanctuary room in Lower Zaramoth's Horns.
72. Greater Chant of Ranged Skill (Agilus Artifex Ix)
- Gives a large boost to Ranged skills for all party members
(+3 for 300 seconds).
- Inside the ranged sanctuary room in Lower Zaramoth's Horns.
73. Chant of Power (Multus Adeptus)
- Instantly recharges powers for all party members for a moderate
duration (60 seconds).
- In Zaramoth's Horns, from the multiple-elevator platform,
take the southwest elevator to enter the treasure room with the chant.
74. Chant of Chaotic Skill (Rando Artifex Ixo)
- Gives all party members a huge boost to random class' skills
(gives +4 to random class' skills for 300 seconds).
- Behind a secret door next to the incantation shrine you use
for the final Spirit of Aranna.
75. Mysterious Chant (Letiso)
- Opens the door to the lich Letiso's tomb.
- Given by Rahvan at the beginning of Rahvan's Curse.
76. Mysterious Chant (Arcesso Arcanum)
- Powers the Soul Staff at the Nexus caverns.
- Given by Nora at the beginning of the Kalrathian Nexus quest.

=======================
[4.5] Reagent Recipes
=======================
In DS2 (and BW), you can take an enchantable item (listed as such in its
description) to an enchanter (a merchant with a symbol of an eye on a hand).
Initiate the enchanting process, place the enchantable item in the
enchanter's "inventory" and then add reagents to the reagent box. Pay the
merchant and you get an item with the enchantments granted by the reagents
you used.
Reagent recipes are an expansion of the reagent system. You can combine the
enchantable item and reagents listed in the recipe to produce a unique item
that is more powerful than the reagents you used. Recipes are occasionally
placed in the Broken World map, sometimes granted as quest rewards (in Broken
World) and can also turn up as random treasure in both DS2 and BW. You do NOT
need a recipe in your Lore Books in order to actually use the recipe.
The items used by the recipe have to be the right class of item, but do not
have to be a specific type of that class. For example, if you need a
crossbow, any size crossbow will work. If you need a fighter helm, any type
of fighter helm (leather, chain, plate) will work. The items also do not have
to be exactly the right enchantable level. You can use a higher level item.
For example, if you need a great item, you could use an exceptional or
legendary item. You cannot, obviously, use a lesser item; i.e. you can't use
an exceptional item if a legendary item is needed.
You will find the reagents needed by these recipes all over the maps, as well
as at arcanist shops (reagent merchants). They are frequently in little cul-
de-sacs that branch off the main path, so be sure to explore all the maps to
their edges. You can get the enchantable items you need from Tomas, the
traveling merchant just south of the Outpost in Broken World. Perform his
quest, "Anya", and he'll open his shop to you and you can buy the items you
need for each of these recipes.
Most of the unique items are so-so; however, some of the reagent recipes
actually make set items. (And these recipe set items are not otherwise
available; i.e. they won't drop as random treasure.) In the list below, set
items are indicated with a cross in parentheses (+). So, without further ado,
here are all the recipes and the stats of the unique items they produce.
(Listed in alphabetical order by the name of the item.)
*NOTE* Any armor or damage bonuses listed in the magic enhancements are
already included in the armor or damage figures for the item.
Amulet of Kings, Talisman
Item Type: Legendary Amulet
Required Reagents:
Angelica Root
Ironwood Timber
Spectral Dust
Prismatic Bauble
Yarrow Balm
* Requires Character Level 76
* +1 to Fist of Stone Skills
* +1 to Blood Assassin Skills
* +1 to Ranged Skills
* +1 to Melee Skills
* +2 to Nature Magic Skills
* +2 to Combat Magic Skills
* +15% Melee and Ranged Resistance
* 3% Chance When Hit: Superior Invulnerability

Archdruid's Station, Yearling Staff


Item Type: Legendary Mage Staff
Required Reagents:
Verbena Flowers
Ironwood Timber
Quicksilver Oil
Spectral Dust
* Requires Nature Magic 73
* Damage 50 to 84
* +55 Intelligence
* +30% Nature Magic Damage
* +12% Power Recharge Rate
* +2 to Nature Magic Skills

Archmage's Amulet, Talisman


Item Type: Legendary Amulet
Required Reagents:
Spectral Dust
Wormwood Essence
Prismatic Bauble
Sage Liniment
Ash Leaves
* Requires Character Level 48
* +26 Intelligence
* +13% Melee Resistance
* +10% Power Recharge Rate
* +24% Nature Magic Damage
* +27% Combat Magic Damage

Arclight Boots, Elementalist Boots


Item Type: Exceptional Combat Mage Boots
Required Reagents:
Ensorcelled Thorns
Amber Thread
Nettle Cluster
* Requires Combat Magic 38
* Armor 27
* +12 Armor
* +5% Power Recharge Rate
* +17% Lightning Magic Damage
* 3% Chance When Hit: Multispark for 135 - 225 Damage
* +2 to Brilliance, Amplified Lightning, and Arcing

Beastmaster Staff, Bladed Staff(+)


Item Type: Legendary Mage Staff
Required Reagents:
Wormwood Essence
Vampire Jaw
Raven Talon
Wolf Jaw
* Requires Nature Magic 43
* Damage 31 to 52
* +55% Summoned Creature Damage
* +7% Summoned Creature Attack Speed
* +13% Melee Resistance
* +2 to Summon Fortitude, Summon Might, and Summon Bond

Bloodsoaked Gloves, Twilight Gloves(+)


Item Type: Exceptional Ranger Gloves
Required Reagents:
Ash Leaves
Agallan Standard
Betony Salve
* Requires Ranged 36, Combat Magic 29
* Armor 22
* +10% Health Regeneration
* 7% Health Steal
* 3% Chance When Hit: Decay Armor
* +2 to Shred Blood and Bloodsoaked Shots

Bone Helm, Obsidian Helmet


Item Type: Legendary Fighter Helm
Required Reagents:
Azunite Insignia
Vai'Kesh Figurine
Diamond Thorns
Pine Splinter
* Requires Melee 40
* Armor 48
* +12 Armor
* 3% Chance When Hit: Major Infect
* 3% Chance When Hit: Impale for 170 - 280 Damage

Champion's Defender, Mace


Item Type: Exceptional One Handed Mace
Required Reagents:
Oak Branch
Mythril Alloy
Rhinock Horn
Raven Talon
* Requires Melee 38
* Damage 24 to 41
* +90 Health
* 9% Damage Goes to Mana
* 35% of Physical Damage Reflected to Enemy
* +2 to Barricade, Toughness, and Reinforced Armor
Chromatic Robe, Archmage Robe
Item Type: Exceptional Combat Mage Robe
Required Reagents:
Amber Thread
Smoldering Rune
Frost Charm
Nettle Cluster
* Requires Combat Magic 38
* Armor 52
* +90 Health
* +15% Lightning Resistance
* +15% Fire Resistance
* +15% Ice Resistance
* 3% Chance When Hit: Fire Wave for 115 - 195 Damage
* 3% Chance When Hit: Call Lightning for 155 - 460 Damage
* 6% Chance When Hit: Cold Snap for 70 - 120 Damage

Cinbri Ritual Mask, Warlock Mask(+)


Item Type: Exceptional Combat Mage Helm
Required Reagents:
Vai'Kesh Figurine
Carved Carapace
Yarrow Balm
Diamond Thorns
* Requires Combat Magic 39
* Armor 33
* +23% Death Magic Damage
* +12 Armor
* 8% Chance When Hit: Drown
* 8% Chance When hit: Infect
* +2 to Debilitation, Grim Necromancy, and Vampirism

Coral-Encrusted Shield, Ceremonial Shield


Item Type: Legendary Fighter Shield
Required Reagents:
Engraved Plating
Ironwood Timber
Rowan Leaves
Diamond Thorns
Patterned Shell
* Requires Melee 64, Nature Magic 56, Barricade 1
* Armor 44
* 12% Damage Goes to Mana
* 3% Chance When Hit: Superior Drown
* 6% Chance When Hit: Cold Snap for 230 - 385 Damage
* +2 to Fist of Stone Skills

Corrosive Claws, Cryptic Cestus


Item Type: Legendary Cestus
Required Reagents:
Quicksilver Oil
Wormwood Essence
Demon Jaw
Raven Talon
Henbane Leaves
* Requires Combat Magic 58
* Damage 15 to 25
* +220 Mana
* +32% Death Magic Damage
* 8% Mana Steal
* +3 to Debilitation, Grim Necromancy, and Vampirism

Crusher Hammer, Sledge


Item Type: Great Two Handed Hammer
Required Reagents:
Crystal Pommelstone
Rhinock Horn
Whetstone
Pine Splinter
* Requires Melee 27, Nature Magic 20,Overbear 1
* Damage 46 to 78
* +40% Damage
* +15% Melee Critical Hit Chance
* +35% Melee Critical Hit Damage
* +1 to Fist of Stone Skills

Cultivation Robes, Tribal Armor


Item Type: Legendary Nature Mage Armor
Required Reagents:
Verbena Flowers
Engraved Plating
Rowan Leaves
Malachite Powder
* Requires Nature Magic 58
* Armor 76
* +225 Mana
* +40% Healing Effectiveness
* 3% Chance When Hit: Grasping Vines for 565 - 940 Damage
* +3 to Nurturing Gift, Enveloping Embrace, and Feral Wrath

Dragon Crest, Sorcerer Cowl


Item Type: Legendary Combat Mage Helm
Required Reagents:
Scarab Husk
Igneous Rune
Patterned Shell
Half-Giant Pennant
* Requires Combat Magic 58
* Armor 30
* +36 Intelligence
* +25% Fire Magic Damage
* +26% Fire Resistance
* 6% Chance when Hit: Repulsion Blast
* +3 to Devastation, Searing Flames, and Ignite

Druid's Walking Stick, Ritual Staff


Item Type: Exceptional Mage Staff
Required Reagents:
Valerian Root
Malachite Powder
Gardenia Leaves
Eagle Talon
* Requires Nature Magic 37
* Damage 27 to 46
* +75 Health
* +20% Nature Magic Damage
* +30% Healing Effectiveness
* +2 to Nurturing Gift, Enveloping Embrace, and Feral Wrath

Elven Hero's Regalia, Elven Armor


Item Type: Legendary Ranger Body Armor
Required Reagents:
Engraved Plating
Ironwood Timber
Quicksilver Oil
Gold Ribbon
* Requires Ranged 68
* Armor 118
* +80 Dexterity
* +12% Power Recharge Rate
* 6% Chance When Hit:+300 Armor for 10 Seconds
* +3 to Critical Shot, Dodge, and Survival

Flowing Stride, Woven Boots


Item Type: Legendary Nature Mage Boots
Required Reagents:
Engraved Plating
Icicle Talisman
Henbane Leaves
Sage Liniment
Henbane Leaves
* Requires Nature Magic 63
* Armor 24
* +275 Mana
* +15% Mana Regeneration
* 6% Chance When Hit: Cold Snap for 230 - 385 Damage
* +2 to Nature Magic Skills

Forester Cowl, Elven Helm


Item Type: Legendary Ranger Helm
Required Reagents:
Scarab Husk
Icicle Talisman
Sandalvine Tincture
* Requires Ranged 53
* Armor 52
* +15 Armor
* Restores 14 Health Per Hit
* +16% Magic Damage Resistance
* 3% Chance When Hit: Grasping Vines for 565 - 940 Damage

Frostbite, Glaive
Item Type: Great Thrown Weapon
Required Reagents:
Elven Oil
Serrated Arrowheads
Coral Fragment
Coral Fragment
* Requires Ranged 33, Quick Draw 1
* Damage 25 to 42
* 10% Chance on Hit: Freeze Enemy for 2 Seconds
* 10% Chance on Hit: Ice Burst for 80 - 140 Damage
* +2 to Quick Draw, Bleed, and Penetrate

Fusillade, Heavy Crossbow


Item Type: Exceptional Crossbow
Required Reagents:
Griffon Feather
Serrated Arrowheads
Serrated Arrowheads
Amber Spangle
Hawk Feather
* Requires Ranged 38, Biting Arrow 1
* Damage 56 to 95
* +45% Damage
* +8% Power Recharge Rate
* +42% Ranged Critical Hit Damage
* 10% Chance on Hit: Rapid Attack

Gloves of Command, Archmage Gloves


Item Type: Legendary Combat Mage Gloves
Required Reagents:
Scarab Husk
Azunite Insignia
Ash Leaves
* Requires Combat Magic 48 or Nature Magic 48
* Armor 19
* +64% Summoned Creature Damage
* 6% Chance When Hit: Petrify Attacker for 3 Seconds
* +3 to Summon Alacrity and Quickened Casting
* +4 to Summon Fortitude, Summon Might, and Summon Bond

Hands of Flame, Arcane Cestus


Item Type: Great Cestus
Required Reagents:
Valerian Root
Vampire Jaw
* Requires Combat Magic 31
* Damage 8 to 14
* +60 Health
* +22% Fire Magic Damage
* 3% Chance When Hit: Fire Wave for 115 - 195 Damage
* +2 to Devastation, Searing Flames, and Ignite

Hands of the North, Spirit Cestus


Item Type: Legendary Cestus
Required Reagents:
Spectral Dust
Wormwood Essence
Owl Talon
Gral Eye
* Requires Nature Magic 58
* Damage 15 to 25
* +35 Intelligence
* +32% Ice Magic Damage
* 6% Chance When Hit: Cold Snap for 25 - 45 Damage
* +3 to Aquatic Affinity, Arctic Mastery, and Freezing

Helm of Nobility, Mythril Helmet


Item Type: Legendary Fighter Helm
Required Reagents:
Etched Chrysalis
Azunite Insignia
Vai'Kesh Figurine
Mandrake Root
* Requires Melee 36
* Armor 33
* +22 Strength
* Restores 10 Health Per Hit
* 3% Chance When Hit: Stun Opponent for 3 Seconds
* +1 to Melee Skills

Helm of the Wild, Ancestral Helm


Item Type: Exceptional Nature Mage Helm
Required Reagents:
Wormwood Essence
Etched Chrysalis
Oak Branch
* Requires Nature Magic 43
* Armor 23
* +24 Intelligence
* +100 Health
* +60% Summoned Creature Damage
* +2 to Summon Fortitude, Summon Might, and Summon Bond

Lava Plate, Full Plate


Item Type: Exceptional Fighter Body Armor
Required Reagents:
Smoldering Rune
Sandalvine Tincture
Half-Giant Pennant
* Requires Melee 34, Nature Magic 27
* Armor 88
* +14 Strength
* +9 Intelligence
* +22% Fire Resistance
* 3% Chance When Hit: Plasma Globes for 185 - 310 Damage
* +1 to Fist of Stone Skills

Lumilla's Cooling Band, Ornate Ring


Item Type: Exceptional Ring
Required Reagents:
Ash Leaves
Sage Liniment
Gardenia Leaves
* Requires Character Level 38
* +90 Health
* +12 Armor
* +11% Health Regeneration
* +22% Fire Resistance
Magister's Station, Elven Staff
Item Type: Legendary Mage Staff
Required Reagents:
Verbena Flowers
Ironwood Timber
Ironwood Timber
Spectral Dust
Henbane Leaves
* Requires Combat Magic 73
* Damage 50 to 84
* +56 Intelligence
* +35% Combat Magic Damage
* +17% Magic Damage Resistance
* +2 to Combat Magic Skills

Marksman's Ring, Ornate Ring


Item Type: Exceptional Ring
Required Reagents:
Gold Ribbon
Prismatic Bauble
Skull Fragment
* Requires Character Level 34
* +65 Dexterity
* +2 to Critical Shot, Dodge, and Survival
* +2 to Biting Arrow, Far Shot, and Shockwave

Meteoric Shield, Kite Shield


Item Type: Exceptional Fighter Shield
Required Reagents:
Lion Crest
Oak Branch
Ash Leaves
* Requires Melee 38, Barricade 1
* Armor 26
* +90 Health
* +15% Fire Resistance
* 6% Chance when Hit: Repulsion Blast
* +2 to Barricade, Toughness, and Reinforced Armor

The Onslaught Flame, Hero's Sword


Item Type: Legendary Two Handed Sword
Required Reagents:
Demon Jaw
Oak Branch
Sapphire Pommelstone
Ruby Pommelstone
* Requires Melee 50, Overbear 1
* Damage 50 to 84
* +35 Strength
* 10% Chance on Hit: Rapid Attack
* 10% Chance on Hit: Fire Burst for 235 - 290 Damage
* +3 to Fortitude, Overbear, and Smite
Plague Razor, Throwing Star
Item Type: Exceptional Thrown Weapon
Required Reagents:
Onyx Spangle
Onyx Spangle
Serrated Arrowheads
Griffon Feather
* Requires Ranged 42, Combat Magic 34, Quick Draw 1
* Damage 32 to 54
* +20 Dexterity
* +14 Intelligence
* 10% Chance on Hit: Death Burst for 180 - 305 Damage
* 10% Chance on Hit: Shockwave for 60 - 95 Damage
* +1 to Blood Assassin Skills

Ravager Armor, Studded Tunic(+)


Item Type: Legendary Fighter Body Armor
Required Reagents:
Ensorcelled Thorns
Vai'Kesh Figurine
Sandalvine Tincture
Mandrake Root
* Requires Melee 37
* Armor 86
* +38% Melee Critical Hit Damage
* 6% Health Steal
* 3% Chance When Hit: Decay Armor
* 3% Chance When Hit: Grave Beam for 370 - 620 Damage

Relentless Boots, Explorer Boots(+)


Item Type: Legendary Ranger Boots
Required Reagents:
Etched Chrysalis
Ensorcelled Thorns
Elven Oil
Vai'Kesh Figurine
Frost Charm
* Requires Ranged 44
* Armor 38
* +22 Dexterity
* +14 Armor
* +13% Magic Resistance
* 3% Chance When Hit: Repulsion Blast

Robe of the Frozen North, Ancestral Armor


Item Type: Exceptional Nature Mage Armor
Required Reagents:
Etched Chrysalis
Frost Charm
Frost Charm
Gral Eye
* Requires Nature Magic 38
* Armor 52
* +18 Intelligence
* +25% Ice Magic Damage
* 6% Chance when Hit: Freeze Enemy for 2 Seconds
* +2 to Aquatic Affinity, Arctic Mastery, and Freezing
Rune Slayer, Short Bow
Item Type: Legendary Bow
Required Reagents:
Demon Jaw
Owl Talon
Onyx Spangle
Serrated Arrowheads
Wolf Jaw
* Requires Ranged 53
* Damage 45 to 75
* +58% Damage
* +52% Ranged Critical Hit Damage
* 10% Chance on Hit: Penetrating Projectile
* +2 to Shred Blood and Bloodsoaked Shots

Runemaster's Chain, Twilight Armor


Item Type: Legendary Ranger Body Armor
Required Reagents:
Korven Fetish
Etched Chrysalis
Elven Oil
Diamond Thorns
Gral Eye
* Requires Ranged 44, Combat Magic 36
* Armor 133
* +17 Dexterity
* +12 Intelligence
* +55% Armor
* 6% Chance when Hit: Repulsion Blast
* +3 to Mark and Rune Mastery

Shadow Assassin Mask, Twilight Hood


Item Type: Exceptional Ranger Helm
Required Reagents:
Etched Chrysalis
Agallan Standard
Elven Oil
* Requires Ranged 36, Combat Magic 29
* Armor 29
* +14 Dexterity
* +10 Intelligence
* 7% Mana Steal
* +10% Chance to Dodge Melee Attacks
* +1 to Blood Assassin Skills

Statesman's Robe, Warlock Robe


Item Type: Legendary Combat Mage Robe
Required Reagents:
Engraved Plating
Patterned Shell
Azunite Insignia
Valerian Root
* Requires Combat Magic 68
* Armor 88
* +50 Intelligence
* +32% Combat Magic Damage
* 6% Chance When Hit: Invulnerable for 5 Seconds
* +2 to Combat Magic Skills

Stone of Greilyn, Ornate Ring


Item Type: Legendary Ring
Required Reagents:
Quicksilver Oil
Rowan Leaves
Rowan Leaves
Valerian Root
Smoldering Rune
* Requires Character Level 58
* +50 Max Damage
* +15% Mana Regeneration
* +25% Death Resistance
* 3% Chance When Hit: Petrify Attacker for 3 Seconds

Storm Gauntlets, Chain Gloves


Item Type: Great Fighter Gauntlets
Required Reagents:
Amber Thread
Frost Charm
Mandrake Root
* Requires Melee 33
* Armor 23
* +20 Strength
* +10% Health Regeneration
* +20% Lightning Resistance
* +8% Power Recharge Rate
* 3% Chance When Hit: Call Lightning for 50 - 155 Damage

Storm Hood, Raven Cap


Item Type: Great Nature Mage Helm
Required Reagents:
Amber Thread
Amber Thread
Malachite Powder
* Requires Nature Magic 33
* Armor 18
* +20% Nature Magic Damage
* +20% Lightning Resistance
* +8% Power Recharge Rate
* 3% Chance When Hit: Call Lightning for 155 - 460 Damage

Stormspire, Elven Staff


Item Type: Exceptional Mage Staff
Required Reagents:
Owl Talon
Malachite Powder
Valerian Root
* Requires Combat Magic 43
* Damage 31 to 52
* +24 Intelligence
* +26% Lightning Magic Damage
* +23% Lightning Resistance
* +3 to Brilliance, Amplified Lightning, and Arcing
Treasure Seeker, Talisman
Item Type: Great Amulet
Required Reagents:
Smoldering Rune
Frost Charm
Rainbow Trinket
Rainbow Trinket
* Requires Character Level 28
* +55 Health
* +8% Health Regeneration
* +22;min_value_ceiling=28% Chance to Find Magic Items
* +45% Gold Dropped

Vagabond's Garb, Explorer Armor


Item Type: Exceptional Ranger Body Armor
Required Reagents:
Elven Oil
Carved Carapace
Carved Carapace
* Requires Ranged 33
* Armor 89
* +28 Dexterity
* +44% Armor
* +75 Health
* +2 to Quick Draw, Bleed, and Penetrate

Volcano Boots, Plate Greaves


Item Type: Exceptional Fighter Boots
Required Reagents:
Ash Leaves
Smoldering Rune
Carved Carapace
Ivory Thorns
* Requires Melee 32, Nature Magic 25
* Armor 37
* +12 Armor
* Adds 25 to 30 Fire Damage
* 3% Chance When Hit: Fire Wave for 115 - 195 Damage
* +2 to Chant of Stone and Soul of Protection

