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    FAQ/Walkthrough by Apathetic Aardvark

    Version: .99c | Updated: 11/28/05 | Printable Version | Search This Guide

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                                      Guild Wars
                                    FAQ/Walkthrough
    
    Copyright 2005, Apathetic Aardvark                 Email: sinenomine@gmail.com
    All rights reserved                                               Version .99c
    I am also known as SineNomine                                         11/28/05
    
    
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    Index/Table of Contents
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    Disclaimer.........................................................i
    Basics.............................................................ii
    Walkthrough........................................................iii
    Professions........................................................iv
    Collector List.....................................................v
    FAQ & Misc.........................................................vi
    Version History....................................................vii
    Credits............................................................viii
    
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                           i)  Disclaimer (Legal stuff)
    *******************************************************************************
    
    Copyright 2005, Apathetic Aardvark                         All rights reserved.
    
    You are allowed to do the following:
    - Make copies for your own, personal use.
    - Post this FAQ on a non-commercial, freely accessible web site. My
    permission is NOT required.  However, the FAQ must be posted in its full,
    ORIGINAL FORM, including THIS disclaimer in full, and credited to Apathetic
    Aardvark.
    
    What you can't do:
    - Posting this FAQ on a commercial site, or requiring payment for its
    access, is not permitted under ANY circumstances.
    - Using this FAQ (or any part of it) on a commercial site, or in a magazine,
    guide, book etc. without my explicit written permission is a copyright
    infringement. Editing this FAQ in any way, using it as a basis for your
    own FAQ, or posting it without giving proper credit is plagiarism. Both
    are violations of international copyright law and will result in legal
    prosecution.
    
    *******************************************************************************
                                    ii) Basics
    *******************************************************************************
    
    For the most part, I'm going to assume you read the instruction booklet which
    came with the game, or in the event you downloaded it, you at least read
    something similar.  This section is merely going to clarify or emphasize
    certain points of the basics.  I've tried to break it up into the categories
    below, but some parts do not fit in too well, so if you are going to read this
    section, just read the entire thing.
    
    Bare Basics
    Experience and Levels
    Conditions
    Armor
    Terminology
    
    ----
    Bare Basics
    ----
    
    Movement is very important in Guild Wars.  The WASD and the arrow keys will
    move your character in the respective direction when pressed.  Q and E will
    strafe you left or right.  Strafing is a great way to dodge most incoming
    missile projectiles.  If you have no reason to be standing still during battle,
    always be strafing in a random pattern.  Different projectiles do have
    different movement rates and arcs, I will leave it to you to get a feel for
    these.  Practice strafing early on enemies which do lousy damage, so when you
    reach those who hit hard, you are not always getting hit.
    
    The space bar doubles as the left click button of a mouse.  It will attack
    whatever target is active, or talk to whatever NPCs is selected.  Tab, [, and ]
    will scroll through targets.  C will target the closest enemy, f will target
    yourself, and v any nearby NPCs.  T will target a called target, more on this
    in a moment.
    
    Calling targets is an integral part of Guild Wars.  It allows one party member
    to display which enemy he or she is attacking to the entire party.  Generally,
    a healer is called first so that it can be taken out quickly.  To call a
    target, hold control whenever you hit it with an action [control double click
    would say "I'm attacking blah blah blah".  When a party member hits T, they
    will also target blah blah blah.  It is best to only have one assigned caller
    in a party.  Multiple people calling is usually confusing and annoying.
    
    You can also use control to "say" just about anything.  Control + clicking on
    virtually anything on your display interface will result in some sort of
    statement.  You can inform healers what conditions you have on yourself, to
    state you have low energy, or low health.
    
    In Guild Wars, all characters start at level 1 with 100 health.  Like many
    RPGs, Guild Wars is to some extent based on level.  Each time you level your
    maximum health increases by 20.  In addition, you get attribute points, which
    are used to improve the quality of your skills by boosting the corresponding
    attribute.
    
    ----
    Experience and Levels
    ----
    
    There is a level maximum of 20 in Guild Wars.  Each level is based on
    experience.  Here is the amount of experience needed to level:
    
    
    Level      Total XP  Reward
    Level 01 -     0
    Level 02 -  2000    - 5 Attribute Points, 1 Skill Point
    Level 03 -  4600    - 5 Attribute Points, 1 Skill Point
    Level 04 -  7800    - 5 Attribute Points, 1 Skill Point
    Level 05 - 11600    - 5 Attribute Points, 1 Skill Point
    Level 06 - 16000    - 5 Attribute Points, 1 Skill Point
    Level 07 - 21000    - 5 Attribute Points, 1 Skill Point
    Level 08 - 27600    - 5 Attribute Points, 1 Skill Point
    Level 09 - 32800    - 5 Attribute Points, 1 Skill Point
    Level 10 - 39600    - 5 Attribute Points, 1 Skill Point
    Level 11 - 47000    - 10 Attribute Points, 1 Skill Point
    Level 12 - 55000    - 10 Attribute Points, 1 Skill Point
    Level 13 - 63600    - 10 Attribute Points, 1 Skill Point
    Level 14 - 72800    - 10 Attribute Points, 1 Skill Point
    Level 15 - 82600    - 10 Attribute Points, 1 Skill Point
    Level 16 - 93000    - 15 Attribute Points, 1 Skill Point
    Level 17 -104000    - 15 Attribute Points, 1 Skill Point
    Level 18 -115600    - 15 Attribute Points, 1 Skill Point
    Level 19 -127800    - 15 Attribute Points, 1 Skill Point
    Level 20 -140600    - 15 Attribute Points, 1 Skill Point
    
    You still continue to "level" beyond Level 20, but your level will remain at
    20.  Also, you will not get attribute points anymore, but you will still get a
    skill point.  All levels after level 20 are 20000 experience apart.  The
    attribute points gained from above [170], are all but 30 attribute points.
    There are two quests which each give 15 attribute points.  This adds up to 200
    total attribute points.
    
