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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] GAME OVERVIEW )
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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.
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.
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.
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.
==================================
[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. 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.
=================================
[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
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@_/_/_/_/_| ____ [2] CHAPTER WALKTHROUGH )
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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.
========================================
[2.2] 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.
__
_| |_
| 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.
=======================================
[2.3] 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.
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.
===========================
[2.5] 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.
===========================
[2.6] 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.
__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [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.
==================================
[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.
=================================
[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.
===================================
[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.
#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.
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.
==================================
[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.
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.
==========================================
[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.
============================================
[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.
#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.
#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.
==========================================
[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 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.
#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.
#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.
=============================================
[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.
=====================================
[3.13] 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
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
====================
[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
====================================
[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
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 |
|---------------------------------------------------------------------|
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 |
|---------------------------------------------------------------------|
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
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
[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.
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 |
|---------------------------------------------------------------------|
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
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
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 |
|---------------------------------------------------------------------|
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 |
|---------------------------------------------------------------------|
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 |
|---------------------------------------------------------------------|
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)
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 |
|---------------------------------------------------------------------|
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)
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)
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 |
|---------------------------------------------------------------------|
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 |
|---------------------------------------------------------------------|
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
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
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))
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 |
|---------------------------------------------------------------------|
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
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))
__ ___________________________________________________|'-,
__________/____/ \
@_/_/_/_/_| ____ [6] COMPANIONS )
\__ \___________________________________________________ /
|,-'
================
[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 )
\__ \___________________________________________________ /
|,-'
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 )
\__ \___________________________________________________ /
|,-'
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/
------------------------------------------------------------------------
Submitted by *PapaGamer* - Created 8/22/05 (Last Modified 10/23/06)