====================
[4.6] Unique Items
====================
The following are the unique items available that are not products of reagent
recipes or parts of sets. Any item listed as "Crossover" can be transferred
to the PSP game, "Dungeon Siege: Throne of Agony", or vice versa, and they
are only available when playing Broken World. Crossover items do not drop as
random treasure; they must be purchased from the F&K Society merchant in the
Druid Outpost using Ancient Agallan Tablets (which are random treasure
drops). With the exception of Crossover items, all uniques can drop in either
the DS2 or BW maps.
*NOTE* Any armor or damage bonuses listed in the magic enhancements are
already included in the armor or damage figures for the item.
Addiction, Vai'Kesh Cleaver
* Requires Melee 67
* Damage 40 to 68
* +200 Health
* +26 Min Damage
* 16% Health Steal
* -25% Death Resistance
* +20% Power Recharge Rate
Adventurer's Ring, Gold Ring
* Requires Character Level 28
* +15 Strength
* +12 Armor
* +17% Fire Resistance
* +10% Chance to Find Magic Items
Ageless Hunter, Twilight Armor
* Requires Ranged 83
* Armor 241
* +110 Dexterity
* +300 Health
* +70% Armor
* +2 to Ranged Skills
Amulet of Resolve, Amulet
* Requires Character Level 58
* +36 Intelligence
* +18 Armor
* Restores 16 Health Per Hit
* +14% Health Regeneration
Ancestor's Hands, Cryptic Cestus
* Requires Combat Magic 49 or Nature Magic 49
* Damage 13 to 21
* 10% Health Steal
* +24% Mana Regeneration
* +22% Fire Resistance
* +16% Power Recharge Rate
* +40% Chance to Find Magic Items
Ancient's Majesty, Dragon Armor
* Requires Nature Magic 73
* Armor 164
* +240 Health
* +20% Nature Magic Damage
* +25% Mana Regeneration
* +75% Armor
Apocalypse, Spirit Cestus
* Requires Combat Magic 64 or Nature Magic 64
* Damage 16 to 27
* +42 Intelligence
* +35% Combat Magic Damage
* +2 to Combat Magic Skills
* +3 to Debilitation, Grim Necromancy, and Vampirism
* +3 to Brilliance, Amplified Lightning, and Arcing
* +3 to Devastation, Searing Flames, and Ignite
Arborwood, Carved Cap
* Requires Ranged 13
* Armor 12
* +24 Health
* Restores 2 Health per Hit
* +14% Ice Resistance
* +6% Melee Resistance
* +1 to Critical Shot, Dodge, and Survival
Archer's Tradition, Elven Gloves
* Requires Ranged 51
* Armor 42
* +55 Dexterity
* Restores 15 Health per Hit
* +57% Armor
* +10% Power Recharge Rate
* +3 to Biting Arrow, Far Shot, and Shockwave
Archon's Grip, Cryptic Cestus
* Requires Combat Magic 58
* Damage 15 to 25
* +175 Health
* +250 Mana
* 40% of Physical Damage Reflected to Enemy
* +15% Magic Damage Resistance
* +3 to Brilliance, Amplified Lightning, and Arcing
Arinth's Robe , Archmage Robe
* Requires Combat Magic 30
* Armor 61
* +77 Mana
* +18 Armor
* +20% Fire Resistance
* +25% Chance to Find Magic Items
Arinth's Staff, Staff
* Requires Character Level 28, Combat Magic 23
* +10 Intelligence
* +20% Combat Magic Damage
* +2 to Devastation, Searing Flames, and Ignite
Artech's Rainment, Explorer Armor
* Requires Ranged 35
* Armor 93
* +30 Dexterity
* +44% Armor
* +14% Magic Damage Resistance
* +1 to Ranged Skills
Attuned Staff, Druid Staff
* Requires Combat Magic 58 or Nature Magic 58
* Damage 41 to 68
* +45% Healing Effectiveness
* +20% Magic Damage Resistance
* +75% Summoned Creature Damage
* +10% Summoned Creature Attack Speed
* +3 to Summon Fortitude, Summon Might, and Summon Bond
Beastguards, Ancestral Gloves
* Requires Nature Magic 43
* Armor 25
* +110 Health
* 8% Mana Steal
* +18% Health Regeneration
* +50% Armor
* +8% Power Recharge Rate
Berserker Shield, Ceremonial Shield
* Requires Melee 40, Barricade 1
* Armor 28
* +30 Strength
* 30% of Physical Damage Reflected to Enemy
* 3% Chance When Hit:Decay Armor
* 3% Chance When Hit:Impale for 170 - 280 Damage
Blackened Tooth of Karsha, Totem Sword
* Requires Melee 34, Overbear 1
* Damage 36 to 60
* +15 Min Damage
* Adds 9 to Death Damage
* Restores 8 Health per Hit
* +12 Armor
Blight, Staff
* Requires Combat Magic 26 or Nature Magic 26
* Damage 20 to 34
* +62 Mana
* 20% of Physical Damage Reflected to Enemy
* 7% Health Steal
* +8% Melee Resistance
Blood Rose Thorn, Curve Bow
* Requires Ranged 43
* Damage 24 to 40
* +40 Dexterity
* Adds 13 to Ice Damage
* 10% Health Steal
* +18% Health Regeneration
Bloodletter, Broad Sword
* Requires Melee 72
* Damage 43 to 72
* +80 Max Damage
* +64% Damage
* Adds 29 to Death Damage
* +10% Melee Resistance
Bloodspeaker Robe, Warlock Robe
* Requires Combat Magic 72
* Armor 162
* +20% Combat Magic Damage
* 6% Health Steal
* +25% Mana Regeneration
* +75% Armor
* +25% Death Resistance
Bloodstained Boots, Crossover Boots
* Requires Ranged 39, Combat Magic 31
* Armor 23
* +20 Dexterity
* +16 Intelligence
* +50 Health
* +1 to Blood Assassin Skills
Bloodtalons, Raven Gloves
* Requires Nature Magic 24
* Armor 18
* +70 Mana
* 6% Health Steal
* +8 Armor
* +18% Fire Resistance
* +5% Power Recharge Rate
Bolt Driver, Crossover Crossbow
* Requires Ranged 39, Biting Arrow 1
* Damage 41 to 69
* +32% Damage
* +30% Ranged Critical Hit Damage
* 10% Chance on Hit:Penetrating Projectile
* 10% Chance on Hit:Shockwave for 40 - 60 Damage
Bolt Flingers, Crossover Sorcerer Gloves
* Requires Combat Magic 43
* Armor 32
* +15 Armor
* +20% Lightning Resistance
* +10% Lightning Magic Damage
* +2 to Brilliance, Amplified Lightning, and Arcing
Bounteous Sapling, Ritual Staff
* Requires Nature Magic 41
* Damage 30 to 50
* +145 Mana
* +23 Intelligence
* +34% Healing Effectiveness
* +2 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
Calix's Mask, Warlock Mask
* Requires Combat Magic 46
* Armor 38
* +25 Intelligence
* 35% of Physical Damage Reflected to Enemy
* +60% Armor
* +3 to Devastation, Searing Flames, and Ignite
Celebhel's Ceremonial Garb, Twilight Armor
* Requires Combat Magic 43
* 4% Damage Goes to Mana
* +8% Power Recharge Rate
* +1 to Combat Magic Skills
Champion's Edge, Battle Axe
* Requires Melee 17
* Damage 13 to 21
* +8 Strength
* +16 Health
* +5 Armor
* +4% Melee and Ranged Resistance
* +2 to Barricade, Toughness, and Reinforced Armor
Chaos Glare, Studded Helm
* Requires Melee 17
* Armor 18
* +8 Strength
* +30 Health
* 18% of Physical Damage Reflected to Enemy
* Restores 3 Health Per Hit
Chimaera Tracks, Adept Boots
* Requires Combat Magic 23
* Armor 20
* +8 Intelligence
* +45 Health
* +10 Armor
* +16% Fire Resistance
Claw of Kajj, Short Sword
* Requires Melee 10
* Damage 9 to 15
* +7 Min Damage
* +20% Damage
* 5% Health Steal
* +10% Chance to Find Magic Items
Companion's Wisdom, Raven Boots
* Requires Nature Magic 21
* Armor 17
* +8 Intelligence
* +8 Armor
* +8% Magic Damage Resistance
* +2 to Summon Fortitude, Summon Might, and Summon Bond
Conqueror Gauntlets, Mythril Gauntlets
* Requires Melee 38
* Armor 26
* +120 Health
* +33 Strength
* +8% Power Recharge Rate
* +2 to Fortitude, Overbear, and Smite
Consuming Gloves, Elven Gloves
* Requires Ranged 49, Combat Magic 41
* Armor 28
* +145 Health
* 8% Health Steal
* +10% Power Recharge Rate
* +1 to Blood Assassin Skills
Corrupted Sentinel Armor, Corrupted Armor
* Requires Melee 40
* Armor 104
* +70 Health
* +12 Armor
* +20% Death Resistance
* 5% Chance when Hit:Drown
Corrupted Watcher Suit, Corrupted Armor
* Requires Ranged 42
* Armor 90
* +14 Armor
* +10% Health Regeneration
* +22% Death Resistance
* 3% Chance when Hit:Major Infect
Corrupter's Mark, Curve Bow
* Requires Ranged 38
* Damage 21 to 36
* +16 Dexterity
* +12 Intelligence
* 8% Mana Steal
* 10% Chance on Hit:Shockwave for 60 - 95 Damage
* +3 to Rune and Mark Mastery
Corrupting Wake, Warlock Boots
* Requires Combat Magic 54
* Armor 39
* +155 Health
* 40% of Physical Damage Reflected to Enemy
* +18 Armor
* +24% Death Resistance
Crimson Channeler Staff, Elven Staff
* Requires Combat Magic 42 or Nature Magic 42
* Damage 31 to 52
* +24 Intelligence
* 7% Health Steal
* +15% Fire Magic Damage
* +9% Power Recharge Rate
Crystal Cloudstrike, Arbalest
* Requires Ranged 50, Biting Arrow 1
* Damage 50 to 84
* Adds 11 to Lightning Damage
* +45 Armor
* +20% Lightning Resistance
* +3 to Biting Arrow, Far Shot, and Shockwave
Culling Touch, Warlock Gloves
* Requires Combat Magic 58
* Armor 39
* 12% Mana Steal
* +16 Armor
* +24% Death Resistance
* +12% Power Recharge Rate
* +3 to Debilitation, Grim Necromancy, and Vampirism
Curving Stream, Ritual Staff
* Requires Nature Magic 24
* Damage 19 to 32
* +10 Intelligence
* +15% Nature Magic Damage
* +18% Ice Resistance
* +2 to Aquatic Affinity, Arctic Mastery, and Freezing
Dalziel's Forsaker, Ironwood Bow
* Requires Ranged 70
* Damage 37 to 62
* +88 Dexterity
* Adds 33 to Fire Damage
* +18% Magic Damage Resistance
* +4 to Biting Arrow, Far Shot, and Shockwave
Dawntread, Mythril Greaves
* Requires Melee 76
* Armor 69
* +240 Health
* +20 Armor
* +30% Fire Resistance
* +10% Melee Resistance
* +4 to Fortitude, Overbear, and Smite
Demonstring, Scout Bow
* Requires Ranged 10
* Damage 8 to 13
* +6 Max Damage
* Adds 2 to Death Damage
* 15% of Physical Damage Reflected to Enemy
* 6% Health Steal
* -75% Health Regeneration
Desert Fire, Rift Axe
* Requires Melee 76
* Damage 45 to 76
* +68% Damage
* Adds 38 to Fire Damage
* 12% Health Steal
* +18% Magic Damage Resistance
Despair of the Void, Stalker Bow
* Requires Ranged 57
* Damage 31 to 51
* +54% Damage
* Adds 20 to Death Damage
* +24% Ice Resistance
* +3 to Critical Shot, Dodge, and Survival
Deviant Claymore, Crossover Claymore
* Requires Melee 86, Overbear 1
* Damage 84 to 140
* 8% Health Steal
* +75% Melee Critical Hit Damage
* 10% Chance on Hit:Death Burst for 375 - 625 Damage
* +4 to Fortitude, Overbear, and Smite
Devilhorn, Adept Helm
* Requires Combat Magic 20
* Armor 15
* +6 Intelligence
* +40 Health
* +30% Armor
* +15% Fire Resistance
* +2 to Debilitation, Grim Necromancy, and Vampirism
Diamond Mask, Sorcerer Cowl
* Requires Combat Magic 34
* Armor 31
* +105 Mana
* +10% Combat Magic Damage
* +12 Armor
* +22% Lightning Resistance
* +2 to Brilliance, Amplified Lightning, and Arcing
Druid's Companions, Arcane Cestus
* Requires Nature Magic 33
* Damage 9 to 15
* +100 Mana
* +18% Mana Regeneration
* +20% Death Resistance
* +2 to Summon Fortitude, Summon Might, and Summon Bond
* +1 to Fortitude and Toughness
Dusk, Leather Jerkin
* Requires Melee 14
* Armor 48
* +8 Armor
* +13% Lightning Resistance
* +13% Death Resistance
* +6% Chance to Dodge Melee Attacks
* +18% Chance to Find Magic Items
Earthcrafter, Dryad Hammer
* Requires Melee 25
* Damage 17 to 29
* +65 Health
* +15 Max Damage
* +30% Damage
* +12% Health Regeneration
* +20% Lightning Resistance
Elfhame, Chain Helm
* Requires Melee 30
* Armor 38
* +15 Strength
* +10 Armor
* +20% Lightning Resistance
* +30% Chance to Find Magic Items
Elven Wedding Ring, Ornate Ring
* Requires Character Level 58
* +36 Intelligence
* +32% Nature Magic Damage
* +32% Combat Magic Damage
* +2 to Nature Magic Skills
* +2 to Combat Magic Skills
Encrusted Masterpiece, Sorcerer Robe
* Requires Combat Magic 63
* Armor 102
* +42 Intelligence
* +20 Armor
* +18% Magic Damage Resistance
* +3 to Brilliance, Amplified Lightning, and Arcing
Endless Memory, Spirit Cestus
* Requires Combat Magic 83 or Nature Magic 83
* Damage 21 to 35
* +65 Intelligence
* +40% Nature Magic Damage
* +40% Combat Magic Damage
* +3 to Nature Magic Skills
* +3 to Combat Magic Skills
Enkindled Cleaver, Crossover War Axe
* Requires Melee 39, Overbear 1
* Damage 41 to 69
* -25% Ice Resistance
* Adds 8 to Fire Damage
* 10% Chance on Hit:Fire Burst for 475 - 580 Damage
* +2 to Fortitude, Overbear, and Smite
Entropy, Archmage Robe
* Requires Combat Magic 83
* Armor 190
* +60 Intelligence
* +525 Mana
* +80% Armor
* +2 to Combat Magic Skills
Etched Spirit, Elven Armor
* Requires Ranged 55
* Armor 155
* +160 Health
* +60% Armor
* +22% Fire Resistance
* +3 to Critical Shot, Dodge, and Survival
Ethaniel's Gloves, Arboreal Gloves
* Requires Ranged 64
* Armor 53
* +200 Health
* Adds 24 to 40 Weapon Damage
* +25% Health Regeneration
* +20 Armor
* +12% Power Recharge Rate
Exalted Mastery, Twilight Gloves
* Requires Ranged 80
* Armor 65
* +110 Dexterity
* +95 Max Damage
* 12% Health Steal
* Restores 15 Health per Hit
* +24 Armor
* +14% Power Recharge Rate
Eye of the Storm, Crossover Staff
* Requires Combat Magic 63
* Damage 63 to 105
* +35% Fire Magic Damage
* +35% Lightning Magic Damage
* +3 to Brilliance, Amplified Lightning, and Arcing
* +3 to Devastation, Searing Flames, and Ignite
Fallen Blademaster's Heirloom, Talisman
* Requires Character Level 51
* +54% Melee Critical Hit Damage
* +12% Health Regeneration
* 6% Chance When Hit:+180 Armor for 10 Seconds
* +3 to Critical Strike, Dual Wield, and Alacrity
Familiar's Eye, Jeweled Ring
* Requires Character Level 43
* +30 Strength
* +30 Dexterity
* +30 Intelligence
* +100 Health
* +145 Mana
Farwalkers, Explorer Boots
* Requires Ranged 21
* Armor 20
* +40 Health
* +10% Health Regeneration
* +8 Armor
* +2 to Quick Draw, Bleed, and Penetrate
Feanden's Lash, Elven Sword
* Requires Melee 62
* Damage 38 to 63
* +60 Max Damage
* Adds 15 to Lightning Damage
* +15% Chance to Dodge Ranged Attacks
* +3 to Critical Strike, Dual Wield, and Alacrity
Feral Stalkers, Ancestral Boots
* Requires Nature Magic 35
* Armor 20
* +16 Intelligence
* +18% Mana Regeneration
* +45% Armor
* +3 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
* +35% Chance to Find Magic Items
Flame of Ibsen Yamas, Heater Shield
* Requires Melee 30, Barricade 1
* Armor 31
* Adds 9 to 11 Weapon Damage
* +10 Armor
* +20% Fire Resistance
* +10% Chance to Block Melee Attacks
Flechette Ward, Large Shield
* Requires Melee 42, Barricade 1
* Armor 37
* +25 Strength
* +35% Armor
* +22% Ranged Resistance
* +15% Chance to Block Ranged Attacks
Forest Dancers, Arboreal Boots
* Requires Ranged 47
* Armor 41
* +48 Dexterity
* +125 Health
* +16 Armor
* +12% Chance to Dodge Melee Attacks
Forest Shroud, Woven Hood
* Requires Nature Magic 11
* Armor 8
* +3 Intelligence
* +12% Lightning Resistance
* +10% Ranged Resistance
* +12% Chance to Dodge Ranged Attacks
Forgotten Armor, Obsidian Armor
* Requires Melee 68
* Armor 168
* +200 Health
* +20 Armor
* +20% Magic Damage Resistance
* +2 to Barricade, Toughness, and Reinforced Armor
* +40% Chance to Find Magic Items
Fortune's Favor, Hammer
* Requires Melee 8
* Damage 8 to 13
* +20% Damage
* +6% Chance to Dodge Melee Attacks
* +10% Chance to Find Magic Items
* +25% Gold Dropped
Frenzy, Hunter Sword
* Requires Melee 63, Overbear 1
* Damage 62 to 104
* +55 Strength
* +85% Damage
* Restores 18 Health per Hit
* -40 Armor
* +3 to Fortitude, Overbear, and Smite
Frost Talon, Dryad Sword
* Requires Melee 21
* Damage 15 to 25
* +11 Strength
* +26% Damage
* Adds 5 to Ice Damage
* +17% Fire Resistance
* +2 to Critical Strike, Dual Wield, and Alacrity
Frozen Flame, Elven Sword
* Requires Melee 33
* Damage 21 to 36
* Adds 9 to Fire Damage
* +16% Ice Resistance
* 10% Chance on Hit:Fire Burst for 145 - 180 Damage
* 10% Chance on Hit:Freeze Enemy for 2 Seconds
Galeblade, Bastard Sword
* Requires Melee 18, Overbear 1
* Damage 21 to 36
* +9 Min Damage
* Adds 3 to 8 Lightning Damage
* 7% Health Steal
* +8% Lightning Resistance
* +2 to Fortitude, Overbear, and Smite
Gauntlets of Cleansing Fire, Mythril Gauntlets
* Requires Melee 73
* Armor 67
* Adds 36 to 44 Weapon Damage
* 10% Health Steal
* +20 Armor
* +14% Power Recharge Rate
* +4 to Critical Strike, Dual Wield, and Alacrity
Gemcrust, Gladius
* Requires Melee 37
* Damage 24 to 40
* +20 Strength
* +12% Magic Damage Resistance
* +14% Power Recharge Rate
* +35% Chance to Find Magic Items
* +80% Gold Dropped
Genesis, Cryptic Cestus
* Requires Nature Magic 52
* Damage 13 to 22
* +200 Mana
* +20% Mana Regeneration
* +14% Magic Damage Resistance
* +3 to Summon Fortitude, Summon Might, and Summon Bond
* +3 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
Gilded Striders, Twilight Boots
* Requires Ranged 74
* Armor 58
* +96 Dexterity
* +25% Health Regeneration
* +20 Armor
* +20% Magic Damage Resistance
Glacial Crown, Obsidian Helmet
* Requires Melee 63
* Armor 90
* +180 Health
* +20% Health Regeneration
* +65% Armor
* +28% Ranged Resistance
* +2 to Melee Skills
Gladiator's Cuffs, Crossover Cuffs
* Requires Melee 43
* Armor 29
* +20 Strength
* +8% Melee Resistance
* 3% Chance When Hit:Major Drown
* +8% Power Recharge Rate
Glimmerhold, Buckler
* Requires Melee 8, Barricade 1
* Armor 8
* +15 Health
* +12% Lightning Resistance
* +8% Chance to Block Melee Attacks
* +10% Chance to Find Magic Items
Gloamhand, Leather Gloves
* Requires Melee 4
* Armor 9
* Adds 3 to 5 Weapon Damage
* +3 Armor
* +10% Death Resistance
* +20% Gold Dropped
Gnarlcharm, Ritual Staff
* Requires Combat Magic 4 or Nature Magic 4
* Damage 6 to 11
* +2 Intelligence
* +17 Mana
* +5% Mana Regeneration
* +5% Chance to Find Magic Items
Grace of Night, Leather Boots
* Requires Melee 6
* Armor 10
* +12 Health
* +3 Armor
* +12% Ice Resistance
* +8% Chance to Dodge Ranged Attacks
Gram's Relic, Raven Cap
* Requires Nature Magic 31
* Armor 23
* +70 Health
* +40% Armor
* +18% Death Resistance
* +2 to Aquatic Affinity, Arctic Mastery, and Freezing
* +30% Chance to Find Magic Items
Granite Helm, Obsidian Helmet
* Requires Melee 44, Nature Magic 36
* Armor 64
* +18 Strength
* +12 Intelligence
* +50% Armor
* 6% Chance when Hit:Petrify
* +3 to Tremor and Soul of Strength
Gravecage, Flanged Mace
* Requires Melee 57
* Damage 35 to 58
* +124 Health
* Adds 20 to Ice Damage
* +18 Armor
* +25% Ice Resistance
Greater Purifier Vestments, Mystic Armor
* Requires Nature Magic 44
* Armor 60
* +136 Mana
* +1 to Nature Magic Skills
* 6% Chance when Hit:Invulnerable
* +2 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
Gregor's Diligence, Spiked Hammer
* Requires Melee 80
* Damage 48 to 80
* +72 Strength
* +250 Health
* +20 Armor
* +4 to Barricade, Toughness, and Reinforced Armor
Greylok Skin Gloves, Executioner Gloves
* Requires Ranged 35, Combat Magic 28
* Armor 22
* +130 Mana
* +1 to Ranged Skills
* +2 to Mark and Rune Mastery
* +2 to Shred Blood and Bloodsoaked Shots
Grimsteel Reaver, Forest Pick
* Requires Melee 29
* Damage 19 to 32
* +18 Strength
* +30% Damage
* Adds 7 to Death Damage
* 10% Health Steal
* -75% Health Regeneration
* +20% Death Resistance
Grimstomp, Studded Boots
* Requires Melee 12
* Armor 14
* +5 Strength
* +6% Health Regeneration
* +4 Armor
* +13% Fire Resistance
Grovestep, Leaf Boots
* Requires Ranged 5
* Armor 5
* +3 Dexterity
* +5% Health Regeneration
* +5% Chance to Dodge Melee Attacks
* +20% Gold Dropped
Growth of Ages, Mystic Boots
* Requires Nature Magic 70
* Armor 47
* +340 Mana
* +25% Mana Regeneration
* +20 Armor
* +4 to Aquatic Affinity, Arctic Mastery, and Freezing
Harmony of All, Mystic Helm
* Requires Nature Magic 80
* Armor 63
* +60 Intelligence
* +15% Nature Magic Damage
* +22 Armor
* +20% Magic Damage Resistance
* +2 to Nature Magic Skills
Heirloom Sword, Sword
* Requires Melee 0
* Damage 9 to 15
Helm of Glory, Mythril Helmet
* Requires Melee 79
* Armor 90
* +72 Strength
* +90 Max Damage
* +22 Armor
* +20% Magic Damage Resistance
* +2 to Barricade, Toughness, and Reinforced Armor
Helm of the Unknown Comic, Helmet
* Requires
* Armor 4
Horizon's Reach, Explorer Gloves
* Requires Ranged 31
* Armor 27
* +65 Health
* +10 Armor
* +7% Power Recharge Rate
* +2 to Quick Draw, Bleed, and Penetrate
Inferno Mantle, Elementalist Robe
* Requires Combat Magic 26
* Armor 48
* +10 Intelligence
* +56 Health
* +10 Armor
* +18% Fire Resistance
* +18% Lightning Resistance
Infused Boots, Chain Boots
* Requires Melee 20
* Armor 23
* +8 Strength
* +8 Armor
* +16% Lightning Resistance
* +6% Chance to Dodge Melee Attacks
* +70% Gold Dropped
Istaura's Justice, Viper Axe
* Requires Melee 72, Overbear 1
* Damage 70 to 117
* +65 Strength
* Adds 29 to Ice Damage
* +20 Armor
* +3 to Melee Skills
Isteru's Wisdom, Yearling Staff
* Requires Nature Magic 73
* Damage 50 to 84
* +52 Intelligence
* +360 Mana
* 12% Mana Steal
* +12% Melee Resistance
Kale's Resolve, Obsidian Greaves
* Requires Melee 54
* Armor 52
* +38 Strength
* +130 Health
* 40% of Physical Damage Reflected to Enemy
* +16 Armor
* +25% Death Resistance
Lescanza Skin, Chain Mail
* Requires Melee 38
* Armor 100
* +12 Armor
* +12% Chance to Dodge Ranged Attacks
* +22% Lightning Resistance
* +1 to Melee Skills
Lifewalk, Woven Boots
* Requires Nature Magic 5
* Armor 3
* +10 Health
* 4% Health Steal
* +5% Health Regeneration
* +10% Fire Resistance
Lunar Grace, Dryad Bow
* Requires Ranged 16
* Damage 11 to 18
* +11 Dexterity
* +24% Damage
* Restores 3 Health per Hit
* +2 to Critical Shot, Dodge, and Survival
Lunar Petals, Leaf Jerkin
* Requires Ranged 18
* Armor 38
* +10 Dexterity
* +8% Health Regeneration
* +15% Ice Resistance
* +15% Fire Resistance
Lyssa's Bow, Short Bow
* Requires Ranged 4
* Damage 5 to 8
* +4 Dexterity
* Adds 1 to Fire Damage
* +5% Chance to Find Magic Items
* +15% Gold Dropped
Mace of Agarrus, Mace
* Requires Melee 32
* Damage 21 to 35
* +30 Strength
* +40% Damage
* +22 Max Damage
Malignant Force, Crossover Bow
* Requires Ranged 39
* Damage 22 to 37
* +10 Min Damage
* +20 Max Damage
* 10% Chance on Hit:Rapid Attack
* +2 to Critical Shot, Dodge, and Survival
Mana Vortex, Crossover Amulet
* Requires Character Level 43
* +20 Intelligence
* +100 Mana
* 10% Damage Goes to Mana
* +10% Mana Regeneration
Manastorm Spire, Elven Staff
* Requires Combat Magic 29 or Nature Magic 29
* Damage 22 to 37
* +13 Intelligence
* +105 Mana
* +15% Nature Magic Damage
* +15% Combat Magic Damage
* +20% Lightning Resistance
Mantle of the Frost Maiden, Crossover Cap
* Requires Nature Magic 43
* Armor 23
* +24 Intelligence
* +15% Ice Magic Damage
* 6% Chance When Hit:Cold Snap for 140 - 235 Damage
* +3 to Aquatic Affinity, Arctic Mastery, and Freezing
Mask of Slaughter, Twilight Mask
* Requires Ranged 64, Combat Magic 56
* Armor 47
* +33 Dexterity
* +22 Intelligence
* 55% of Physical Damage Reflected to Enemy
* +4 to Critical Shot, Dodge, and Survival
* +4 to Shred Blood and Bloodsoaked Shots
Mind Eater, Curve Bow
* Requires Ranged 36
* Damage 20 to 34
* -35 Intelligence
* +25 Max Damage
* 10% Chance on Hit:Silence
* +25% Ranged Critical Hit Damage
* +12% Magic Damage Resistance
Moon Needle, Leaf Gloves
* Requires Ranged 11
* Armor 8
* +6 Max Damage
* +10% Nature Magic Damage
* Restores 3 Health per Hit
* +8% Health Regeneration
* +12% Ice Resistance
Mourneblade, Long Sword
* Requires Melee 42
* Damage 26 to 44
* +32 Max Damage
* Adds 12 to Death Damage
* +14 Armor
* +22% Fire Resistance
Nature's Avatar, Mystic Armor
* Requires Nature Magic 83
* Armor 106
Nature's Blessing, Crossover Staff
* Requires Nature Magic 64
* Damage 44 to 74
* +20 Armor
* +35% Healing Effectiveness
* +15% Magic Damage Resistance
* +8% Power Recharge Rate
Nature's Fury, Short Sword
* Requires Melee 65
* Damage 39 to 66
* +12% Power Recharge Rate
* 10% Chance on Hit:Lightning Burst for 225 - 680 Damage
* 10% Chance on Hit:Superior Berserking
Nature's Vengeance, Elaborate Ring
* Requires Character Level 43
* +20 Intelligence
* 7% Mana Steal
* +55% Summoned Creature Damage
* +1 to Nature Magic Skills
Nightmarrow, Elven Staff
* Requires Combat Magic 46
* Damage 33 to 55
* +25 Intelligence
* 10% Health Steal
* 10% Mana Steal
* +24% Death Resistance
* +3 to Debilitation, Grim Necromancy, and Vampirism
Nightwolf Crest, Leather Helm
* Requires Melee 10
* Armor 12
* +6% Health Regeneration
* +12% Fire Resistance
* +5% Chance to Dodge Melee Attacks
* +1 to Fortitude, Overbear, and Smite
Nimblefoot, Carved Boots
* Requires Ranged 9
* Armor 10
* +5 Dexterity
* +3 Armor
* +12% Lightning Resistance
* +10% Chance to Dodge Ranged Attacks
Noblegrip, Plate Gauntlets
* Requires Melee 34
* Armor 33
* Restores 8 Health per Hit
* +40% Armor
* +20% Fire Resistance
* +1 to Melee Skills
* +80% Gold Dropped
Norick's Preservation, Plate Greaves
* Requires Melee 42
* Armor 42
* +90 Health
* +16% Health Regeneration
* +50% Armor
* +3 to Barricade, Toughness, and Reinforced Armor
* +30% Chance to Find Magic Items
Oakcase, Carved Tunic
* Requires Ranged 24
* Armor 56
* +50 Health
* +8 Armor
* +16% Death Resistance
* +6% Melee Resistance
Oakheart Gift, Druid Staff
* Requires Nature Magic 40
* Damage 29 to 49
* +100 Health
* 10% Health Steal
* +25 Armor
* +22% Ranged Resistance
Omniscient Oracle, Archmage Hood
* Requires Combat Magic 68
* Armor 55
* +45 Intellligence
* +15% Combat Magic Damage
* +25% Mana Regeneration
* +20 Armor
* +2 to Combat Magic Skills
Panther's Paw, Tribal Boots
* Requires Nature Magic 9
* Armor 5
* +16 Health
* +6% Mana Regeneration
* +12% Death Resistance
* +3% Chance to Dodge Ranged and Melee Attacks
Phosphorsilk, Elementalist Gloves
* Requires Combat Magic 17
* Armor 8
* +6 Intelligence
* 18% of Physical Damage Reflected to Enemy
* +15% Fire Resistance
* +2 to Devastation, Searing Flames, and Ignite
Planar Travelers, Archmage Boots
* Requires Combat Magic 76
* Armor 51
* +390 Mana
* +22 Armor
* +2 to Combat Magic Skills
Polaris, Twilight Hood
* Requires Ranged 77
* Armor 73
* +105 Dexterity
* Restores 25 Health per Hit
* +20 Armor
* +15% Melee and Ranged Resistance
Polychromatic Shiv, Crossover Throwing Shiv
* Requires Ranged 39, Quick Draw 1
* Damage 29 to 49
* 10% Chance on Hit:Ice Burst for 145 - 240 Damage
* 10% Chance on Hit:Fire Burst for 145 - 180 Damage
* 10% Chance on Hit:Lightning Burst for 105 - 315 Damage
* +2 to Quick Draw, Bleed, and Penetrate
Prestidigitators, Apprentice Gloves
* Requires Combat Magic 10
* Armor 5
* +25 Mana
* 4% Mana Steal
* +12% Death Resistance
* +10% Chance to Dodge Ranged Attacks
* +10% Chance to Find Magic Items
Prongtotem, Tribal Armor
* Requires Nature Magic 27
* Armor 49
* +85 Mana
* 25% of Physical Damage Reflected to Enemy
* +10 Armor
* +18% Ice Resistance
* +30% Chance to Find Magic Items
Protector's Oath, Mystic Gloves
* Requires Nature Magic 77
* Armor 51
* +58 Intelligence
* +25% Nature Magic Damage
* +22 Armor
* +14% Power Recharge Rate
* +4 to Summon Fortitude, Summon Might, and Summon Bond
Pulsing Horns, Plate Helm
* Requires Melee 50
* Armor 59
* +120 Health
* 8% Health Steal
* +15 Armor
* +1 to Melee Skills
Purestrike, Composite Bow
* Requires Ranged 29
* Damage 17 to 28
* +35% Damage
* Adds 5 to Lightning Damage
* +20% Death Resistance
* +2 to Biting Arrow, Far Shot, and Shockwave
Purgestone, Mace
* Requires Melee 13
* Damage 10 to 18
* Adds 3 to Fire Damage
* +8% Health Regeneration
* +5 Armor
* +15% Death Resistance
Radiant Sun, Mythril Armor
* Requires Melee 83
* Armor 302
* +78 Strength
* +300 Health
* +70% Armor
* +10% Melee and Ranged Resistance
* +2 to Melee Skills
Ragetalon, Studded Leather Gloves
* Requires Melee 8
* Armor 8
* +3 Strength
* +15 Health
* Restores 2 Health per Hit
* +1 to Fortitude, Overbear, and Smite
Rahvan's Sunsword, Hero's Sword
* Requires Melee 81, Overbear 1
* Damage 78 to 131
* +260 Health
* Adds 43 to Fire Damage
* +25% Health Regeneration
* +14% Melee Resistance
* +4 to Fortitude, Overbear, and Smite
Rampage, Crossover Cleaver
* Requires Melee 39
* Damage 25 to 43
* +25 Strength
* 10% Chance on Hit:Major Berserk
* 10% Chance on Hit:Rapid Attack
Ravager's Skin, Studded Tunic
* Requires Melee 23
* Armor 75
* +10 Strength
* +50 Health
* 20% of Physical Damage Reflected to Enemy
* +30% Armor
Razor Mane of Culahn, Tower Shield
* Requires Melee 54, Barricade 1
* Armor 52
* 40% of Physical Damage Reflected to Enemy
* +16 Armor
* +20% Death Resistance
* +12% Chance to Block Melee Attacks
* +20% Chance to Block Ranged Attacks
Reckless, Arcane Cestus
* Requires Combat Magic 35
* Damage 9 to 16
* +112 Mana
* +18% Mana Regeneration
* +20% Lightning Resistance
* +14% Power Recharge Rate
* +3 to Summon Alacrity and Quickened Casting
Repulsive Ring, Gilded Ring
* Requires Character Level 33
* 30% of Physical Damage Reflected to Enemy
* +15% Ranged Resistance
* 3% Chance When Hit:Repulsion Blast
* +2 to Critical Shot, Dodge, and Survival
Resplendent Mail, Full Plate
* Requires Melee 58
* Armor 209
* +42 Strength
* +20% Health Regeneration
* +64% Armor
* +25% Fire Resistance
Restless Gaze, Explorer Helm
* Requires Ranged 27
* Armor 31
* +18 Dexterity
* +10 Armor
* +6% Chance to Dodge
* +2 to Critical Shot, Dodge, and Survival
Retribution Gloves, Dragon Gloves
* Requires Nature Magic 33
* Armor 14
* +15 Intelligence
* 3% Chance when Hit:Drown
* 6% Chance when Hit:Cold Snap for 45 - 70 Damage
* 35% of Physical Damage Reflected to Enemy
Rimen's Dragoneye Staff, Yearling Staff
* Requires Combat Magic 65 or Nature Magic 65
* Damage 45 to 75
* +45 Intelligence
* +35% Nature Magic Damage
* +50% Ice Resistance
* +2 to Nature Magic Skills
* +4 to Aquatic Affinity, Arctic Mastery, and Freezing
Risk Taker's Pendant, Crossover Amulet
* Requires Character Level 87
* 3% Chance When Hit:Plasma Globes for 535 - 890 Damage
* 3% Chance When Hit:Superior Infect
* 3% Chance When Hit:Fire Wave for 345 - 575 Damage
* 3% Chance When Hit:Call Lightning for 405 - 1220 Damage
Rogue's Hood, Leaf Hood
* Requires Ranged 7
* Armor 8
* +15 Health
* 10% of Physical Damage Reflected to Enemy
* +11% Lightning Resistance
* +10% Chance to Find Magic Items
Rowain's Indomitability, Ceremonial Shield
* Requires Melee 78, Barricade 1
* Armor 70
* +70 Strength
* +20 Armor
* +8% Melee and Ranged Resistance
* +20% Chance to Block Melee Attacks
* +25% Chance to Block Ranged Attacks
Rubicon's Bracers, Arcane Cestus
* Requires Combat Magic 16 or Nature Magic 16
* Damage 5 to 9
* +37 Health
* +10% Health Regeneration
* +9 Armor
* +4% Melee and Ranged Resistance
Ruby Gauntlets, Sorcerer Gloves
* Requires Combat Magic 50
* Armor 32
* +200 Mana
* +60% Armor
* +22% Fire Resistance
* +10% Power Recharge Rate
* +3 to Devastation, Searing Flames, and Ignite
Ruin's Herald, Ritual Staff
* Requires Combat Magic 20
* Damage 16 to 28
* +8 Intelligence
* +15% Combat Magic Damage
* +18% Fire Resistance
* +2 to Devastation, Searing Flames, and Ignite
Rune Tracers, Twilight Boots
* Requires Ranged 59, Combat Magic 51
* Armor 33
* +18% Health Regeneration
* +15% Chance to Dodge Melee Attacks
* +15% Chance to Dodge Ranged Attacks
* +4 to Mark and Rune Mastery
Runes of Command, Archmage Gloves
* Requires Combat Magic 79
* Armor 50
* +60 Intelligence
* +25% Combat Magic Damage
* +20 Armor
* +20% Magic Damage Resistance
* +14% Power Recharge Rate
Sapphire Boots, Sorcerer Boots
* Requires Combat Magic 38
* Armor 21
* +20% Mana Regeneration
* +45% Armor
* +22% Ice Resistance
* +35% Chance to Find Magic Items
Scaled Blessing, Dragon Gloves
* Requires Nature Magic 55
* Armor 37
* +16 Armor
* +24% Death Resistance
* +10% Power Recharge Rate
* +3 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
Serpent Vestment, Adept Robe
* Requires Combat Magic 42
* Armor 85
* +165 Mana
* +16% Health Regeneration
* +50% Armor
* +1 to Combat Magic Skills
Shattering Gauntlets, Obsidian Gauntlets
* Requires Melee 46
* Armor 46
* +30 Strength
* Adds 14 to 23 Weapon Damage
* +15 Armor
* +25% Ice Resistance
* +3 to Fortitude, Overbear, and Smite
Siegebolt, Light Crossbow
* Requires Ranged 22, Biting Arrow 1
* Damage 25 to 42
* +42 Health
* +15 Max Damage
* +18% Fire Resistance
* +2 to Biting Arrow, Far Shot, and Shockwave
Sight of the Eagle, Tribal Headdress
* Requires Nature Magic 18
* Armor 17
* +6 Intelligence
* +50 Mana
* 5% Mana Steal
* +6 Armor
Silver Dawn, Elven Axe
* Requires Melee 52
* Damage 32 to 54
* +42 Strength
* Adds 11 to Lightning Damage
* +24% Death Resistance
* +3 to Barricade, Toughness, and Reinforced Armor
Soul Staff of the Nexus, Staff
* Requires Combat Magic 34 or Nature Magic 34
* Damage 25 to 42
* f
* +32 Mana
* +10% Nature Magic Damage
* Adds 10 to Ice Damage
* +20% Ice Resistance
* +12 Armor
Soul Staff, Staff
* Requires Character Level 34
* Damage 25 to 42
Soul Vortex, Druid Staff
* Requires Combat Magic 10 or Nature Magic 10
* Damage 10 to 17
* +4 Intelligence
* 5% Mana Steal
* +6 Armor
* +8% Magic Damage Resistance
Soulburn, War Axe
* Requires Melee 26, Overbear 1
* Damage 29 to 48
* +66 Health
* +30% Damage
* Adds 7 to Fire Damage
* 25% of Physical Damage Reflected to Enemy
* +20% Ice Resistance
Soulchannel, Elementalist Cap
* Requires Combat Magic 8
* Armor 6
* +54 Mana
* 4% Health Steal
* +5% Mana Regeneration
* +12% Death Resistance
Spikeshell, Mercenary Crossbow
* Requires Ranged 6, Biting Arrow 1
* Damage 11 to 18
* +16 Health
* Adds 1 to Ice Damage
* +5% Health Regeneration
* +5 Armor
Starfall, Swift Bow
* Requires Ranged 82
* Damage 43 to 72
* +30 Min Damage
* Adds 36 to Ice Damage
* +20% Magic Damage Resistance
* +4 to Critical Shot, Dodge, and Survival
Stone Cleaver, War Axe
* Requires Melee 39, Overbear 1
* Damage 40 to 68
* +45% Damage
* +18% Melee Critical Hit Chance
* +33% Melee Critical Hit Damage
* +2 to Fortitude, Overbear, and Smite
Stormdancers, Elementalist Boots
* Requires Combat Magic 12
* Armor 6
* +22 Health
* +12% Lightning Resistance
* +12% Chance to Dodge Ranged Attacks
* +2 to Brilliance, Amplified Lightning, and Arcing
Stormhold, Chain Gloves
* Requires Melee 26
* Armor 27
* +12 Strength
* Adds 4 to 12 Weapon Damage
* +8 Armor
* +18% Lightning Resistance
* +5% Power Recharge Rate
Sylvan Garb, Woven Tunic
* Requires Nature Magic 16
* Armor 26
* +5 Intelligence
* +30 Health
* +10% Mana Regeneration
* +14% Death Resistance
Thicket Horns, Arboreal Horns
* Requires Ranged 59
* Armor 67
* +66 Dexterity
* +24% Health Regeneration
* +65% Armor
* +2 to Ranged Skills
Thief's Finesse, Carved Gloves
* Requires Ranged 15
* Armor 16
* +8 Dexterity
* Adds 2 to 6 Weapon Damage
* +6 Armor
* +15% Chance to Find Magic Items
* +50% Gold Dropped
Timecutter, Glaive
* Requires Ranged 56, Quick Draw 1
* Damage 40 to 67
* +30% Ranged Critical Hit Chance
* 10% Chance on Hit:Rapid Attack
* +12% Power Recharge Rate
* +3 to Quick Draw, Bleed, and Penetrate
Tracker's Boots, Elven Boots
* Requires Ranged 39
* Armor 31
* +50% Armor
* +22% Ice Resistance
* +22% Fire Resistance
* +3 to Critical Shot, Dodge, and Survival
* +35% Chance to Find Magic Items
Traveler's Robe, Apprentice Robe
* Requires Combat Magic 14
* Armor 24
* +25 Health
* +35 Mana
* +14% Ice Resistance
* +3% Melee and Ranged Resistance
Trickster Feathers, Raven Armor
* Requires Nature Magic 39
* Armor 78
* +18 Intelligence
* +45% Armor
* +22% Fire Resistance
* +1 to Nature Magic Skills
Trickster's Crown, Warlock Mask
* Requires Combat Magic 63
* Armor 33
* 10% Chance when Hit:Repulsion Blast
* 6% Chance When Hit:Invulnerable for 6 Seconds
* 3% Chance When Hit:Plasma Globes for 535 - 890 Damage
* 3% Chance When Hit:Multispark for 125 - 205 Damage
Truesight Helm, Elven Helm
* Requires Ranged 58
* Armor 58
* +18 Armor
* +13% Chance to Dodge Melee Attacks
* +3 to Quick Draw, Bleed, and Penetrate
* +3 to Critical Shot, Dodge, and Survival
Twylis' Grandfather's Broken Staff, Staff
* Requires Combat Magic 13 or Nature Magic 13
* Damage 12 to 20
* +25 Health
* +8% Chance to Find Magic Items
Twylis' Grandfather's Staff, Staff
* Requires Combat Magic 30 or Nature Magic 30
* Damage 23 to 38
* +12 Intelligence
* +65 Health
* +18% Death Resistance
* +45% Chance to Find Magic Items
Tyrant's Horns, Dragon Helm
* Requires Nature Magic 64
* Armor 54
* 12% Health Steal
* 12% Mana Steal
* +66% Armor
* +30% Fire Resistance
* +35% Chance to Find Magic Items
Undermountain Catapult, Heavy Crossbow
* Requires Ranged 36, Biting Arrow 1
* Damage 38 to 63
* +20 Strength
* +25 Max Damage
* +42% Damage
* +15% Power Recharge Rate
* +100% Gold Dropped
Untamed Eyes, Ancestral Helm
* Requires Nature Magic 51
* Armor 42
* +30 Intelligence
* +10% Nature Magic Damage
* +20% Mana Regeneration
* +15 Armor
* +24% Ice Resistance
Utraean Bulwark, Small Shield
* Requires Melee 18, Barricade 1
* Armor 14
* +8 Strength
* +35 Health
* +8% Health Regeneration
* +10% Chance to Block Ranged Attacks
Vagabond's Hood, Apprentice Hood
* Requires Combat Magic 4
* Armor 4
* +2 Intelligence
* +4% Health Regeneration
* +10% Fire Resistance
* +5% Melee Resistance
Venerable Hunter, Elven Longbow
* Requires Ranged 64
* Damage 34 to 57
* +300 Health
* Restores 20 Health per Hit
* +25% Health Regeneration
* +20 Armor
Verdant Touch, Woven Gloves
* Requires Nature Magic 7
* Armor 7
* +18 Mana
* 4% Mana Steal
* +3 Armor
* +12% Ice Resistance
Virtuous Rebellion, Bow
* Requires Ranged 33
* Damage 19 to 32
* +24 Dexterity
* +35% Damage
* Adds 6 to 17 Lightning Damage
* +2 to Biting Arrow, Far Shot, and Shockwave
Vitality Boots, Obsidian Greaves
* Requires Melee 41, Nature Magic 33
* Armor 30
* +116 Health
* +34% Healing Effectiveness
* 10% Damage Goes to Mana
* 3% Chance when Hit:Grasping Vine for 340 - 565
* +1 to Fist of Stone Skills
Wanderer's Boots, Apprentice Boots
* Requires Combat Magic 6
* Armor 4
* +2 Intelligence
* +5% Mana Regeneration
* +10% Ice Resistance
* +25% Gold Dropped
Warmaker, Ballista
* Requires Ranged 76, Biting Arrow 1
* Damage 74 to 123
* +68% Damage
* +20 Armor
* +25% Fire Resistance
* +2 to Ranged Skills
Water Spirit's Blessing, Amulet
* Requires Character Level 43
* +22 Intelligence
* +95 Mana
* 8% Mana Steal
* +12% Mana Regeneration
* +9% Power Recharge Rate
Wildclaw, Ancestral Armor
* Requires Nature Magic 59
* Armor 98
* +205 Health
* +22% Health Regeneration
* +20 Armor
* +10% Melee and Ranged Resistance
Will of the Justiciar, Kite Shield
* Requires Melee 66, Barricade 1
* Armor 60
* +200 Health
* +40% Armor
* +16% Magic Damage Resistance
* +15% Chance to Block Melee Attacks
Wise Woman's Staff,
* Requires intelligence 99
* Damage 2 to 4
* 1% Chance to Block Melee Attack
* Adds 4 to Health
* Adds 7 to Mana
* Adds 5 to Armor
* Magic Damage Reduced by 6%
* Adds 1 to 7 Damage
* Adds 1 to Nature Magic Skill
* Adds 1 to Combat Magic Skill
Wolfspirit, Tribal Gloves
* Requires Nature Magic 14
* Armor 7
* +5 Intelligence
* +10% Nature Magic Damage
* +10% Mana Regeneration
* +12% Ranged Resistance
Woodland Finery, Arboreal Armor
* Requires Ranged 69
* Armor 140
* +5% Health Regeneration
* +20 Armor
* +25% Ice Resistance
* +25% Chance to Dodge Ranged Attacks
Wyrmriders, Dragon Boots
* Requires Nature Magic 47
* Armor 34
* +125 Health
* +20% Health Regeneration
* +15 Armor
* +24% Lightning Resistance
* +3 to Summon Fortitude, Summon Might, and Summon Bond
Wyrmscale Gloves, Adept Gloves
* Requires Combat Magic 30
* Armor 22
* +12% Combat Magic Damage
* 7% Mana Steal
* +10 Armor
* +8% Power Recharge Rate
Wyrmskin Cowl, Elven Helm
* Requires Ranged 43
* Armor 45
* +110 Health
* 10% Health Steal
* +14 Armor
* +1 to Ranged Skills
Xeria's Fury, Katana
* Requires Melee 83
* Damage 49 to 82
* +11 Strength
* Adds 25 to Lightning Damage
* +30% Lightning Resistance
* +4 to Critical Strike, Dual Wield, and Alacrity

=================
[4.7] Item Sets
=================
Item sets are special groups of matched equipment that provide additional
bonuses if you equip two or more items from the same set. You can gain these
sets in either the DS2 or BW maps. Any item listed as "Crossover" can be
transferred to the PSP game, "Throne of Agony", or vice versa. Crossover
items do not drop as random treasure and are only available when playing
Broken World. They must be purchased from the F&K Society merchant in the
Druid Outpost using Ancient Agallan Tablets (which are random treasure
drops).
Some of these set items can only be made using Reagent Recipes, they do not
drop as random treasure. Items that must be made using a recipe are marked
with a cross in parentheses (+).
*NOTE* Any armor or damage bonuses listed in the magic enhancements are
already included in the armor or damage figures for the item.
Night's Shadow (5 pcs, Dual Wield)
====================================
Smoke's Cowl, Hood
* Requires Melee 13
* Armor 15
* +16 Health
* +5% Health Regeneration
* +12% Death Resistance
* +4% Power Recharge Rate
Shadowstep, Boots
* Requires Melee 16
* Armor 18
* +5 Armor
* +8% Melee Resistance
* +12% Chance to Dodge Ranged Attacks
* +15% Chance to Find Magic Items
Nightspirit, Gloves
* Requires Melee 22
* Armor 24
* +9 Strength
* +8 Armor
* +16% Fire Resistance
* +75% Gold Dropped
Phantom Razor, Falchion
* Requires Melee 29
* Damage 19 to 32
* +14 Strength
* Adds 7 to 12 Ice Damage
* +2 to Critical Strike, Dual Wield, and Alacrity
* 8% Health Steal
Whisper, Dirk
* Requires Melee 19
* Damage 14 to 23
* +12 Max Damage
* +25% Damage
* Adds 4 to 7 Death Damage
* +5% Chance to Dodge Melee Attacks
Bonus for 2 equipped items:
* 3% Health Steal
* +4% Chance to Dodge Melee Attacks
* + 20% Chance to Find Magic Items
* + 3 Melee Damage
Bonus for 3 equipped items:
* 4% Health Steal
* +6% Chance to Dodge Melee Attacks
* + 1 to Critical Strike, Dual Wield, and Alacrity
* + 25% Chance to Find Magic Items
* + 5 Melee Damage
Bonus for 4 equipped items:
* 5% Health Steal
* +10% Chance to Dodge Melee Attacks
* + 1 to Critical Strike, Dual Wield, and Alacrity
* + 30% Chance to Find Magic Items
* + 8 Melee Damage
Bonus for 5 equipped items:
* 7% Health Steal
* +12% Chance to Dodge Melee Attacks
* + 2 to Critical Strike, Dual Wield, and Alacrity
* + 40% Chance to Find Magic Items
* + 14 Melee Damage

The Furious Tempest (4 pcs, Dual Wield)


=========================================
Windstep, Boots
* Requires Melee 48
* Armor 47
* +15 Armor
* +25% Lightning Resistance
* +25% Chance to Dodge Ranged Attacks
* +2 to Critical Shot, Dodge, and Survival
Torrent, Sword
* Requires Melee 51
* Damage 31 to 53
* +125 Health
* Restores 12 Health Per Hit
* +20% Health Regeneration
* +3 to Critical Strike, Dual Wield, and Alacrity
Thunderstroke, Heavy Edged Axe
* Requires Melee 44
* Damage 28 to 46
* +28 Strength
* Adds 9 to 26 Lightning Damage
* +20% Lightning Resistance
* +2 to Barricade, Toughness, and Reinforced Armor
Eye of the Tempest, Amulet
* Requires Melee 56
* +43 Strength
* +150 Health
* +15% Magic Damage Resistance
* +8% Melee Resistance
Bonus for 2 equipped items:
* + 20 Strength
* +5% Health Regeneration
* +4% Melee Resistance
* + 1 to Melee Skills
* + 3 Melee Damage
Bonus for 3 equipped items:
* + 35 Strength
* +10% Health Regeneration
* +6% Melee Resistance
* + 2 to Melee Skills
* + 6 Melee Damage
Bonus for 4 equipped items:
* + 50 Strength
* +15% Health Regeneration
* +10% Melee Resistance
* + 2 to Melee Skills
* + 10 Melee Damage

Luun's Deathblades (2 pcs, Dual Wield)