    Now, a table showing how attribute points work
    
      Attribute Level | Points Needed | Total Points
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
        1             |    1          |   1
        2             |    2          |   3
        3             |    3          |   6
        4             |    4          |  10
        5             |    5          |  15
        6             |    6          |  21
        7             |    7          |  28
        8             |    9          |  37
        9             |   11          |  48
       10             |   13          |  61
       11             |   16          |  77
       12             |   20          |  97
    
    As you can see, as your attribute gets pumped higher and higher, the amount of
    points becomes steeper and steeper.  Because of this, not all attribute can be
    maxed.  I would recommend using three attributes on your character.  There are
    many way you can divide up the 200 total attribute points should you choose to
    do this.  The most common is 11-11-8.  Another common is 11-10-10.  If you
    intend to only use two attributes, you have it easy, 12-12 with a few
    leftovers.  If you wish to do four or more attributes, your character will be
    extremely weak in the long run.  The only real option for this are 9-9-9-9 and
    it is a very poor option at that.
    
    Do not fret though, if you do not like how your attribute points are spread
    out, you can use your refund points.  You get 1 refund point for every 250
    experience you earn.  There is a maximum of 24 refund points at a time, so if
    you are experimenting with new ideas, make sure you still have a method to earn
    experience to change them back in the even you are not satisfied.
    
    ---This has changed, you now get unlimited refunds while in town, but none
    while not in town, the above paragraph is for nostalgia---
    
    All of these attributes are used to boost your skills.  To access the skills
    menu, press K by default.  You can have eight skills loaded at a time.  They
    correspond with numbers 1-8 on the number row [above qwerty].  These skills can
    only be changed while in towns.  Eight seems like a constricting number at
    times, so you will have to choose wisely.
    
    Most skills require energy to use, though some require adrenaline.  Others
    require nothing at all.  Energy is stat which does not increase with level and
    can only be boosted with items.
    
    Elementalists, Necromancers, Mesmers and Monks all start with 30 energy and 4
    arrows of energy regeneration.  Each arrow represents .33 energy regained per
    second.  Rangers start with 25 energy and 3 arrows of energy regeneration.
    Warriors with 20 and 2 arrows.  The extra arrows on the non-warrior classes
    come from their armor.  So unless you are not wearing armor, your energy
    regeneration will always be this.  Maximum energy can be increased or decreased
    by certain armors.  I will have a detailed list of this in the professions
    section of the guide.
    
    Adrenaline on the other hand, is gained by hitting an enemy.  This is the way
    most warrior skills charge up for use.  There are other skills which can
    increase or decrease adrenaline gains.
    
    ----
    Conditions
    ----
    
    There are three basic types of long term spells in the game.  Ones which create
    enchantments, hexes and conditions.  Enchantments are friendly spells with a
    lasting duration.  They often heal or protect you in some capacity, but can
    have other uses.  Hexes are usually put on you by enemies and have one harmful
    effect or another.  Conditions are the easiest to describe.  They usually cause
    health degeneration, but here is a list.
    
    
    Health Degenerating Conditions:
    Bleeding  - 3 arrows.  Most skills which cause bleeding have a long duration.
    Burning   - 7 arrows.  Burning is far more painful than bleeding, but shorter.
    Diseased  - 4 arrows.  Medium duration, spreads to nearby creatures of the same
    type.
    Poison    - 4 arrows.  Poison has a rather long duration.  It can is most
    commonly seen with 4 arrows, but certain types of swamp areas inflict a type of
    poison which is less potent.  Swamp Water I believe is the name.
    
    Non-Health Degenerating Conditions
    Blind     - You will "miss" with 90% of your physical attacks.  Also increases
    the rate of "stray" shots from ranged weapons.
    Crippled  - You move a great deal slower.
    Dazed     - All of your spells are interrupted from any physical damage.
    Casting times are increased by 100%.
    Deep Wound- You maximum health is reduced by 20%.  All forms of regaining life
    other than regeneration is reduced by 20% as well.
    Exhaustion- Caused by yourself on several high powered skills, particularly
    Elementalist ones, Exhaustion greatly reduces energy regeneration of depleted
    energy.  I am not yet sure exactly what the rate is, or when it wears off, but
    this is annoying.
    Weakness  - Your base damage is reduced by 66.6%.  This goes directly off of
    your real damage, before enemy armor is factored in.  Because of this, you will
    do even less damage than this.
    
    ----
    Armor
    ----
    
    Speaking of armor, it is needed.  There are five pieces of armor: Head, Chest,
    Hands, Legs, and Feet.  Characters can also carry a shield.  Armor ONLY
    protects the area of the body it logically covers, though shields have their
    armor added to all parts.  Thus, you must always try to keep yourself
    completely armored.  Hit ratio's, however, are larger on some areas than
    others.
    
    Head - takes 12.5% of all physical attacks.  Percentage goes up if enemy is on
    higher ground than you.  The arcs of some bows have an easier time of
    headshotting than others.  As headgear does not have a "special" armor bonus,
    like most armors do, you will often take more damage here.  Others have
    suggested that in addition to this, a headshot from an arrow is an auto-
    critical.
    Chest - takes 37.5% of all physical attacks.  As you can see, the chest takes
    more physical attacks than any other area of the body.  The chest also takes
    all of the direct damage spells.  These are spells which have no projectile
    animation and which do not cause damage over time.  Spells like this would
    include Inferno and Deathly swarm.
    Hands - takes 12.5% of all physical attacks.
    Legs - takes 25% of all physical attacks.
    Feet - takes 12.5% of all physical attacks.
    
    Perhaps more important than where you get hit, is how much protection armor
    gives.  At Armor Level [AL] 60, you take the "real" damage of what someone
    attacks for.  You take more than that if you have less AL, and less than that
    if you have more AL.  Here are a few samples of how much damage you will take
    based on a percentage in terms of the real damage.
    