========================================
These swords are dropped by the assassin Luun at the end of The Mark of the
Assassin quest (DS2, Act II Secondary Quest).
Citaa, Long Sword
* Requires Melee 34
* Damage 22 to 37
* +28 Dexterity
* +42% Damage
* Adds 9 to 15 Death Damage
* +2 to Critical Strike, Dual Wield, and Alacrity
Giethaa, Short Sword
* Requires Melee 34
* Damage 22 to 37
* +18 Strength
* +67 Health
* Adds 9 to 15 Death Damage
Bonus for 2 equipped items:
* Adds 10 to Death Damage
* 8% Health Steal
* +6% Power Recharge Rate
* + 2 to Critical Strike, Dual Wield, and Alacrity

Lorethal's Legacy (8 pcs, Weapon+Shield)


==========================================
Lorethal's Courage, Full Plate
* Requires Melee 28
* Armor 91
* +14 Strength
* +35% Armor
* +6% Melee Resistance
* +1 to Melee Skills
Lorethal's Nobility, Bascinet
* Requires Melee 9
* Armor 14
* 5% Health Steal
* +20% Armor
* +12% Death Resistance
* +1 to Barricade, Toughness, and Reinforced Armor
Lorethal's Determination, Greaves
* Requires Melee 12
* Armor 17
* +22 Health
* +7 Armor
* +12% Ice Resistance
* +12% Fire Resistance
Lorethal's Grace, Gauntlets
* Requires Melee 6
* Armor 12
* +3 Strength
* +5 Armor
* +10% Lightning Resistance
* +3% Power Recharge Rate
Lorethal's Command, Shield
* Requires Melee 24, Barricade 1
* Armor 23
* +10% Health Regeneration
* +30% Armor
* +12% Ranged Resistance
* +26% Chance to Block Melee Attacks
Lorethal's Sacrifice, Flanged Mace
* Requires Melee 15
* Damage 11 to 19
* +6 Strength
* +8 Max Damage
* +25% Damage
* Adds 4 to 5 Fire Damage
Lorethal's Honor, Amulet
* Requires Melee 3
* +7 Health
* Adds 1 to 2 Weapon Damage
* +3 Armor
* +8% Chance to Find Magic Items
Lorethal's Eminence, Ring
* Requires Melee 18
* 6% Health Steal
* +12% Health Regeneration
* +8% Magic Damage Resistance
* +1 to Barricade, Toughness, and Reinforced Armor
Bonus for 2 equipped items:
* + 3 Strength
* + 3 Armor
* +2% Magic Damage Resistance
Bonus for 3 equipped items:
* + 5 Strength
* + 5 Armor
* +4% Magic Damage Resistance
Bonus for 4 equipped items:
* + 6 Strength
* + 6 Armor
* +6% Magic Damage Resistance
* + 1 to Barricade, Toughness, and Reinforced Armor
Bonus for 5 equipped items:
* + 8 Strength
* + 7 Armor
* +8% Magic Damage Resistance
* + 1 to Barricade, Toughness, and Reinforced Armor
* + 5 Melee Damage
Bonus for 6 equipped items:
* + 10 Strength
* + 9 Armor
* +10% Magic Damage Resistance
* + 1 to Melee Skills
* + 1 to Barricade, Toughness, and Reinforced Armor
* + 10 Melee Damage
Bonus for 7 equipped items:
* + 14 Strength
* + 12 Armor
* +12% Magic Damage Resistance
* + 1 to Melee Skills
* + 2 to Barricade, Toughness, and Reinforced Armor
* + 20 Melee Damage
Bonus for 8 equipped items:
* + 18 Strength
* + 15 Armor
* +15% Magic Damage Resistance
* + 2 to Melee Skills
* + 3 to Barricade, Toughness, and Reinforced Armor
* + 27 Melee Damage

Vistira's Undoing (4 pcs, Weapon+Shield)


==========================================
Serpent of Vistira, Helm
* Requires Melee 48
* Armor 58
* +120 Health
* 40% of Physical Damage Reflected to Enemy
* +15 Armor
* +3 to Barricade, Toughness, and Reinforced Armor
Skin of Vistira, Greaves
* Requires Melee 36
* Armor 37
* +16% Health Regeneration
* +12 Armor
* +15% Magic Damage Resistance
* +1 to Melee Skills
Fangs of Vistira, Gauntlets
* Requires Melee 43
* Armor 29
* +28 Strength
* +33 Max Damage
* 11% Health Steal
* +6% Power Recharge Rate
Mirror of Vistira, Shield
* Requires Melee 40, Barricade 1
* Armor 40
* 30% of Physical Damage Reflected to Enemy
* +50% Armor
* +24% Death Resistance
* +15% Chance to Block Melee Attacks
Bonus for 2 equipped items:
* + 50 Health
* 20% of Physical Damage Reflected to Enemy
* +4% Magic Damage Resistance
* + 1 to Barricade, Toughness, and Reinforced Armor
Bonus for 3 equipped items:
* + 100 Health
* 30% of Physical Damage Reflected to Enemy
* +8% Magic Damage Resistance
* + 2 to Barricade, Toughness, and Reinforced Armor
Bonus for 4 equipped items:
* + 150 Health
* 45% of Physical Damage Reflected to Enemy
* +12% Magic Damage Resistance
* + 3 to Barricade, Toughness, and Reinforced Armor

Frostheim's Trappings (4 pcs, 2-Handed Weapon)


================================================
Frostheim's Grip, Gauntlets
* Requires Melee 30
* Armor 32
* +55 Health
* +11 Armor
* +20% Ice Resistance
* +2 to Fortitude, Overbear, and Smite
Frostheim, Flamberge
* Requires Melee 27, Overbear 1
* Damage 30 to 50
* +16 Strength
* +35% Damage
* Adds 6 to 11 Ice Damage
* +18% Fire Resistance
Frostheim's Claw, Ring
* Requires Melee 21
* +8 Strength
* Adds 5 to 8 Weapon Damage
* 20% of Physical Damage Reflected to Enemy
* 7% Health Steal
Frostheim's Binding, Ring
* Requires Melee 33
* +36 Max Damage
* +12% Health Regeneration
* +20% Ice Resistance
* +6% Power Recharge Rate
Bonus for 2 equipped items:
* + 12 Strength
* Adds 5 to Ice Damage
* +15% Ice Resistance
Bonus for 3 equipped items:
* + 18 Strength
* Adds 7 to Ice Damage
* +20% Ice Resistance
* + 1 to Melee Skills
* + 8 Melee Damage
Bonus for 4 equipped items:
* + 25 Strength
* Adds 9 to Ice Damage
* +25% Ice Resistance
* + 2 to Melee Skills
* + 15 Melee Damage

Legend of the Fire King (4 pcs, 2-Handed Weapon)


==================================================
Fire King's Crown, Helm
* Requires Melee 51
* Armor 60
* 40% of Physical Damage Reflected to Enemy
* +15 Armor
* +25% Fire Resistance
* +10% Melee Resistance
Fire King's Trappings, Body Armor
* Requires Melee 54
* Armor 192
* +40 Strength
* +140 Health
* +60% Armor
* +14% Ranged Resistance
Fire King's Foecrusher, Maul
* Requires Melee 60, Overbear 1
* Damage 59 to 99
* +45 Strength
* +65% Damage
* Adds 24 to 29 Fire Damage
* +3 to Fortitude, Overbear, and Smite
Fire King's Will, Ring
* Requires Melee 43
* +20% Health Regeneration
* +25% Fire Resistance
* +6% Power Recharge Rate
* +1 to Melee Skills
Bonus for 2 equipped items:
* + 20 Strength
* + 35 Max Melee Damage
* + 10 Min Melee Damage
* Adds 10 to Fire Damage
* +20% Fire Resistance
* + 1 to Fortitude, Overbear, and Smite
Bonus for 3 equipped items:
* + 40 Strength
* + 50 Max Melee Damage
* + 15 Min Melee Damage
* Adds 20 to Fire Damage
* +25% Fire Resistance
* + 3 to Fortitude, Overbear, and Smite
Bonus for 4 equipped items:
* + 56 Strength
* + 65 Max Melee Damage
* + 25 Min Melee Damage
* Adds 29 to Fire Damage
* +30% Fire Resistance
* + 4 to Fortitude, Overbear, and Smite

Olimarch's Bane (4 pcs, Bow)


==============================
Savior's Trail, Boots
* Requires Ranged 4
* Armor 4
* +8 Health
* +10% Fire Resistance
* +5% Chance to Dodge Melee Attacks
* +8% Chance to Find Magic Items
Savior's Signal, Gloves
* Requires Ranged 10
* Armor 7
* +6 Dexterity
* +12% Ice Resistance
* +3% Power Recharge Rate
* +2 to Critical Shot, Dodge, and Survival
Skewer of Olimarch, Long Bow
* Requires Ranged 16
* Damage 11 to 18
* +9 Dexterity
* +22% Damage
* Adds 2 to 7 Lightning Damage
* +1 to Biting Arrow, Far Shot, and Shockwave
Savior's Halo, Ring
* Requires Ranged 7
* +25 Health
* 5% Health Steal
* +5% Health Regeneration
* +12% Lightning Resistance
Bonus for 2 equipped items:
* + 5 Dexterity
* +3% Magic Damage Resistance
* + 4 Max Ranged Damage
Bonus for 3 equipped items:
* + 8 Dexterity
* +6% Magic Damage Resistance
* + 1 to Critical Shot, Dodge, and Survival
* + 1 to Biting Arrow, Far Shot, and Shockwave
* + 6 Max Ranged Damage
Bonus for 4 equipped items:
* + 12 Dexterity
* +10% Magic Damage Resistance
* + 1 to Critical Shot, Dodge, and Survival
* + 2 to Biting Arrow, Far Shot, and Shockwave
* + 9 Max Ranged Damage

Bloody Vengeance (4 pcs, Bow)


===============================
Spite, Helm
* Requires Ranged 55
* Armor 53
* +100 Health
* +36 Max Damage
* 35% of Physical Damage Reflected to Enemy
* +14 Armor
Envy, Gloves
* Requires Ranged 55
* Armor 29
* +57 Dexterity
* Restores 14 Health Per Hit
* +3 to Critical Shot, Dodge, and Survival
Vengeance, Composite Bow
* Requires Ranged 48
* Damage 26 to 44
* +52% Damage
* Adds 15 to 25 Death Damage
* +2 to Ranged Skills
* +3 to Biting Arrow, Far Shot, and Shockwave
Ire, Amulet
* Requires Ranged 42
* +35 Dexterity
* 35% of Physical Damage Reflected to Enemy
* +20% Health Regeneration
* +7% Power Recharge Rate
Bonus for 2 equipped items:
* Adds 10 to Death Damage
* 5% Health Steal
* + 1 to Ranged Skills
* + 2 to Biting Arrow, Far Shot, and Shockwave
Bonus for 3 equipped items:
* Adds 15 to Death Damage
* 8% Health Steal
* + 1 to Ranged Skills
* + 3 to Biting Arrow, Far Shot, and Shockwave
Bonus for 4 equipped items:
* Adds 21 to Death Damage
* 12% Health Steal
* + 2 to Ranged Skills
* + 4 to Biting Arrow, Far Shot, and Shockwave
* + 14 Ranged Damage

Fallen Soldier's Gift (3 pcs, Crossbow)


=========================================
Soldier's Reborn Shroud, Body Armor
* Requires Ranged 32
* Armor 87
* +45% Armor
* +22% Death Resistance
* +8% Melee and Ranged Resistance
* +3 to Critical Shot, Dodge, and Survival
Soldier's Vigilance, Gloves
* Requires Ranged 28
* Armor 26
* +18 Dexterity
* +10 Armor
* +12% Magic Damage Resistance
* +6% Power Recharge Rate
Soldier's Justice, Arbalest
* Requires Ranged 37, Biting Arrow 1
* Damage 39 to 65
* +30 Dexterity
* +26 Max Damage
* +45% Damage
* Adds 12 to 15 Fire Damage
* +2 to Ranged Skills
Bonus for 2 equipped items:
* + 75 Health
* Adds 11 to Fire Damage
* + 2 to Critical Shot, Dodge, and Survival
* + 15 Armor
Bonus for 3 equipped items:
* + 100 Health
* Adds 13 to Fire Damage
* + 3 to Critical Shot, Dodge, and Survival
* + 20 Armor

Winds of Kel'drassil (5 pcs, Throwing Weapon)


===============================================
Gale Raiment, Hauberk
* Requires Ranged 34
* Armor 83
* +10 Dexterity
* +30% Armor
* +15% Health Regeneration
* +5% Power Recharge Rate
* +1 to Ranged Skills
The Fourth Wind, Glaive
* Requires Ranged 26, Quick Draw 1
* Damage 20 to 34
* +16 Dexterity
* +16 Max Damage
* +33% Damage
* +2 to Quick Draw, Bleed, and Penetrate
Wind of Calamity, Ring
* Requires Ranged 22
* +13 Max Ranged Damage
* +10 Min Ranged Damage
* 20% of Physical Damage Reflected to Enemy
* +1 to Quick Draw, Bleed, and Penetrate
Wind of Recovery, Ring
* Requires Ranged 29
* +55 Health
* Restores 6 Health Per Hit
* +15% Health Regeneration
* +6% Power Recharge Rate
Wind of Omens, Ring
* Requires Ranged 46
* +12 Armor
* +8% Chance to Dodge Melee Attacks
* +2 to Critical Shot, Dodge, and Survival
* +40% Chance to Find Magic Items
Bonus for 2 equipped items:
* + 12 Dexterity
* Restores 4 Health Per Hit
* + 1 to Ranged Skills
* + 1 to Quick Draw, Bleed, and Penetrate
Bonus for 3 equipped items:
* + 18 Dexterity
* Restores 6 Health Per Hit
* + 1 to Ranged Skills
* + 1 to Quick Draw, Bleed, and Penetrate
Bonus for 4 equipped items:
* + 24 Dexterity
* Restores 8 Health Per Hit
* + 2 to Ranged Skills
* + 2 to Quick Draw, Bleed, and Penetrate
Bonus for 5 equipped items:
* + 32 Dexterity
* Restores 10 Health Per Hit
* + 2 to Ranged Skills
* + 3 to Quick Draw, Bleed, and Penetrate

Thena's Serenity (4 pcs, Nature Mage)


=======================================
Thena's Calming Gaze, Hood
* Requires Nature Magic 16
* Armor 13
* +6 Intelligence
* 6% Mana Steal
* +30% Armor
* +1 to Summon Fortitude, Summon Might, and Summon Bond
Thena's Tranquil Path, Boots
* Requires Nature Magic 4
* Armor 8
* +5% Mana Regeneration
* +5 Armor
* +10% Ice Resistance
* +10% Fire Resistance
Thena's Soothing Touch, Gloves
* Requires Nature Magic 12
* Armor 6
* +22 Mana
* Restores 2 Mana Per Hit
* +12% Death Resistance
* +1 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
Thena's Companion, Shillelah
* Requires Nature Magic 8
* Damage 9 to 15
* +3 Intelligence
* +12 Health
* +10% Nature Magic Damage
* +10% Chance to Find Magic Items
Bonus for 2 equipped items:
* + 3 Intelligence
* + 20 Mana
* +3% Magic Damage Resistance
Bonus for 3 equipped items:
* + 5 Intelligence
* + 30 Mana
* +6% Magic Damage Resistance
* + 1 to Summon Fortitude, Summon Might, and Summon Bond
* + 1 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
* + 2 Armor
Bonus for 4 equipped items:
* + 8 Intelligence
* + 40 Mana
* +10% Magic Damage Resistance
* + 2 to Summon Fortitude, Summon Might, and Summon Bond
* + 2 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
* + 5 Armor

North Keeper's Vestments (3 pcs, Nature Mage)


===============================================
Mantle of the North, Body
* Requires Nature Magic 49
* Armor 102
* +25 Intelligence
* +55% Armor
* +25% Ice Resistance
* +3 to Aquatic Affinity, Arctic Mastery, and Freezing
Guardian of the North, Staff
* Requires Nature Magic 56
* Damage 39 to 66
* +150 Health
* +30% Nature Magic Damage
* +25 Armor
* +3 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
Soul of the North, Amulet
* Requires Nature Magic 45
* 10% Mana Steal
* +15% Magic Damage Resistance
* +8% Power Recharge Rate
* +1 to Nature Magic Skills
Bonus for 2 equipped items:
* +20% Nature Magic Damage
* +18% Ice Resistance
* +20% Ranged Resistance
* + 2 to Aquatic Affinity, Arctic Mastery, and Freezing
* + 2 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
Bonus for 3 equipped items:
* +30% Nature Magic Damage
* +25% Ice Resistance
* +25% Ranged Resistance
* + 3 to Aquatic Affinity, Arctic Mastery, and Freezing
* + 3 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
Chaos' Avatar (3 pcs, Combat Mage)
====================================
Endbringer's Vestment, Vestment
* Requires Combat Magic 22
* Armor 41
* +48 Mana
* 20% of Physical Damage Reflected to Enemy
* +25% Armor
* +2 to Brilliance, Amplified Lightning, and Arcing
Unraveler's Boots, Boots
* Requires Combat Magic 26
* Armor 23
* +12 Intelligence
* +12% Mana Regeneration
* +12 Armor
* +2 to Debilitation, Grim Necromancy, and Vampirism
Chaos Grips, Cestus
* Requires Combat Magic 32
* Damage 9 to 15
* +14 Intelligence
* +20% Combat Magic Damage
* +6% Power Recharge Rate
* +2 to Devastation, Searing Flames, and Ignite
Bonus for 2 equipped items:
* + 80 Mana
* +12% Combat Magic Damage
* +3% Power Recharge Rate
* + 1 to Combat Magic Skills
* + 4 Armor
Bonus for 3 equipped items:
* + 110 Mana
* +20% Combat Magic Damage
* +6% Power Recharge Rate
* + 2 to Combat Magic Skills
* + 13 Armor

The Lich's Carcass (4 pcs, Combat Mage)


=========================================
The Lich's Eye, Ornate Crown
* Requires Combat Magic 54
* Armor 48
* +30 Intelligence
* +20 Armor
* +15% Magic Damage Resistance
* +3 to Brilliance, Amplified Lightning, and Arcing
The Lich's Hands, Cestus
* Requires Combat Magic 61
* Damage 15 to 26
* +35% Combat Magic Damage
* 12% Health Steal
* 12% Mana Steal
* +3 to Debilitation, Grim Necromancy, and Vampirism
The Lich's Heart, Amulet
* Requires Combat Magic 58
* +160 Health
* +25% Death Resistance
* +12% Melee and Ranged Resistance
* +3 to Combat Magic Skills
The Lich's Tooth, Ring
* Requires Combat Magic 50
* +10% Combat Magic Damage
* Restores 14 Mana Per Hit
* +8% Power Recharge Rate
* +3 to Devastation, Searing Flames, and Ignite
Bonus for 2 equipped items:
* + 20 Intelligence
* 10% Mana Steal
* +20% Death Resistance
* + 2 to Debilitation, Grim Necromancy, and Vampirism
* + 1 to Devastation, Searing Flames, and Ignite
Bonus for 3 equipped items:
* + 35 Intelligence
* 13% Mana Steal
* +25% Death Resistance
* + 3 to Debilitation, Grim Necromancy, and Vampirism
* + 1 to Brilliance, Amplified Lightning, and Arcing
* + 2 to Devastation, Searing Flames, and Ignite
Bonus for 4 equipped items:
* + 50 Intelligence
* 16% Mana Steal
* +30% Death Resistance
* + 4 to Debilitation, Grim Necromancy, and Vampirism
* + 2 to Brilliance, Amplified Lightning, and Arcing
* + 3 to Devastation, Searing Flames, and Ignite

Eternal Grace (4 pcs, Ranger Armor)


=====================================
Eternal Dignity, Jerkin
* Requires Ranged 12
* Armor 34
* +15 Health
* +22% Armor
* +1 to Biting Arrow, Far Shot, and Shockwave
* +1 to Quick Draw, Bleed, and Penetrate
Eternal Beauty, Hood
* Requires Ranged 20
* Armor 20
* 5% Health Steal
* +12% Health Regeneration
* +30% Armor
* +1 to Critical Shot, Dodge, and Survival
Eternal Elegance, Boots
* Requires Ranged 25
* Armor 20
* +9 Dexterity
* +6 Armor
* +15% Fire Resistance
* +12% Chance to Dodge Melee Attacks
Eternal Finesse, Gloves
* Requires Ranged 14
* Armor 19
* +13 Dexterity
* +8 Max Damage
* 7% Health Steal
* +10 Armor
* +8% Power Recharge Rate
Bonus for 2 equipped items:
* + 8 Dexterity
* + 6 Armor
* +6% Melee Resistance
Bonus for 3 equipped items:
* + 14 Dexterity
* + 8 Armor
* +8% Melee Resistance
* + 1 to Ranged Skills
Bonus for 4 equipped items:
* + 22 Dexterity
* + 12 Armor
* +10% Melee Resistance
* + 1 to Ranged Skills

The Circle of Four (4 pcs, Mage Armor)


========================================
Azuka of Four's Robe, Robe
* Requires Combat Magic 46 or Nature Magic 46
* Armor 96
* +150 Mana
* +55% Armor
* +3 to Summon Fortitude, Summon Might, and Summon Bond
* +3 to Nurturing Gift, Enveloping Embrace, and Feral Wrath
Corum of Four's Helm, Helm
* Requires Combat Magic 33 or Nature Magic 33
* Armor 30
* +14 Intelligence
* +22% Combat Magic Damage
* +12 Armor
* +2 to Brilliance, Amplified Lightning, and Arcing
Treil of Four's Boots, Boots
* Requires Combat Magic 37 or Nature Magic 37
* Armor 30
* 10% Mana Steal
* +15 Armor
* +1 to Combat Magic Skills
* +2 to Devastation, Searing Flames, and Ignite
Kreya of Four's Pendant, Amulet
* Requires Combat Magic 35 or Nature Magic 35
* +18 Intelligence
* +25% Nature Magic Damage
* +1 to Nature Magic Skills
* +2 to Aquatic Affinity, Arctic Mastery, and Freezing
Bonus for 2 equipped items:
* + 100 Mana
* 8% Health Steal
* +15% Ranged Resistance
* + 2 to Summon Fortitude, Summon Might, and Summon Bond
* + 2 Armor
Bonus for 3 equipped items:
* + 150 Mana
* 10% Health Steal
* +20% Ranged Resistance
* + 3 to Summon Fortitude, Summon Might, and Summon Bond
* + 4 Armor
Bonus for 4 equipped items:
* + 200 Mana
* 12% Health Steal
* +25% Ranged Resistance
* + 4 to Summon Fortitude, Summon Might, and Summon Bond
* + 15 Armor

Silks of the Master (4 pcs, Mage Armor)


=========================================
Magesilk Boots, Boots
* Requires Combat Magic 6 or Nature Magic 6
* Armor 9
* +3 Intelligence
* +5% Health Regeneration
* +5 Armor
* +10% Lightning Resistance
Magesilk Gloves, Gloves
* Requires Combat Magic 9 or Nature Magic 9
* Armor 11
* +15 Mana
* +5% Mana Regeneration
* +6 Armor
* +12% Fire Resistance
Master's Focusing Charm, Amulet
* Requires Combat Magic 20 or Nature Magic 20
* +10% Nature Magic Damage
* +10% Combat Magic Damage
* 6% Mana Steal
* +1 to Aquatic Affinity, Arctic Mastery, and Freezing
Master's Insight, Ring
* Requires Combat Magic 13 or Nature Magic 13
* +5 Intelligence
* +6% Magic Damage Resistance
* +4% Power Recharge Rate
* +1 to Devastation, Searing Flames, and Ignite
Bonus for 2 equipped items:
* + 3 Intelligence
* +10% Nature Magic Damage
* +10% Combat Magic Damage
* 4% Mana Steal
* + 2 Armor
Bonus for 3 equipped items:
* + 5 Intelligence
* +15% Nature Magic Damage
* +15% Combat Magic Damage
* 6% Mana Steal
* + 4 Armor
Bonus for 4 equipped items:
* + 8 Intelligence
* +20% Nature Magic Damage
* +20% Combat Magic Damage
* 8% Mana Steal
* + 8 Armor

Treasures of the Dwarven Lords (3 pcs, Fighter Armor)


=======================================================
Stonecase, Layered Plate
* Requires Melee 42
* Armor 165
* +95 Health
* +14 Armor
* +50% Armor
* +3 to Barricade, Toughness, and Reinforced Armor
The Iron Crown, Helm
* Requires Melee 36
* Armor 45
* +20 Strength
* +25 Max Damage
* +12 Armor
* +8% Melee Resistance
Forge Gauntlets, Gauntlets
* Requires Melee 47
* Armor 46
* +32 Strength
* +15 Armor
* +15% Ranged Resistance
* +2 to Melee Skills
Bonus for 2 equipped items:
* + 20 Strength
* + 50 Health
* +6% Melee Resistance
* + 8% Chance to Find Magic Items
Bonus for 3 equipped items:
* + 40 Strength
* + 100 Health
* +10% Melee Resistance
* + 15% Chance to Find Magic Items

Keh's Regalia (4 pcs, Mage Armor)


===================================
Keh's Majesty, Robe
* Requires Combat Magic 60 or Nature Magic 60
* Armor 130
* +35 Intelligence
* +160 Health
* +65% Armor
* +25% Fire Resistance
Keh's Liberators, Gloves
* Requires Combat Magic 52 or Nature Magic 52
* Armor 40
* +20 Armor
* +25% Death Resistance
* +8% Power Recharge Rate
Keh's Rulership, Ring
* Requires Combat Magic 66 or Nature Magic 66
* +45 Intelligence
* +275 Mana
* +16% Magic Damage Resistance
* +2 to Nature Magic Skills
* +2 to Combat Magic Skills
Keh's Might, Ring
* Requires Combat Magic 55 or Nature Magic 55
* +15% Nature Magic Damage
* +10% Combat Magic Damage
* 12% Mana Steal
* +20% Health Regeneration
* +15% Melee Resistance
Bonus for 2 equipped items:
* + 20 Intelligence
* +10% Mana Regeneration
* +8% Power Recharge Rate
* + 1 to Nature Magic Skills
* + 1 to Combat Magic Skills
Bonus for 3 equipped items:
* + 40 Intelligence
* +15% Mana Regeneration
* +12% Power Recharge Rate
* + 2 to Nature Magic Skills
* + 2 to Combat Magic Skills
Bonus for 4 equipped items:
* + 52 Intelligence
* +20% Mana Regeneration
* +15% Power Recharge Rate
* + 3 to Nature Magic Skills
* + 3 to Combat Magic Skills

The Undying Warlord (5 pcs, Fighter Armor)


============================================
The Warlord's Cage, Scaled Plate
* Requires Melee 72
* Armor 265
* +62 Strength
* Adds 29 to 48 Weapon Damage
* +70% Armor
* +4 to Barricade, Toughness, and Reinforced Armor
The Warlord's Horns, Helm
* Requires Melee 61
* Armor 69
* Adds 15 to 44 Weapon Damage
* 12% Health Steal
* +16 Armor
* +3 to Fortitude, Overbear, and Smite
The Warlord's Tread, Greaves
* Requires Melee 58
* Armor 56
* +160 Health
* 45% of Physical Damage Reflected to Enemy
* +18 Armor
* +3 to Critical Strike, Dual Wield, and Alacrity
The Warlord's Crest, Amulet
* Requires Melee 66
* +54 Strength
* +67 Max Damage
* +10% Melee Resistance
* +2 to Melee Skills
The Warlord's Sign, Ring
* Requires Melee 52
* +125 Health
* Adds 20 to 25 Weapon Damage
* +15% Magic Damage Resistance
* +10% Power Recharge Rate
Bonus for 2 equipped items:
* + 20 Strength
* + 30 Max Melee Damage
* +4% Melee and Ranged Resistance
* + 1 to Melee Skills
* + 5 Armor
Bonus for 3 equipped items:
* + 40 Strength
* + 50 Max Melee Damage
* +7% Melee and Ranged Resistance
* + 2 to Melee Skills
* + 10 Armor
Bonus for 4 equipped items:
* + 60 Strength
* + 70 Max Melee Damage
* +10% Melee and Ranged Resistance
* + 3 to Melee Skills
* + 15 Armor
Bonus for 5 equipped items:
* + 76 Strength
* + 90 Max Melee Damage
* +12% Melee and Ranged Resistance
* + 4 to Melee Skills
* + 20 Armor

Plainswalker's Journey (5 pcs, Ranger Armor)


==============================================
Plainswalker's Passing, Suit
* Requires Ranged 70
* Armor 205
* +70% Armor
* +16% Magic Damage Resistance
* +12% Melee and Ranged Resistance
* +4 to Critical Shot, Dodge, and Survival
Plainswalker's Heroism, Spiked Helmet
* Requires Ranged 58
* Armor 56
* +54 Max Damage
* +16 Armor
* +25% Magic Damage Resistance
* +4 to Biting Arrow, Far Shot, and Shockwave
Plainswalker's Travelers, Boots
* Requires Ranged 42
* Armor 23
* +38 Dexterity
* +25% Ice Resistance
* +12% Chance to Dodge Melee Attacks
* +3 to Quick Draw, Bleed, and Penetrate
Plainswalker's Legend, Amulet
* Requires Character Level 51
* +45 Dexterity
* +130 Health
* +25% Lightning Resistance
* +2 to Ranged Skills
Plainswalker's Relic, Ring
* Requires Ranged 46
* Adds 9 to 28 Weapon Damage
* 11% Health Steal
* +25% Death Resistance
* +10% Power Recharge Rate
Bonus for 2 equipped items:
* + 30 Dexterity
* + 30 Max Ranged Damage
* +5% Magic Damage Resistance
* +8% Chance to Dodge Attacks
* + 1 to Ranged Skills
Bonus for 3 equipped items:
* + 52 Dexterity
* + 50 Max Ranged Damage
* +8% Magic Damage Resistance
* +10% Chance to Dodge Attacks
* + 2 to Ranged Skills
Bonus for 4 equipped items:
* + 76 Dexterity
* + 70 Max Ranged Damage
* +10% Magic Damage Resistance
* +12% Chance to Dodge Attacks
* + 3 to Ranged Skills
Bonus for 5 equipped items:
* + 100 Dexterity
* + 90 Max Ranged Damage
* +12% Magic Damage Resistance
* +16% Chance to Dodge Attacks
* + 4 to Ranged Skills

Jewels of the Nexus (5 pcs, Miscellaneous)


============================================
Nexus Prism, Amulet
* Requires Character Level 34
* +68 Health
* +12% Magic Damage Resistance
* +1 to Barricade, Toughness, and Reinforced Armor
* +1 to Critical Shot, Dodge, and Survival
* +1 to Aquatic Affinity, Arctic Mastery, and Freezing
* +1 to Devastation, Searing Flames, and Ignite
Jewel of Fire, Ring
* Requires Character Level 4
* +4 Strength
* Adds 1 to 2 Weapon Damage
* +10% Fire Resistance
* +8% Chance to Find Magic Items
Jewel of Lightning, Ring
* Requires Character Level 12
* +6 Dexterity
* Adds 2 to 5 Weapon Damage
* +12% Lightning Resistance
* +60% Gold Dropped
Jewel of Ice, Ring
* Requires Character Level 19
* Adds 4 to 7 Weapon Damage
* +8 Armor
* +16% Ice Resistance
* +14% Ranged Resistance
Jewel of Death, Ring
* Requires Character Level 27
* +10 Intelligence
* Adds 6 to 11 Weapon Damage
* Restores 5 Health Per Hit
* +18% Death Resistance
Bonus for 2 equipped items:
* Adds 2 to 4 Ice Damage
* Adds 3 to 4 Fire Damage
* Adds 2 to 5 Lightning Damage
* Adds 2 to 4 Death Damage
Bonus for 3 equipped items:
* Adds 4 to 7 Ice Damage
* Adds 5 to 6 Fire Damage
* Adds 3 to 8 Lightning Damage
* Adds 4 to 7 Death Damage
Bonus for 4 equipped items:
* Adds 7 to 12 Ice Damage
* Adds 8 to 10 Fire Damage
* Adds 5 to 14 Lightning Damage
* Adds 7 to 12 Death Damage
* + 1 to Melee Skills
* + 1 to Ranged Skills
* + 1 to Nature Magic Skills
* + 1 to Combat Magic Skills
Bonus for 5 equipped items:
* Adds 10 to 16 Ice Damage
* Adds 12 to 14 Fire Damage
* Adds 6 to 19 Lightning Damage
* Adds 10 to 16 Death Damage
* + 2 to Melee Skills
* + 2 to Ranged Skills
* + 2 to Nature Magic Skills
* + 2 to Combat Magic Skills

Secrets of the Forgotten (3 pcs, Miscellaneous)


=================================================
This is the set of jewelry you receive for completing The Lost Jewels of
Soranith (Act III, Secondary Quest #3).
Soranith's Amulet, Amulet
* Requires Character Level 32
* +15 Intelligence
* +15% Mana Regeneration
* +15% Death Resistance
Soranith's Gold Ring, Ring
* Requires Character Level 32
* +20 Strength
* Adds 4 to 6 Weapon Damage
* +20% Fire Resistance
Soranith's Silver Ring, Ring
* Requires Character Level 32
* +27 Dexterity
* Adds 4 to 6 Weapon Damage
* +20% Lightning Resistance
Bonus for 2 equipped items:
* 3% Health Steal
* +4% Magic Damage Resistance
* + 20% Chance to Find Magic Items
Bonus for 3 equipped items:
* 5% Health Steal
* +6% Magic Damage Resistance
* + 40% Chance to Find Magic Items

Nature's Vigilance (4 pcs, Miscellaneous)


===========================================
Vigilant Hauberk, Dryad Armor
* Requires Character Level 4
* +4 Strength
* +12 Health
Found in the Tranquil Cave in the Northern Greilyn Jungle
Vigilant Crest, Dryad Helm
* Requires Character Level 8
* +4 Intelligence
* +20 Mana
* +5% Death Resistance
Part of the treasure in a small cave just east of Razka's Ruins, on the south
side of the main path in the Southern Greilyn Jungle
Vigilant Boots, Dryad Boots
* Requires Character Level 6
* +4 Dexterity
* +5% Health Regeneration
* +4 Armor
In a chest west of the Hak'u Usurper's House in the Western Greilyn Jungle
Vigilant Gloves, Dryad Gloves
* Requires Character Level 3
* +4% Nature Magic Damage
* +5% Mana Regeneration
* +4% Lightning Resistance
Located in a hidden chest just north of the first Dryad outpost in the
Northern Greiyln Jungle; follow the boarbest west and click the totem to
reveal the chest
Bonus for 2 equipped items:
* +5% Lightning Resistance
Bonus for 3 equipped items:
* + 6 Armor
* +8% Lightning Resistance
Bonus for 4 equipped items:
* + 20 Health
* + 15 Armor
* +10% Lightning Resistance

Ghostly Visions (3 pcs, Miscellaneous)


========================================
You receive this set as rewards while performing the Spirits of Aranna quest
(Act II, Secondary Quest #3)
Spirit of Rest, Ring
* Requires Character Level 26
* +35 Health
* +35 Mana
* +12% Mana Regeneration
* +12% Health Regeneration
Spirit of Unrest, Ring
* Requires Character Level 26
* Adds 4 to 6 Weapon Damage
* 5% Health Steal
* 20% of Physical Damage Reflected to Enemy
* +15% Death Resistance
Spirit of Repose, Amulet
* Requires Character Level 38
* +80 Health
* +80 Mana
* +3% Power Damage
* +6% Power Recharge Rate
Bonus for 2 equipped items:
* +8% Health Regeneration
* +8% Mana Regeneration
* + 8 Armor
* +4% Magic Damage Resistance
Bonus for 3 equipped items:
* +15% Health Regeneration
* +15% Mana Regeneration
* + 15 Armor
* +8% Magic Damage Resistance

Ravager's Kit (3 pcs, 1-Handed Weapon)


========================================
Ravager Helm, Studded Helm
* Requires Melee 43
* Armor 39
* 40% of Physical Damage Reflected to Enemy
* 3% Chance When Hit:Fire Wave for 115 - 195 Damage
* +1 to Melee Skills
* +2 to Critical Strike, Dual Wield, and Alacrity
Ravager Armor, Studded Tunic
* Requires Melee 37
* Armor 86
* +38% Melee Critical Hit Damage
* 6% Health Steal
* 3% Chance When Hit:Decay Armor
* 3% Chance When Hit:Grave Beam for 370 - 620 Damage
Ravager Axe, Elven Axe
* Requires Melee 34
* Damage 22 to 37
* +22 Strength
* +17% Melee Critical Hit Chance
* 10% Chance on Hit:Berserk
* 5% Health Steal
Bonus for 2 equipped items:
* -30 Armor
* -50 Health
* +12 Melee Max Damage
* +4% Melee Critical Hit Chance
* +22% Melee Critical Hit Damage
Bonus for 3 equipped items:
* -60 Armor
* -100 Health
* +25 Melee Max Damage
* +8% Melee Critical Hit Chance
* +45% Melee Critical Hit Damage
* +75% Damage

Glitterdelve Heirlooms (4 pcs, Fist of Stone)


===============================================
Glitterdelve Signet, Ornate Ring
* Requires Character Level 36
* +11 Strength
* +7 Intelligence
* 6% Health Steal
* +18% Death Resistance
* +2 to Tremor and Soul of Strength
Glitterdelve Plate, Full Plate
* Requires Melee 38, Nature Magic 30
* Armor 144
* +50% Armor
* +20% Fire Resistance
* 3% Chance When Hit:Grasping Vines for 290 - 480 Damage
* +1 to Fist of Stone Skills
Glitterdelve Gloves, Plate Gauntlets
* Requires Melee 40, Nature Magic 32
* Armor 45
* +15 Armor
* +22% Lightning Resistance
* +9% Power Recharge Rate
* +2 to Chant of Stone and Soul of Protection
Glitterdelve Hammer, Hammer
* Requires Melee 35, Nature Magic 28
* Damage 25 to 42
* +14 Strength
* +9 Intelligence
* +130 Mana
* +54% Damage
* 10% Chance on Hit:Petrify for 2 Seconds
* +1 to Fist of Stone Skills
Bonus for 2 equipped items:
* + 5 Strength
* + 4 Intelligence
* +15% Melee Critical Hit Damage
* +17% Healing Effectiveness
Bonus for 3 equipped items:
* + 10 Strength
* + 8 Intelligence
* +30% Melee Critical Hit Damage
* +25% Healing Effectiveness
Bonus for 4 equipped items:
* + 16 Strength
* + 12 Intelligence
* +45% Melee Critical Hit Damage
* +34% Healing Effectiveness
* Chance When Hit: Call Lightning for 25 - 42 Damage
Relentless (3 pcs, Ranger Armor)
==================================
Relentless Amulet, Talisman
* Requires Character Level 39
* +18 Dexterity
* +12 Armor
* +10% Melee Resistance
* +2 to Biting Arrow, Far Shot, and Shockwave
Relentless Gloves, Explorer Gloves
* Requires Ranged 43
* Armor 35
* +12% Ranged Resistance
* +12 Armor
* +8% Power Recharge Rate
* +2 to Critical Shot, Dodge, and Survival
Relentless Boots, Explorer Boots
* Requires Ranged 44
* Armor 38
* +22 Dexterity
* +14 Armor
* +13% Magic Resistance
* 3% Chance When Hit:Repulsion Blast
Bonus for 2 equipped items:
* + 18 Ranged Min Damage
* + 18 Ranged Max Damage
* + 8 Armor
* +5% Power Recharge Rate
Bonus for 3 equipped items:
* + 35 Ranged Min Damage
* + 35 Ranged Max Damage
* + 15 Armor
* +10% Power Recharge Rate

Bloodsoaked Armor (4 pcs, Blood Assassin, Throwing Weapon)


============================================================
Bloodsoaked Leather, Twilight Armor
* Requires Ranged 22, Combat Magic 15
* Armor 68
* +7 Dexterity
* +4 Intelligence
* Restores 5 Health Per Hit
* +35% Armor
* 3% Chance When Hit:Minor Infect
Bloodsoaked Ring, Ornate Ring
* Requires Ranged 26, Combat Magic 19
* +8 Dexterity
* +5 Intelligence
* +66 Health
* +19% Death Resistance
* +2 to Shred Blood and Bloodsoaked Shots
Blood Drinker, Throwing Shiv
* Requires Ranged 29, Combat Magic 22,Quick Draw 1
* Damage 26 to 43
* 10% Chance on Hit:Shockwave for 25 - 35 Damage
* 12% Health Steal
* +2 to Shred Blood and Bloodsoaked Shots
Bloodsoaked Gloves, Twilight Gloves
* Requires Ranged 36, Combat Magic 29
* Armor 22
* +10% Health Regeneration
* 7% Health Steal
* 3% Chance When Hit:Decay Armor
* +2 to Shred Blood and Bloodsoaked Shots
Bonus for 2 equipped items:
* + 5 Dexterity
* + 3 Intelligence
* + 5 Armor
* +5% Power Recharge Rate
Bonus for 3 equipped items:
* + 10 Dexterity
* + 7 Intelligence
* + 10 Armor
* +6% Power Recharge Rate
* + 2 to Exsanguinate and Blood Shots
Bonus for 4 equipped items:
* + 15 Dexterity
* + 9 Intelligence
* + 15 Armor
* +7% Power Recharge Rate
* + 2 to Exsanguinate and Blood Shots

Beastmaster (5 pcs, Nature Mage)


==================================
Beastmaster Staff, Bladed Staff
* Requires Nature Magic 43
* Damage 31 to 52
* +55% Summoned Creature Damage
* +7% Summoned Creature Attack Speed
* +13% Melee Resistance
* +2 to Summon Fortitude, Summon Might, and Summon Bond
Beastmaster Garb, Dragon Armor
* Requires Nature Magic 48
* Armor 115
* +30% Ice Magic Damage
* 10% Chance When hit:Freeze
* +80% Armor
* +2 to Summon Fortitude, Summon Might, and Summon Bond
Beastmaster Gloves, Dragon Gloves
* Requires Nature Magic 28
* Armor 22
* +17% Nature Magic Damage
* +45% Summoned Creature Damage
* +10 Armor
* +7% Power Recharge Rate
Beastmaster Boots, Dragon Boots
* Requires Nature Magic 33
* Armor 29
* +16 Intelligence
* +3% Summoned Creature Attack Speed
* +11% Mana Regeneration
* +15 Armor
Beastmaster Helmet, Dragon Helm
* Requires Nature Magic 38
* Armor 21
* +19 Intelligence
* +110 Mana
* +30% Healing Effectiveness
* +2 to Summon Fortitude, Summon Might, and Summon Bond
Bonus for 2 equipped items:
* + 5 Intelligence
* + 25 Health
* 1% Mana Steal
* + 1 to Summon Fortitude, Summon Might, and Summon Bond
Bonus for 3 equipped items:
* + 10 Intelligence
* + 50 Health
* 2% Mana Steal
* + 2 to Summon Fortitude, Summon Might, and Summon Bond
Bonus for 4 equipped items:
* + 15 Intelligence
* + 75 Health
* 4% Mana Steal
* + 2 to Summon Fortitude, Summon Might, and Summon Bond
Bonus for 5 equipped items:
* + 25 Intelligence
* + 115 Health
* 7% Mana Steal
* + 3 to Summon Fortitude, Summon Might, and Summon Bond

Cinbri Vestments (4 pcs, Combat Mage)


=======================================
Cinbri Ritual Mask, Warlock Mask
* Requires Combat Magic 39
* Armor 33
* +23% Death Magic Damage
* +12 Armor
* 8% Chance When Hit:Drown
* 8% Chance When hit:Infect
* +2 to Debilitation, Grim Necromancy, and Vampirism
Cinbri Plaguebearers, Spirit Cestus
* Requires Combat Magic 43 or Nature Magic 43
* Damage 11 to 19
* +22% Combat Magic Damage
* +26% Death Magic Damage
* +8% Power Recharge Rate
* +1 to Combat Magic Skills
Cinbri Focusing Ring, Ornate Ring
* Requires Character Level 51
* +26 Intelligence
* +170 Mana
* 7% Health Steal
* +10% Fire Resistance
* +10% Death Resistance
Cinbri Overmage Robes, Warlock Robe
* Requires Combat Magic 59
* Armor 140
* +34 Intelligence
* +32% Fire Magic Damage
* +80% Armor
* +3 to Devastation, Searing Flames, and Ignite
Bonus for 2 equipped items:
* + 10 Armor
* + 20 Intelligence
* + 1 to Debilitation, Grim Necromancy, and Vampirism
* + 1 to Devastation, Searing Flames, and Ignite
Bonus for 3 equipped items:
* + 18 Armor
* + 25 Intelligence
* + 2 to Debilitation, Grim Necromancy, and Vampirism
* + 2 to Devastation, Searing Flames, and Ignite
Bonus for 4 equipped items:
* + 25 Armor
* + 30 Intelligence
* + 3 to Debilitation, Grim Necromancy, and Vampirism
* + 3 to Devastation, Searing Flames, and Ignite

Elven Battlemage Equipment (4 pcs, Combat Mage)


=================================================
Elven Battlemage Robe, Istauri Robe
* Requires Combat Magic 50
* Armor 120
* +25 Intelligence
* +28% Lightning Magic Damage
* +80% Armor
* +1 to Combat Magic Skills
Elven Battlemage Gloves, Istauri Gloves
* Requires Combat Magic 58
* Armor 23
* +26% Combat Magic Damage
* +20% Magic Damage Resistance
* 3% Chance When Hit:Call Lightning for 265 - 765 Damage
* +11% Power Recharge Rate
Elven Battlemage Boots, Istauri Boots
* Requires Combat Magic 65
* Armor 25
* +34% Lightning Magic Damage
* +15% Melee and Ranged Resistance
* 3% Chance When Hit:Multispark for 135 - 225 Damage
* +3 to Brilliance, Amplified Lightning, and Arcing
Elven Battlemage Cowl, Istauri Hood
* Requires Combat Magic 74
* Armor 73
* +50 Intellligence
* +35 Armor
* +30% Lightning Resistance
* +4 to Brilliance, Amplified Lightning, and Arcing
Bonus for 2 equipped items:
* + 15 Intelligence
* +5% Mana Regeneration
* +3% Damage Added to Mana
* +10% Power Recharge Rate
Bonus for 3 equipped items:
* + 35 Intelligence
* +10% Mana Regeneration
* +4% Damage Added to Mana
* +12% Power Recharge Rate
Bonus for 4 equipped items:
* + 60 Intelligence
* +20% Mana Regeneration
* +5% Damage Added to Mana
* +15% Power Recharge Rate

Teasha's Armament (2 pcs, Crossover Dual Wield)


=================================================
Teasha's Ire, Crossover Katana
* Requires Melee 39
* Damage 25 to 43
* +20 Strength
* +25% Damage
* 10% Chance on Hit:Death Burst for 180 - 305 Damage
* +2 to Critical Strike, Dual Wield, and Alacrity
Teasha's Fury, Crossover Katana
* Requires Melee 39
* Damage 25 to 43
* +20 Strength
* +12 Min Damage
* +20 Max Damage
* 10% Chance on Hit:Lightning Burst for 105 - 315 Damage
Bonus for 2 equipped items:
* Adds 10 to Death Damage
* 8% Health Steal
* +6% Power Recharge Rate
* + 2 to Critical Strike, Dual Wield, and Alacrity

Indomitable Faith (2 pcs, Fist of Stone)


==========================================
Apostle's Hammer, Crossover Hammer
* Requires Melee 36, Nature Magic 28
* Damage 25 to 43
* 7% Mana Steal
* +50 Health
* Restores 10 Mana Per Hit
* +1 to Fist of Stone Skills
Bulwark of Faith, Crossover Shield
* Requires Melee 60, Nature Magic 52, Barricade 1
* Armor 42
* +25 Strength
* +18 Intelligence
* 12% Damage Goes to Mana
* 3% Chance When Hit:Stun Opponent for 2 Seconds
* +3 to Barricade, Toughness, and Reinforced Armor
Bonus for 2 equipped items:
* + 27 Strength
* + 18 Intelligence
* + 1 to Melee Skills
* + 1 to Fist of Stone Skills

Traveller's Trinkets (2 pcs, Crossover Mage)


==============================================
Traveller's Handbook, Crossover Book
* Requires Combat Magic 41 or Nature Magic 41
* +75 Health
* +15% Ice Resistance
* +15% Fire Resistance
* +15% Lightning Resistance
* +15% Death Resistance
Traveller's Medallion, Crossover Amulet
* Requires Character Level 43
* +75 Health
* +15% Ice Resistance
* +15% Fire Resistance
* +15% Lightning Resistance
* +15% Death Resistance
Bonus for 2 equipped items:
* + 90 Health
* +10% Health Regeneration
* +70% Gold Dropped
* +30% Chance to Find Magic Items

====================================
[4.8] Weapon Suffixes and Prefixes
====================================
Dungeon Siege established a treasure system where magic bonuses attached to
items are dependent on the name of the item. DS2 continues this tradition.
Suffixes
+-------------------+--------------------+----------+--------------------+
| SUFFIXES |
|-------------------+--------------------+----------+--------------------|
| Suffix | Bonus | Level | Modifies |
|-------------------+--------------------+----------+--------------------|
| of Hardiness | +1 Strength | Level 2 | weapon, armor, |
| | | | ring, amulet |
|-------------------+--------------------+----------+--------------------|
| of Sturdiness | +3 Strength | Level 10 | '' |
|-------------------+--------------------+----------+--------------------|
| of Vigor | +7 Strength | Level 19 | '' |
|-------------------+--------------------+----------+--------------------|
| of Tenacity | +12 Strength | Level 28 | '' |
|-------------------+--------------------+----------+--------------------|
| of Force | +20 Strength | Level 38 | '' |
|-------------------+--------------------+----------+--------------------|
| of Virulence | +30 Strength | Level 48 | '' |
|-------------------+--------------------+----------+--------------------|
| of Might | +42 Strength | Level 59 | '' |
|-------------------+--------------------+----------+--------------------|
| of Prominence | +56 Strength | Level 70 | '' |
|-------------------+--------------------+----------+--------------------|
| of Colossus | +72 Strength | Level 82 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Swift | +1 Dexterity | Level 1 | weapon, body, |
| | | | helm, gloves, |
| | | | boots, ring, |
| | | | amulet |
|-------------------+--------------------+----------+--------------------|
| of the Spry | +4 Dexterity | Level 9 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Nimble | +9 Dexterity | Level 18 | '' |
|-------------------+--------------------+----------+--------------------|
| of Proficiency | +16 Dexterity | Level 27 | '' |
|-------------------+--------------------+----------+--------------------|
| of Expertise | +27 Dexterity | Level 37 | '' |
|-------------------+--------------------+----------+--------------------|
| of Finesse | +40 Dexterity | Level 47 | '' |
|-------------------+--------------------+----------+--------------------|
| of Deftness | +57 Dexterity | Level 58 | '' |
|-------------------+--------------------+----------+--------------------|
| of Adroitness | +76 Dexterity | Level 69 | '' |
|-------------------+--------------------+----------+--------------------|
| of Effortlessness | +100 Dexterity | Level 81 | '' |
|-------------------+--------------------+----------+--------------------|
| of Awareness | +1 Intelligence | Level 3 | weapon, body, |
| | | | helm, gloves, |
| | | | boots, ring, |
| | | | amulet, spellbook |
|-------------------+--------------------+----------+--------------------|
| of Insight | +3 Intelligence | Level 11 | '' |
|-------------------+--------------------+----------+--------------------|
| of Judgment | +6 Intelligence | Level 20 | '' |
|-------------------+--------------------+----------+--------------------|
| of Foresight | +10 Intelligence | Level 29 | '' |
|-------------------+--------------------+----------+--------------------|
| of Acumen | +16 Intelligence | Level 39 | '' |
|-------------------+--------------------+----------+--------------------|
| of Knowledge | +24 Intelligence | Level 49 | '' |
|-------------------+--------------------+----------+--------------------|
| of Brilliance | +33 Intelligence | Level 60 | '' |
|-------------------+--------------------+----------+--------------------|
| of Enlightenment | +45 Intelligence | Level 71 | '' |
|-------------------+--------------------+----------+--------------------|
| of Omniscience | +60 Intelligence | Level 83 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Rate | +4 Health | Level 1 | armor, ring, |
| | | | amulet, spellbook |
|-------------------+--------------------+----------+--------------------|
| of the Weasel | +9 Health | Level 8 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Fox | +15 Health | Level 13 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Badger | +24 Health | Level 18 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Panther | +36 Health | Level 24 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Ram | +50 Health | Level 30 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Boar | +67 Health | Level 36 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Wolf | +90 Health | Level 43 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Tiger | +116 Health | Level 50 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Horse | +150 Health | Level 58 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Bear | +188 Health | Level 66 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Lion | +237 Health | Level 75 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Toad | +4 Mana | Level 1 | weapon, body, |
| | | | helm, gloves, |
| | | | boots, ring, |
| | | | amulet, spellbook |
|-------------------+--------------------+----------+--------------------|
| of the Hawk | +13 Mana | Level 9 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Lizard | +21 Mana | Level 13 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Eagle | +30 Mana | Level 17 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Serpent | +43 Mana | Level 22 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Falcon | +59 Mana | Level 27 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Raven | +81 Mana | Level 33 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Owl | +107 Mana | Level 39 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Griffon | +136 Mana | Level 45 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Hydra | +175 Mana | Level 52 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Phoenix | +218 Mana | Level 59 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Dragon | +274 Mana | Level 67 | '' |
|-------------------+--------------------+----------+--------------------|
| of Wounding | +1 Max damage | Level 1 | melee weapon |
|-------------------+--------------------+----------+--------------------|
| of Pain | +4 Max damage | Level 11 | '' |
|-------------------+--------------------+----------+--------------------|
| of Torment | +12 Max damage | Level 24 | '' |
|-------------------+--------------------+----------+--------------------|
| of Injury | +25 Max damage | Level 40 | '' |
|-------------------+--------------------+----------+--------------------|
| of Mutilation | +45 Max damage | Level 56 | '' |
|-------------------+--------------------+----------+--------------------|
| of Torture | +72 Max damage | Level 74 | '' |
|-------------------+--------------------+----------+--------------------|
| of Accuracy | +1 Max damage | Level 1 | ranged weapon |
|-------------------+--------------------+----------+--------------------|
| of Focus | +4 Max damage | Level 11 | '' |
|-------------------+--------------------+----------+--------------------|
| of Sighting | +11 Max damage | Level 24 | '' |
|-------------------+--------------------+----------+--------------------|
| of Precision | +25 Max damage | Level 40 | '' |
|-------------------+--------------------+----------+--------------------|
| of Seeking | +44 Max damage | Level 56 | '' |
|-------------------+--------------------+----------+--------------------|
| of Mastery | +72 Max damage | Level 74 | '' |
|-------------------+--------------------+----------+--------------------|
| of Affliction | +3 Min damage | Level 3 | melee weapon |
|-------------------+--------------------+----------+--------------------|
| of Disaster | +4 Min damage | Level 7 | '' |
|-------------------+--------------------+----------+--------------------|
| of Grief | +6 Min damage | Level 13 | '' |
|-------------------+--------------------+----------+--------------------|
| of Misery | +9 Min damage | Level 21 | '' |
|-------------------+--------------------+----------+--------------------|
| of Calamity | +13 Min damage | Level 33 | '' |
|-------------------+--------------------+----------+--------------------|
| of Desolation | +18 Min damage | Level 48 | '' |
|-------------------+--------------------+----------+--------------------|
| of Piercing | +3 Min damage | Level 3 | ranged weapon |
|-------------------+--------------------+----------+--------------------|
| of Driving | +4 Min damage | Level 7 | '' |
|-------------------+--------------------+----------+--------------------|
| of Puncturing | +6 Min damage | Level 13 | '' |
|-------------------+--------------------+----------+--------------------|
| of Boring | +9 Min damage | Level 21 | '' |
|-------------------+--------------------+----------+--------------------|
| of Perforating | +13 Min damage | Level 33 | '' |
|-------------------+--------------------+----------+--------------------|
| of Penetrating | +18 Min damage | Level 48 | '' |
|-------------------+--------------------+----------+--------------------|
| of Reversal | 10% Physical | Level 10 | armor |
| | Damage Reflected | | |
| | to Enemy | | |
|-------------------+--------------------+----------+--------------------|
| of Punishment | 20% Physical | Level 24 | '' |
| | Damage Reflected | | |
| | to Enemy | | |
|-------------------+--------------------+----------+--------------------|
| of Vengeance | 30% Physical | Level 38 | '' |
| | Damage Reflected | | |
| | to Enemy | | |
|-------------------+--------------------+----------+--------------------|
| of Retribution | 40% Physical | Level 52 | '' |
| | Damage Reflected | | |
| | to Enemy | | |
|-------------------+--------------------+----------+--------------------|
| of the Parasite | 3% Health Steal | Level 6 | weapon |
|-------------------+--------------------+----------+--------------------|
| of the Predator | 5% Health Steal | Level 24 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Vampire | 7% Health Steal | Level 42 | '' |
|-------------------+--------------------+----------+--------------------|
| of Blood | 8% Health Steal | Level 60 | '' |
|-------------------+--------------------+----------+--------------------|
| of Consumption | Restores 2 Health | Level 12 | weapon |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Gorging | Restores 6 Health | Level 34 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Feasting | Restores 14 Health | Level 56 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Devouring | Restores 23 Health | Level 78 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of the Phantom | 3% Mana Steal | Level 6 | weapon |
|-------------------+--------------------+----------+--------------------|
| of the Ghost | 5% Mana Steal | Level 24 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Specter | 7% Mana Steal | Level 42 | '' |
|-------------------+--------------------+----------+--------------------|
| of the Wraith | 8% Mana Steal | Level 60 | '' |
|-------------------+--------------------+----------+--------------------|
| of Candlelight | Restores 2 Mana | Level 12 | weapon |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Moonlight | Restores 6 Mana | Level 34 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Daylight | Restores 14 Mana | Level 56 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Starlight | Restores 23 Mana | Level 78 | '' |
| | Per Hit | | |
|-------------------+--------------------+----------+--------------------|
| of Mending | +4% Health | Level 10 | armor, ring, |
| | Regeneration | | amulet (fighter, |
| | | | ranger only) |
|-------------------+--------------------+----------+--------------------|
| of Reconstruction | +6% Health | Level 25 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Suturing | +10% Health | Level 40 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Regeneration | +12% Health | Level 55 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Brightening | +4% Mana | Level 8 | armor, ring, |
| | Regeneration | | amulet, spellbook |
| | | | (mages only) |
|-------------------+--------------------+----------+--------------------|
| of Illumination | +6% Mana | Level 20 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Awakening | +10%% Mana | Level 32 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Visions | +12% Mana | Level 46 | '' |
| | Regeneration | | |
|-------------------+--------------------+----------+--------------------|
| of Repulsion | +5% Chance to | Level 6 | shield |
| | Block Melee Attack | | |
|-------------------+--------------------+----------+--------------------|
| of Prevention | +10% Chance to | Level 22 | '' |
| | Block Melee Attack | | |
|-------------------+--------------------+----------+--------------------|
| of Obstruction | +15% Chance to | Level 38 | '' |
| | Block Melee Attack | | |
|-------------------+--------------------+----------+--------------------|
| of Deflection | +5% Chance to | Level 6 | shield |
| | Block Ranged | | |
| | Attack | | |
|-------------------+--------------------+----------+--------------------|
| of Interception | +12% Chance to | Level 26 | '' |
| | Block Ranged | | |
| | Attack | | |
|-------------------+--------------------+----------+--------------------|
| of Defense | +20% Chance to | Level 46 | '' |
| | Block Ranged | | |
| | Attack | | |
+-------------------+--------------------+----------+--------------------+
+-------------------+---------------------+----------+--------------------+
| PREFIXES |
|-------------------+---------------------+----------+--------------------|
| Prefix | Bonus | Level | Modifies |
|-------------------+---------------------+----------+--------------------|
| Cruel | +10% Damage | Level 2 | melee weapon |
|-------------------+---------------------+----------+--------------------|
| Wicked | +15% Damage | Level 8 | '' |
|-------------------+---------------------+----------+--------------------|
| Callous | +20% Damage | Level 14 | '' |
|-------------------+---------------------+----------+--------------------|
| Heartless | +25% Damage | Level 21 | '' |
|-------------------+---------------------+----------+--------------------|
| Vicious | +32% Damage | Level 28 | '' |
|-------------------+---------------------+----------+--------------------|
| Ruthless | +40% Damage | Level 36 | '' |
|-------------------+---------------------+----------+--------------------|
| Rancorous | +48% Damage | Level 44 | '' |
|-------------------+---------------------+----------+--------------------|
| Excruciating | +56% Damage | Level 53 | '' |
|-------------------+---------------------+----------+--------------------|
| Sharp | +10% Damage | Level 1 | ranged weapon |
|-------------------+---------------------+----------+--------------------|
| Honed | +15% Damage | Level 10 | '' |
|-------------------+---------------------+----------+--------------------|
| Stinging | +20% Damage | Level 16 | '' |
|-------------------+---------------------+----------+--------------------|
| Jagged | +26% Damage | Level 23 | '' |
|-------------------+---------------------+----------+--------------------|
| Fine | +33% Damage | Level 30 | '' |
|-------------------+---------------------+----------+--------------------|
| Serrated | +40% Damage | Level 38 | '' |
|-------------------+---------------------+----------+--------------------|
| Keen | +48% Damage | Level 46 | '' |
|-------------------+---------------------+----------+--------------------|
| Razor | +56% Damage | Level 55 | '' |
|-------------------+---------------------+----------+--------------------|
| Feral | +4% Nature Magic | Level 3 | mage weapon |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Savage | +8% Nature Magic | Level 8 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Wild | +10% Nature Magic | Level 13 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Ferocious | +12% Nature Magic | Level 19 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Bestial | +15% Nature Magic | Level 25 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Rabid | +18% Nature Magic | Level 34 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Overgrown | +22% Nature Magic | Level 43 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Arboreal | +25% Nature Magic | Level 52 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Destructive | +4% Combat Magic | Level 2 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Eradicating | +8% Combat Magic | Level 9 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Ruinous | +12% Combat Magic | Level 17 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Devastating | +15% Combat Magic | Level 27 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Annihilating | +20% Combat Magic | Level 37 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Demolishing | +24% Combat Magic | Level 48 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Obliterating | +28% Combat Magic | Level 59 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Tragic | +32% Combat Magic | Level 72 | '' |
| | damage | | |
|-------------------+---------------------+----------+--------------------|
| Chilling | Adds 3 to 4 Ice | Level 18 | melee weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Shivering | Adds 5 to 8 Ice | Level 27 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Frigid | Adds 8 to 14 Ice | Level 37 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Arctic | Adds 13 to 22 Ice | Level 49 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Glacial | Adds 19 to 32 Ice | Level 61 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Boreal | Adds 27 to 45 Ice | Level 74 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Frosted | Adds 3 to 4 Ice | Level 18 | ranged weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Snowy | Adds 5 to 8 Ice | Level 27 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Icy | Adds 8 to 14 Ice | Level 37 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Frozen | Adds 13 to 22 Ice | Level 49 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Wintery | Adds 19 to 32 Ice | Level 61 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Polar | Adds 27 to 45 Ice | Level 74 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Scorching | Adds 2 to 4 Fire | Level 15 | melee weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Burning | Adds 4 to 6 Fire | Level 25 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Searing | Adds 10 to 12 Fire | Level 37 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Flaming | Adds 16 to 20 Fire | Level 50 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Blistering | Adds 25 to 30 Fire | Level 64 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Cremating | Adds 36 to 46 Fire | Level 80 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Heated | Adds 3 to 3 Fire | Level 15 | ranged weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Smoking | Adds 4 to 6 Fire | Level 25 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Cauterizing | Adds 10 to 12 Fire | Level 37 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Igneous | Adds 16 to 20 Fire | Level 50 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Carbonizing | Adds 25 to 30 Fire | Level 64 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Incinerating | Adds 36 to 46 Fire | Level 80 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Jolting | Adds 2 to 5 | Level 18 | melee weapon |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Electrified | Adds 4 to 12 | Level 29 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Charged | Adds 6 to 20 | Level 37 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Shocking | Adds 12 to 32 | Level 42 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Thundering | Adds 16 to 50 | Level 70 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Storming | Adds 24 to 70 | Level 85 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Glimmering | Adds 2 to 5 | Level 18 | ranged weapon |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Glowing | Adds 4 to 12 | Level 29 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Radiating | Adds 6 to 20 | Level 37 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Dazzling | Adds 12 to 32 | Level 42 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Suffused | Adds 16 to 50 | Level 70 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Incandescent | Adds 24 to 70 | Level 85 | '' |
| | Lightning Damage | | |
|-------------------+---------------------+----------+--------------------|
| Grim | Adds 4 to 6 Death | Level 22 | melee weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Corrupt | Adds 6 to 12 Death | Level 32 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Vile | Adds 10 to 18 Death | Level 42 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Gruesom | Adds 16 to 28 Death | Level 55 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Depraved | Adds 24 to 40 Death | Level 70 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Necromantic | Adds 35 to 58 Death | Level 85 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Somber | Adds 4 to 6 Death | Level 22 | ranged weapon |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Dispiriting | Adds 6 to 12 Death | Level 32 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Mournful | Adds 10 to 18 Death | Level 42 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Desolate | Adds 16 to 28 Death | Level 55 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Caliginous | Adds 24 to 40 Death | Level 70 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Stygian | Adds 35 to 58 Death | Level 85 | '' |
| | Damage | | |
|-------------------+---------------------+----------+--------------------|
| Stout | +2 Armor | Level 1 | armor, ring, |
| | | | amulet |
|-------------------+---------------------+----------+--------------------|
| Repellant | +4 Armor | Level 6 | '' |
|-------------------+---------------------+----------+--------------------|
| Stable | +6 Armor | Level 12 | '' |
|-------------------+---------------------+----------+--------------------|
| Enforced | +8 Armor | Level 18 | '' |
|-------------------+---------------------+----------+--------------------|
| Tough | +10 Armor | Level 25 | '' |
|-------------------+---------------------+----------+--------------------|
| Hardened | +15 Armor | Level 32 | '' |
|-------------------+---------------------+----------+--------------------|
| Durable | +22 Armor | Level 40 | '' |
|-------------------+---------------------+----------+--------------------|
| Rugged | +30 Armor | Level 48 | '' |
|-------------------+---------------------+----------+--------------------|
| Fortified | +40 Armor | Level 57 | '' |
|-------------------+---------------------+----------+--------------------|
| Impenetrable | +52 Armor | Level 66 | '' |
|-------------------+---------------------+----------+--------------------|
| Masterwork | +68 Armor | Level 76 | '' |
|-------------------+---------------------+----------+--------------------|
| Adamantine | +85 Armor | Level 86 | '' |
|-------------------+---------------------+----------+--------------------|
| Steadfast | +26% Armor | Level 4 | armor |
|-------------------+---------------------+----------+--------------------|
| Vigilant | +40% Armor | Level 12 | '' |
|-------------------+---------------------+----------+--------------------|
| Resolute | +52% Armor | Level 20 | '' |
|-------------------+---------------------+----------+--------------------|
| Persistent | +65% Armor | Level 28 | '' |
|-------------------+---------------------+----------+--------------------|
| Unremitting | +78% Armor | Level 36 | '' |
|-------------------+---------------------+----------+--------------------|
| Relentless | +90% Armor | Level 44 | '' |
|-------------------+---------------------+----------+--------------------|
| Abiding | +100% Armor | Level 52 | '' |
|-------------------+---------------------+----------+--------------------|
| Eternal | +115% Armor | Level 60 | '' |
|-------------------+---------------------+----------+--------------------|
| Twilight | +5% Magic Damage | Level 9 | amulet, spellbook |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Dusk | +8% Magic Damage | Level 21 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Midnight | +12% Magic Damage | Level 33 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Dawn | +15% Magic Damage | Level 45 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Azure | +10% Ice Resistance | Level 6 | armor, ring, |
| | | | amulet, spellbook |
|-------------------+---------------------+----------+--------------------|
| Beryl | +14% Ice Resistance | Level 17 | '' |
|-------------------+---------------------+----------+--------------------|
| Blue | +18% Ice Resistance | Level 28 | '' |
|-------------------+---------------------+----------+--------------------|
| Cerulean | +22% Ice Resistance | Level 39 | '' |
|-------------------+---------------------+----------+--------------------|
| Sapphire | +25% Ice Resistance | Level 50 | '' |
|-------------------+---------------------+----------+--------------------|
| Crimson | +10% Fire | Level 6 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Scarlet | +14% Fire | Level 17 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Red | +18% Fire | Level 28 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Bloodshot | +22% Fire | Level 39 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Ruby | +25% Fire | Level 50 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Pale | +10% Lightning | Level 6 | armor, ring, |
| | Resistance | | amulet, spellbook |
|-------------------+---------------------+----------+--------------------|
| Ivory | +14% Lightning | Level 17 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| White | +18% Lightning | Level 28 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Crystalline | +22% Lightning | Level 39 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Pearl | +25% Lightning | Level 50 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Indigo | +10% Death | Level 7 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Lavender | +14% Death | Level 19 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Purple | +18% Death | Level 31 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Violet | +22% Death | Level 43 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Amethyst | +25% Death | Level 56 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Noble | +3% Melee & Ranged | Level 15 | shield, amulet |
| | Resistance | | (fighter only) |
|-------------------+---------------------+----------+--------------------|
| Regal | +5% Melee & Ranged | Level 26 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Imperial | +7% Melee & Ranged | Level 37 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Sovereign | +10% Melee & Ranged | Level 48 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Formidable | +5% Melee | Level 11 | armor |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Imposing | +7% Melee | Level 22 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Daunting | +9% Melee | Level 33 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Intimidating | +11% Melee | Level 44 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Fearsome | +14% Melee | Level 55 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Disorienting | +8% Ranged | Level 11 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Obscuring | +12% Ranged | Level 22 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Blurring | +15% Ranged | Level 33 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Confounding | +18% Ranged | Level 44 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Displacing | +20% Ranged | Level 55 | '' |
| | Resistance | | |
|-------------------+---------------------+----------+--------------------|
| Rousing | +5% Power Recharge | Level 20 | melee, ranged, |
| | Rate | | amulet |
|-------------------+---------------------+----------+--------------------|
| Energizing | +7% Power Recharge | Level 32 | '' |
| | Rate | | |
|-------------------+---------------------+----------+--------------------|
| Invigorating | +10% Power Recharge | Level 50 | '' |
| | Rate | | |
|-------------------+---------------------+----------+--------------------|
| Warrior's | +1 to Melee Skills | Level 40 | melee, amulet |
| | | | (fighter only) |
|-------------------+---------------------+----------+--------------------|
| Champion's | +2 to Melee Skills | Level 65 | '' |
|-------------------+---------------------+----------+--------------------|
| Adventurer's | +1 to Ranged Skills | Level 40 | ranged, amulet |
| | | | (ranger only) |
|-------------------+---------------------+----------+--------------------|
| Ranger's | +2 to Ranged Skills | Level 65 | '' |
|-------------------+---------------------+----------+--------------------|
| Watcher's | +1 to Nature Magic | Level 40 | melee, amulet, |
| | Skills | | spellbook (mage |
| | | | only) |
|-------------------+---------------------+----------+--------------------|
| Druid's | +2 to Nature Magic | Level 65 | '' |
| | Skills | | |
|-------------------+---------------------+----------+--------------------|
| Ravager's | +1 to Combat Magic | Level 40 | melee, amulet, |
| | Skills | | spellbook (mage |
| | | | only) |
|-------------------+---------------------+----------+--------------------|
| Apocalyptic | +2 to Combat Magic | Level 65 | '' |
| | Skills | | |
|-------------------+---------------------+----------+--------------------|
| Knight's | +2 to Barricade, | Level 30 | melee, amulet |
| | Toughness, and | | (fighter only) |
| | Reinforced Armor | | |
|-------------------+---------------------+----------+--------------------|
| Templar's | +3 to Barricade, | Level 55 | '' |
| | Toughness, and | | |
| | Reinforced Armor | | |
|-------------------+---------------------+----------+--------------------|
| Paladin's | +4 to Barricade, | Level 80 | '' |
| | Toughness, and | | |
| | Reinforced Armor | | |
|-------------------+---------------------+----------+--------------------|
| Brawler's | +2 to Fortitude, | Level 30 | '' |
| | Overbear, and Smite | | |
|-------------------+---------------------+----------+--------------------|
| Barbarian's | +3 to Fortitude, | Level 55 | '' |
| | Overbear, and Smite | | |
|-------------------+---------------------+----------+--------------------|
| Berserker's | +4 to Fortitude, | Level 80 | '' |
| | Overbear, and Smite | | |
|-------------------+---------------------+----------+--------------------|
| Duelist's | +2 to Critical | Level 30 | '' |
| | Strike, Dual Wield, | | |
| | and Alacrity | | |
|-------------------+---------------------+----------+--------------------|
| Slayer's | +3 to Critical | Level 55 | '' |
| | Strike, Dual Wield, | | |
| | and Alacrity | | |
|-------------------+---------------------+----------+--------------------|
| Hurricane's | +4 to Critical | Level 80 | '' |
| | Strike, Dual Wield, | | |
| | and Alacrity | | |
|-------------------+---------------------+----------+--------------------|
| Wanderer's | +2 to Critical | Level 30 | ranged, amulet |
| | Shot, Dodge, and | | (ranger only) |
| | Survival | | |
|-------------------+---------------------+----------+--------------------|
| Nomad's | +3 to Critical | Level 55 | '' |
| | Shot, Dodge, and | | |
| | Survival | | |
|-------------------+---------------------+----------+--------------------|
| Vagabond's | +4 to Critical | Level 80 | '' |
| | Shot, Dodge, and | | |
| | Survival | | |
|-------------------+---------------------+----------+--------------------|
| Archer's | +2 to Biting Arrow, | Level 30 | '' |
| | Far Shot, and | | |
| | Shockwave | | |
|-------------------+---------------------+----------+--------------------|
| Marksman's | +3 to Biting Arrow, | Level 55 | '' |
| | Far Shot, and | | |
| | Shockwave | | |
|-------------------+---------------------+----------+--------------------|
| Sniper's | +4 to Biting Arrow, | Level 80 | '' |
| | Far Shot, and | | |
| | Shockwave | | |
|-------------------+---------------------+----------+--------------------|
| Assassin's | +2 to Quick Draw, | Level 30 | '' |
| | Bleed, Penetrate | | |
|-------------------+---------------------+----------+--------------------|
| Tempest's | +3 to Quick Draw, | Level 55 | '' |
| | Bleed, Penetrate | | |
|-------------------+---------------------+----------+--------------------|
| Fusillier's | +4 to Quick Draw, | Level 80 | '' |
| | Bleed, Penetrate | | |
|-------------------+---------------------+----------+--------------------|
| Caller's | +2 to Summon | Level 30 | melee, amulet, |
| | Fortitude, Summon | | spellbook (mage |
| | Might, Summon Bond | | only) |
|-------------------+---------------------+----------+--------------------|
| Summoner's | +3 to Summon | Level 55 | '' |
| | Fortitude, Summon | | |
| | Might, Summon Bond | | |
|-------------------+---------------------+----------+--------------------|
| Beastwalker's | +4 to Summon | Level 80 | '' |
| | Fortitude, Summon | | |
| | Might, Summon Bond | | |
|-------------------+---------------------+----------+--------------------|
| Rime | +2 to Aquatic | Level 30 | '' |
| | Affinity, Arctic | | |
| | Mastery, Freezing | | |
|-------------------+---------------------+----------+--------------------|
| Winter | +3 to Aquatic | Level 55 | '' |
| | Affinity, Arctic | | |
| | Mastery, Freezing | | |
|-------------------+---------------------+----------+--------------------|
| Aquamancer's | +4 to Aquatic | Level 80 | '' |
| | Affinity, Arctic | | |
| | Mastery, Freezing | | |
|-------------------+---------------------+----------+--------------------|
| Advocate's | +2 to Nurturing | Level 30 | '' |
| | Gift, Enveloping | | |
| | Embrace, Feral | | |
| | Wrath | | |
|-------------------+---------------------+----------+--------------------|
| Protector's | +3 to Nurturing | Level 55 | '' |
| | Gift, Enveloping | | |
| | Embrace, Feral | | |
| | Wrath | | |
|-------------------+---------------------+----------+--------------------|
| Warden's | +4 to Nurturing | Level 80 | '' |
| | Gift, Enveloping | | |
| | Embrace, Feral | | |
| | Wrath | | |
|-------------------+---------------------+----------+--------------------|
| Vanquisher's | +2 to Debilitation, | Level 30 | melee, amulet, |
| | Grim Necromancy, | | spellbook (mage |
| | Vampirism | | only) |
|-------------------+---------------------+----------+--------------------|
| Necromancer's | +3 to Debilitation, | Level 55 | '' |
| | Grim Necromancy, | | |
| | Vampirism | | |
|-------------------+---------------------+----------+--------------------|
| Blightwalker's | +4 to Debilitation, | Level 80 | '' |
| | Grim Necromancy, | | |
| | Vampirism | | |
|-------------------+---------------------+----------+--------------------|
| Luminous | +2 to Brilliance, | Level 30 | '' |
| | Amplified | | |
| | Lightning, Arcing | | |
|-------------------+---------------------+----------+--------------------|
| Blinding | +3 to Brilliance, | Level 55 | '' |
| | Amplified | | |
| | Lightning, Arcing | | |
|-------------------+---------------------+----------+--------------------|
| Shining | +4 to Brilliance, | Level 80 | '' |
| | Amplified | | |
| | Lightning, Arcing | | |
|-------------------+---------------------+----------+--------------------|
| Blazing | +2 to Devastation. | Level 30 | '' |
| | Searing Flames, | | |
| | Ignite | | |
|-------------------+---------------------+----------+--------------------|
| Incendiary | +3 to Devastation. | Level 55 | '' |
| | Searing Flames, | | |
| | Ignite | | |
|-------------------+---------------------+----------+--------------------|
| Pyromancer's | +4 to Devastation. | Level 80 | '' |
| | Searing Flames, | | |
| | Ignite | | |
|-------------------+---------------------+----------+--------------------|
| Fortunate | +4% Chance to Find | Level 20 | ring, amulet, |
| | Magic Items | | spellbook |
|-------------------+---------------------+----------+--------------------|
| Charmed | +8% Chance to Find | Level 30 | '' |
| | Magic Items | | |
|-------------------+---------------------+----------+--------------------|
| Lucky | +16% Chance to Find | Level 40 | '' |
| | Magic Items | | |
|-------------------+---------------------+----------+--------------------|
| Fated | +25% Chance to Find | Level 50 | '' |
| | Magic Items | | |
|-------------------+---------------------+----------+--------------------|
| Serendipitous | +45% Chance to Find | Level 60 | '' |
| | Magic Items | | |
|-------------------+---------------------+----------+--------------------|
| Glittering | +5% Gold Dropped | Level 20 | melee, ranged, |
| | | | ring, amulet, |
| | | | spellbook |
|-------------------+---------------------+----------+--------------------|
| Wealthy | +15% Gold Dropped | Level 25 | '' |
|-------------------+---------------------+----------+--------------------|
| Opulent | +40% Gold Dropped | Level 35 | '' |
|-------------------+---------------------+----------+--------------------|
| Affluent | +70% Gold Dropped | Level 45 | '' |
+-------------------+---------------------+----------+--------------------+

__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [5] CHARACTERS )
\__ \___________________________________________________ /
|,-'

=======================
[5.1] Character Races
=======================
The whole concept of races in DS2 is badly broken. The differences are
stastically irrelevant by about level 10, which means 25% of the way into
Merc level of DS2, all races are equivalent in all classes. Thus, the only
reason to choose a race is because you like the way the race looks.
Human
=======
Available genders: male or female
Two unspent skill points
+2 Strength
+1 Dexterity
+1 Intelligence
+10% chance to find magic items
The bonus to magic find is a big boost early in the game, as are the two
unspent skill points, which allow you to get a head start regardless of your
class. The stat bonuses, though, are pretty insignificant.