    
    AL   Damage %
    --------------
    0    283%
    5    260%
    20   200%
    30   168%
    40   141%
    50   119%
    60   100%
    70   84%
    75   77%
    80   71%
    85   64%
    100  50%
    110  42%
    120  35%
    
    As you can see, ten armor can make a huge difference in this game.  Monk,
    Mesmer and Elementalist armor cap out at 60, though they can have minor bonuses
    against a particular type of damage as well.  Necromancers cap out at 70,
    Rangers at 75 [or is it 70, I'll have to level my ranger ;P] and Warriors at
    85.  On top of this, shields max out at 16 defense.  So the maximum defense
    which can be reached without the aid of any skills is 101.  With skills, you
    could easily surpass 200 AL, although, I am at this time uncertain if there is
    a point where defense stops adding up.
    
    
    ---
    Terminology
    ---
    
    Aggro - Aggravation range.  The smaller circle on your compass.  Most enemies
    which get in this circle will attack you.
    AL - Armor Level.  This is the defense on your armor.
    AoE - Area of Effect, this usually refers to Elementalist skills which effect a
    large area.
    Body Blocking - Standing in front of something so it can not get around you,
    and eventually attack you, so that it doesn't attack someone else.
    DoT - Damage over time, often refers to Mesmer or Necromancer skills which
    cause health degeneration.  Conjure Phantasm is the typical example of this.
    Ecto - Refers to a Glob of Ectoplasm, a material for Fissure armor which falls
    in the underworld
    Farm - To kill the same monsters over and over, in hopes of getting good items,
    money, or experience.
    FoW - Fissure of Woe, accessed from the Balthazar Statue in the Temple of the
    Ages when your country has the favor of the gods.
    HoH - Hall of Heroes, a place you get to after winning several consecutive
    battles in the Tomb of Primeval Kings.  Should you win, you might get a
    Celestial Sigil.  This place determines the favor of the gods.
    LFG - Looking for Group
    LFP - Looking for Party
    Nerf - To make a skill [or build] less effective by patching the game in an
    update.  Not frequently done in Guild Wars, but overly done in say, Diablo II.
    Nuker - Someone who can deal a large amount of damage, often to large groups.
    Usually an Elementalist, but can be a Mesmer or Necromancer or well.
    PUG - Pick up group.  Something to avoid at all costs if you can.  There seems
    to be a rule that any random group needs one complete jerk in it.
    PvE - Player vs Environment/Enemy - The cooperative areas of the game all fall
    under this category.
    PvP - Player vs Player.
    Runner - Someone who runs other players from on town to another, often for a
    fee.
    Shard - Refers to an Obsidian Shard, a material for Fissure armor which falls
    in the Fissure of Woe
    Shutdown - A Mesmer, or on rare occasions a Necromancer, who specializes in
    preventing enemies from casting spells.
    Sigil - Celestial Sigil.  You need this to purchase a guild hall, they can be
    bought from Sigil Traders, or won in the hall of heroes.
    Spike[r] - Spikers are generally air Elementalists or fragility Mesmers.  The
    concept involves doing huge damage to one target rapidly, in hopes that the
    target is unable to get healing fast enough to recover.
    Tank - Someone who gets hit a lot, generally a warrior, sometimes a ranger.
    ToA - Temple of the ages.  When a country has the favor of the gods, the
    underworld and fissure of woe can be accessed from here.
    UW - Underworld, accessed from the Grenth Statue in the Temple of the Ages when
    your country has the favor of the gods.
    WTB - Want to buy
    WTS - Want to sell
    WTT - Want to trade [for an item, as opposed to money]
    Zone - Zoning is when a person enters the next area, which pulls your entire
    party into it.  Often phrase as "Can I zone"  or "I'm going to zone us"  which
    usually means, grab any items you want right now.
    
    
    *******************************************************************************
                                   iii) Walkthrough
    *******************************************************************************
    
    All quests will be divided first by general area, then by the town you get them
    in.  I will also label which quests are for all classes and which ones are for
    only certain classes, but will no longer separate them.  I will lay these out
    in an order which makes sense, but there are potentially faster orders to do
    them in, and this particular order may prove too difficult for some builds
    early on.
    
    I will no longer be listing items received from completing a quest for a
    couple of reasons.  The first, they generally stink.  The second, it seems they
    constantly get changed every patch.
    
    Also, for most missions I have submitted maps to GameFAQs as well.  These
    are designed to supplement the guide, more so than be a stand alone.  I expect
    that people will use these maps rather than send me an email of "OMG I AM SO
    LOST WHERE DO I GO".  Presently, I have most of the missions up, the later ones
    I hope to have submitted by July 7th.
    
    Here is a quick table of contents for the main area.
    
    -Pre-Searing Ascalon
     -Normal Quests
      Message From a Friend [ps1]
      War Preparations [ps2]
      [Your Class Here] Test [ps3]
      Gwen's Flute [ps4]
      Further Adventures [ps5]
      Unsettling Rumors [ps6]
      Adventure with an Ally [ps7]
      Second Profession [ps8]
      Bandit Raid [ps9]
      The Poisonous Devourer [ps10]
      Charr in the Catacombs [ps11]
      Charr at the Gate [ps12]
      The Wayward Wizard [ps13]
      Poor Tenet [ps14]
      Trouble in the Woods [ps15]
      A New [Your Class] Skill Trainer [ps16]
      A Gift for Althea [ps17]
      Rites of Remembrance [ps18]
      Little Thom's Big Cloak [ps19]
      The Hunter's Horn [ps20]
      The Worm Problem [ps21]
      Tithe for Ashford Abbey [ps22]
      Opposition to the King [ps23]
      The True King [ps24]
      The Orchard [ps25]
      The Prize Moa Bird [ps26]
      The Egg Hunter [ps27]
      The Rogue's Replacement [ps28]
      Across the Wall [ps29]
      Path To Glory [ps30]
      Ascalon Academy [Mission] [ps31]
    
     -Profession Sampler Quests
      Grawl Invasion [psst1]
      A Mesmer's Burden [psst2]
      The Ranger's Companion [psst3]
      Elementalist Experiment [psst4]
      A Monk's Mission [psst5]
      The Necromancer's Novice [psst6]
    
     -Primary and Secondary Professions Skill Trainer Quests
      Supremacy of Air [psps1] [Elementalist Only]
      Domination Magic [psps2] [Mesmer Only]
      Blessings of Balthazar [psps3] [Monk Only]
      Protection Prayers [psps4] [Monk Only]
      The Accursed Path [psps5] [Necromancer Only]
      Power of Blood [psps6] [Necromancer Only]
      Test of Marksmanship [psps7] [Ranger Only]
      Unnatural Growth [psps8] [Ranger Only]
      Warrior's Challenge [psps9] [Warrior Only]
      The Vineyard Problem [psps10] [Warrior Only]
    
     -Quests which are not really quests
      The Bear Hunters [psq1]
      Farmer Dirk's Prize Winning Hogs [psq2]
      Dress up Gwen! [psq3]
    
    
    -Ruins of Ascalon
    
     -Missions
      The Great Northern Wall [mis1]
      Fort Ranik [mis2]
      Ruins of Surmia [mis3]
      Nolani Academy [mis4]
    
     -Ascalon City
      The Krytan Ambassador [roa1]
      The King's Message [roa2]
      Helping the People of Ascalon [roa3]
      The Ambassador's Quandary [roa4]
      Rastin's Ritual [roa5]
      Defend the Wall [roa6]
      Cities of Ascalon [roa7]
      Counting the Fallen [roa8]
      Scavengers in Old Ascalon [roa9]
      Vanguard Equipment [roa10]
      Barradin's Advance [roa11]
      A Mission of Peace [roa12]
      The Troublesome Artifact [roa13]
      Fires in the East [roa14]
      Symon's History of Ascalon [roa15]
      Scorched Earth [Elementalist Only] [roa16]
      Elemental Knowledge [Elementalist Only] [roa17]
      Recruits for Hollis [roa18]
      Gargoyle Trouble [Warrior Only] [roa19]
      Military Matters [Warrior Only] [roa20]
      To the Breach [Warrior Only] [roa21]
      Endangered Species [Ranger Only] [roa22]
      The Charr Patrol [Ranger Only] [roa23]
      The Charr Staging Area [Ranger Only] [roa24]
    
     -Sardelac Sanitarium
      Supplies for the Duke [ros1]
      Barradin's Stand [ros2]
      Sowing Seeds [Monk only] [ros3]
      Protecting Ascalon [Monk only] [ros4]
      In Memory of Paulus [Monk only] [ros5]
      Mesmerizing the Enemy [Mesmer only] [ros6]
      Trying Times [Mesmer only] [ros7]
      A Cure for Ralena [ros8] [Mesmer only]
      The Stolen Artifact [Necromancer Only] [ros9]
      Death in the Ruins [Necromancer Only] [ros10]
      Oberan's Rage [Necromancer Only] [ros11]
      Shalev's Task [Elementalist Only] [ros12]
      Family Ties [ros13]
    
     -Piken Square
      The Siege of Piken Square [rop1]
      Casualty Report [rop2]
      The Duke's Daughter [rop3]
      Fires in the North [rop4]
      Red-Cloaked Deserter [rop5]
      Hammer and Anvil [rop6]
      Garfazz Bloodfang [rop7]
      Althea's Ashes [rop8]
      Fallen Soldiers [Necromancer Only] [rop9]
      Army Life [Warrior Only] [rop10]
      Charr Reinforcements [Ranger Only] [rop11]
    
     -Fort Ranik / Frontier Gate / Serenity Temple
      The Regent Valley Defense [rof1]
      Deliver a Message to my Wife [rof2]
      Frontier Gate Fugitives [rof3]
      Ruins of Surmia [rof4]
      Replacement Healers [Monk only] [rof5]
      Unnatural Creatures [Mesmer only] [rof6]
      Experimental Elixir  [Mesmer only] [rof7]
      The Way of the Geomancer [Elementalist Only] [rof8]
      The Geomancer's Test [Elementalist Only] [rof9]
      Caravan in Trouble [rof10]
    
    
    -Northern Shiverpeaks
    
     -Missions
      Borlis Pass [mis5]
      Frost Gate [mis6]
    
     -Yak's Bend
      The Way is Blocked [nspy1]
      The Road to Borlis Pass [nspy2]
      The Shiverpeak Stragglers [nspy3]
      The Missing Artisan [nspy4]
      Helping the Dwarfs [nspy5]
      Oswalt's Epitaph [nspy6]
      Minaar's Trouble [nspy7]
      Minaar's Worry [nspy8]
      Iron Horse War Machine [nspy9]
      The Wayward Monk [Monk Only] [nspy10]
      The Stone Summit Champion [Mesmer Only] [nspy11]
      Renegade Necromancer [Necromancer Only] [nspy12]
      A Heart of Ice [Elementalist Only] [nspy13]
      Securing the Vale [Warrior Only] [nspy14]
      Stone Summit Beastmasters [Ranger Only] [nspy15]
    
    -Beacon's Perch
      Hungry Devourer [nspb1]
      The Deserters [nspb2]
      To Kryta: Refugees [nspb3]
      To Kryta: The Ice Cave [nsbp4]
      To Kryta: Journey's End [nsbp5]
    
    
    -Kryta
    
     -Missions
      Gates of Kryta [mis7]
      D'Alessio Seaboard [mis8]
      Divinity Coast [mis9]
    
     -Lion's Arch/North Kryta Province Quests
      Report to the White Mantle [kla1]
      The Villainy of Galrath [kla2]
      Orrian Excavation [kla3]
      Merchant's Plea [kla4]
      The Weaver of Nebo [kla5]
      Duties of a Lionguard [kla6]
      The Ascalon Settlement [kla7]
      The Last Hog [kla8]
      Reversing the Skales [kla9]
      Blankets for the Settlers [kla10]
      Bandit Trouble [kla11]
      Graven Images [kla12]
      Malaquire's Test [kla13]
    
     -Beetletun/Bergen Hot Springs/Nebo Village Quests
      The Hot Springs Murders [kbb1]
      The Undead Hordes [kbb2]
    
    
    -Maguuma Jungle
    
     -Missions
      The Wilds [mis10]
      Bloodstone Fen [mis11]
      Aurora Glade [mis12]
    