Elf
=====
Available genders: male or female
One point in Critical Strike
One point in Brilliance
+1 Dexterity
+3 Intelligence
+5% Mana recovery
Elves are intended to be combat mages; though, they also get a small head
start in melee. Overall, their bonuses help low-level mages more than
anything.

Half-Giant
============
Available genders: male
Two points in Fortitude
+6 Strength
-2 Dexterity
+5% Health regeneration
The quintessential fighter, half-giants are very good at melee early in the
game. Later on, their bonuses are statistically minor, so take your big guy
in any direction you like.
Dryad
=======
Available genders: female
One point in Natural Bond
One point in Dodge
-2 Strength
+4 Dexterity
+2 Intelligence
+10% Death Magic resistance
Dryads are largely geard toward ranged skills early in the game, with a small
boost toward nature magic thrown in. The death magic reistance is a big help
early on, though it will soon be overshadowed by all the equipment you'll be
wearing.

Dwarf
=======
Available genders: male
One point in Critical Strike
One point in Survival
One point in Chant of Stone
+3 Strength
+1 Intelligence
Your little hairy friend is on the fast track toward being a Fist of Stone
(combo fighter/nature mage). He gets three starting skill points instead of
two, which really doesn't make that big a difference.

================================
[5.2] Classes, Skills & Powers
================================
There are six primary classes in DS2:
* Melee Combat (Fighter)
* Ranged Combat (Ranger)
* Combat Mage
* Nature Mage
* Blood Assassin (ranged + combat magic)
* Fist of Stone (melee + nature magic)
For each class there is a related ability score:
* Strength for melee
* Dexterity for ranged
* Intelligence for magic
When you use a particular type of attack, your level in that class increases
as does the related stat. Thus, if you spend a lot of time shooting a bow,
your ranger class level and dexterity will both increase rapidly. Non-related
ability scores will also increase, but much more slowly than the related
ability. Other classes will not increase at all unless you switch to that
class' type of attack.
For the two "multi-class" characters--Blood Assassin and Fist of Stone--there
are spells that allow you to earn experience in both classes at the same
time. These weapon enchant spells are cast on your weapon (ranged weapon for
Blood Assassins and melee weapon for Fists of Stone) and either buff your
character or curse enemies. While the weapon enchant spell is active, 70% of
all earned experience goes to the primary class (ranged or melee) and 30% to
the secondary class (combat or nature magic). Weapon enchant spells can be
autocast, and you can have one weapon enchant spell active at the same time
as two nature magic Embrace or Wrath spells.
You can see your class levels, your progress toward your next level, your
ability scores and your progress to an ability score increase on the
Inventory tab of your Character Window.
For each character, there is also a character level. Your character level
increases as you gain experience from killing monsters. It is not directly
related to your class levels. Each time your character level increases, you
gain 1 skill point to spend on the skills shown on the Specialties tab of the
Character Window. You can see your current character level and your progress
toward your next level on the Character Window. You can also see your
character level progress bar next to your character portrait.
Each class has skill paths that can increase the power of the character with
specific types of attacks. For example, combat mages can focus skill points
in fire, lightning or death magic. The types of skills you buy determine the
types of hero powers you receive.
Power Recharge Rate Key:
Very Fast -> 12 seconds of combat
Fast -> 21 seconds of combat
Normal -> 35 seconds of combat
Slow -> 60 seconds of combat

[5.2.1] Fighter
=================
Skill Paths:
* Weapon + Shield
* Two-handed Weapon
* Dual Wield (two one-handed weapons)
The weapon + shield fighter is your basic tank that sacrifices damage
potential for extra defense. A common use for such a warrior is to send him
into the middle of a mob and use his Provoke power to cause the monsters to
focus their attacks on him. While he's standing there taking the hits--which
aren't doing much damage because of his extra armor rating--rangers and
casters can stand around picking off the mobs.
Both two-handed weapon and dual wielding fighters are damage-dealers that
can't take quite as much punishment as a weapon + shield tank. The primary
difference between the two--other than style--is two-handed weapon fighters
have powers focused on stunning enemies, while dual-wielding skills and
powers are focused on increasing the number of attacks. Also, a two-handed
weapon wielder will get more mileage from front-loaded powers, such as brutal
attack.
If you want to concentrate on melee and use your casters mainly for support
(combat mage for curses, nature mage for healing/buffs), then a dual-wielder
or two-handed weapon user is your best bet. Overall, the dual wielder will
give you more bang for your buck, but complementing him with a two-hander
would make for devastating melee attacks.
If, on the other hand, you want to concentrate on your casters or ranger,
leaving your tank as a basic meat shield, then you need to invest in the
weapon + shield skill line and powers to help keep the mobs off your back.
The defensive tank works better as a non-active character sent into the midst
of mobs and forgotten while you micromanage your combat mage or ranger (or
both). Your healer will help keep the tank alive--assuming he's ever really
in danger with his ridiculously high armor ratings.
A fighter would do well to take a level of ranger early on, to pick up the
Dodge skill and add to it--especially if she's not going to be using a
shield. Five levels of ranger would allow your fighter to level up the
Survival skill, which not only provides good elemental resistance, but will
also let your tank harvest health bushes, so you can do without a ranger.
FIGHTER SKILL TREE
Level 1 Level 5 Level 12 Level 24 Level 36
Barricade-------------------Reinforced-------Rebuke
/ Armor
/
Fortitude------------------Toughness
\
\
Overbear--------------------Smite
/
/
Critical--------------------------------------------------Deadly
Strike \ Strike
\
Dual----------Alacrity------Fierce
Wield Renewal

FIGHTER SKILL TABLES


FORTITUDE: "Ancient Half-Giant warriors developed grueling training regimens
to toughen their bodies, allowing them to withstand an unnatural amount of
punishment."
* Requires Melee level 1
* Increases maximum health
Percentage Increase in Max Health
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 4 | 7 | 17 | 13 | 23 | 19 | 29 | 25 | 32.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 7 | 8 | 18 | 14 | 24 | 20 | 30 | 26 | 33 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 10 | 9 | 19 | 15 | 25 | 21 | 30.5 | 27 | 33.25|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 12 | 10 | 20 | 16 | 26 | 22 | 31 | 28 | 33.5 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 14 | 11 | 21 | 17 | 27 | 23 | 31.5 | 29 | 33.75|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 16 | 12 | 22 | 18 | 28 | 24 | 32 | 30 | 34 |
|---------------------------------------------------------------------|

CRITICAL STRIKE: "Using techniques developed by Elven masters, skillful


warriors can occasionally slip their weapons through weaknesses in their
enemies' defenses, dealing double damage with a single attack."
* Requires Melee level 1
* Provides Chance of a Critical Hit
* Critical hits do 200% damage unless modified by Deadly Strike
Percentage Chance of Critical Hit
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 6 | 7 | 27 | 13 | 39 | 19 | 47 | 25 | 52.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 11 | 8 | 29.5 | 14 | 40.5 | 20 | 48 | 26 | 53 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 15 | 9 | 32 | 15 | 42 | 21 | 49 | 27 | 53.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 18.5 | 10 | 34 | 16 | 43.5 | 22 | 50 | 28 | 54 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 21.5 | 11 | 36 | 17 | 45 | 23 | 51 | 29 | 54.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 24.5 | 12 | 37.5 | 18 | 46 | 24 | 52 | 30 | 55 |
|---------------------------------------------------------------------|

BARRICADE: "The training of Snowbrook Haven elite knights teaches them to


wield their shields with unparalleled strength and tenacity. Phalanxes of
knights can turn away nearly any attack."
* Requires Fortitude level 1
* Requires Melee level 5
* Character can equip shields
* Increases shield defense
* Increases chance to block melee and ranged attacks
Percentage Increase in Shield Armor
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 10 | 7 | 44 | 13 | 65 | 19 | 79 | 25 | 87 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 18 | 8 | 48 | 14 | 68 | 20 | 81 | 26 | 88 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 24 | 9 | 52 | 15 | 71 | 21 | 83 | 27 | 89 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 30 | 10 | 56 | 16 | 73 | 22 | 84 | 28 | 90 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 35 | 11 | 59 | 17 | 75 | 23 | 85 | 29 | 91 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 40 | 12 | 62 | 18 | 77 | 24 | 86 | 30 | 92 |
|---------------------------------------------------------------------|
Percentage Increase in Chance to Block Melee Attack
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 2 | 7 | 11 | 13 | 16 | 19 | 18.6 | 25 | 20.8 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 4 | 8 | 12 | 14 | 16.5 | 20 | 19 | 26 | 21.1 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 6 | 9 | 13 | 15 | 17 | 21 | 19.4 | 27 | 21.4 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 8 | 10 | 14 | 16 | 17.4 | 22 | 19.8 | 28 | 21.6 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 9 | 11 | 15 | 17 | 17.8 | 23 | 20.2 | 29 | 21.8 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 10 | 12 | 15.5 | 18 | 18.2 | 24 | 20.5 | 30 | 22 |
|---------------------------------------------------------------------|
Percentage Increase in Chance to Block Ranged Attack
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 2 | 7 | 11 | 13 | 16 | 19 | 18.6 | 25 | 20.8 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 4 | 8 | 12 | 14 | 16.5 | 20 | 19 | 26 | 21.1 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 6 | 9 | 13 | 15 | 17 | 21 | 19.4 | 27 | 21.4 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 8 | 10 | 14 | 16 | 17.4 | 22 | 19.8 | 28 | 21.6 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 9 | 11 | 15 | 17 | 17.8 | 23 | 20.2 | 29 | 21.8 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 10 | 12 | 15.5 | 18 | 18.2 | 24 | 20.5 | 30 | 22 |
|---------------------------------------------------------------------|

OVERBEAR: "Warriors who have mastered this skill can channel all their rage
and anger into their attacks, adding huge power to every devastating two-
handed blow."
* Requires Critical Strike level 1
* Requires Melee level 5
* Character can equip two-handed melee weapons
* Increases two-handed melee weapon damage
Percentage Increase in 2h Weapon Damage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 7 | 7 | 28 | 13 | 41 | 19 | 49 | 25 | 53.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 12 | 8 | 30.5 | 14 | 42.5 | 20 | 50 | 26 | 54 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 16 | 9 | 33 | 15 | 44 | 21 | 51 | 27 | 54.3 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 19.5 | 10 | 35 | 16 | 45.5 | 22 | 52 | 28 | 54.6 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 22.5 | 11 | 37 | 17 | 47 | 23 | 52.5 | 29 | 54.8 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 25.5 | 12 | 39 | 18 | 48 | 24 | 53 | 30 | 55 |
|---------------------------------------------------------------------|

DUAL WIELD: "Elven warriors have long known techniques for wielding melee
weapons in both hands. They require strength, coordination, and a reckless
mindset willing to sacrifice defense for an extra blade."
* Requires Critical Strike level 1
* Requires Melee level 5
* Character can equip one-handed melee weapons in both hands
* Increases dual-wield weapon damage
Percentage Increase in Dual Wield Damage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 7 | 7 | 38 | 13 | 58 | 19 | 69 | 25 | 75 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 13 | 8 | 42 | 14 | 60 | 20 | 70 | 26 | 76 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 19 | 9 | 46 | 15 | 62 | 21 | 71 | 27 | 76.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 24 | 10 | 49 | 16 | 64 | 22 | 72 | 28 | 77 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 29 | 11 | 52 | 17 | 66 | 23 | 73 | 29 | 77.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 34 | 12 | 55 | 18 | 68 | 24 | 74 | 30 | 78 |
|---------------------------------------------------------------------|

TOUGHNESS: "Tales tell of a Half-Giant wanderer who could survive in any


climate and shrug off many attacks entirely. He taught his secrets to those
he met on his journeys, and they live on long after he has disappeared."
* Requires Fortitude level 1
* Requires Melee level 12
* Increases physical damage resistance
Percentage Increase in Physical Damage Resistance
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 2 | 7 | 11 | 13 | 16.25| 19 | 19.5 | 25 | 21.3 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 4 | 8 | 12 | 14 | 17 | 20 | 20 | 26 | 21.5 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 6 | 9 | 13 | 15 | 17.5 | 21 | 20.5 | 27 | 21.7 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 7.5 | 10 | 14 | 16 | 18 | 22 | 20.7 | 28 | 21.8 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 9 | 11 | 14.75| 17 | 18.5 | 23 | 20.9 | 29 | 21.9 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 10 | 12 | 15.5 | 18 | 19 | 24 | 21.1 | 30 | 22 |
|---------------------------------------------------------------------|

ALACRITY: "Gifted Elven Blademasters can harness the wind itself to hasten
their attacks. Masters of this skill appear to be no more than a blur as they
cut through their opponents."
* Requires Dual Wield level 1
* Requires Melee level 12
* Increases melee weapon attack speed
Percentage Increase in Melee Attack Speed
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 11 | 13 | 16.75| 19 | 20.5 | 25 | 23.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 5 | 8 | 12 | 14 | 17.5 | 20 | 21 | 26 | 24 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 7 | 9 | 13 | 15 | 18.25| 21 | 21.5 | 27 | 24.25|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 8 | 10 | 14 | 16 | 19 | 22 | 22 | 28 | 24.5 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 9 | 11 | 15 | 17 | 19.5 | 23 | 22.5 | 29 | 24.75|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 10 | 12 | 16 | 18 | 20 | 24 | 23 | 30 | 25 |
|---------------------------------------------------------------------|

REINFORCED ARMOR: "The soldiers of Windstone Fortress learned to modify their


armor to enhance its effectiveness and often emerged unscathed from even the
most catastrophic battles."
* Requires Barricade level 1
* Requires Melee level 24
* Increases armor rating
Percentage Increase in Armor
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 13 | 13 | 18.5 | 19 | 21.5 | 25 | 24.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 5 | 8 | 14 | 14 | 19 | 20 | 22 | 26 | 24.8 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 7 | 9 | 15 | 15 | 19.5 | 21 | 22.5 | 27 | 25.1 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 9 | 10 | 16 | 16 | 20 | 22 | 23 | 28 | 25.4 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 11 | 11 | 17 | 17 | 20.5 | 23 | 23.5 | 29 | 25.7 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 12 | 12 | 18 | 18 | 21 | 24 | 24 | 30 | 26 |
|---------------------------------------------------------------------|

SMITE: "In the days after the cataclysm, a roaming band of barbarians used
focused attacks from two-handed weapons to stun prey. Would-be thieves
discovered they were equally effective on human opponents."
* Requires Overbear level 1
* Requires Toughness level 1
* Requires Melee level 24
* Can only be used with a two-handed melee weapon
* Gives chance to stun target
Percentage Chance to Stun with 2h Weapon Attack
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 5 | 7 | 28 | 13 | 42 | 19 | 49 | 25 | 53.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 10 | 8 | 31 | 14 | 44 | 20 | 50 | 26 | 54 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 14 | 9 | 34 | 15 | 45 | 21 | 51 | 27 | 54.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 18 | 10 | 36 | 16 | 46 | 22 | 52 | 28 | 55 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 22 | 11 | 38 | 17 | 47 | 23 | 52.5 | 29 | 55.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 25 | 12 | 40 | 18 | 48 | 24 | 53 | 30 | 56 |
|---------------------------------------------------------------------|
Stun Duration in Seconds
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 1 | 7 | 1.25 | 13 | 1.5 | 19 | 1.75 | 25 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 1 | 8 | 1.25 | 14 | 1.5 | 20 | 1.75 | 26 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 1 | 9 | 1.25 | 15 | 1.5 | 21 | 1.75 | 27 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 1 | 10 | 1.25 | 16 | 1.75 | 22 | 1.75 | 28 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 1 | 11 | 1.5 | 17 | 1.75 | 23 | 1.75 | 29 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 1.25 | 12 | 1.5 | 18 | 1.75 | 24 | 1.75 | 30 | 2 |
|---------------------------------------------------------------------|

FIERCE RENEWAL: "Berserkers are always on the verge of flying into a blinding
rage. They do not see this as a liability, but use their anger to recover
from their most powerful attacks more quickly than normal."
* Requires Alacrity level 1
* Requires Melee level 24
* Increases recovery rate of melee powers
Percentage Increase in Melee Power Recovery Rate
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 12 | 13 | 17.5 | 19 | 20.5 | 25 | 23.3 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 5 | 8 | 13 | 14 | 18 | 20 | 21 | 26 | 23.7 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 6.5 | 9 | 14 | 15 | 18.5 | 21 | 21.5 | 27 | 24.1 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 8 | 10 | 15 | 16 | 19 | 22 | 22 | 28 | 24.4 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 9.5 | 11 | 16 | 17 | 19.5 | 23 | 22.5 | 29 | 24.7 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 11 | 12 | 17 | 18 | 20 | 24 | 22.9 | 30 | 25 |
|---------------------------------------------------------------------|

REBUKE: "The final stage in the training of Snowbrook Haven elite soldiers is
learning to use their shield as a weapon, striking back at those whose
attacks they block and knocking them senseless."
* Requires Reinforced Armor level 1
* Requires Melee level 36
* Rebukes opponent (causes damage and stuns target) when character blocks a
melee attack
Rebuke Damage Multiplied by Melee Level
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 0.3 | 7 | 1.5 | 13 | 2.06 | 19 | 2.44 | 25 | 2.8 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 0.6 | 8 | 1.6 | 14 | 2.14 | 20 | 2.5 | 26 | 2.84 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 0.8 | 9 | 1.7 | 15 | 2.2 | 21 | 2.56 | 27 | 2.88 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 1 | 10 | 1.8 | 16 | 2.26 | 22 | 2.62 | 28 | 2.92 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 1.2 | 11 | 1.9 | 17 | 2.32 | 23 | 2.68 | 29 | 2.96 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 1.35 | 12 | 1.98 | 18 | 2.38 | 24 | 2.74 | 30 | 3 |
|---------------------------------------------------------------------|
Rebuke Stun Time in Seconds
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 1 | 7 | 1.25 | 13 | 1.5 | 19 | 1.75 | 25 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 1 | 8 | 1.25 | 14 | 1.5 | 20 | 2 | 26 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 1 | 9 | 1.25 | 15 | 1.5 | 21 | 2 | 27 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 1 | 10 | 1.25 | 16 | 1.75 | 22 | 2 | 28 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 1 | 11 | 1.5 | 17 | 1.75 | 23 | 2 | 29 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 1.25 | 12 | 1.5 | 18 | 1.75 | 24 | 2 | 30 | 2 |
|---------------------------------------------------------------------|

DEADLY STRIKE: "Expert warriors learn to take every opportunity they can, as
each could be their last. Whenever Elven Blademasters breach their enemies'
defenses, the strike is incredibly devastating."
* Requires Critical Strike level 1
* Requires Melee level 36
* Increases critical hit damage
Critical Hit Damage (in Percent)
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 224 | 7 | 296 | 13 | 332 | 19 | 350 | 25 | 362 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 242 | 8 | 303 | 14 | 336 | 20 | 352 | 26 | 364 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 256 | 9 | 310 | 15 | 340 | 21 | 354 | 27 | 366 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 268 | 10 | 316 | 16 | 343 | 22 | 356 | 28 | 368 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 279 | 11 | 322 | 17 | 346 | 23 | 358 | 29 | 369 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 288 | 12 | 327 | 18 | 348 | 24 | 360 | 30 | 370 |
|---------------------------------------------------------------------|
FIGHTER POWERS
BRUTAL ATTACK: "Though originated by Half-Giant warriors, many warriors learn
this technique. Focusing all their strength into their next attack, fighters
deal massive damage with a single, brutal strike."
* Can only be used with a melee weapon
* Automatically Enhances Next Attack
* Fast Recharge
Level 1
* Requires Critical Strike 1
* Damage % Bonus 1500 + 25 * Melee Level
Level 2
* Requires Critical Strike 5
* Damage % Bonus 1750 + 48 * Melee Level
Level 3
* Requires Critical Strike 8
* Damage % Bonus 2000 + 60 * Melee Level

PROVOKE: "Knights protect their allies by using their shields to provoke


nearby enemies, causing them to become angry and attack the knight. The
knight's concentration also temporarily increases his armor."
* Can only be used when equipped with a shield
* Automatically Provokes Enemies around Self
* Very Fast Recharge
Level 1
* Requires Barricade 1
* Radius 6 meters
* Armor bonus 25%
* Armor bonus duration 5 seconds
Level 2
* Requires Barricade 6
* Requires Toughness 4
* Radius 7 meters
* Armor bonus 30%
* Armor bonus duration 8 seconds
Level 3
* Requires Barricade 10
* Requires Toughness 10
* Requires Rebuke 5
* Radius 8 meters
* Armor bonus 50%
* Armor bonus duration 10 seconds

WHIRLING STRIKE: "A legendary fighter known only as the Tempest of Tel'kilae
originated this technique, in which the fighter whirls his weapons in a
circle, damaging and briefly stunning all nearby enemies."
* Can only be used with a melee weapon
* Automatically Strikes Enemies around Self
* Stuns enemies for 1.5 seconds
* Normal Recharge
Level 1
* Requires Critical Strike 6
* Requires Fortitude 8
* Radius 3 meters
* Damage percentage 920 + 9 * Melee Level
Level 2
* Requires Critical Strike 8
* Requires Fortitude 10
* Requires Reinforced Armor 6
* Radius 3.5 meters
* Damage percentage 1070 + 15.4 * Melee Level
Level 3
* Requires Critical Strike 12
* Requires Fortitude 12
* Requires Reinforced Armor 12
* Radius 4 meters
* Damage percentage 1400 + 19 * Melee Level

STAGGERING BLOW: "When a two-handed weapon master activates this ability, his
next attack will be a Staggering Blow. He slams his weapon into his target,
creating a shockwave that stuns any enemies caught within it."
* Can only be used with a two-handed melee weapon
* Automatically Enhances Next Attack
* Normal Recharge
Level 1
* Requires Overbear 1
* Stun duration 6 seconds
* Stun radius 3.0 meters
* Damage percentage 400 + 7 * Melee Level
Level 2
* Requires Overbear 5
* Requires Toughness 4
* Stun duration 8 seconds
* Stun radius 3.7 meters
* Damage percentage 425 + 10 * Melee Level
Level 3
* Requires Overbear 12
* Requires Toughness 10
* Requires Smite 8
* Stun duration 10 seconds
* Stun radius 4.5 meters
* Damage percentage 800 + 12 * Melee Level

WARCRY: "Barbarians of the Plain of Tears can unleash a deafening war cry,
energizing themselves and terrifying their enemies, causing them to run in
fear and leave their defenses open for a short time."
* Can only be used with a melee weapon
* Cone Effect Targets an Enemy or Terrain
* Enemies Flee in Fear
* Effects Last for 20 Seconds
* Normal Recharge
Level 1
* Requires Critical Strike 8
* Requires Smite 1
* Enemy armor reduced by 35%
* 8% of attacks are critical hits
Level 2
* Requires Critical Strike 12
* Requires Smite 8
* Requires Deadly Strike 2
* Enemy armor reduced by 50%
* 12% of attacks are critical hits
Level 3
* Requires Critical Strike 12
* Requires Smite 12
* Requires Deadly Strike 8
* Enemy armor reduced by 60%
* 15% of attacks are critical hits

WAVES OF FORCE: "A student of Elven dual-weapon techniques learns to perform


a beautiful sequence of rapid swings, each creating a wave of force that
rushes out in front of her, tearing apart enemies caught in its wake."
* Can only be used when dual-wielding two weapons
* Targets an Enemy or Terrain
* 5 Waves
* Range: 12 meters
* Normal Recharge
Level 1
* Requires Dual Wield 1
* Damage percentage per Wave 150 + 2.7 * Melee Level
Level 2
* Requires Dual Wield 5
* Requires Alacrity 4
* Damage percentage per Wave 208 + 5.1 * Melee Level
Level 3
* Requires Dual Wield 10
* Requires Alacrity 10
* Requires Deadly Strike 8
* Damage percentage per Wave 360 + 6.4 * Melee Level

ELEMENTAL RAGE: "The highest art of the Elven Blademaster is a meditative


frenzy that causes elemental energy to manifest in his weapons and speeds his
attacks. Ignoring his own defense, he leaps into battle."
* Can only be used when dual-wielding two weapons
* Automatically Enhances Self
* Power Duration 15 Seconds
* Adds Fire, Ice and Lightning Damage to Attacks
* Increases Rate of Attacks
* Increases Vulnerability to Melee and Ranged Damage
* Slow Recharge
Level 1
* Requires Critical Strike 8
* Requires Fierce Renewal 2
* Attack rate bonus 10%
* Melee and ranged damage vulnerability 12%
* Min damage (3.7 + 0.90 * Melee Level) * (2.0 + 0.015 * Melee Level)
* Max damage (6.2 + 1.54 * Melee Level) * (2.0 + 0.015 * Melee Level)
Level 2
* Requires Critical Strike 10
* Requires Fierce Renewal 6
* Requires Deadly Strike 1
* Attack rate bonus 15%
* Melee and ranged damage vulnerability 15%
* Min damage (3.6 + 0.87 * Melee Level) * (2.0 + 0.029 * Melee Level)
* Max damage (5.9 + 1.48 * Melee Level) * (2.0 + 0.029 * Melee Level)
Level 3
* Requires Critical Strike 14
* Requires Fierce Renewal 12
* Requires Deadly Strike 12
* Attack rate bonus 20%
* Melee and ranged damage vulnerability 20%
* Min damage (3.4 + 0.83 * Melee Level) * (2.5 + 0.036 * Melee Level)
* Max damage (5.7 + 1.42 * Melee Level) * (2.5 + 0.036 * Melee Level)

[5.2.2] Ranger
================
Skill Paths:
* Bow/Crossbow
* Throwing Weapons
While bows and crossbows seem to be quite different weapons, they share the
same skill tree and have roughly equal damage output. Crossbows do more
damage per strike, but have a slower rate of fire. If you're depending on
front-loaded powers or skills, you'll want a crossbow to maximize damage. If
you're depending on fast attacks, you'll want to use a bow for increased fire
rate. Overall, of two weapons of equal level, the bow is more likely to have
a higher DPS rating.
The other main skill path for rangers is thrown weapons. Thrown weapon
mastery leads to skills and powers that are able to affect multiple enemies
with one throw.
In addition to their ranged weapon skills, rangers also get access to a
couple of defensive skills, Dodge and Survival. Survival also allows rangers
to harvest health potions from health bushes. The higher the level of
Survival, the larger the potions harvested.
While there are no separate skill trees for bows and crossbows, they are
quite different in use--especially the powers you will use with them. Powers
that add a large amount of damage per shot, such as Charged Shots, work
better with a bow and its increased rate of fire. Powers that add percentages
to single shots, such as Take Aim or Thunderous Shot, work better with a
crossbow and its increased damage per strike.
Thrown weapons are more of a toss-up*. There's obviously some Xena, Warrior
Princess, vibe running through the skill tree--especially Richochet. The
primary goal for throwing weapon rangers is hitting multiple enemies, so
Shrapnel Blast and Ricochet should be prime targets on your list of powers
and skills. The big disadvantage to thrown weapons is the shorter range,
which puts your more lightly armored ranger near the heat of battle.
There also are no good throwing weapons until you get into Elite Difficulty.
At lower difficulties, bows and crossbows typically dish out more DPS than a
thrown weapon.
You can do a little multi-classing with your ranger, giving her some nature
magic levels every once in a while (or starting with about five to ten nature
mage levels before switching to archery). Your ranger can then act as the
healer of the party, as well as collect mana potions for the combat caster.
*Yes, the pun was intended.

RANGER SKILL TREE


Level 1 Level 5 Level 12 Level 24 Level 36
Shockwave
/
Biting /
Arrow---------Far Shot----------------------Mortal Wound
/ /
/ /
Critical---- Penetrate---
Shot \ \
\ \
Quick---------Bleed-------------------------Ricochet
Draw \
\
Dodge Survival Cunning Renewal

RANGER SKILL TABLES


CRITICAL SHOT: "Skilled adventurers practice a form of battle meditation,
focusing their mind and allowing them to occasionally strike vulnerable
areas, dealing twice-normal damage with any ranged weapon."
* Requires Ranged level 1
* Provides Chance of a Critical Hit
* Critical Hits do 200% Damage Unless Modified by Mortal Wound
Percentage Chance of Critical Hit
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 6 | 7 | 27 | 13 | 40 | 19 | 48 | 25 | 52.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 11 | 8 | 29.5 | 14 | 41.5 | 20 | 49 | 26 | 53 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 15 | 9 | 32 | 15 | 43 | 21 | 50 | 27 | 53.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 18.5 | 10 | 34 | 16 | 44.5 | 22 | 51 | 28 | 54 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 21.5 | 11 | 36 | 17 | 46 | 23 | 51.5 | 29 | 54.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 24.5 | 12 | 38 | 18 | 47 | 24 | 52 | 30 | 55 |
|---------------------------------------------------------------------|

DODGE: "Dryad hunters look with some amusement upon all the armor warriors
wear to survive an attack. They feel it's best to simply move out of the
way."
* Requires Ranged level 1
* Chance to Dodge Melee or Ranged Attacks
Percentage Chance to Dodge an Attack
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 16 | 13 | 22 | 19 | 27.5 | 25 | 30.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 6 | 8 | 17 | 14 | 23 | 20 | 28 | 26 | 31 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 9 | 9 | 18 | 15 | 24 | 21 | 28.5 | 27 | 31.25|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 11 | 10 | 19 | 16 | 25 | 22 | 29 | 28 | 31.5 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 13 | 11 | 20 | 17 | 26 | 23 | 29.5 | 29 | 31.75|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 15 | 12 | 21 | 18 | 27 | 24 | 30 | 30 | 32 |
|---------------------------------------------------------------------|

BITING ARROW: "When a student of archery chooses to master the bow and
crossbow, his battle meditation takes on a new purpose. His arrows seem
propelled by unseen winds and strike with thunderous force."
* Requires Ranged level 5
* Requires Critical Shot level 1
* Character can Equip Crossbow
* Bow and Crossbow Damage Increased
Percentage Increase in Bow/Crossbow Damage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 7 | 7 | 27 | 13 | 38.5 | 19 | 47 | 25 | 52.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 12 | 8 | 29 | 14 | 40 | 20 | 48 | 26 | 53 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 16 | 9 | 31 | 15 | 41.5 | 21 | 49 | 27 | 53.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 19 | 10 | 33 | 16 | 43 | 22 | 50 | 28 | 54 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 22 | 11 | 35 | 17 | 44.5 | 23 | 51 | 29 | 54.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 25 | 12 | 37 | 18 | 46 | 24 | 52 | 30 | 55 |
|---------------------------------------------------------------------|

QUICK DRAW: "A Dryad hunter's training is considered complete only when she
can accurately throw three daggers in the space of a single breath."
* Requires Ranged level 5
* Requires Critical Shot level 1
* Character can Equip Thrown Weapons
* Thrown Weapon Firing Rate Increased
Percentage Increase in Attack Speed with Thrown Weapon
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 11 | 13 | 16.75| 19 | 20.5 | 25 | 23.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 5 | 8 | 12 | 14 | 17.5 | 20 | 21 | 26 | 24 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 7 | 9 | 13 | 15 | 18.25| 21 | 21.5 | 27 | 24.25|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 8 | 10 | 14 | 16 | 19 | 22 | 22 | 28 | 24.5 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 9 | 11 | 15 | 17 | 19.5 | 23 | 22.5 | 29 | 24.75|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 10 | 12 | 16 | 18 | 20 | 24 | 23 | 30 | 25 |
|---------------------------------------------------------------------|

FAR SHOT: "It is said that the archers of the Elven town of Haelea can put an
arrow through the eye of a foe that is barely visible on the horizon. Archers
have traveled there for generations to learn their secrets."
* Requires Ranged level 12
* Requires Biting Arrow level 1
* Bow and Crossbow Range Increased
Percentage Increase in Bow/Crossbow Range
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 5 | 7 | 25 | 13 | 39 | 19 | 51 | 25 | 57 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 9 | 8 | 28 | 14 | 41 | 20 | 52 | 26 | 58 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 13 | 9 | 31 | 15 | 43 | 21 | 53 | 27 | 58.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 16 | 10 | 33 | 16 | 45 | 22 | 54 | 28 | 59 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 19 | 11 | 35 | 17 | 47 | 23 | 55 | 29 | 59.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 22 | 12 | 37 | 18 | 49 | 24 | 56 | 30 | 60 |
|---------------------------------------------------------------------|

BLEED: "Thrown weapon masters prefer to get close to their targets so they
can aim at major veins and arteries. An accurate strike causes their target
to bleed away health for several seconds after the attack"
* Requires Ranged level 12
* Requires Quick Draw level 1
* Gives Chance to Cause Bleed Damage
* Bleed Duration 4 Seconds
Bleed Damage Multiplied by Dexterity
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 0.05 | 7 | 0.27 | 13 | 0.4 | 19 | 0.47 | 25 | 0.525|
|------+------+------+------+------+------+------+------+------+------|
| 2 | 0.09 | 8 | 0.295| 14 | 0.415| 20 | 0.48 | 26 | 0.53 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 0.13 | 9 | 0.32 | 15 | 0.43 | 21 | 0.49 | 27 | 0.535|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 0.17 | 10 | 0.34 | 16 | 0.44 | 22 | 0.5 | 28 | 0.54 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 0.21 | 11 | 0.36 | 17 | 0.45 | 23 | 0.51 | 29 | 0.545|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 0.24 | 12 | 0.38 | 18 | 0.46 | 24 | 0.52 | 30 | 0.55 |
|---------------------------------------------------------------------|
Percentage Chance of Causing Bleed Damage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 10 | 7 | 25 | 13 | 25 | 19 | 25 | 25 | 25 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 15 | 8 | 25 | 14 | 25 | 20 | 25 | 26 | 25 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 18 | 9 | 25 | 15 | 25 | 21 | 25 | 27 | 25 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 22 | 10 | 25 | 16 | 25 | 22 | 25 | 28 | 25 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 25 | 11 | 25 | 17 | 25 | 23 | 25 | 29 | 25 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 25 | 12 | 25 | 18 | 25 | 24 | 25 | 30 | 25 |
|---------------------------------------------------------------------|

SURVIVAL: "Since their travels take them far from home, rangers train to
survive long periods in the wild. They develop a resistance to extreme
weather and learn to distill certain berries and fruits into health potions."
* Requires Ranged level 5
* Increases Fire, Ice and Lightning Resistance
* Character can Harvest Health Potions
- Small potions at skill levels 1 - 4
- Medium potions at skill levels 5 - 8
- Large potions at skill levels 9 - 11
- Super potions at skill levels 12 - 15
- Colossal potions at skill levels 16 - 19
- Twice as many colossal potions at skill level 20
Percentage Increase in Fire, Ice and Lightning Damage Resistance
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 4 | 7 | 20 | 13 | 29 | 19 | 35 | 25 | 38.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 8 | 8 | 22 | 14 | 30 | 20 | 36 | 26 | 39 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 11 | 9 | 23.5 | 15 | 31 | 21 | 36.5 | 27 | 39.4 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 14 | 10 | 25 | 16 | 32 | 22 | 37 | 28 | 39.6 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 16 | 11 | 26.5 | 17 | 33 | 23 | 37.5 | 29 | 39.8 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 18 | 12 | 28 | 18 | 34 | 24 | 38 | 30 | 40 |
|---------------------------------------------------------------------|