     -Druid's Overlook Quests
      A Brother's Fury [mjdo1]
      Eye for Profit [mjdo2]
      Mysterious Message [mjdo3]
      Wisdom of the Druids [mjdo4]
    
     -Quarrel Falls Quests
      The Price of Steel [mjqf1]
      White Mantle Wrath: Demagogue's Vanguard [mjqf2]
    
     -Ventari's Refuge Quests
      White Mantle Wrath: A Helping Hand [mjvr1]
      Urgent Warning [mjvr2]
      Dropping Eaves [mjvr3]
      Blood and Smoke [mjvr4]
    
     -Henge of Denravi Quests
      Passage through the Dark River [mjhd1]
    
    
    -Return to Kryta
    
     -Missions
      Riverside Province [mis13]
      Sanctum Cay [mis14]
    
     -Fisherman's Haven Quests
      The Royal Papers [rkfh1]
      The Lost Princess [rkfh2]
    
     -Temple of the Ages Quests
      The False Gods [rkta1]
    
    
    -Crystal Desert
     -Missions
      Thirsty River [mis15]
      Dunes of Despair [mis16]
      Elona Reach [mis17]
      Doppelganger [mirror]
      Dragon's Lair [mis18]
    
     -Amnoon Oasis Quests
      Sands of Souls [cdao1]
      Ancient Secrets [cdao2]
    
     -Augury Rock Quests
      Into the Unknown [cdar1]
      Ghostly Vengeance [cdar2]
    
     -Seeker's Passage Quests
      A Belated Betrothal [cdsp1]
      The Monk's Path [cdsp2]
      The Ranger's Path [cdsp3]
    
     -Destiny's Gorge Quests
      The Forgotten Ones [cddg1]
      Forgotten Wisdom [cddg2]
      The Mesmer's Path [cddg3]
      The Warrior's Path [cddg4]
    
     -Hero's Audience Quests
      The Misplaced Sword [cdha1]
      The Elementalist's Path [cdha2]
      The Necromancer's Path [cdha3]
    
    
    -Southern Shiverpeaks
    
     -Missions
      Ice Caves of Sorrow [mis19]
      Iron Mines of Moladune [mis20]
      Thunderhead Keep [mis21]
    
     -Droknar's Forge
      Hero's Journey [ssdf1]
      Hero's Challenge [ssdf2]
      Seeking the Seer [ssdf3]
    
    
    -Ring of Fire
    
     -Missions
      Ring of Fire [mis22]
      Abaddon's Mouth [mis23]
      Hell's Precipice [mis24]
    
     -Ember Light Camp Quests
      Final Blow [elc1]
    
     -Fissure of Woe
      Tower of Courage [FOW1]
      The Wailing Lord [FOW2]
      A Gift of Griffons [FOW3]
      Army of Darkness [FOW4]
      The Eternal Forgemaster [FOW5]
      Defending the Temple of War [FOW6]
      Restore the Temple of War [FOW7]
      Khobay the Betrayer [FOW8]
      Tower of Strength [FOW9]
    
     -Underworld
      Clearing the Chamber [UW1]
      Restore the Monuments of Grenth [UW2]
      Escort the Souls [UW3]
      Unwanted Guests [UW4]
      Wrathful Spirits [UW5]
      Demon Assassins [UW6]
      The Ice King[UW7]
      ----- [four more not yet listed]
    
     -Sorrow's Furnace/Grenth's Footprint
      To Sorrow's Furnace [SF1]
      Summit Slaves [SF2]
      Cold One [SF3]
      Gathering Resources [SF4]
      Wrenches in The Gears [SF5]
      Fire in the Hole [SF6]
      Unruly Slaves [SF7]
      Kilroy Stoneskin [SF8]
      Unspeakable, Unknowable [SF9]
      Noble Intentions [SF10]
      Noble Intentions, Plan B [SF11]
      Final Assault [SF12]
      The Forge Heart [SF13]
      [four more quests not yet listed]
    
     -Titan Quests
      Defend Droknar's Forge [TQ1]
      Last Day Dawns [TQ2]
      Defend North Kryta Province [TQ3]
      Defend Denravi [TQ4]
      The Titan Source [TQ5]
    
    -------------------------------------------------------------------------------
    Pre-Searing
    -------------------------------------------------------------------------------
    
    Note: This section is more or less pasted from my Pre-Searing Guide.  For more
    things to do in pre-searing, please refer to that guide.
    
    1. Normal Quests
      Message From a Friend [ps1]
      War Preparations [ps2]
      [Your Class Here] Test [ps3]
      Gwen's Flute [ps4]
      Further Adventures [ps5]
      Unsettling Rumors [ps6]
      Adventure with an Ally [ps7]
      Second Profession [ps8]
      Bandit Raid [ps9]
      The Poisonous Devourer [ps10]
      Charr in the Catacombs [ps11]
      Charr at the Gate [ps12]
      The Wayward Wizard [ps13]
      Poor Tenet [ps14]
      Trouble in the Woods [ps15]
      A New [Your Class] Skill Trainer [ps16]
      A Gift for Althea [ps17]
      Rites of Remembrance [ps18]
      Little Thom's Big Cloak [ps19]
      The Hunter's Horn [ps20]
      The Worm Problem [ps21]
      Tithe for Ashford Abbey [ps22]
      Opposition to the King [ps23]
      The True King [ps24]
      The Orchard [ps25]
      The Prize Moa Bird [ps26]
      The Egg Hunter [ps27]
      The Rogue's Replacement [ps28]
      Across the Wall [ps29]
      Path To Glory [ps30]
      Ascalon Academy [Mission] [ps31]
    
    2. Profession Sampler Quests
      Grawl Invasion [psst1]
      A Mesmer's Burden [psst2]
      The Ranger's Companion [psst3]
      Elementalist Experiment [psst4]
      A Monk's Mission [psst5]
      The Necromancer's Novice [psst6]
    