SHOCKWAVE: "A master archer can cause damaging shockwaves when his arrows
travel a certain distance. Scholars wonder if the ability is magical or not,
but archers who rely on it only care that it is useful."
* Requires Ranged level 24
* Requires Far Shot level 1
* Shockwave When Arrow or Bolt Travels Farther Than a Certain Distance
Percentage Increase in Damage from Shockwave
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 7 | 7 | 27 | 13 | 39 | 19 | 46 | 25 | 52 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 11 | 8 | 29 | 14 | 41 | 20 | 47 | 26 | 53 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 15 | 9 | 31 | 15 | 42 | 21 | 48 | 27 | 53.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 19 | 10 | 33 | 16 | 43 | 22 | 49 | 28 | 54 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 22 | 11 | 35 | 17 | 44 | 23 | 50 | 29 | 54.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 25 | 12 | 37 | 18 | 45 | 24 | 51 | 30 | 55 |
|---------------------------------------------------------------------|
Minimum Distance (in Meters) for Shot to Cause Shockwave
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 9 | 7 | 8.5 | 13 | 8 | 19 | 7.5 | 25 | 7 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 9 | 8 | 8 | 14 | 7.5 | 20 | 7 | 26 | 6.5 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 9 | 9 | 8 | 15 | 7.5 | 21 | 7 | 27 | 6.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 8.5 | 10 | 8 | 16 | 7.5 | 22 | 7 | 28 | 6.5 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 8.5 | 11 | 8 | 17 | 7.5 | 23 | 7 | 29 | 6.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 8.5 | 12 | 8 | 18 | 7.5 | 24 | 7 | 30 | 6.5 |
|---------------------------------------------------------------------|

PENETRATE: "The ranger Lyssa could shoot an arrow or throw a knife that would
pass through three blocks of wood before striking its target. Her enemies
feared experiencing her skill firsthand."
* Requires Ranged level 24
* Gives Chance Projective Will Pass Through Target
Percentage Chance to Penetrate Target
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 10 | 7 | 42 | 13 | 58 | 19 | 68.5 | 25 | 76.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 19 | 8 | 45 | 14 | 60 | 20 | 70 | 26 | 77.5 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 26 | 9 | 48 | 15 | 62 | 21 | 71.5 | 27 | 78.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 31 | 10 | 51 | 16 | 64 | 22 | 73 | 28 | 79 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 35 | 11 | 54 | 17 | 65.5 | 23 | 74.5 | 29 | 79.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 39 | 12 | 56 | 18 | 67 | 24 | 75.5 | 30 | 80 |
|---------------------------------------------------------------------|

CUNNING RENEWAL: "Thrown weapon masters dive into battle with reckless
abandon. They all relish the rush of danger and adrenaline, but only the
greatest know how to channel that rush into restoring their skills."
* Requires Ranged level 24
* Requires Bleed level 1
* Increases Power Recovery Rate
Percentage Increase in Ranged Power Recovery Rate
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 12 | 13 | 17.5 | 19 | 20.5 | 25 | 23.3 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 5 | 8 | 13 | 14 | 18 | 20 | 21 | 26 | 23.7 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 6.5 | 9 | 14 | 15 | 18.5 | 21 | 21.5 | 27 | 24.1 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 8 | 10 | 15 | 16 | 19 | 22 | 22 | 28 | 24.4 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 9.5 | 11 | 16 | 17 | 19.5 | 23 | 22.5 | 29 | 24.7 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 11 | 12 | 17 | 18 | 20 | 24 | 22.9 | 30 | 25 |
|---------------------------------------------------------------------|

MORTAL WOUND: "There is no special secret to striking an enemy's most


vulnerable point, but it requires tremendous focus, meditation, and
experience. An archer who perfects it is regarded as a legend in his own
time."
* Requires Ranged level 36
* Requires Far Shot level 1
* Requires Penetrate level 1
* Increases Damage of Critical Hits for Bows and Crossbows
Critical Hit Damage (in Percent)
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 224 | 7 | 296 | 13 | 332 | 19 | 350 | 25 | 362 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 242 | 8 | 303 | 14 | 336 | 20 | 352 | 26 | 364 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 256 | 9 | 310 | 15 | 340 | 21 | 354 | 27 | 366 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 268 | 10 | 316 | 16 | 343 | 22 | 356 | 28 | 368 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 279 | 11 | 322 | 17 | 346 | 23 | 358 | 29 | 369 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 288 | 12 | 327 | 18 | 348 | 24 | 360 | 30 | 370 |
|---------------------------------------------------------------------|

RICOCHET: "Foes facing the Dryad chakram-master Kaara never knew whether her
next attack would come directly from her hand or from a chakram bouncing off
one of their own comrades."
* Requires Ranged level 36
* Requires Bleed level 1
* Requires Penetrate level 1
* Thrown Weapon Critical Hits Ricochet to a Nearby Enemy
Ricochet Damage (in Percent)
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 66 | 7 | 112 | 13 | 136 | 19 | 149 | 25 | 155 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 78 | 8 | 117 | 14 | 139 | 20 | 150 | 26 | 156 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 86 | 9 | 122 | 15 | 142 | 21 | 151 | 27 | 157 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 94 | 10 | 126 | 16 | 144 | 22 | 152 | 28 | 158 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 101 | 11 | 130 | 17 | 146 | 23 | 153 | 29 | 159 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 107 | 12 | 133 | 18 | 148 | 24 | 154 | 30 | 160 |
|---------------------------------------------------------------------|

RANGER POWERS
TAKE AIM: "Dryad archers conceal themselves to surprise their enemies, but
their first shot reveals their position. They learn to focus their
concentration and take careful aim, making their next shot as devastating as
possible."
* Can only be used with a bow, crossbow, or thrown weapon
* Automatically Enhances Next Attack
* Fast Recharge
Level 1
* Requires Critical Shot 1
* Damage % Bonus 1500 + 25 * Ranged level
Level 2
* Requires Critical Shot 5
* Damage % Bonus 1700 + 48 * Ranged level
Level 3
* Requires Critical Shot 8
* Requires Penetrate 1
* Damage % Bonus 2500 + 60 * Ranged level

THUNDEROUS SHOT: "A thunderous arrow or crossbow bolt travels faster than the
eye can see, punching through all enemies in its path and leaving them
stunned. Azunai's archers turned many battles with this attack."
* Can only be used with a bow or crossbow
* Targets an Enemy or Terrain
* Normal Recharge
Level 1
* Requires Biting Arrow 1
* Damage % Bonus 350 + 6 * Ranged level
* Stun Duration 6 Seconds
Level 2
* Requires Biting Arrow 8
* Requires Far Shot 1
* Damage % Bonus 680 + 11.5 * Ranged level
* Stun Duration 8 Seconds
Level 3
* Requires Biting Arrow 12
* Requires Far Shot 8
* Requires Mortal Wound 5
* Damage % Bonus 800 + 14.5 * Ranged level
* Stun Duration 10 Seconds

SILENCE: "Azunai's armies relied on Dalziel, one of the Champions of the


Northern Reaches, to destroy Zaramoth's mages. Dalziel's hatred of their
magic manifested as an ability to silence them temporarily, preventing them
from casting spells."
* Area of Effect Targets an Enemy or Terrain
* Fast Recharge
* Prevents Monsters from Casting Damage, Heal, Summon, Enhancement, Curse, or
Resurrect Spells
Level 1
* Requires Dodge 5
* Requires Survival 3
* Silence Radius 4 meters
* Silence Duration 15 Seconds
Level 2
* Requires Dodge 10
* Requires Survival 6
* Requires Mortal Wound 1
* Silence Radius 5 meters
* Silence Duration 20 Seconds
Level 3
* Requires Dodge 14
* Requires Survival 10
* Requires Mortal Wound 12
* Silence Radius 6 meters
* Silence Duration 25 Seconds

CHARGED SHOTS: "Elves have a talent for magic, so it is no surprise that


their rangers discovered how to charge their arrows with magic. For a short
time, every enemy they hit is also struck by lightning."
* Can only be used with a bow or crossbow
* Automatically Enhances Self
* Slow Recharge
* Adds Lightning Damage to Shots
Level 1
* Requires Critical Shot 8
* Requires Shockwave 4
* Charged Shots Duration 12 Seconds
* Min Damage (18 + 4.5 * Ranged level) * (2.0 + 0.015 * Ranged level)
* Max Damage (30 + 7.5 * Ranged level) * (2.0 + 0.015 * Ranged level)
Level 2
* Requires Critical Shot 10
* Requires Shockwave 8
* Requires Mortal Wound 8
* Charged Shots Duration 14 Seconds
* Min Damage (15 + 3.6 * Ranged level) * (2.6 + 0.029 * Ranged level)
* Max Damage (25 + 6.25 * Ranged level) * (2.6 + 0.029 * Ranged level)
Level 3
* Requires Critical Shot 14
* Requires Shockwave 12
* Requires Mortal Wound 12
* Charged Shots Duration 15 Seconds
* Min Damage (13.8 + 3.5 * Ranged level) * (2.9 + 0.036 * Ranged level)
* Max Damage (23 + 5.8 * Ranged level) * (2.9 + 0.036 * Ranged level)

SHRAPNEL BLAST: "When this thrown weapon strikes a target, a blast shatters
it into many pieces that fly in all directions. Stories of a single ranger
defeating a crowd of foes are often tales of this power in action."
* Can only be used with a thrown weapon
* Targets an Enemy or Terrain
* Normal Recharge
Level 1
* Requires Quick Draw 1
* Number of Missiles 5
* % Normal Damage to Enemies 950 + 17 * Ranged level
* Explosion Damage 80 + 1.5 * Ranged level
Level 2
* Requires Quick Draw 5
* Requires Bleed 5
* Number of Missiles 7
* % Normal Damage to Enemies 1450 + 24 * Ranged level
* Explosion Damage 130 + 3.0 * Ranged level
Level 3
* Requires Quick Draw 10
* Requires Bleed 8
* Requires Penetrate 6
* Number of Missiles 9
* % Normal Damage to Enemies 1700 + 30 * Ranged level
* Explosion Damage 200 + 3.6 * Ranged level
REPULSE: "The Crimson Hunter Laethel liked to get close to his enemies, but
developed this ability to survive when they got too close. Repulse knocks
enemies away from the ranger and stuns them."
* Automatically Repulses Enemies around Self
* Slow Recharge
* Stun Duration 1.5 Seconds
Level 1
* Requires Dodge 4
* Requires Survival 3
* Radius 3 meters
* Power Duration 12 Seconds
Level 2
* Requires Dodge 10
* Requires Survival 6
* Requires Ricochet 1
* Radius 3.5 meters
* Power Duration 16 Seconds
Level 3
* Requires Dodge 14
* Requires Survival 10
* Requires Ricochet 12
* Radius 4 meters
* Power Duration 20 Seconds

FLURRY: "Elven adventurers learn to focus their strength into a burst of


energy, temporarily allowing them to throw multiple weapons at a rapid rate;
but the increase in speed comes at the cost of accuracy."
* Can only be used with a thrown weapon
* Automatically Enhances Self
* Slow Recharge
* Decreased Accuracy
* Power Duration 15 Seconds
Level 1
* Requires Critical Shot 8
* Requires Cunning Renewal 4
* Attack Rate Multiplier 1.2
* % Normal Damage to Enemies 180 + 1.4 * Ranged level
Level 2
* Requires Critical Shot 10
* Requires Cunning Renewal 8
* Requires Ricochet 8
* Attack Rate Multiplier 1.4
* % Normal Damage to Enemies 205 + 2.2 * Ranged level
Level 3
* Requires Critical Shot 14
* Requires Cunning Renewal 12
* Requires Ricochet 12
* Attack Rate Multiplier 1.5
* % Normal Damage to Enemies 210 + 2.6 * Ranged level
[5.2.3] Combat Mage
=====================
Skill Paths:
* Fire Magic
* Lightning Magic
* Death Magic
Combat mages are damage-dealers. Almost all their spells are focused at
hurting the enemy. Even their beneficial (buffing) spells work by draining
the power from enemies. Combat mages also have curses (de-buffs), which can
be quite effective. Drown and Infect, especially, work well on low-level mobs
as you can kill the mobs just with the curse.
Combat mages can also summon creatures, but, on the whole, these are weaker
than a nature mage's summons. Of the three destructive elements dealt by
combat mages, fire is probably the most versatile as few enemies are
resistant to it. On the other hand, while a lot of enemies are resistant to
death magic, that line has the best powers (Corrosive Eruption, especially).
Using Infect to weaken resistances can make a necromancer quite potent.
Combat mages dish out incredible amounts of damage; thus, they draw
ridiculous amounts of aggro from the mobs you face. The hardest thing about
playing with a CM on your team is keeping said CM in an upright and mobile
state. While your CM may not outright die all that often, they are of no more
use when unconscious.
The most effective power of the CM is, probably, Corrosive Eruption. At the
highest level, the exploding corpses of your enemies will create chain
reactions of exploding corpses that can wipe out large mobs in very short
order. Conversely, focusing on death magic to get Corrosive Eruption plays
right into the hands of the DS2 developers--a lot of the more dangerous mobs
you face are resistant to death magic.
You can counteract this resistance with the Infect curse, but cursing draws
even more aggro--like you need that. Expect to spend a lot of time fiddling
with and tweaking your CM's skills and powers. And working like mad to keep
them conscious during large battles.
Combat mages can also summon critters, but they don't get near as many
summoning skills as nature mages, and no summons powers, so better not to
worry with summoning at all.

COMBAT MAGE SKILL TREE


Level 1 Level 5 Level 12 Level 24 Level 36
Debilitation Summon
Alacrity
Quickened
Brilliance---------------------------------Casting--------Arcane Fury
Grim
---------------Necromancy-----Vampirism
/
/ Searing
Devastation---Flames-----------------------Ignite
\
\ Amplified
Lightning-----------------------------------Arcing
COMBAT MAGE SKILL TABLES
BRILLIANCE: "Through intense introspection, adventurers may extend their mind
beyond physical constraints, vastly multiplying their capacity for magical
energies."
* Requires Combat Magic level 1
* Increases maximum mana
Percentage Increase in Max Mana
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 7 | 7 | 52 | 13 | 97 | 19 | 143 | 25 | 174 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 14 | 8 | 60 | 14 | 105 | 20 | 150 | 26 | 178 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 21 | 9 | 68 | 15 | 113 | 21 | 155 | 27 | 182 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 28 | 10 | 76 | 16 | 121 | 22 | 160 | 28 | 186 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 36 | 11 | 83 | 17 | 129 | 23 | 165 | 29 | 190 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 44 | 12 | 90 | 18 | 136 | 24 | 170 | 30 | 194 |
|---------------------------------------------------------------------|

DEVASTATION: "Combat Magic is an exercise in precision. The more accurate a


mage's motions and the more practiced his incantations, the more energy and
destruction he can channel into his attacks."
* Requires Combat Magic level 1
* Increased combat magic damage
Percentage Increase in Combat Magic Damage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 7 | 7 | 33 | 13 | 50 | 19 | 59 | 25 | 63.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 13 | 8 | 37 | 14 | 52 | 20 | 60 | 26 | 64 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 17 | 9 | 40 | 15 | 54 | 21 | 61 | 27 | 64.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 21 | 10 | 43 | 16 | 56 | 22 | 62 | 28 | 65 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 25 | 11 | 46 | 17 | 57 | 23 | 62.5 | 29 | 65.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 29 | 12 | 48 | 18 | 58 | 24 | 63 | 30 | 66 |
|---------------------------------------------------------------------|

DEBILITATION: "There is power in disease and decay. Mages who study it risk
their health and sanity, but learn to inflict crippling curses on their
foes."
* Requires Combat Magic level 5
* Increases curse power and duration
Percentage Increase in Curse Spell Power
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 16 | 7 | 83 | 13 | 125 | 19 | 148 | 25 | 160 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 30 | 8 | 91 | 14 | 130 | 20 | 150 | 26 | 161 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 43 | 9 | 99 | 15 | 135 | 21 | 152 | 27 | 162 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 55 | 10 | 106 | 16 | 139 | 22 | 154 | 28 | 163 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 66 | 11 | 113 | 17 | 143 | 23 | 156 | 29 | 164 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 75 | 12 | 119 | 18 | 146 | 24 | 158 | 30 | 165 |
|---------------------------------------------------------------------|
Percentage Increase in Curse Spell Duration
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 25 | 7 | 110 | 13 | 164 | 19 | 196 | 25 | 213 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 45 | 8 | 120 | 14 | 170 | 20 | 200 | 26 | 215 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 61 | 9 | 130 | 15 | 176 | 21 | 203 | 27 | 217 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 75 | 10 | 140 | 16 | 182 | 22 | 206 | 28 | 218 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 88 | 11 | 148 | 17 | 188 | 23 | 209 | 29 | 219 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 100 | 12 | 156 | 18 | 192 | 24 | 211 | 30 | 220 |
|---------------------------------------------------------------------|

SEARING FLAMES: "Convectus the Red spent a lifetime communing with Lava
Spirits and learning the secrets of the Inner flame. His students are still
famous for the intensity of their fire magic."
* Requires Combat Magic level 5
* Requires Devastation level 1
* Increases fire magic damage
Percentage Increase in Fire Spell Damage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 7 | 7 | 33 | 13 | 50 | 19 | 59 | 25 | 63.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 13 | 8 | 37 | 14 | 52 | 20 | 60 | 26 | 64 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 17 | 9 | 40 | 15 | 54 | 21 | 61 | 27 | 64.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 21 | 10 | 43 | 16 | 56 | 22 | 62 | 28 | 65 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 25 | 11 | 46 | 17 | 57 | 23 | 62.5 | 29 | 65.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 29 | 12 | 48 | 18 | 58 | 24 | 63 | 30 | 66 |
|---------------------------------------------------------------------|
AMPLIFIED LIGHTNING: "Dwarven mages were known to revel in the power of
conducting electrical energy. They had to develop techniques to increase how
much of it their bodies could withstand."
* Requires Combat Magic level 5
* Requires Devastation level 1
* Increases lightning magic damage
Percentage Increase in Lightning Spell Damage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 7 | 7 | 33 | 13 | 50 | 19 | 59 | 25 | 63.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 13 | 8 | 37 | 14 | 52 | 20 | 60 | 26 | 64 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 17 | 9 | 40 | 15 | 54 | 21 | 61 | 27 | 64.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 21 | 10 | 43 | 16 | 56 | 22 | 62 | 28 | 65 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 25 | 11 | 46 | 17 | 57 | 23 | 62.5 | 29 | 65.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 29 | 12 | 48 | 18 | 58 | 24 | 63 | 30 | 66 |
|---------------------------------------------------------------------|

SUMMON ALACRITY: "Mages who study this skill can accelerate the metabolism of
the creatures they summon and agitate them to a frenzy, drastically
increasing their attack rate."
* Requires Combat Magic level 12
* Increases summoned creature attack speed
Percentage Increase in Summons Attack Speed
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 5 | 7 | 22 | 13 | 32.5 | 19 | 39 | 25 | 42.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 9 | 8 | 24 | 14 | 34 | 20 | 40 | 26 | 43 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 13 | 9 | 26 | 15 | 35 | 21 | 40.5 | 27 | 43.25|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 16 | 10 | 28 | 16 | 36 | 22 | 41 | 28 | 43.5 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 18 | 11 | 29.5 | 17 | 37 | 23 | 41.5 | 29 | 43.75|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 20 | 12 | 31 | 18 | 38 | 24 | 42 | 30 | 44 |
|---------------------------------------------------------------------|

GRIM NECROMANCY: "Practitioners of this discipline commune with dark forces


and master spells that tear the life out of their enemies. Many mages wonder
if any end is worth such means."
* Requires Combat Magic level 12
* Requires Devastation level 1
* Increases death magic damage
Percentage Increase in Death Spell Damage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 7 | 7 | 33 | 13 | 50 | 19 | 59 | 25 | 63.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 13 | 8 | 37 | 14 | 52 | 20 | 60 | 26 | 64 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 17 | 9 | 40 | 15 | 54 | 21 | 61 | 27 | 64.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 21 | 10 | 43 | 16 | 56 | 22 | 62 | 28 | 65 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 25 | 11 | 46 | 17 | 57 | 23 | 62.5 | 29 | 65.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 29 | 12 | 48 | 18 | 58 | 24 | 63 | 30 | 66 |
|---------------------------------------------------------------------|

QUICKENED CASTING: "When the legendary archer Alamus became too old to string
his bow, he sought a new life in magic and learned that principles of battle
meditation could drastically increase the rate of his casting."
* Requires Combat Magic level 24
* Requires Brilliance level 1
* Increases magic attack speed
Percentage Increase in Speed of Magic Attacks
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 12.5 | 13 | 18.5 | 19 | 22.5 | 25 | 24.25|
|------+------+------+------+------+------+------+------+------+------|
| 2 | 5 | 8 | 13.5 | 14 | 19.25| 20 | 23 | 26 | 24.5 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 7 | 9 | 14.5 | 15 | 20 | 21 | 23.25| 27 | 24.625|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 8.5 | 10 | 15.5 | 16 | 20.75| 22 | 23.5 | 28 | 24.75|
|------+------+------+------+------+------+------+------+------+------|
| 5 | 10 | 11 | 16.5 | 17 | 21.5 | 23 | 23.75| 29 | 24.875|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 11.5 | 12 | 17.5 | 18 | 22 | 24 | 24 | 30 | 25 |
|---------------------------------------------------------------------|

VAMPIRISM: "While most death mages are content with the ability to tear the
life force from their victims, some have secretly learned to channel some of
that stolen vitality into their own restoration."
* Requires Combat Magic level 24
* Requires Grim Necromancy level 1
* Adds death magic damage to health
Percentage of Death Magic Damage Added to Health
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 2 | 7 | 9 | 13 | 14.5 | 19 | 17.5 | 25 | 19.25|
|------+------+------+------+------+------+------+------+------+------|
| 2 | 4 | 8 | 10 | 14 | 15 | 20 | 18 | 26 | 19.5 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 5 | 9 | 11 | 15 | 15.5 | 21 | 18.25| 27 | 19.625|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 6 | 10 | 12 | 16 | 16 | 22 | 18.5 | 28 | 19.75|
|------+------+------+------+------+------+------+------+------+------|
| 5 | 7 | 11 | 13 | 17 | 16.5 | 23 | 18.75| 29 | 19.875|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 8 | 12 | 14 | 18 | 17 | 24 | 19 | 30 | 20 |
|---------------------------------------------------------------------|

IGNITE: "No one can truly say they have bested a mage trained in these arts,
as the lingering flames continue to burn deeply long after the battle is
over, and the unmistakable scars will always tell the tale."
* Requires Combat Magic level 24
* Requires Searing Flames level 1
* Chance to Ignite enemy
Percentage Chance of Igniting Target with Fire Spell
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 5 | 7 | 18.5 | 13 | 25.5 | 19 | 29.5 | 25 | 32 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 8 | 8 | 20 | 14 | 26.5 | 20 | 30 | 26 | 32.2 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 11 | 9 | 21.5 | 15 | 27.25| 21 | 30.5 | 27 | 32.4 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 13 | 10 | 22.5 | 16 | 28 | 22 | 31 | 28 | 32.6 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 15 | 11 | 23.5 | 17 | 28.5 | 23 | 31.5 | 29 | 32.8 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 17 | 12 | 24.5 | 18 | 29 | 24 | 31.8 | 30 | 33 |
|---------------------------------------------------------------------|
DPS of Ignite Multiplied by Intelligence
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 0.08 | 7 | 0.31 | 13 | 0.43 | 19 | 0.49 | 25 | 0.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 0.14 | 8 | 0.33 | 14 | 0.44 | 20 | 0.5 | 26 | 0.5 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 0.18 | 9 | 0.35 | 15 | 0.45 | 21 | 0.5 | 27 | 0.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 0.22 | 10 | 0.37 | 16 | 0.46 | 22 | 0.5 | 28 | 0.5 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 0.25 | 11 | 0.39 | 17 | 0.47 | 23 | 0.5 | 29 | 0.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 0.28 | 12 | 0.41 | 18 | 0.48 | 24 | 0.5 | 30 | 0.5 |
|---------------------------------------------------------------------|
Duration of Ignite, in Seconds
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 21 | 13 | 39 | 19 | 57 | 25 | 60 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 6 | 8 | 24 | 14 | 42 | 20 | 60 | 26 | 60 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 9 | 9 | 27 | 15 | 45 | 21 | 60 | 27 | 60 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 12 | 10 | 30 | 16 | 48 | 22 | 60 | 28 | 60 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 15 | 11 | 33 | 17 | 51 | 23 | 60 | 29 | 60 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 18 | 12 | 36 | 18 | 54 | 24 | 60 | 30 | 60 |
|---------------------------------------------------------------------|

ARCANE FURY: "Overexposure to elemental channeling often results in the mage


becoming a conduit for the raw power of mana itself, which, though painful,
can greatly increase the intensity of their attacks."
* Requires Combat Magic level 36
* Requires Quickened Casting level 1
* Increases damage of Combat and Nature Magic powers
Percentage Increase in Magic Power Damage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 16 | 13 | 24 | 19 | 29.5 | 25 | 32 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 6 | 8 | 17.5 | 14 | 25 | 20 | 30 | 26 | 32.25|
|------+------+------+------+------+------+------+------+------+------|
| 3 | 8 | 9 | 19 | 15 | 26 | 21 | 30.5 | 27 | 32.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 10 | 10 | 20.5 | 16 | 27 | 22 | 31 | 28 | 32.75|
|------+------+------+------+------+------+------+------+------+------|
| 5 | 12 | 11 | 22 | 17 | 28 | 23 | 31.5 | 29 | 32.875|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 14 | 12 | 23 | 18 | 29 | 24 | 31.75| 30 | 33 |
|---------------------------------------------------------------------|

ARCING: "It is said that the mage who created the Galeblade was capable of
channeling so much energy into his lightning spells that arcs of it sometimes
jumped from his primary target to other nearby foes."
* Requires Combat Magic level 36
* Requires Amplified Lightning level 1
* Chance for lightning spells to arc to multiple opponents
Percentage Chance that Lightning Spell will Arc
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 4 | 7 | 16 | 13 | 24 | 19 | 29.25| 25 | 30 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 7 | 8 | 17.5 | 14 | 25 | 20 | 30 | 26 | 30 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 9 | 9 | 19 | 15 | 26 | 21 | 30 | 27 | 30 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 11 | 10 | 20.5 | 16 | 27 | 22 | 30 | 28 | 30 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 13 | 11 | 22 | 17 | 27.75| 23 | 30 | 29 | 30 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 14.5 | 12 | 23 | 18 | 28.5 | 24 | 30 | 30 | 30 |
|---------------------------------------------------------------------|
Damage of Arcing Lightning Multiplied by Intelligence
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 0.18 | 7 | 0.63 | 13 | 0.87 | 19 | 0.99 | 25 | 1.05 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 0.3 | 8 | 0.68 | 14 | 0.9 | 20 | 1 | 26 | 1.06 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 0.38 | 9 | 0.73 | 15 | 0.92 | 21 | 1.01 | 27 | 1.07 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 0.45 | 10 | 0.77 | 16 | 0.94 | 22 | 1.02 | 28 | 1.08 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 0.52 | 11 | 0.81 | 17 | 0.96 | 23 | 1.03 | 29 | 1.09 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 0.58 | 12 | 0.84 | 18 | 0.98 | 24 | 1.04 | 30 | 1.1 |
|---------------------------------------------------------------------|

COMBAT MAGE POWERS


ENERGY ORB: "The Elven mage Arinth could summon a ball of energy that hovered
above him and shot fire at his enemies. He later perfected it, learning to
weave additional types of energy into the orb."
* Automatically Summons Orb Above Self
* Fast Recharge
* Duration 20 seconds
Level 1
* Requires Brilliance 1
* Min damage (20 + 5 * CM level) * (0.82 + 0.015 * CM level)
* Max damage (30 + 7.5 * CM level) * (0.82 + 0.015 * CM level)
Level 2
* Requires Brilliance 4
* Requires Devastation 2
* Min Damage (20 + 5 * CM level) * (1.00 + 0.029 * CM level)
* Max Damage (30 + 7.5 * CM level) * (1.00 + 0.029 * CM level)
Level 3
* Requires Brilliance 8
* Requires Devastation 4
* Min Damage (20 + 5 * CM level) * (1.20 + 0.036 * CM level)
* Max Damage (30 + 7.5 * CM level) * (1.20 + 0.036 * CM level)

FLAME NEXUS: "Convectus the Red communed with Lava Spirits, learning to
summon and launch them as weapons in battle. The Spirit gleefully reaches out
with tendrils of fire to burn any nearby enemies."
* Targets an Enemy or Terrain
* Normal Recharge
Level 1
* Requires Devastation 2
* Requires Searing Flames 1
* Damage 0.9 * (40 + 10 * CM level) * (0.82 + 0.015 * CM level)
Level 2
* Requires Devastation 5
* Requires Searing Flames 4
* Damage 0.9 * (40 + 10 * CM level) * (1.15 + 0.029 * CM level)
Level 3
* Requires Devastation 12
* Requires Searing Flames 8
* Requires Ignite 5
* Damage 0.9 * (40 + 10 * CM level) * (2.00 + 0.036 * CM level)

DETONATION: "The greatest power of the fire mage is a dangerous weapon. The
mage recklessly gathers more energy than he can control, releasing it in a
massive conflagration that burns his enemies."
* Area of Effect Targets an Enemy or Terrain
* Slow Recharge
Level 1
* Requires Searing Flames 8
* Requires Ignite 1
* Radius 3 meters
* Damage (67.5 + 16.9 * CM level) * (2.0 + 0.015 * CM level)
Level 2
* Requires Searing Flames 12
* Requires Ignite 6
* Radius 3.5 meters
* Damage (67.5 + 16.9 * CM level) * (2.0 + 0.029 * CM level)
Level 3
* Requires Searing Flames 16
* Requires Ignite 10
* Requires Arcane Fury 8
* Radius 4 meters
* Damage (67.5 + 16.9 * CM level) * (2.7 + 0.036 * CM level)

CORROSIVE ERUPTION: "Enemies caught within this noxious cloud are infected by
gasses that rot them from the inside out. Corrosive fumes violently erupt
from victims when they die, burning and poisoning nearby foes."
* Area of Effect Targets an Enemy or Terrain
* Normal Recharge
Level 1
* Requires Debilitation 1
* Duration 30 seconds
* Curse radius 4 meters
* Eruption radius 2.5 meters
* Damage 45% of Victim's Max Health
Level 2
* Requires Debilitation 5
* Requires Grim Necromancy 4
* Duration 60 seconds
* Curse radius 5 meters
* Eruption radius 2.5 meters
* Damage 60% of Victim's Max Health
Level 3
* Requires Debilitation 12
* Requires Grim Necromancy 10
* Requires Arcane Fury 4
* Duration 300 seconds
* Curse radius 6 meters
* Eruption radius 2.5 meters
* Damage 70% of Victim's Max Health

HARVEST SOUL: "A deadly attack invented by the vilest mages in history, this
dark ritual creates a gigantic scythe that cuts away the life force of the
mage's enemies, allowing his allies to absorb it and heal themselves."
* Area of Effect Targets an Enemy or Terrain
* Normal Recharge
* Radius 3 meters
Level 1
* Requires Devastation 6
* Requires Grim Necromancy 5
* Damage (53 + 13 * CM level) * (1.5 + 0.015 * CM level)
Level 2
* Requires Devastation 8
* Requires Grim Necromancy 8
* Requires Vampirism 4
* Damage (53 + 13 * CM level) * (2.0 + 0.029 * CM level)
Level 3
* Requires Devastation 10
* Requires Grim Necromancy 12
* Requires Vampirism 10
* Damage (53 + 13 * CM level) * (2.5 + 0.036 * CM level)

CHAIN LIGHTNING: "A favored attack of young Combat Mages, Chain Lightning
hurls a bolt of lightning that shocks the nearest enemy then jumps to other
nearby foes. The bolt deals reduced damage with each jump."
* Automatically Targets Nearest Enemy
* Fast Recharge
Level 1
* Requires Devastation 2
* Requires Amplified Lightning 1
* Hits 3 enemies
* Damage decreases 38% each hit
* Damage (66.4 + 16.6 * CM level) * (0.82 + 0.015 * CM level)
Level 2
* Requires Devastation 5
* Requires Amplified Lightning 4
* Hits 5 enemies
* Damage decreases 22% each hit
* Damage (40.9 + 10.2 * CM level) * (1.20 + 0.029 * CM level)
Level 3
* Requires Devastation 12
* Requires Amplified Lightning 8
* Requires Arcing 5
* Hits 7 enemies
* Damage decreases 15% each hit
* Damage (29.5 + 7.40 * CM level) * (2.00 + 0.036 * CM level)

GATHERED BOLT: "The mage gradually builds up a massive electrical charge on


the ground, causing a tremendous bolt of lightning to crash down, devastating
all enemies it hits."
* Area of Effect Targets an Enemy or Terrain
* Slow Recharge
Level 1
* Requires Amplified Lightning 8
* Requires Quickened Casting 1
* Radius 3.5 meters
* Damage (70 + 17.5 * CM level) * (1.85 + 0.015 * CM level)
Level 2
* Requires Amplified Lightning 10
* Requires Quickened Casting 6
* Requires Arcane Fury 1
* Radius 4 meters
* Damage (70 + 17.5 * CM level) * (2.00 + 0.029 * CM level)
Level 3
* Requires Amplified Lightning 14
* Requires Quickened Casting 12
* Requires Arcane Fury 6
* Radius 5 meters
* Damage (70 + 17.5 * CM level) * (2.5 + 0.036 * CM level)

[5.2.4] Nature Mage


=====================
Skill Paths:
* Healing/Buffing
* Summoning
* Ice Magic
Nature mages are largely intended as a support character. They can deal
massive amounts of damage with ice-based spells; however, there are whole
areas of the game where all the enemies are resistant to ice damage. (Adding
a combat mage with the Drown curse in auto-cast helps with this problem.) Ice
spells are also handy for the Freezing ability, which is a big help against
mini-bosses.
Regardless of which skill path you choose, you don't want to neglect your
nature mage's healing and buffing skills (Nurturing Gift, Enveloping Embrace
and Feral Wrath) and all nature mage's should have one healing and one
buffing spell or two buffing spells in their auto-cast slots. (Don't auto-
cast summons.) When it comes to powers, Aether Blast is highly destructive,
though a bit hard to use effectively because you can't directly control your
summons.
Nature mages are seen primarily as support personnel; but, don't sell their
damage-dealing potential short. Powerful summons give you a defacto extra
party slot for each NM in the group. And Aether Blast is not a power to be
sneezed at. The only problem with it is you can't directly control a summons,
so you have to hope mobs will gather round it, ripe for the picking.
Of course, nature mages can also heal and resurrect other party members,
dispense buffs and dish out a fairly large amount of damage with ice spells.
If all you really need is a healer, you're probably better off with either a
dark or light naiad, as they are lower maintenance.
However, nature mages draw considerably less aggro than combat mages, so it
is easier to keep them on their feet. And the cumulative effect of buffs like
Spirit Embrace (immunity to curses, among other things) and Wrath of Ice
(chance to freeze for all your fighters and rangers, among other things)
cannot be overstated.