    3. Primary and Secondary Professions Skill Trainer Quests
      Supremacy of Air [psps1] [Elementalist Only]
      Domination Magic [psps2] [Mesmer Only]
      Blessings of Balthazar [psps3] [Monk Only]
      Protection Prayers [psps4] [Monk Only]
      The Accursed Path [psps5] [Necromancer Only]
      Power of Blood [psps6] [Necromancer Only]
      Test of Marksmanship [psps7] [Ranger Only]
      Unnatural Growth [psps8] [Ranger Only]
      Warrior's Challenge [psps9] [Warrior Only]
      The Vineyard Problem [psps10] [Warrior Only]
    
    4. Quests which are not really quests
      The Bear Hunters [psq1]
      Farmer Dirk's Prize Winning Hogs [psq2]
      Dress up Gwen! [psq3]
    
    
    -------------------
    1. Normal Quests
    -------------------
    Normal quests are quests which all character classes get the exact same quest
    for.  The first few are set in the particular order they must be done.  Almost
    all of the quests in this category are available to try once you have completed
    the quest "Unsettling Rumors".  I will make a note of any quest in this
    section which has a different requirement.
    
    ----
    Message From a Friend [ps1]
    ----
    Quest Starter: Town Crier [Ascalon City]
    Objective: Talk to Sir Tydus
    Reward: 100xp, 10 gold
    Reward Giver: Sir Tydus
    Difficulty and Comments: Easiest quest ever.  Talk to the Town Crier right
    where your character appears after the opening movie.  Sir Tydus is located
    near by across a bridge.  Talk to him to receive your reward and again to
    activate the next quest.
    
    ----
    War Preparations [ps2]
    ----
    Quest Starter: Sir Tydus [Ascalon City]
    Objective: Talk to your primary skill trainer.  The trainer's name is different
    depending on which class your character is.  The trainer is located directly
    outside of Ascalon City.
    Reward: 250xp.
    Reward Giver: Primary Skill Trainer.
    Difficulty and Comments: Again, no difficulty what so ever.  Talk to the Skill
    Trainer again to get the next quest.
    
    ----
    [Your Class Here] Test [ps3]
    ----
    Quest Starter: Primary Skill Trainer [Lake Side County, right outside of
    Ascalon City]
    Objective: *Varies.  This quest is slightly different based on your class.  It
    will involve either killing a few river skales or getting some shimmering
    scales, which are obtained from killing river skales.
    Reward: 500xp + skills for your primary class.
     - Elementalist - Flare, Aura of Restoration
     - Ranger - Power Shot, Troll Unguent
     - Warrior - Frenzy, Healing Signet
     - Necromancer - Vampiric Gaze, Deathly Swarm
     - Mesmer - Empathy, Ether Feast
     - Monk - Healing Breeze, Banish
    Reward Giver: Primary Skill Trainer
    Difficulty and Comments: Very little difficulty.  Do this quest at the same
    time as the next quest, Gwen's Flute.
    
    ----
    Gwen's Flute [ps4]
    ----
    Quest Starter: Gwen
    Objective: Find Gwen's Missing flute.  It is in fact broken and just south of
    where she is standing across the nearby river.
    Reward: 250xp
    Reward Giver: Gwen
    Difficulty and Comments: Alright.  Gwen is a somewhat broken aspect of Pre-
    Searing.  She is sad that her flute is broken, but will offer to follow you
    around anytime you leave Ascalon City on foot.  You can make her happy by
    giving her flowers, a fixed flute or a cape.  She will eventually give you a
    Tapestry Shred, which does not seem to have any use in the game presently.
    
    ----
    Further Adventures [ps5]
    ----
    Quest Starter: Haversdan [Lakeside County]
    Objective: Haversdan walks out of Ascalon City the moment you complete the
    Primary Skill Trainers first Test.  He will speak of Devona, a warrior residing
    in Lake Side Village.  Run to her for the reward.
    Reward: 250xp.
    Reward Giver: Devona
    Difficulty and Comments: Another simple quest.  You may notice most of the
    monsters do not attack you on your way there.  This is common in Pre-Searing,
    though there are some which will.  Once you complete this quest, almost every
    other quest becomes available to start, so your order from here on out will
    certainly be different from my own.  I will attempt to hint at which quests are
    done near each other, to help reduce your time spent running back and forth.
    
    ----
    Unsettling Rumors [ps6]
    ----
    Quest Starter: Devona [Lakeside County/Village]
    Objective: Speak to Meerak the Scribe regarding the Charr Threat.  Once spoken
    too, speak to Armin Saberlin in Ascalon City.
    Reward: 250xp
    Reward Giver: Armin Saberlin
    Difficulty and Comments: This mission is designed to teach a player how to use
    the "M" button for quick travel.  Any town, outpost, or area labeled on the
    map with a symbol can be instantly traveled to.  If you are in a party when
    you do this, the party is disbanded.  Talk to Armin again to start his next
    quest.  Also, as you are back in Ascalon City and all of the Ascalon City
    quests are now open, run around and activate them all.
    
    ----
    Adventure with an Ally [ps7]
    ----
    Quest Starter: Lina [Lakeside County, just outside of Ascalon City]
    Objective: Party up with another player and return to her.
    Reward: 100xp and a resurrection signet.
    Reward Giver: Lina
    Difficulty and Comments: One of two quests pre-searing which must be done with
    another player.  Make sure to get the signet from her, it is quite useful.
    
    ----
    Second Profession [ps8]
    ----
    Quest Starter: Armin Saberlin [Ascalon City]
    Objective: Learn a second profession.
    Reward: 250xp
    Reward Giver: Armin Saberlin
    Difficulty and Comments: I would suggest not doing this quest immediately if
    you are unsure of which second profession you want.  Once you decide on one,
    return to Armin for the reward.
    
    ----
    Bandit Raid [ps9]
    ----
    Quest Starter: Baron Egan [Ascalon City]
    Objective: Get the Ashford Strongbox which has been taken by bandits and return
    it to Devona.
    Reward: 250xp
    Reward Giver: Devona
    Difficulty and Comments: A fairly simple quest.  Kill the bandits around the
    strongbox first.  Once the area is secure, grab the box and run to Devona with
    it.  You will run much slower with the box in hand, and will be unable to
    attack with a weapon, though you may still cast spells.  The bandit camp is
    located just a bit northeast of Ashford Abbey.
    