NATURE MAGE SKILL TREE


Level 1 Level 5 Level 12 Level 24 Level 36
Summon Summon Summon
Fortitude-----Might-------------------------Bond
Natural Arcane
Bond---------------------------------------Renewal
Enveloping Feral
Embrace-------Wrath--------
\________________Absorption
Nurturing /
----------------Gift---------
/
Aquatic /
Affinity--
\
\ Arctic
--Mastery----------------------Freezing

NATURE MAGE SKILL TABLES


NATURAL BOND: "Dryads share an instinctive affinity with all living things.
They can cast spells using less of their mana by drawing from the life force
of their surroundings. They have also learned to create mana potions from
certain plants."
* Requires Nature Magic level 1
* Decreases mana cost of spells
* Can harvest mana potions
- Small potions at skill levels 1 - 4
- Medium potions at skill levels 5 - 8
- Large potions at skill levels 9 - 11
- Super potions at skill levels 12 - 15
- Colossal potions at skill levels 16 - 19
- Twice as many colossal potions at skill level 20
Percentage Decrease in Spell Mana Cost
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 6 | 7 | 34 | 13 | 49 | 19 | 59 | 25 | 63.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 12 | 8 | 37 | 14 | 51 | 20 | 60 | 26 | 64 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 17 | 9 | 40 | 15 | 53 | 21 | 61 | 27 | 64.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 22 | 10 | 43 | 16 | 55 | 22 | 62 | 28 | 65 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 26 | 11 | 45 | 17 | 57 | 23 | 62.5 | 29 | 65.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 30 | 12 | 47 | 18 | 58 | 24 | 63 | 30 | 66 |
|---------------------------------------------------------------------|

AQUATIC AFFINITY: "Nature Mages cultivate a shamanistic bond with water, the
life blood of the world. They channel its strength for both healing and
offense."
* Requires Nature Magic level 1
* Increases healing power
* Increases ice damage
Percentage Increase in Power of Healing Spells
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 5 | 7 | 24 | 13 | 36 | 19 | 45 | 25 | 51 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 9 | 8 | 26 | 14 | 37.5 | 20 | 46 | 26 | 52 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 12 | 9 | 28 | 15 | 39 | 21 | 47 | 27 | 53 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 15 | 10 | 30 | 16 | 40.5 | 22 | 48 | 28 | 54 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 18 | 11 | 32 | 17 | 42 | 23 | 49 | 29 | 54.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 21 | 12 | 34 | 18 | 43.5 | 24 | 50 | 30 | 55 |
|---------------------------------------------------------------------|
Percentage Increase in Damage of Nature Magic Spells
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 5 | 7 | 22 | 13 | 31 | 19 | 37 | 25 | 41.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 9 | 8 | 24 | 14 | 32 | 20 | 38 | 26 | 42 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 13 | 9 | 25.5 | 15 | 33 | 21 | 39 | 27 | 42.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 16 | 10 | 27 | 16 | 34 | 22 | 40 | 28 | 43 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 18 | 11 | 28.5 | 17 | 35 | 23 | 40.5 | 29 | 43.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 20 | 12 | 30 | 18 | 36 | 24 | 41 | 30 | 44 |
|---------------------------------------------------------------------|

SUMMON FORTITUDE: "Dryad summoners are taught to respect the companions they
call and are constantly developing methods to increase their creatures'
ability to survive in combat."
* Requires Nature Magic level 5
* Increases summoned creature's health
Percentage Increase in Summons Max Health
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 12 | 7 | 55 | 13 | 79 | 19 | 95 | 25 | 105 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 22 | 8 | 60 | 14 | 82 | 20 | 97 | 26 | 106 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 30 | 9 | 65 | 15 | 85 | 21 | 99 | 27 | 107 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 37 | 10 | 69 | 16 | 88 | 22 | 101 | 28 | 108 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 44 | 11 | 73 | 17 | 91 | 23 | 103 | 29 | 109 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 50 | 12 | 76 | 18 | 93 | 24 | 104 | 30 | 110 |
|---------------------------------------------------------------------|

ENVELOPING EMBRACE: "The essence of hardwoods and vines, known for their
ability to endure, is often invoked by empathic mages who wish to strengthen
their protective Embrace spells, which protect their party in battle."
* Requires Nature Magic level 5
* Increases Embrace spell power and duration
Percentage Increase in Embrace Spell Power
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 18 | 7 | 82 | 13 | 124 | 19 | 145 | 25 | 159 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 32 | 8 | 90 | 14 | 128 | 20 | 148 | 26 | 161 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 44 | 9 | 98 | 15 | 132 | 21 | 151 | 27 | 162 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 54 | 10 | 106 | 16 | 136 | 22 | 153 | 28 | 163 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 64 | 11 | 112 | 17 | 139 | 23 | 155 | 29 | 164 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 74 | 12 | 118 | 18 | 142 | 24 | 157 | 30 | 165 |
|---------------------------------------------------------------------|
Percentage Increase in Embrace Spell Duration
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 26 | 7 | 110 | 13 | 158 | 19 | 188 | 25 | 204 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 46 | 8 | 120 | 14 | 164 | 20 | 191 | 26 | 206 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 62 | 9 | 130 | 15 | 170 | 21 | 194 | 27 | 207 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 76 | 10 | 138 | 16 | 176 | 22 | 197 | 28 | 208 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 88 | 11 | 146 | 17 | 180 | 23 | 200 | 29 | 209 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 100 | 12 | 152 | 18 | 184 | 24 | 202 | 30 | 210 |
|---------------------------------------------------------------------|
ARCTIC MASTERY: "Rimen the White spent half his life in self-imposed exile in
the frozen north. He learned ways to combine water and air magic to make all
manner of ice do his bidding."
* Requires Nature Magic level 5
* Requires Aquatic Affinity level 1
* Increases ice magic damage
Percentage Increase in Damage of Ice Spells
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 8 | 7 | 33 | 13 | 49 | 19 | 58 | 25 | 63.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 14 | 8 | 36 | 14 | 51 | 20 | 59 | 26 | 64 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 19 | 9 | 39 | 15 | 53 | 21 | 60 | 27 | 64.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 23 | 10 | 42 | 16 | 55 | 22 | 61 | 28 | 65 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 27 | 11 | 45 | 17 | 56 | 23 | 62 | 29 | 65.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 30 | 12 | 47 | 18 | 57 | 24 | 63 | 30 | 66 |
|---------------------------------------------------------------------|

SUMMON MIGHT: "Elves discovered that magic could be woven around the teeth
and claws of summoned creatures to create an effect not unlike the tempering
of steel. Though short-lived, it proved quite effective."
* Requires Nature Magic level 12
* Requires Summon Fortitude level 1
* Increases summoned creature damage per second
Percentage Increase in Summons DPS
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 18 | 7 | 80 | 13 | 122 | 19 | 146 | 25 | 155 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 33 | 8 | 88 | 14 | 127 | 20 | 148 | 26 | 156 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 45 | 9 | 96 | 15 | 132 | 21 | 150 | 27 | 157 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 55 | 10 | 103 | 16 | 136 | 22 | 152 | 28 | 158 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 64 | 11 | 110 | 17 | 140 | 23 | 153 | 29 | 159 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 72 | 12 | 116 | 18 | 143 | 24 | 154 | 30 | 160 |
|---------------------------------------------------------------------|

FERAL WRATH: "The dangerous, wild essence of thorns, nettles, and cacti can
be harnessed by skilled mages to magnify the potency of their offensive Wrath
enchantments, which increase their party's strength."
* Requires Nature Magic level 12
* Requires Enveloping Embrace level 1
* Increases Wrath spell power and duration
Percentage Increase in Wrath Spell Power
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 18 | 7 | 82 | 13 | 124 | 19 | 145 | 25 | 159 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 32 | 8 | 90 | 14 | 128 | 20 | 148 | 26 | 161 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 44 | 9 | 98 | 15 | 132 | 21 | 151 | 27 | 162 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 54 | 10 | 106 | 16 | 136 | 22 | 153 | 28 | 163 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 64 | 11 | 112 | 17 | 139 | 23 | 155 | 29 | 164 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 74 | 12 | 118 | 18 | 142 | 24 | 157 | 30 | 165 |
|---------------------------------------------------------------------|
Percentage Increase in Wrath Spell Duration
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 26 | 7 | 110 | 13 | 158 | 19 | 188 | 25 | 204 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 46 | 8 | 120 | 14 | 164 | 20 | 191 | 26 | 206 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 62 | 9 | 130 | 15 | 170 | 21 | 194 | 27 | 207 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 76 | 10 | 138 | 16 | 176 | 22 | 197 | 28 | 208 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 88 | 11 | 146 | 17 | 180 | 23 | 200 | 29 | 209 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 100 | 12 | 152 | 18 | 184 | 24 | 202 | 30 | 210 |
|---------------------------------------------------------------------|

NURTURING GIFT: "Shamans that focus on the restorative arts can eventually
wield healing magic that is nothing short of miraculous in its
effectiveness."
* Requires Nature Magic level 12
* Requires Aquatic Affinity level 1
* Increases healing magic power
Percentage Increase in Power of Healing Spells
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 7 | 7 | 40 | 13 | 70 | 19 | 92 | 25 | 105 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 13 | 8 | 45 | 14 | 75 | 20 | 95 | 26 | 106 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 19 | 9 | 50 | 15 | 79 | 21 | 97 | 27 | 107 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 25 | 10 | 55 | 16 | 83 | 22 | 99 | 28 | 108 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 30 | 11 | 60 | 17 | 86 | 23 | 101 | 29 | 109 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 35 | 12 | 65 | 18 | 89 | 24 | 103 | 30 | 110 |
|---------------------------------------------------------------------|

ARCANE RENEWAL: "Through study and meditation, Nature Mages can draw on
reserves normally out of reach. This increased flow of energy revitalizes the
mage and restores his most powerful abilities."
* Requires Nature Magic level 24
* Requires Natural Bond level 1
* Increases the recovery rate of combat and nature magic powers
Percentage Increase in Magic Power Recovery Rate
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 12 | 13 | 17.5 | 19 | 20.5 | 25 | 23.3 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 5 | 8 | 13 | 14 | 18 | 20 | 21 | 26 | 23.7 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 6.5 | 9 | 14 | 15 | 18.5 | 21 | 21.5 | 27 | 24.1 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 8 | 10 | 15 | 16 | 19 | 22 | 22 | 28 | 24.4 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 9.5 | 11 | 16 | 17 | 19.5 | 23 | 22.5 | 29 | 24.7 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 11 | 12 | 17 | 18 | 20 | 24 | 22.9 | 30 | 25 |
|---------------------------------------------------------------------|

FREEZING: "The ice magic of Nature Mages can be honed to freeze the moisture
in the air around their enemies into immobilizing blocks of ice."
* Requires Nature Magic level 24
* Requires Arctic Mastery level 1
* Gives chance to freeze enemies
Percentage Chance to Freeze Target
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 4 | 7 | 16 | 13 | 23 | 19 | 27.5 | 25 | 30.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 7 | 8 | 17.5 | 14 | 23.75| 20 | 28 | 26 | 31 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 9 | 9 | 19 | 15 | 24.5 | 21 | 28.5 | 27 | 31.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 11 | 10 | 20 | 16 | 25.25| 22 | 29 | 28 | 32 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 13 | 11 | 21 | 17 | 26 | 23 | 29.5 | 29 | 32.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 14.5 | 12 | 22 | 18 | 26.75| 24 | 30 | 30 | 33 |
|---------------------------------------------------------------------|
Frozen Duration (in Seconds)
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 1 | 7 | 1 | 13 | 1.25 | 19 | 1.5 | 25 | 1.75 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 1 | 8 | 1.25 | 14 | 1.5 | 20 | 1.75 | 26 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 1 | 9 | 1.25 | 15 | 1.5 | 21 | 1.75 | 27 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 1 | 10 | 1.25 | 16 | 1.5 | 22 | 1.75 | 28 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 1 | 11 | 1.25 | 17 | 1.5 | 23 | 1.75 | 29 | 2 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 1 | 12 | 1.25 | 18 | 1.5 | 24 | 1.75 | 30 | 2 |
|---------------------------------------------------------------------|

SUMMON BOND: "The bond between the mage and a summoned creature can be
strengthened to the point that the creature will trade its own life force to
absorb damage dealt to the mage who called it."
* Requires Nature Magic level 36
* Requires Summon Might level 1
* Transfers injuries suffered by the mage to a summoned creature
Percentage of Damage done to Mage Transferred to Summons
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 9 | 7 | 36 | 13 | 52 | 19 | 63 | 25 | 70.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 16 | 8 | 39 | 14 | 54 | 20 | 64.5 | 26 | 71 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 21 | 9 | 42 | 15 | 56 | 21 | 66 | 27 | 71.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 26 | 10 | 44.5 | 16 | 58 | 22 | 67.5 | 28 | 72 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 30 | 11 | 47 | 17 | 60 | 23 | 68.5 | 29 | 72.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 33 | 12 | 49.5 | 18 | 61.5 | 24 | 69.5 | 30 | 73 |
|---------------------------------------------------------------------|

ABSORPTION: "Nature Mages of legend were so attuned to magical energy that


they could absorb a portion of magical attacks and use it to restore their
mana. It is said the Dryads still hold this secret."
* Requires Nature Magic level 36
* Requires Nurturing Gift level 1
* Absorbs magic damage and transfers some to mana
Percentage of Magic Damage Absorbed
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 8 | 7 | 42 | 13 | 63 | 19 | 76 | 25 | 82 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 15 | 8 | 46 | 14 | 65.5 | 20 | 77 | 26 | 83 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 22 | 9 | 50 | 15 | 68 | 21 | 78 | 27 | 83.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 28 | 10 | 54 | 16 | 70 | 22 | 79 | 28 | 84 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 33 | 11 | 57 | 17 | 72 | 23 | 80 | 29 | 84.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 38 | 12 | 60 | 18 | 74 | 24 | 81 | 30 | 85 |
|---------------------------------------------------------------------|
Percentage of Magic Damage Added to Mana
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 8 | 7 | 31 | 13 | 43 | 19 | 49.5 | 25 | 52.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 14 | 8 | 33.5 | 14 | 44.5 | 20 | 50 | 26 | 53 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 18 | 9 | 36 | 15 | 46 | 21 | 50.5 | 27 | 53.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 22 | 10 | 38 | 16 | 47 | 22 | 51 | 28 | 54 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 25.5 | 11 | 40 | 17 | 48 | 23 | 51.5 | 29 | 54.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 28.5 | 12 | 41.5 | 18 | 49 | 24 | 52 | 30 | 55 |
|---------------------------------------------------------------------|

NATURE MAGE POWERS


GRAVITY STONE: "The mage summons a monolithic stone of such density that its
gravitational force pulls enemy creatures toward it and holds them in place
until it collapses under itself."
* Area of Effect Targets an Enemy or Terrain
* Normal Recharge
* Range 10 meters
Level 1
* Requires Natural Bond 1
* Radius 4 meters
* Duration 4 seconds
Level 2
* Requires Natural Bond 5
* Radius 5 meters
* Duration 5 seconds
Level 3
* Requires Natural Bond 8
* Requires Arcane Renewal 6
* Radius 6 meters
* Duration 6 seconds

ICICLE BLAST: "A deadly attack inspired by the North Dragon's breath, Icicle
Blast launches shards of ice from the caster's fingers in a fan of
destruction, knocking enemies back and blasting them with cold."
* Cone Effect Targets an Enemy or Terrain
* Normal Recharge
* Range 10 meters
Level 1
* Requires Aquatic Affinity 2
* Damage (56 + 14 * NM level) * (0.82 + 0.015 * NM level)
Level 2
* Requires Aquatic Affinity 5
* Requires Arctic Mastery 5
* Damage (56 + 14 * NM level) * (1.3 + 0.029 * NM level)
Level 3
* Requires Aquatic Affinity 10
* Requires Arctic Mastery 10
* Requires Freezing 8
* Damage (56 + 14 * NM level) * (2.0 + 0.036 * NM level)

CIRCLE OF FROST: "Circle of Frost banishes all heat from an area. The ground
cracks as moisture turns to ice, the very air freezes, and any creature
unlucky enough to be caught in the circle is frozen until it thaws."
* Area of Effect Targets an Enemy or Terrain
* Slow Recharge
* Range 9 meters
Level 1
* Requires Natural Bond 5
* Requires Arctic Mastery 8
* Requires Freezing 1
* Duration 12 seconds
* Radius 3.5 meters
* Damage (13.3 + 3.3 * NM level) * (2.0 + 0.015 * NM level)
Level 2
* Requires Natural Bond 6
* Requires Arctic Mastery 10
* Requires Freezing 6
* Duration 15 seconds
* Radius 4 meters
* Damage (13.3 + 3.3 * NM level) * (2.0 + 0.029 * NM level)
Level 3
* Requires Natural Bond 8
* Requires Arctic Mastery 12
* Requires Freezing 12
* Duration 18 seconds
* Radius 4.5 meters
* Damage (13.3 + 3.3 * NM level) * (2.5 + 0.036 * NM level)

SUMMON PROVOKE: "With an Agallan rhyme, the mage provokes enemies around
himself to focus their wrath upon his summoned creature. Once provoked,
monsters won't always respond to additional provocation."
* Can only be used when mage has summoned a creature
* Automatically Provokes Enemies around Caster
* Very Fast Recharge
Level 1
* Requires Summon Fortitude 3
* Requires Summon Might 1
* Radius 6 meters
Level 2
* Requires Summon Fortitude 7
* Requires Summon Might 4
* Radius 7 meters
Level 3
* Requires Summon Fortitude 12
* Requires Summon Might 6
* Requires Summon Bond 6
* Radius 8 meters

AETHER BLAST: "Aether Blast channels a spike of magical energy through the
mage's link with his summoned creature, creating a devastating explosion. The
more powerful the creature, the more deadly the blast."
* Can only be used when mage has summoned a creature
* Automatically Blasts Enemies around Summoned Creature
* Normal Recharge
Level 1
* Summon Might 8
* Requires Arcane Renewal 1
* Blast radius 3.5 meters
* Stun time 5 seconds
* Damage (240 + 1.8 * NM level)
Level 2
* Summon Might 10
* Requires Arcane Renewal 6
* Requires Summon Bond 2
* Blast radius 4 meters
* Stun time 5 seconds
* Damage (240 + 3.5 * NM level)
Level 3
* Summon Might 14
* Requires Arcane Renewal 8
* Requires Summon Bond 12
* Blast radius 5 meters
* Stun time 5 seconds
* Damage (350 + 4.3 * NM level)

INVULNERABILITY: "The most powerful defensive magic a Nature Mage can


possess, Invulnerability protects the party so completely that no physical or
magical attack can harm them."
* Automatically Protects All Nearby Allies
* Slow Recharge
Level 1
* Requires Enveloping Embrace 1
* Duration 6 seconds
Level 2
* Requires Enveloping Embrace 6
* Requires Nurturing Gift 4
* Duration 8 seconds
Level 3
* Requires Enveloping Embrace 12
* Requires Nurturing Gift 8
* Requires Arcane Renewal 6
* Duration 12 seconds

GLACIAL AURA: "Nature Mages of frozen mountains can focus glacial power
around themselves, creating an aura that emits waves of frost that damage and
briefly freeze any enemies who draw near."
* Automatically Enhances Self
* Slow Recharge
* Radius 2 meters
Level 1
* Requires Feral Wrath 8
* Requires Freezing 4
* Aura duration 10 seconds
* Freeze duration 4 seconds
* Damage (2.6 + 0.65 * NM level) * (2.0 + 0.015 * NM level)
Level 2
* Requires Feral Wrath 12
* Requires Freezing 12
* Requires Absorption 6
* Aura duration 12 seconds
* Freeze duration 5 seconds
* Damage (2.2 + 0.54 * NM level) * (2.6 + 0.029 * NM level)
Level 3
* Requires Feral Wrath 14
* Requires Freezing 15
* Requires Absorption 12
* Aura duration 15 seconds
* Freeze duration 6 seconds
* Damage (1.7 + 0.44 * NM level) * (2.9 + 0.036 * NM level)

[5.2.5] Blood Assassin


========================
Blood Assassins are a combination of rangers and the nastier side of combat
mages. Assassins have special curse (debuff) weapon enchant spells called
"marks". When active, all targets hit by the Assassin are marked. The
Assassin does additional damage to those targets and can do huge amounts of
damage to all marked targets at once using the Execute power.
The big problem with Assassins is you have to let them shoot at will. If you
focus on one enemy, which is really the best way to defeat most mobs, marks
don't do as much good. To get the most out of an Assassin requires
controlling the Assassin and spreading the Marks around, while letting the
rest of your party do what they want. You then Execute to destroy swarms of
monsters all at once.
Another problem with Assassins, shared with Fists of Stone, is they will be
weaker at both ranged and combat magic than a dedicated ranger or mage of the
same character level. This affects the amount of damage they can do, the
equipment they can wear. Etc. They will also have their skill points spread
out over two or three trees (ranger, blood assassin and combat mage).
Since combat mage is the secondary class, Assassins are not a good
replacement for a combat mage. They can be a good replacement for a pure
archer, as their skills and weapon enchant spells overcome the few levels
they lag behind. With a little bit of extra firepower behind their ranged
attacks, they can be a good archer, but that's all, so there's not much
reason to choose an Assassin over a pure Ranger.

BLOOD ASSASSIN SKILL TABLES


SHRED BLOOD: "Reckless disregard for life can have benefits, however
sinister. An Assassin's ranged attacks, through malicious intent and
practice, can make their victims hemorrhage blood."
* Requires Ranged 8, Combat Magic 6
* Gives chance of extra damage
Percentage Chance to Shred Blood
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 15 | 7 | 27 | 13 | 33 | 19 | 37 | 25 | 40 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 18 | 8 | 28 | 14 | 34 | 20 | 37.5 | 26 | 40 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 20 | 9 | 29 | 15 | 35 | 21 | 38 | 27 | 40 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 22 | 10 | 30 | 16 | 35.5 | 22 | 38.5 | 28 | 40 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 24 | 11 | 31 | 17 | 36 | 23 | 39 | 29 | 40 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 26 | 12 | 32 | 18 | 36.5 | 24 | 39.5 | 30 | 40 |
|---------------------------------------------------------------------|
Additional Shred Blood Damage Multiplied by Intelligence
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 0.15 | 7 | 0.79 | 13 | 1.27 | 19 | 1.54 | 25 | 1.65 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 0.27 | 8 | 0.89 | 14 | 1.33 | 20 | 1.56 | 26 | 1.66 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 0.39 | 9 | 0.97 | 15 | 1.39 | 21 | 1.58 | 27 | 1.67 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 0.49 | 10 | 1.05 | 16 | 1.45 | 22 | 1.6 | 28 | 1.68 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 0.59 | 11 | 1.13 | 17 | 1.5 | 23 | 1.62 | 29 | 1.69 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 0.69 | 12 | 1.21 | 18 | 1.52 | 24 | 1.64 | 30 | 1.7 |
|---------------------------------------------------------------------|

MARK MASTERY: "Through meditation and study, the Blood Assassin can
drastically increase the potency of her marks. An enemy marked by a full
master is truly living on borrowed time."
* Requires Ranged 8, Combat Magic 6
* Increases damage to Marked targets
* Increases duration of Marks
* Increases recovery rate of Execute Power
Percentage Increased Damage to Marked Targets
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 2.5 | 7 | 12 | 13 | 17.5 | 19 | 20.5 | 25 | 22.75|
|------+------+------+------+------+------+------+------+------+------|
| 2 | 4.5 | 8 | 13 | 14 | 18 | 20 | 21 | 26 | 23 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 6.5 | 9 | 14 | 15 | 18.5 | 21 | 21.5 | 27 | 23.25|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 8 | 10 | 15 | 16 | 19 | 22 | 22 | 28 | 23.5 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 9.5 | 11 | 16 | 17 | 19.5 | 23 | 22.25| 29 | 23.75|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 11 | 12 | 17 | 18 | 20 | 24 | 22.5 | 30 | 24 |
|---------------------------------------------------------------------|
Increased Duration of Mark Curse
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 20 | 7 | 35 | 13 | 50 | 19 | 65 | 25 | 90 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 20 | 8 | 35 | 14 | 50 | 20 | 80 | 26 | 90 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 20 | 9 | 35 | 15 | 65 | 21 | 80 | 27 | 90 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 20 | 10 | 50 | 16 | 65 | 22 | 80 | 28 | 90 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 35 | 11 | 50 | 17 | 65 | 23 | 80 | 29 | 90 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 35 | 12 | 50 | 18 | 65 | 24 | 80 | 30 | 100 |
|---------------------------------------------------------------------|
Percentage Increase in Execute Power Recovery Rate
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 1.5 | 7 | 6.5 | 13 | 9.4 | 19 | 11.7 | 25 | 13.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 2.5 | 8 | 7 | 14 | 9.8 | 20 | 12 | 26 | 13.8 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 3.5 | 9 | 7.5 | 15 | 10.2 | 21 | 12.3 | 27 | 14.1 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 4.5 | 10 | 8 | 16 | 10.6 | 22 | 12.6 | 28 | 14.4 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 5.5 | 11 | 8.5 | 17 | 11 | 23 | 12.9 | 29 | 14.7 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 6 | 12 | 9 | 18 | 11.4 | 24 | 13.2 | 30 | 15 |
|---------------------------------------------------------------------|

BLOODSOAKED SHOTS: "To a Blood Assassin, blood has power, especially her own.
With no care for the consequences, trained Blood Assassins anoint their
weapons with their blood, increasing their damage."
* Requires Ranged 26, Combat Magic 19, Shred Blood 1
* Increased ranged attack damage at the cost of character's health
Increased Ranged Attack Damage Percentage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 6 | 7 | 27 | 13 | 38 | 19 | 44 | 25 | 47.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 11 | 8 | 29 | 14 | 39 | 20 | 45 | 26 | 48 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 15 | 9 | 31 | 15 | 40 | 21 | 45.5 | 27 | 48.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 18 | 10 | 33 | 16 | 41 | 22 | 46 | 28 | 49 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 21 | 11 | 35 | 17 | 42 | 23 | 46.5 | 29 | 49.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 24 | 12 | 37 | 18 | 43 | 24 | 47 | 30 | 50 |
|---------------------------------------------------------------------|
Percentage of Max Health Lost Per Hit
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 1 | 7 | 2 | 13 | 3 | 19 | 4 | 25 | 4 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 1 | 8 | 2 | 14 | 3 | 20 | 4 | 26 | 4 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 1 | 9 | 2 | 15 | 4 | 21 | 4 | 27 | 4 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 1 | 10 | 2 | 16 | 4 | 22 | 4 | 28 | 4 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 1 | 11 | 3 | 17 | 4 | 23 | 4 | 29 | 4 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 1 | 12 | 3 | 18 | 4 | 24 | 4 | 30 | 4 |
|---------------------------------------------------------------------|

RUNE MASTERY: "Through combining trapping techniques of Dryad Hunters and


writing techniques of Elven Scribes, Blood Assassins gain the ability to
recover quickly from preparing magical traps."
* Requires Ranged 17, Combat Magic 12, Mark Mastery 1
* Increases Rate of Rune Power recharge
* Gives chance of instant recharge of Rune Power
Percentage Increase in Rune Power Recovery Rate
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 12 | 13 | 18 | 19 | 22.5 | 25 | 25.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 5 | 8 | 13 | 14 | 19 | 20 | 23 | 26 | 26 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 7 | 9 | 14 | 15 | 20 | 21 | 23.5 | 27 | 26.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 9 | 10 | 15 | 16 | 21 | 22 | 24 | 28 | 27 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 10 | 11 | 16 | 17 | 21.5 | 23 | 24.5 | 29 | 27.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 11 | 12 | 17 | 18 | 22 | 24 | 25 | 30 | 28 |
|---------------------------------------------------------------------|
Percentage Chance of Instant Recovery of Rune Power
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 1.5 | 7 | 6.5 | 13 | 9.4 | 19 | 11.7 | 25 | 13.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 2.5 | 8 | 7 | 14 | 9.8 | 20 | 12 | 26 | 13.8 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 3.5 | 9 | 7.5 | 15 | 10.2 | 21 | 12.3 | 27 | 14.1 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 4.5 | 10 | 8 | 16 | 10.6 | 22 | 12.6 | 28 | 14.4 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 5.5 | 11 | 8.5 | 17 | 11 | 23 | 12.9 | 29 | 14.7 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 6 | 12 | 9 | 18 | 11.4 | 24 | 13.2 | 30 | 15 |
|---------------------------------------------------------------------|

LIVING DEATH: "Fearless of the hereafter, an Assassin can straddle the gap
between life and death. Doing so allows her to shrug off attacks, but as she
slips into realm of the dead her vulnerability to fire increases. She
considers it a fair trade."
* Requires Ranged 36, Combat Magic 29, Improved Weapon Enhancements 1
* Increases physical damage resistance
* Decreases fire damage resistance
Percentage Bonus to Physical Damage Resistance
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 3 | 7 | 12 | 13 | 16.5 | 19 | 19.5 | 25 | 22.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 5 | 8 | 13 | 14 | 17 | 20 | 20 | 26 | 23 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 7 | 9 | 14 | 15 | 17.5 | 21 | 20.5 | 27 | 23.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 9 | 10 | 15 | 16 | 18 | 22 | 21 | 28 | 24 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 10 | 11 | 15.5 | 17 | 18.5 | 23 | 21.5 | 29 | 24.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 11 | 12 | 16 | 18 | 19 | 24 | 22 | 30 | 25 |
|---------------------------------------------------------------------|
Percentage Penalty to Fire Damage Resistance
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 5 | 7 | 27 | 13 | 41 | 19 | 49 | 25 | 50 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 10 | 8 | 30 | 14 | 43 | 20 | 50 | 26 | 50 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 14 | 9 | 33 | 15 | 45 | 21 | 50 | 27 | 50 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 18 | 10 | 35 | 16 | 46 | 22 | 50 | 28 | 50 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 21 | 11 | 37 | 17 | 47 | 23 | 50 | 29 | 50 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 24 | 12 | 39 | 18 | 48 | 24 | 50 | 30 | 50 |
|---------------------------------------------------------------------|

IMPROVED WEAPON ENHANCEMENTS: "Without heed or concern for the consequences,


a Blood Assassin can pursue additional power through her weaponry. In doing
so, she increases the potency of her weapon enhancements."
* Requires Ranged 17, Combat Magic 12, Shred Blood 1
* Increases duration and power of weapon enchant spells
Percentage Increase in Weapon Enchant Spell Duration
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 20 | 7 | 92 | 13 | 142 | 19 | 176 | 25 | 190 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 36 | 8 | 102 | 14 | 150 | 20 | 180 | 26 | 192 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 50 | 9 | 110 | 15 | 156 | 21 | 182 | 27 | 194 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 62 | 10 | 118 | 16 | 162 | 22 | 184 | 28 | 196 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 72 | 11 | 126 | 17 | 168 | 23 | 186 | 29 | 198 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 82 | 12 | 134 | 18 | 172 | 24 | 188 | 30 | 200 |
|---------------------------------------------------------------------|
Percentage Increase in Weapon Enchant Spell Power
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 12 | 7 | 68 | 13 | 106 | 19 | 128 | 25 | 140 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 24 | 8 | 76 | 14 | 110 | 20 | 130 | 26 | 142 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 34 | 9 | 82 | 15 | 114 | 21 | 132 | 27 | 144 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 44 | 10 | 88 | 16 | 118 | 22 | 134 | 28 | 146 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 52 | 11 | 94 | 17 | 122 | 23 | 136 | 29 | 148 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 60 | 12 | 100 | 18 | 126 | 24 | 138 | 30 | 150 |
|---------------------------------------------------------------------|

IGNITE BLOOD: "The Blood Assassin's Ravaging Strike power will set its
victims' blood on fire, dealing extra damage over time."
* One point skill
* Requires Ranged 17, Combat Magic 12, Shred Blood 6,
Improved Weapon Enhancements 3
* 70 Damage Per Second for 5 Seconds

IMPROVED RUNES: "This skill increases the radius of the Blood Assassin's rune
powers: Rune of Blood and Rune of Sacrifice."
* One point skill
* Requires Ranged 26, Combat Magic 19, Mark Mastery 3, Rune Mastery 6,
Bloodsoaked Shots 3
* +1 Meter to Radius of Rune Powers

IMPROVED EXECUTE: "Talented Assassins scoff at those whose Execute ability


does not reach far enough to slay all their marked foes at once."
* One point skill
* Requires Ranged 17, Combat Magic 12, Mark Mastery 6, Rune Mastery 3
* +4 Meters to Radius of Execute Power

GRACE OF THE NIGHT: "By fully embracing the dark path of power at any cost,
the Assassin enhances both her weapon skill and magical power."
* One point skill
* Requires Ranged 36, Combat Magic 29, Improved Weapon Enhancements 7,
Living Death 4
* +24 Dexterity
* +16 Intelligence

BLOOD ASSASSIN POWERS


EXECUTE: "Execute is a horrific finishing move that activates the marks on
enemies around the Blood Assassin, rending them, cursing them, or immolating
them, depending on the mark."
* Automatically Strikes Enemies Around Self
* Normal Recharge
* Damages all Marked targets according to Mark Spell damage
Level 1
* Requires Mark Mastery 1
* Radius 8 Meters
* Increased Mark Damage:
90 + 1.0 * ((ranged level + cm level + 15) * 0.5)
Level 2
* Requires Mark Mastery 3
* Requires Improved Weapon Enhancements 1
* Radius 10 Meters
* Increased Mark Damage:
100 + 2.0 * ((ranged level + cm level + 15) * 0.5)
Level 3
* Requires Mark Mastery 7
* Requires Improved Weapon Enhancements 3
* Requires Living Death 3
* Radius 12 Meters
* Increased Mark Damage:
135 + 2.2 * ((ranged level + cm level + 15) * 0.5)

RAVAGING STRIKE: "With wanton disregard for her own life, the Blood Assassin
pours her blood and health in to a devastating shot that rips through
multiple foes in an instant, stunning them in pain."
* Can be used with any ranged weapon
* Targets an Enemy or Terrain
* Normal Recharge
* Costs 40% Health of Blood Assassin
Level 1
* Requires Shred Blood 3
* Requires Improved Weapon Enhancements 1
* Damage Bonus Percent: 750 + 7.5 * ranged level
* Stun Duration 5 Seconds
Level 2
* Requires Shred Blood 5
* Requires Improved Weapon Enhancements 3
* Requires Bloodsoaked Shots 1
* Damage Bonus Percent: 1000 + 14.5 * ranged level
* Stun Duration 8 Seconds
Level 3
* Requires Shred Blood 8
* Requires Improved Weapon Enhancements 5
* Requires Bloodsoaked Shots 6
* Damage Bonus Percent: 1250 + 18 * ranged level
* Stun Duration 10 Seconds

RUNE OF BLOOD: "Rune of Blood creates a deadly rune trap. The first enemy to
draw near activates it. After a short delay, the rune's magic reaches out and
tears the blood from everything around it."
* Area of Effect Targets Enemies or Terrain
* Normal Recharge
* Rune Duration 20 Seconds
* Activation Delay: 2 Seconds
Level 1
* Requires Shred Blood 1
* Radius: 4 Meters
* Damage: (58 + 14.5 * ((ranged level + cm level + 15) * 0.5)) *
(1.25 + 0.015 * ((ranged level + cm level + 15) * 0.5))
Level 2
* Requires Shred Blood 2
* Requires Rune Mastery 4
* Requires Bloodsoaked Shots 1
* Radius: 4.5 Meters
* Damage: (58 + 14.5 * ((ranged level + cm level + 15) * 0.5)) *
(1.70 + 0.029 * ((ranged level + cm level + 15) * 0.5))
Level 3
* Requires Shred Blood 5
* Requires Rune Mastery 8
* Requires Bloodsoaked Shots 4
* Radius: 5 Meters
* Damage: (58 + 14.5 * ((ranged level + cm level + 15) * 0.5)) *
(2.30 + 0.036 * ((ranged level + cm level + 15) * 0.5))

RUNE OF SACRIFICE: "Intrepid Blood Assassins, inspired by circles of


protection used during summoning rituals, have learned to create a rune that
allows for augmented fighting abilities -- for a price."
* Area of Effect Targets Enemies or Terrain
* Normal Recharge
* -300% Party Health Regeneration
* Increases damage from normal and power attacks
Level 1
* Requires Mark Mastery 2
* Requires Rune Mastery 3
* Radius: 3.5 meters
* Duration: 10 seconds
* Damage bonus: 30%
Level 2
* Requires Mark Mastery 4
* Requires Rune Mastery 6
* Requires Living Death 1
* Radius: 4 meters
* Duration: 15 seconds
* Damage bonus: 55%
Level 3
* Requires Mark Mastery 6
* Requires Rune Mastery 9
* Requires Living Death 4
* Radius: 4.5 meters
* Duration: 20 seconds
* Damage bonus: 90%

[5.2.6] Fist of Stone


=======================
A Fist of Stone is a modification of the pure defensive tank. Their skills
and powers are geared more towards defense (increases in health and armor)
than anything else. A Fist of Stone set up as a sword & shield provoker and
concentrating on defensive weapon enchant spells can be a pretty good
replacement for a standard sword & shield fighter.
If you use your nature mage mostly for healing and some buffs (embrace and
wrath spells), the Fist of Stone can be a passable replacement for a nature
mage, thus filling two roles in one character (tank and healer). They will
not be able to match a pure mage in summoning or ice damage.
The two big downsides are the need to spread skill points around three
classes (fighter, nature mage and fist of stone) and the fact the Fist of
Stone will lag behind in both fighter and nature mage levels.
Fist of Stone Skills

FIST OF STONE SKILL TABLES


TREMOR: "Channeling the forces of nature and stone, a Fist of Stone's melee
attacks occasionally unleash a minor quake, dealing damage to nearby
opponents."
* Requires Melee 8, Nature Magic 6
* Causes Additional Tremor Damage on Some Attacks
Percentage Chance an Attack Will Cause a Tremor
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 20 | 7 | 25 | 13 | 30 | 19 | 35 | 25 | 40 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 20 | 8 | 25 | 14 | 30 | 20 | 35 | 26 | 40 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 20 | 9 | 25 | 15 | 30 | 21 | 35 | 27 | 40 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 20 | 10 | 30 | 16 | 30 | 22 | 35 | 28 | 40 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 25 | 11 | 30 | 17 | 30 | 23 | 35 | 29 | 40 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 25 | 12 | 30 | 18 | 35 | 24 | 35 | 30 | 40 |
|---------------------------------------------------------------------|
Tremor Radius
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 1 | 7 | 1.25 | 13 | 1.5 | 19 | 1.5 | 25 | 1.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 1 | 8 | 1.25 | 14 | 1.5 | 20 | 1.5 | 26 | 1.5 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 1 | 9 | 1.25 | 15 | 1.5 | 21 | 1.5 | 27 | 1.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 1 | 10 | 1.5 | 16 | 1.5 | 22 | 1.5 | 28 | 1.5 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 1.25 | 11 | 1.5 | 17 | 1.5 | 23 | 1.5 | 29 | 1.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 1.25 | 12 | 1.5 | 18 | 1.5 | 24 | 1.5 | 30 | 1.5 |
|---------------------------------------------------------------------|
Tremor Damage Multiplied by Intelligence
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 0.05 | 7 | 0.21 | 13 | 0.33 | 19 | 0.44 | 25 | 0.475|
|------+------+------+------+------+------+------+------+------+------|
| 2 | 0.08 | 8 | 0.23 | 14 | 0.35 | 20 | 0.45 | 26 | 0.48 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 0.11 | 9 | 0.25 | 15 | 0.37 | 21 | 0.455| 27 | 0.485|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 0.14 | 10 | 0.27 | 16 | 0.39 | 22 | 0.46 | 28 | 0.49 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 0.17 | 11 | 0.29 | 17 | 0.41 | 23 | 0.465| 29 | 0.495|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 0.19 | 12 | 0.31 | 18 | 0.43 | 24 | 0.47 | 30 | 0.5 |
|---------------------------------------------------------------------|

CHANT OF STONE: "Fists of Stone draw power from earth and rocks. Training in
this mantra allows the Fist of Stone to focus that power to fortify his armor
and increase his health."
* Requires Melee 8, Nature Magic 6
* Increases Armor and Health
Percentage Increase in Armor Multiplied by Intelligence
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 0.04 | 7 | 0.24 | 13 | 0.4 | 19 | 0.51 | 25 | 0.57 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 0.08 | 8 | 0.27 | 14 | 0.42 | 20 | 0.52 | 26 | 0.58 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 0.12 | 9 | 0.3 | 15 | 0.44 | 21 | 0.53 | 27 | 0.585|
|------+------+------+------+------+------+------+------+------+------|
| 4 | 0.15 | 10 | 0.33 | 16 | 0.46 | 22 | 0.54 | 28 | 0.59 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 0.18 | 11 | 0.36 | 17 | 0.48 | 23 | 0.55 | 29 | 0.595|
|------+------+------+------+------+------+------+------+------+------|
| 6 | 0.21 | 12 | 0.38 | 18 | 0.5 | 24 | 0.56 | 30 | 0.6 |
|---------------------------------------------------------------------|
Percentage Increase in Health Multiplied by Intelligence
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 0.1 | 7 | 0.6 | 13 | 0.95 | 19 | 1.21 | 25 | 1.4 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 0.2 | 8 | 0.675| 14 | 1 | 20 | 1.25 | 26 | 1.42 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 0.3 | 9 | 0.75 | 15 | 1.05 | 21 | 1.28 | 27 | 1.44 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 0.375| 10 | 0.8 | 16 | 1.09 | 22 | 1.31 | 28 | 1.46 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 0.45 | 11 | 0.85 | 17 | 1.13 | 23 | 1.34 | 29 | 1.48 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 0.525| 12 | 0.9 | 18 | 1.17 | 24 | 1.37 | 30 | 1.5 |
|---------------------------------------------------------------------|