    ----
    The Poisonous Devourer [ps10]
    ----
    Quest Starter: Baron Egan [Ascalon City]
    Objective: Hunt down a plague devourer and give the stinger to Brother Mhenlo.
    Reward: 250xp, +3 energy Focus
    Reward Giver: Brother Mhenlo
    Difficulty and Comments: Do this quest while you do the first part of Pitney's
    Worm Problem quest, as well as the same time you do the Egg Hunter Quest.  In
    the cave where you do all of these, this devourer will pop out as you approach
    it.  When it dies, it will drop a stinger.
    
    ----
    Charr in the Catacombs [ps11]
    ----
    Quest Starter: Prince Rurik [Ascalon City]
    Objective: Find out if there have been any Charr sightings in the Catacombs
    area.
    Reward: 250xp, 100 gold.
    Reward Giver: Prince Rurik
    Difficulty and Comments: You will first need to speak to Brother Mhenlo in
    Ashford Abbey, then Necromancer Munne [Catacombs] and finally Oberan the
    Reviled [Catacombs, closest to Greenhills County Entrance].  Return to the
    Prince for your reward.  This quest represents the largest amount of gold you
    can easily obtain in Pre-Searing.
    *Note: This quest appears to have a trigger now, as it is no longer available
    immediately.  I'm not yet sure what it is.
    
    ----
    Charr at the Gate [ps12]
    ----
    Quest Starter: Prince Rurik
    Objective: Kill the small Charr group near the northern gate.
    Reward: 200xp, Long Sword [5-7 damage]
    Reward Giver: Prince Rurik
    Difficulty and Comments: The next time you leave Ascalon City on Foot, Prince
    Rurik and a few guards will be waiting.  Before long, they will run west to the
    northern gate.  The Charr there are fairly difficult, but the Prince and his
    men will probably be able to complete the mission even if you do nothing but
    sit back and watch.
    
    ----
    The Wayward Wizard [ps13]
    ----
    Quest Starter: Sandre Elek [Ascalon City]
    Objective: Find Orion Elek.  Relena Stormbringer in Foible's Fair knows where
    he is.  Talk to her first.  Once you have done this, run to Orion in Wizard's
    Folly.
    Reward: 250xp
    Reward Giver: Sandre Elek
    Difficulty and Comments: Make sure Orion does not get killed by anything
    chasing you.  It is a rather long walk, you would not want to do it twice.
    
    *Note: after talking to Relena, it would be faster to leave from Barradin's
    estate and warp into the Wizard's Folley from there.  Orion is very near the
    entrance.
    
    ----
    Poor Tenet [ps14]
    ----
    Quest Starter: Namar [Ascalon City]
    Objective: Namar can not pay his rent.  His friend, Miller Upton, might give
    him some money though.  Tell Miller of Namar's woes.
    Reward: 500xp
    Reward Giver: Miller Upton [Lakeside County/Village]
    Difficulty and Comments: Miller Upton can not concentrate with the bees flying
    around him.  You will need to grab the nearby honeycomb and step near the
    swarms of bees.  Once you have all three swarms [the last is near the river],
    run with the honeycomb across the nearby bridge.  Once across, drop the
    honeycomb and return to Miller Upton.  Quest Complete.
    
    ----
    Trouble in the Woods [ps15]
    ----
    Quest Starter: Town Crier [Ascalon City, near the gates to Lakeside County]
    Objective: Help Devona clear the Grawl who are threatening to attack Lakeside
    Village.
    Reward: 500xp
    Reward Giver: Devona
    Difficulty and Comments: This one can be a bit hard.  Clear the nearby river
    skales and anything else along the path to the Regent Valley [from Lakeside
    Village] before consulting Devona.  This will keep her from running off and
    getting killed.  If you have a healing spell, sit back and heal her, she does a
    ton of damage.  If not, try to kill what you can.
    
    ----
    A New [Your Class] Skill Trainer [ps16]
    ----
    Quest Starter: Haversdan [Lakeside County, just outside of Ascalon City]
    Objective: Find the Primary Skill trainer for your class.  The one you want to
    find is the "Sample" skill trainer, as I have labeled them, of your class.
    Reward: 250xp
    Reward Giver: Skill Trainer of your Class
    Difficulty and Comments: The Hardest part of this quest is remembering to
    activate it.
    
    ----
    A Gift for Althea [ps17]
    ----
    Quest Starter: Captain Osric
    Objective: Find a suitable birthday gift for Lady Althea, Prince Rurik's
    Girlfriend.
    Reward: 250xp
    Reward Giver: Captain Osric
    Difficulty and Comments: This quest can not be done if Charr at the Gates is an
    active quest in your quest log.  You must also have completed your skill
    trainer test.  Walk outside of Ascalon City.  Just to the West, Prince Rurik
    and Captain Osric are talking.  When they are done talking, speak with the
    captain.  He will give you this quest.  You will need to get three items for
    this gift.  The beautiful feather is located in the middle of Lakeside Village.
    The beautiful pearl is located inside of a beautiful shell, which is right next
    to Miller Upton's home.  The final object, the beautiful pendant, is in a chest
    slightly northeast of where the Bandit Camp is.  Return all three items to
    Captain Osric for the reward.  Note: This quest is rather buggy if done in a
    party.  Just do it alone.
    
    
    Alternate Method: [I would like to thank "Greg" for this method]  Once you have
    any one of the three pieces, take that piece to Lady Althea.  She will be
    annoyed that Rurik is unable to get her a gift on his own and someone else is
    doing it.  She will give you the same quest reward as Osric does for doing
    this.
    
    ----
    Rites of Remembrance [ps18]
    ----
    Quest Starter: Necromancer Munne [Catacombs]
    Objective: Light four remembrance braziers with the magical candles she gives
    you.
    Reward: 250xp
    Reward Giver: Necromancer Munne
    Difficulty and Comments: This quest takes you along the exact same path as
    Brother Mhenlo's "A Monk's Mission".  Do them together.  All you need to do is
    touch the brazier.  This quest is sometimes glitched and she only gives three
    candles.  Make sure you have four before starting.
    