SOUL OF PROTECTION: "Soul of Protection not only enhances the Fist of Stone's
defensive weapon enchantments, but also gives him a chance to recover
instantly after using a defensive power."
* Requires Melee 26, Nature Magic 19, Chant of Stone 1
* Increases Power of Defensive Weapon Enchant Spells
* Gives Chance of Instant Defensive Power Recharge
Percentage Increase in Defensive Weapon Enchant Spell Power
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 8 | 7 | 50 | 13 | 74 | 19 | 86 | 25 | 95 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 16 | 8 | 56 | 14 | 76 | 20 | 88 | 26 | 96 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 24 | 9 | 60 | 15 | 78 | 21 | 90 | 27 | 97 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 32 | 10 | 64 | 16 | 80 | 22 | 92 | 28 | 98 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 38 | 11 | 68 | 17 | 82 | 23 | 93 | 29 | 99 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 44 | 12 | 72 | 18 | 84 | 24 | 94 | 30 | 100 |
|---------------------------------------------------------------------|
Percentage Chance of Instant Defensive Power Recharge
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 1.5 | 7 | 6.5 | 13 | 9.4 | 19 | 11.7 | 25 | 13.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 2.5 | 8 | 7 | 14 | 9.8 | 20 | 12 | 26 | 13.8 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 3.5 | 9 | 7.5 | 15 | 10.2 | 21 | 12.3 | 27 | 14.1 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 4.5 | 10 | 8 | 16 | 10.6 | 22 | 12.6 | 28 | 14.4 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 5.5 | 11 | 8.5 | 17 | 11 | 23 | 12.9 | 29 | 14.7 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 6 | 12 | 9 | 18 | 11.4 | 24 | 13.2 | 30 | 15 |
|---------------------------------------------------------------------|

SOUL OF STRENGTH: "Soul of Strength imbues the Fist of Stone's offensive


weapon enchantments with great strength and sometimes allows him to recovery
instantly after using an offensive power."
* Requires Melee 26, Nature Magic 19
* Increases Power of Offensive Weapon Enchant Spells
* Gives Chance of Instant Offensive Power Recharge
Percentage Increase in Offensive Weapon Enchant Spell Power
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 8 | 7 | 50 | 13 | 74 | 19 | 86 | 25 | 95 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 16 | 8 | 56 | 14 | 76 | 20 | 88 | 26 | 96 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 24 | 9 | 60 | 15 | 78 | 21 | 90 | 27 | 97 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 32 | 10 | 64 | 16 | 80 | 22 | 92 | 28 | 98 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 38 | 11 | 68 | 17 | 82 | 23 | 93 | 29 | 99 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 44 | 12 | 72 | 18 | 84 | 24 | 94 | 30 | 100 |
|---------------------------------------------------------------------|
Percentage Chance of Instant Offensive Power Recharge
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 1.5 | 7 | 6.5 | 13 | 9.4 | 19 | 11.7 | 25 | 13.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 2.5 | 8 | 7 | 14 | 9.8 | 20 | 12 | 26 | 13.8 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 3.5 | 9 | 7.5 | 15 | 10.2 | 21 | 12.3 | 27 | 14.1 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 4.5 | 10 | 8 | 16 | 10.6 | 22 | 12.6 | 28 | 14.4 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 5.5 | 11 | 8.5 | 17 | 11 | 23 | 12.9 | 29 | 14.7 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 6 | 12 | 9 | 18 | 11.4 | 24 | 13.2 | 30 | 15 |
|---------------------------------------------------------------------|

FAST RECOVERY: "Major setbacks do not deter the determined Fist of Stone.
They can recover quickly from being knocked unconscious, allowing them to
heal their companions and return to battle."
* Requires Melee 17, Nature Magic 12, Chant of Stone 1
* Increases rate of health regen while unconscious
* Increases amount of health when gaining consciousness
Percentage Increase in Unconscious Health Regeneration
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 16 | 7 | 78 | 13 | 120 | 19 | 138 | 25 | 145 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 28 | 8 | 86 | 14 | 124 | 20 | 140 | 26 | 146 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 38 | 9 | 94 | 15 | 128 | 21 | 141 | 27 | 147 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 48 | 10 | 102 | 16 | 132 | 22 | 142 | 28 | 148 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 58 | 11 | 108 | 17 | 134 | 23 | 143 | 29 | 149 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 68 | 12 | 114 | 18 | 136 | 24 | 144 | 30 | 150 |
|---------------------------------------------------------------------|
Percentage Increase in Gain Consciousness Health
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 10 | 7 | 62 | 13 | 95 | 19 | 121 | 25 | 140 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 20 | 8 | 68 | 14 | 100 | 20 | 125 | 26 | 142 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 30 | 9 | 74 | 15 | 105 | 21 | 128 | 27 | 144 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 38 | 10 | 80 | 16 | 109 | 22 | 131 | 28 | 146 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 46 | 11 | 85 | 17 | 113 | 23 | 134 | 29 | 148 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 54 | 12 | 90 | 18 | 117 | 24 | 137 | 30 | 150 |
|---------------------------------------------------------------------|

QUAKE: "The Fist of Stone Raknor Earthdelver perfected his Tremor skill,
causing it to crack the earth with even greater force. Many students learned
his techniques before his passing."
* Requires Melee 36, Nature Magic 29, Tremor 1
* Increases Tremor Radius & Damage
Percentage Increase in Tremor Radius
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 0.25 | 7 | 0.5 | 13 | 0.75 | 19 | 1 | 25 | 1 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 0.25 | 8 | 0.5 | 14 | 0.75 | 20 | 1 | 26 | 1 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 0.25 | 9 | 0.5 | 15 | 1 | 21 | 1 | 27 | 1 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 0.25 | 10 | 0.75 | 16 | 1 | 22 | 1 | 28 | 1 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 0.5 | 11 | 0.75 | 17 | 1 | 23 | 1 | 29 | 1 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 0.5 | 12 | 0.75 | 18 | 1 | 24 | 1 | 30 | 1 |
|---------------------------------------------------------------------|
Percentage Increase in Tremor Damage
|---------------------------------------------------------------------|
|Level |Value |Level |Value |Level |Value |Level |Value |Level |Value |
|------+------+------+------+------+------+------+------+------+------|
| 1 | 5 | 7 | 23 | 13 | 35 | 19 | 44 | 25 | 47.5 |
|------+------+------+------+------+------+------+------+------+------|
| 2 | 9 | 8 | 25 | 14 | 37 | 20 | 45 | 26 | 48 |
|------+------+------+------+------+------+------+------+------+------|
| 3 | 13 | 9 | 27 | 15 | 39 | 21 | 45.5 | 27 | 48.5 |
|------+------+------+------+------+------+------+------+------+------|
| 4 | 16 | 10 | 29 | 16 | 41 | 22 | 46 | 28 | 49 |
|------+------+------+------+------+------+------+------+------+------|
| 5 | 19 | 11 | 31 | 17 | 42 | 23 | 46.5 | 29 | 49.5 |
|------+------+------+------+------+------+------+------+------+------|
| 6 | 21 | 12 | 33 | 18 | 43 | 24 | 47 | 30 | 50 |
|---------------------------------------------------------------------|

IMPROVED FAULT LINE: "Through meditation and practice, a Fist of Stone can
maintain a Fault Line longer than normal, keeping its victims stunned."
* One point skill
* Requires Melee 8, Nature Magic 6, Tremor 6
* Increases Fault Line duration by 3 seconds

HEALING HANDS: "Channeling life and strength through his hands, a Fist of
Stone can return mortally wounded soldiers to battle within seconds."
* One point skill
* Requires Melee 17, Nature Magic 12, Chant of Stone 4, Fast Recovery 6
* Increases healing effectiveness by 125%

STRENGTH OF THE MOUNTAIN: "Tapping into the enduring power of the earth,
warriors of stone enhance both their body's strength and their mind's
wisdom."
* One point skill
* Requires Melee 26, Nature Magic 19, Chant of Stone 6, Soul of Protection 4
* +16 Strength
* +12 Intelligence

IMPROVED TREMOR: "The greatest Fists of Stone wade fearlessly in to hordes of


foes, causing the earth to shudder with each blow."
* One point skill
* Requires Melee 36, Nature Magic 29, Tremor 8, Soul of Strength 4, Quake 4
* +15 Tremor Damage

GROUNDSHAKER: "Raknor Earthdelver was called the 'Groundshaker'. When he


unleashed his strongest powers, the destruction was fearsome."
* One point skill
* Requires Melee 36, Nature Magic 29, Tremor 8, Soul of Protection 2, Quake 6
* +0.5 Meters Earthquake Aura Radius
* +0.75 Meters Eruption Radius
FIST OF STONE POWERS
STONE FORM: "A Fist of Stone's initial training is only considered complete
when he masters the ability to transform his allies into stone juggernauts
with intimidating strength and resilience."
* Automatically Enhances Allies
* Normal Recharge
Level 1
* Requires Chant of Stone 1
* Duration 10 Seconds
* Radius 12 Meters
* Strength Bonus for Allies:
0.75 * 0.7 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3
* Additional Strength Bonus for Self:
0.5 * 0.7 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3
* Armor Bonus for Allies:
0.75 * 0.7 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2
* Additional Armor Bonus for Self:
0.5 * 1.1 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2
Level 2
* Requires Chant of Stone 3
* Requires Fast Recovery 3
* Duration 10 Seconds
* Radius 12 Meters
* Strength Bonus for Allies:
0.75 * 1.1 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3
* Additional Strength Bonus for Self:
0.5 * 1.1 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3
* Armor Bonus for Allies:
0.75 * 1.1 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2
* Additional Armor Bonus for Self:
0.5 * 1.1 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2
Level 3
* Requires Chant of Stone 8
* Requires Fast Recovery 5
* Requires Soul of Protection 4
* Duration 10 Seconds
* Radius 12 Meters
* Strength Bonus for Allies:
0.75 * 1.5 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3
* Additional Strength Bonus for Self:
0.5 * 1.5 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3
* Armor Bonus for Allies:
0.75 * 1.5 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2
* Additional Armor Bonus for Self:
0.5 * 1.5 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2

EARTHQUAKE AURA: "Earthquake Aura causes the ground around the Fist of Stone
to ripple and shake with his rage, destroying everything around him as he
wades into battle."
* Automatically Enhances Self
* Slow Recharge
Level 1
* Requires Tremor 3
* Duration 10 Seconds
* Radius 2.5 Meters
* Damage: (4.0 + 1.00 * ((melee level + nm level + 15) * 0.5)) *
(1.2 + 0.015 * ((melee level + nm level + 15) * 0.5))
Level 2
* Requires Tremor 6
* Requires Soul of Strength 3
* Duration 12 Seconds
* Radius 2.5 Meters
* Damage: (3.3 + 0.83 * ((melee level + nm level + 15) * 0.5)) *
(1.7 + 0.029 * ((melee level + nm level + 15) * 0.5))
Level 3
* Requires Tremor 9
* Requires Soul of Strength 4
* Requires Quake 5
* Duration 12 Seconds
* Radius 2.5 Meters
* Damage: (3.3 + 0.83 * ((melee level + nm level + 15) * 0.5)) *
(1.9 + 0.036 * ((melee level + nm level + 15) * 0.5))

FAULT LINE: "A Fist of Stone need only gesture to create a Fault Line in the
earth. The ground along the line trembles and shakes, stunning and pummeling
any enemy that tries to cross it."
* Targets Terrain
* Normal Recharge
Level 1
* Requires Tremor 3
* Requires Fast Recovery 1
* Duration 6 Seconds
* Length 4 Meters
* DPS: (3.0 + 0.75 * ((melee level + nm level + 15) * 0.5)) *
(2.25 + 0.015 * ((melee level + nm level + 15) * 0.5))
Level 2
* Requires Tremor 7
* Requires Fast Recovery 3
* Requires Quake 1
* Duration 9 Seconds
* Length 6 Meters
* DPS: (2.4 + 0.60 * ((melee level + nm level + 15) * 0.5)) *
(2.65 + 0.029 * ((melee level + nm level + 15) * 0.5))
Level 3
* Requires Tremor 10
* Requires Fast Recovery 5
* Requires Quake 4
* Duration 12 Seconds
* Length 8 Meters
* DPS: (2.0 + 0.50 * ((melee level + nm level + 15) * 0.5)) *
(2.90 + 0.036 * ((melee level + nm level + 15) * 0.5))

ERUPTION: "Dark times require drastic measures. The Fist of Stone causes huge
blocks of earth to rise up around him, encasing opponents in stone and
inflicting tremendous damage."
* Automatically Strikes Enemies around Self
* Slow Recharge
Level 1
* Requires Soul of Strength 1
* Requires Soul of Protection 1
* Radius 2.75 Meters
* Petrify Duration 4 Seconds
* Damage: (144 + 24 * ((melee level + nm level + 15) * 0.5)) *
(2.25 + 0.015 * ((melee level + nm level + 15) * 0.5))
Level 2
* Requires Soul of Strength 6
* Requires Soul of Protection 6
* Requires Quake 4
* Radius 3.25 Meters
* Petrify Duration 6 Seconds
* Damage: (108 + 18 * ((melee level + nm level + 15) * 0.5)) *
(2.65 + 0.029 * ((melee level + nm level + 15) * 0.5))
Level 3
* Requires Soul of Strength 8
* Requires Soul of Protection 8
* Requires Quake 7
* Radius 4 Meters
* Petrify Duration 8 Seconds
* Damage: (96 + 16 * ((melee level + nm level + 15) * 0.5)) *
(2.90 + 0.036 * ((melee level + nm level + 15) * 0.5))

[5.2.7] How to Buy Skills


===========================
Skill points are not really at that much of a premium. In addition to the one
you get each character level, you can earn up to 9 in bonuses from finising
quests in DS2. In Merc difficulty alone, you should end up with over 50 skill
points to spend. Combine that with lots of bonuses from equipment and factor
in the diminishing return from higher skill levels and it's actually pretty
easy to spread skill points around.
Never buy more than 10 ranks in any skill unless you need to do so for a
power. Power pre-requisites are based on your natural (i.e. non-enhanced)
skill rank, so if you need Critical Shot 14 for Charged Shots level 3, then
buy 14 ranks of Critical Shot. However, you should seriously consider not
raising any Power to level 3 until Veteran difficulty. It won't be that much
more of a help in Merc, and it will weaken your other skills.
Even though a serious multi-classed character (i.e. melee 30/combat mage 30)
is not entirely tenable, don't "single-class" your character. IOW, don't make
your tank S&S only with no points in Overbear or Dual Wield. You might just
run into situations where more damage would help rather than more armor.
Conversely, don't deny your dual-wielder the chance to pick up a shield when
necessary.
Likewise, combat mages need an element to fall back on if their primary
element isn't working. And any nature mage needs at least a few points put
into the healing/buffing skills to really aid your party.
Plan out your skill point purchases by deciding which powers you want to use
and then figuring out the pre-reqs. Buy skill points accordingly. Leftover
skill points should be put wherever you think they will do the most good:
increasing damage skills is probably your best bet. The mobs you face
typically have ten times as much health as you, so you need to whittle them
down quickly.
Finally, don't worry if you make a mistake. Broken World introduces a trainer
who will reset all the skill points of any member of your active party. A
simple mod makes this trainer available in DS2 as well. (Get that mod, as
well as others, from http://www.papagamer.com/content/view/60/56/ ).

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================
[6.1] Henchmen
================
When you first add a henchman to your party, they will be a certain level
(based on your position in the main story); but, most of their skill points
are unspent--so you can take them on any skill path you desire. The first two
henchmen, Deru and Lothar, are such low level they can be leveled in any
class you desire. Later henchmen are pretty much already set in their class
path; though, Taar could probably be leveled in a class other than nature
mage, if you start on it right away.
At Veteran and Elite difficulties, of course, main class levels are so high
you'll have to keep them in their primary class, only doing a bit of cross
training for the skills.
Henchmen do not level up if they are not in your party. When you add a
henchman to your party (either for the first time or re-adding via the Inn),
he/she will only level up if more than 20 levels less than your PC. If more
than 20 levels below your PC, the henchman will level up to 2 levels below
you.

Dungeon Siege II
==================
There are eight henchmen in Dungeon Siege II. They are encountered along the
main quest path, and are usually unlocked as part of the main quest. (The one
exception is Sartan.) Each also has a personal quest, which must be performed
with that henchman in your active party.

Deru
Race: Dryad
Class: Level 2 ranger, level 1 nature mage
Loc: Next to Eirulan North Gate at beginning of Act I, Chapter 2
Quest: Deru's Treasure Hunt (Act II, secondary quest #10)
Along with Lothar, Deru is your only choice for companion until Act I,
Chapter 5. She is set up to play as either a ranger or nature mage; but,
she's low enough level in both that she can go in any direction you like.
It's probably not worth making her a fighter, since Lothar is standing
nearby. Since you can probably wait on Taar to be available in Chapter 5, you
should only consider her as a ranger or combat mage. If you don't take either
Deru (or Lothar) as a combat mage now, assuming your character is not, it
will be a long wait until you can hire one.
In Veteran and Elite difficulties, Deru is a nature mage.

Lothar
Race: Half-giant
Class: Level 2 fighter, level 1 combat mage
Loc: Next to Eirulan North Gate at beginning of Act I, Chapter 2
Quest: Lothar's Innocence (Act II, secondary quest #9)
Along with Deru, Lothar is your only choice for companion until Act I,
Chapter 5. He is set up to play as either a fighter or combat mage; but, he's
low enough level in both that he can go in any direction you like. It's
probably not worth making him a ranger or nature mage since Deru is standing
nearby; and you'll get Taar as a nature mage in Chapter 5, so only take him
if you need a fighter or combat mage. If you don't take either Lothar (or
Deru) as a combat mage now, assuming your character is not, it will be a long
wait until you can hire one.
In Veteran and Elite difficulties, Lothar is a combat mage.

Taar
Race: Dryad
Class: Level 8 nature mage
Loc: Great Hall of Eirulan, available as a companion beginning in Act I,
Chapter 5
Quest: Taar's Investigation (Act I, secondary quest #9)
Taar removes your Ring of Submission at the end of Act I, Chapter 3 and sends
you on your Chapter 4 quest. You also end Chapter 4 and begin Chapter 5 by
speaking to her. During the conversation, you can choose to take her along.
She's a good support character, but with a total limit of 4 party members at
Mercenary difficulty level, you may not even want a nature mage on the team.
At the very least, add her to your party so you can do her side quest, which
you can do in Chapter 5. Also, Taar is your last chance at a nature mage
companion, so definitely add her to your party at least once so you can add
her back through the Inn, if needed.

Vix
Race: Human
Class: Level 12 ranger
Loc: In a tower between the Narrow Cavern and Upper Kithraya Caverns,
Act I, Chapter 6
Quest: Vix's Vengeance (Act III, Secondary Quest #9)
You first meet Vix as you're traveling to the Kithraya Caverns. If you blow
off his offer of help, he'll run off to the Eirulan Inn, so you can pick him
up whenever you want him. He's a ranger with Quick Draw already, so you can
keep him around if you're lacking a good ranged fighter in your party.

Sartan
Race: Half-Giant
Class: Level 19 fighter
Loc: In a pit in the Windstone Fortress, Act I, Chapter 9
Quest: Sartan's Suspicion (Act III, Secondary Quest #7)
By the time Sartan is available, near the end of Act I, you probably already
have at least one good melee fighter in your party. If not, you should add
Sartan right away. You might even want to add him as a second or third
fighter considering the Act I boss is especially weak to melee. Otherwise,
you can send packing to the Eirulan Inn.

Amren
Race: Elf
Class: Level 20 ranger
Loc: At the Aman'lu Inn, beginning in Act II, Chapter 1
Quest: Amren's Vision (Act II, secondary quest #15)
Amren is the third ranger (if you consider Deru a ranger) you meet during
your travels. As such, you're probably full up on ranged fighters.
Fortunately, his personal quest involves almost no fighting, so you can leave
"Spock" at the Inn without worrying he'll lag in levels.

Finala
Race: Elf
Class: Level 22 combat mage
Loc: You can add her to your party once you complete Act II, Chapter 3
Quest: Finala's Contempt (Act II, secondary quest #16)
Finala is the first (and only) true combat mage you'll meet, though you could
have leveled either Deru or Lothar in that class. She can be a useful
addition to your party, but you should note mobs like to pick on the combat
mage. Make sure she is well-armored. Since her quest involves a lot of
fighting, it's probably best to keep her around and leveled up.

Eva
Race: Human
Class: Level 29 fighter
Loc: You rescue her at the end of Act II, Chapter 6
Quest: Evangeline's Folly (Act II, secondary quest #18)
Evangeline is set up as a dual wielding fighter, but has enough unspent skill
points that you can take her in any direction. Of course, by this point in
the game, you're probably well set for melee companions, so you may only want
her around for her quest, which you can do right after freeing her.

Broken World
==============
If you carry any of the DS2 henchmen with you forward to Broken World, they
come through unchanged. (Assuming you can get them out of the Inn.) If you
don't bring the DS2 henchmen with you, they will be hanging around the Dryad
Outpost with the class levels indicated below. Each has eight unspent skill
points; but, that's a moot point since a quick visit to Trainer Vireni will
allow you to re-allocate their skill points as you desire.
The class levels listed here are for Mercenary difficulty, they will be
appropriately higher when playing Veteran and Elite. All these characters,
assuming they are not stored at the Inn, will be found in the Dryad Outpost.
* Amren: Elf, level 39 Sharpshooter (ranged 39)
Northeast section of the Outpost, on a bluff behind the arcanist
* Deru: Dryad, level 39 Grand Mage (ranged 2, nature magic 39)
Practicing near the trainer on the east side of the bridge
* Eva: Human, level 39 Knight (melee 39)
Running around in the southeast section of the Outpost
* Finala: Elf, level 39 Sorceress (combat magic 39)
Playing on the bridge
* Lothar: Half-Giant, level 39 Sorcerer (melee 2, combat magic 39)
Sitting near the south gate
* Sartan: Half-Giant, level 39 Knight (melee 39)
Talking to Vix, near Burk in the southeast section of the Outpost
* Taar: Dryad, level 39 Grand Mage (nature magic 39)
Next to the pet seller in the northeast section of the Outpost
* Vix: Human, level 39 Sharpshooter (ranged 39)
Talking to Sartan, near Burk in the southeast section of the Outpost
Broken World adds three new henchmen; all require you embark on a quest
before you can hire them. All three will stay in the spot you first encounter
them if you turn them down when they offer to join.
* Celeb'hel: Elf, level 45 Sorcerer (combat magic 45)
Celeb'hel waits at a Ruined Shrine not far south of the Calennor Stronghold
entrance. When you complete the Part 2 secondary quest, "Celeb'hel", he
offers to join up (assuming you don't cause him to assume Campbell's
Chunky Soup status).
* Ressa: Elf, level 43 Assassin (ranged 39, combat magic 31)
Ressa is at a campsite just south of Aman'lu. Before she will join up, you
have to complete her secondary quest "Questionable Methods".
* Yoren: Dwarf, level 40 Preserver (melee 36, nature magic 29)
Yoren is in the Dryad Outpost, not far from your starting point, near Burk.
He initiates the "Hunt for the Lost Dwarves" secondary quest. When you find
the clue to the lost dwarves, he offers to join your party and you must
have him in your party to complete the quest.

============
[6.2] Pets
============
Most pets can simply be purchased from a pet seller in town. The dire wolf,
mythrilhorn and light naiad require the completion of specific quests before
you can purchase one. All pets go through six stages of development. They
start as a baby, then grow to fledgling, juvenile, adolescent, young adult
and finally reach mature.
Once a pet reaches maturity, they will no longer grow. Pets begin with an
attack (which may be a spell) and four have another spell they can cast. The
four pets with a separate spell--dark/light naiads (healing), lap dragon
(buffing) and necrolithid (curse)--will autocast their spells.
When a pet reaches the juvenile stage, it will gain a power, which works just
like character powers. At maturity, the pet receives an emanation, which is
some type of bonus (or buff) applied to the pet and all within a certain
radius.
Pets grow by eating, and what they like to eat is the loot you collect. The
more valuable the swag you stuff down their throats, the faster they will
grow. They will also receive various bonuses to their stats and abilities
based on what you feed them. For a list, see Handbook Lesson #42.
Pets are always the same level as your player character. In order to progress
to different stages of development, pets (and, by extension, your PC) must be
a certain level. (Noted as Level Req in the pet stats.) Pets count as their
listed class for the purpose of opening sanctuary doors.

Dungeon Siege II
==================
Dark Naiad
----------
Cost: 1,375 gold
Class: Nature Mage
Weapon: Duskbeam, "night energy" beam (death magic?), costs mana
Spell: Fade Wounds
Power: Arboreal Rejuvenation, casts healing/resurrecting magic in
radius around naiad; Normal Recharge
Emanation: Regeneration, increases health regeneration of companions
Acquired: Purchase from Aman'lu and Kalrathia pet stores
Level Req: Baby - 20, Fledgling - 22, Juvenile - 25,
Adolescent - 27, Young Adult - 30, Mature - 32
The dark naiad (and its cousin, the light naiad) are the only healing pets in
the game. Dark naiads are small, fairy-like creatures with OK attacks, a
healing spell that bounces from target-to-target and a healing power and
emanation. They make a capable replacement for a nature mage, but you lose
out on the summoning/buffing ability of the mage. The dark naiad has lower
level requirements for maturation than the light naiad and is available at a
much earlier level.

Dire Wolf
---------
Cost: 500 gold
Class: Fighter
Weapon: Bite
Spell: n/a
Power: Furious Howl, cone-effect sonic damage; Normal Recharge
Emanation: Vicious Counter, 60% physical damage reflected to enemy
Acquired: Complete the Dire Wolf quest in Act I (Secondary Quest #9), then
purchase from any pet seller
Level Req: Baby - 8, Fledgling - 10, Juvenile - 13,
Adolescent - 15, Young Adult - 18, Mature - 20
The dire wolf is your first really good pet, and makes an excellent addition
to your team. It's at least as good as any tank character, and can hold its
own in the thick of battle. If you're looking for a pet, this one is hard to
beat until you get much later in the game.

Fire Elemental
--------------
Cost: 1,000 gold
Class: Combat Mage
Weapon: Firestrike, costs mana
Spell: n/a
Power: Inferno, cone effect fire attack; Normal Recharge
Emanation: Fire Resistance, increases fire and magic damage resistance
of companions
Acquired: Purchase from Aman'lu and Kalrathia pet stores
Level Req: Baby - 20, Fledgling - 22, Juvenile - 25,
Adolescent - 27, Young Adult - 30, Mature - 32
The fire elemental is similar to its cousin, the ice elemental. Very good
when facing enemies that are not resistant to fire, not so good otherwise.
Their powers duplicate combat mages specializing in fire, but they are less
versatile than such mages. Their emanation is easily duplicated with good
equipment.

Ice Elemental
-------------
Cost: 500 gold
Class: Nature Mage
Weapon: Icestrike, costs mana
Spell: n/a
Power: Frost Aura, ice damage + freezing to nearby enemies;
Normal Recharge
Emanation: Ice Resistance, increases ice resistance and mana regeneration
of companions
Acquired: Purchase at any pet seller
Level Req: Baby - 3, Fledgling - 6, Juvenile - 9,
Adolescent - 12, Young Adult - 14, Mature - 16
Ice elementals are the combat side of the nature mage. Their attacks are
focused on ice damage and freezing enemies. Even though nature mage is their
class, they aren't really a replacement for a nature mage because they have
no healing, buffing or summoning magic. Their big advantage is their
emanation, which will essentially keep your mages casting all day long.

Lap Dragon
----------
Cost: 2,250 gold
Class: Nature Mage
Weapon: Dragon Fire, fireball, costs mana
Spell: Dragon Scales, party buff: protection from curses, lightning
resistance, death resistance, increased power recharge rate
Power: Draconic Inspiration, increases damage of powers; Slow Recharge
Emanation: Dragon Vitality, increases all ability scores
Acquired: Purchase from Kalrathia pet store
Level Req: Baby - 33, Fledgling - 35, Juvenile - 37,
Adolescent - 39, Young Adult - 41, Mature - 43
Don't be fooled by its name. A fully mature "lap" dragon is as big as a Half-
giant. Their power, spell and emanation are focused on buffing their
companions, making them a very good pet. You could build a very good party
around a naiad (either light or dark), a lap dragon and a mix of rangers and
fighters. You'll need plenty of mana potions, though, to keep the dragon's
weapons active.
Light Naiad
-----------
Cost: 1,375 gold
Class: Nature Mage
Weapon: Duskbeam, "night energy" beam (death magic?), costs mana
Spell: Fade Wounds
Power: Arboreal Rejuvenation, casts healing/resurrecting magic in
radius around naiad; Normal Recharge
Emanation: Regeneration, increases health regeneration of companions
Acquired: Purchase from Daesthai after beating the tenth, and final, round
of the Aman'lu Arena
Level Req: Baby - 36, Fledgling - 38, Juvenile - 41,
Adolescent - 43, Young Adult - 46, Mature - 48
The light naiad (and its cousin, the dark naiad) are the only healing pets in
the game. Light naiads are small, fairy-like creatures with OK attacks, a
healing spell that bounces from target-to-target and a healing power and
emanation. They make a capable replacement for a nature mage, but you lose
out on the summoning/buffing ability of the mage. As an advantage over the
dark naiad, the light naiad has magic resistance (20% at maturity) and a more
powerful Fade Wounds spell (+10% health restored).

Mythrilhorn
-----------
Cost: 1,750 gold
Class: Fighter
Weapon: Claw Strike
Spell: n/a
Power: Enrage, works like fighter power Provoke; Very Fast Recharge
Emanation: Defense Aura, increases party's armor ratings
Acquired: Purchase from Aman'lu or Kalrathia pet seller after completing
Mythrilhorn quest (Act II, Secondary Quest #7)
Level Req: Baby - 30, Fledgling - 32, Juvenile - 34,
Adolescent - 36, Young Adult - 38, Mature - 40
The mythrilhorn takes the place of a shield tank. It has heavy armor (that
can be increased by feeding it fighter armor), lots of health and a power
similar to Provoke. Even its normal attacks draw aggro from enemies. Its
emanation is a big help to mages, who can use all the armor bonus they can
get. If you need a meat shield and aggro-collector, the mythrilhorn is better
and lower maintenance than a weapon & shield tank.

Necrolithid
-----------
Cost: 2,250 gold
Class: Combat Mage
Weapon: Deathstrike, death energy attack, costs mana
Spell: Necrosis, curse causes enemy armor to weaken
Power: Decompose, infects enemies, when enemies die, some of their
essence heals party members; Normal Recharge
Emanation: Mana Steal, party members regenerate mana when they damage enemies
Acquired: Purchase from Aman'lu and Kalrathia pet stores
Level Req: Baby - 20, Fledgling - 22, Juvenile - 25,
Adolescent - 27, Young Adult - 30, Mature - 32
The necrolithid is a particularly ugly pet, but has a wide range of useful
abilities: death magic attack, curse, healing power and mana regeneration
aura. This pet would be especially handy for a mage-heavy party.
Pack Mule
---------
Cost: 300 gold
Class: Fighter
Weapon: Strong kick
Spell: n/a
Power: Staggering Kick, extra damage and a stunning effect;
Normal Recharge
Emanation: Reveal Treasure, opens all chests and boxes and breaks all
containers around mule
Acquired: Purchase from any pet seller
Level Req: Baby - 3, Fledgling - 5, Juvenile - 7,
Adolescent - 9, Young Adult - 11, Mature - 13
The pack mule's biggest advantage is its ability to carry stuff. At fledgling
level, the mule gets an additional page of Inventory (i.e. inventory space
doubles). At adolescent level, the mule gets a third page (inventory space
triples). Add to that the fact the mule can fight pretty well, and it becomes
a valuable resource for pack rats.
You can even use a mule (or mules) as storage vaults--filling up their
inventories and then disbanding them to the Inn, waiting to be re-added to
the party whenever you need your stuff. However, the mule's emanation is
pretty weak, unless you're lazy, and...well, they just don't look as cool as
the other pets.

Scorpion Queen
--------------
Cost: 350 gold
Class: Ranger
Weapon: Scorpion Sting
Spell: n/a
Power: Explosive Sting, an AoE ranged attack; Normal Recharge
Emanation: Evasion Aura, increase companions' chance to dodge attacks
Acquired: Purchase from any pet seller
Level Req: Baby - 3, Fledgling - 6, Juvenile - 9,
Adolescent - 12, Young Adult - 15, Mature - 18
The scorpion queen is the only ranger pet, as such it has a special place.
Its thunderous power can be very handy, as is Evasion Aura. As a replacement
for a ranger, the scorpion lacks a bit in versatility, but makes up for this
with its emanation and lack of requirement for equipment.

Broken World
==============
Broken World adds two new pets. These pets are immediately available from the
pet seller in the Dryad Outpost at the beginning of the game. All other pets
are also available from the dryad pet seller.
Kohl Beast
------------
Cost: 5,000 gold
Class: Melee
Weapon: Claw Slash
Spell: n/a
Power: Flurry; Increases attack speed and damage of kohl beast for
4 seconds; Normal recharge
Emanation: Deadly Strike; increases frequency and damage of melee and ranged
critical hits
Acquired: From the pet seller in the Dryad Outpost
Level Req: Baby - 40, Fledgling - 42, Juvenile - 44,
Adolescent - 46, Young Adult - 48, Mature - 50
The kohl beast is a good choice for a melee/ranged heavy party for its
emanation. It's also a pretty good fighter, but doesn't offer much beyond
that to mages.

Pack Ram
----------
Cost: 4,000 gold
Class: Melee
Weapon: Kick
Spell: n/a
Power: Earthquake; sends out waves of force that damage and
stun enemies; Slow recharge
Emanation: Determination; increases party max health and strength
Acquired: From the pet seller in the Dryad Outpost
Level Req: Baby - 40, Fledgling - 42, Juvenile - 44,
Adolescent - 46, Young Adult - 48, Mature - 50
The pack ram is an alternate for the pack mule. It gets one extra page of
inventory at the Adolescent stage. Compared to the mule, you get a pack
animal with a more useful emanation and power, but less overall storage
space.

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@_/_/_/_/_| ____ [7] VERSION HISTORY & CREDITS )
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v1.00 2006-10-17
- First published version

SPECIAL THANKS
Per Sandstrom for suggesting adding the availability of fifth and sixth party
slots to the FAQ.
Ahmed Mohamed and Kevin Barr for pointing out that Vix will go to the Eirulan
Inn if you refuse his offer of help when you first meet him.
Anders Blomgren for mentioning that it would be a good idea to tell when you
will meet henchmen in the game.
Ceryle Gaehl, T1nk3rts5 and Sven for contributing several item set pieces
Burma27 who has given me a lot of information about tactics, strategy, and
game mechanics.
Mystikclaw for sending me his game notes, which have been a big help in
filling in the blanks.
Saed Swedan and Adythiel for sending me their completed save games so I could
dig through their journals and see what I was missing.
Kevin Sanders and Sven for submitting the puzzle solution for "The Lost
Jewels of Soranith".
Sven for submitting puzzle solutions for "The Agallan Trial" and the
locations of some books.
Grey Wraith for pointing out where the Lesser Chant of Prosperity is located.
Scott Wellnitz for pointing out the skipping cutscene bug; too bad it had to
bite him for him to notify me of the problem.
GypsyLynx for telling me there's a hidden room with a chant in Prospector
Gareth's "Crumbling Ruins".
Scott Hutchens for filling in Quest Item #89, Mythril Stanza of the Dwarven
Song of Ore.
Austin McDonald for pointing out the location of the fourth of Amren's
mushroom rings.
Lulu for telling me about the secret room in Thestrin's tower.
Samradar072 for pointing out the secret rooms in Feldwyr's hideout.
Ed VanDuser for pinpointing the location of "Elves and Elven Culture".
'Sonny' Sonnemans for pinpointing the location of Chant #42.
Michael Tyler for clarifying the exact location of the book "Living and
Working with Half-Giants".
Kleomenis Politis and Gilles de Groof for mathematically reducing my DPS
formula.
Ronald van Uden for mentioning Eolanda will reward you for killing Arinth.
Adam Gifford and Ronald van Uden for solving the "Zork" game you play with
Chris Gorski in the Mysterious Cave.
Farsy for confirming locations of two of the Nature's Vigilance Set items.
Kirbysdl for pointing out some of my Powers lists were missing pre-reqs. I
solved this by copying the data out of the .gas file.
Maveric for telling my about the Hak'UBER Ceremonial Blade.
Michael Luna for providing several Chant locations.
NightFright for mentioning a problem with the level-up "formula" for
henchmen. I dug through the game data and found the correct formula.
Yannick Merlen for the stats on the Mysterious Mystery Quest rewards.
Ginasue1 of GameFAQs for helping me find the last couple of things I needed
to fully complete the game. (Namely the mana-infused stone for Mage Nari and
the purple and yellow stones in the Calennor Stronghold.)
Asteron of GameFAQs corrected the outcome for the Celeb'hel quest where, if
you give him the soulstones, he blows himself to bits.

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@_/_/_/_/_| ____ [8] LEGAL )
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Written & Copyright 2005, 2006 by Barry Scott Will.
Trademarks and other marks are reserved to their original owners. This guide
is not endorsed or authorized by Microsoft Game Studios, Take Two
Interactive, 2K Games or Gas Powered Games.
This guide is for informational purposes only and no explicit or implicit
warranty is made with regards to the suitability of this information. The
reader agrees to indemnify and hold harmless the author, Barry Scott Will,
from any consequences of using this information.
This work is licensed under the Creative Commons Attribution-ShareAlike
License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/2.5/
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Submitted by *PapaGamer* - Created 8/22/05 (Last Modified 10/23/06)

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