    ----
    Little Thom's Big Cloak [ps19]
    ----
    Quest Starter: Allison the Tanner [Lakeside County/Village]
    Objective: Find a bear pelt from a black bear.  Return the pelt to her.  She
    will make it into a cloak.  Give the cloak to Little Thom in Barradin's Estate.
    Reward: 250xp
    Reward Giver: Little Thom
    Difficulty and Comments: The game, I believe, tells you to get the Bear Pelt
    from the Regent Valley.  It is both more likely, and closer, to get one from
    the Wizard's Folly.  Once you have it, bring it to her.  Then just teleport [or
    walk] to Barradin's Estate and give the cloak to Little Thom.
    
    ----
    The Hunter's Horn [ps20]
    ----
    Quest Starter: Chantalle the Troubadour [Lakeside County/Village]
    Objective: Cleanse the Hunter's Horn and give it to Aidan
    Reward: 500xp
    Reward Giver: Aidan
    Difficulty and Comments: The healing spring to clean the horn is deep into the
    Regent Valley.  About the point at which you get to the Melandru Stalker
    Shrine, enemies will be aggressive with you.  You can do this first half of the
    quest with the Sample Ranger Skill Trainer quest.  Once you have cleaned the
    horn, you need to give it to Aidan.
    
    Aidan is in Wizard's Folly in about the furthest place from anywhere.  Luckily,
    the healing spring you cleansed the horn in is very nearby.  Simply follow the
    river a bit further, and you'll enter the Wizard's Folly
    
    ----
    The Worm Problem [ps21]
    ----
    Quest Starter: Pitney [Lakeside County/Village]
    Objective: Give a devourer Egg to Pitney so that he may be able to lure the
    Worm Queen to surface.  Kill the Worm Queen.
    Reward: 250xp
    Reward Giver: Pitney [who will be standing in the field where you kill the Worm
    Queen]
    Difficulty and Comments: Easy enough.  You can either trade an egg off of a
    collector or use one from a cave.  If you snag them from the cave, make sure to
    do the poisonous stinger quest at the same time.  Doing the cave will also let
    you do the Egg Hunter quest.
    
    ----
    Tithe for Ashford Abbey [ps22]
    ----
    Quest Starter: Devona [Lakeside County/Village]
    Objective: Collect Duke Barradin's Tithe from Garzden the Protector in Green
    Hills County.
    Reward: 250xp, 1 Skill point
    Reward Giver: Devona
    Difficulty and Comments: If you only do one quest you do not have to in pre-
    searing, make in this one.  Once you have done all the missions in post-
    searing, getting skill points takes some time [by leveling up, even when you
    level beyond 20].  This is such an easy point to get.  Also, while you do this
    quest, do the Opposition to the King quest with the three nearby NPCs.  Just a
    note, make sure you have a free square in your inventory.
    
    ----
    Opposition to the King [ps23]
    ----
    Quest Starter: Devona [Lakeside County/Village]
    Objective: Talk to three people in Green Hills County [Not Warmaster Grast],
    concerning their feelings about the King.
    Reward: 500xp
    Reward Giver: Devona
    Difficulty and Comments: Do this with the above quest.  You might actually want
    to read what the NPC's reply with.  Some of it explains why they and others do
    particular things later in the game.
    
    ----
    The True King [ps24]
    ----
    Quest Starter: Duke Barradin [Barradin's Estate]
    Objective: Take a message to Lord Darrin in Fort Ranik
    Reward: 750xp
    Reward Giver: Lord Darrin
    Difficulty and Comments: This quest opens up after the Opposition to the King
    quest is done.  It is the biggest reward for a quest in pre-searing in terms of
    experience.  This mission can be done in about ten seconds if you use the "M"
    map feature travel button, provided you have both towns.  Otherwise it is a
    reasonably long walk.
    
    ----
    The Orchard [ps25]
    ----
    Quest Starter: Mary Malone [Regent Valley, just outside of Fort Ranik]
    Objective: Find her basket of missing apples and return them to her.
    Reward: 250xp, Battle Axe [4-8 damage], Focus [+3]
    Reward Giver: Mary Malone
    Difficulty and Comments: Spiders here do only a few damage to you.  However,
    kill as many as you can before grabbing the basket, because two damage does add
    up after a while.  The basket of apples will cause you to run extremely slow on
    the way back to her, as well.
    
    ----
    The Prize Moa Bird [ps26]
    ----
    Quest Starter: Pitney [Lakeside County/Village]
    Objective: Find out what happened to Pitney's Prized Moa Bird.  Last he heard
    it was taken into the catacombs
    Reward: 250xp
    Reward Giver: Pitney
    Difficulty and Comments: This quest can only be activated after completing the
    Worm Problem.  It takes place near the Necromancer's Novice quest which Munne
    gives you.  When you enter the big room just before the first flame geyser,
    instead of taking the first right [which goes to the geysers], head to the back
    of the room, then take a right.  Make a left at your first opportunity.  You
    can kill all the spiders in the area if you want, but they only do two or three
    damage.  Just run around them for a while.  You will have to make a left turn,
    eventually, which is a very sharp left and almost a complete 180 to do.  Run
    straight down this path and you will see a staircase.  Take the staircase up
    and run down its match on the other side.  There you will see the Moa Bird.
    Fight the monsters, if you wish, or just return to Pitney for your reward.
    
    ----
    The Egg Hunter [ps27]
    ----
    Quest Starter: Duke Gaban [Lakeside County, in front of the devourer cave]
    Objective: Escort Fadden so he can get some devourer eggs.
    Reward: 150xp, 2 Devourer Eggs.
    Reward Giver: Duke Gaban
    Difficulty and Comments: This quest is sometimes very glitched.  What you need
    to do is clear the cave of most devourers so that Fadden can make it to the
    eggs and extract them [you are too clumsy to do this].  There are three eggs to
    grab.  Once you have them all, wait for him to start walking back to the Duke.
    When he does, run to the Duke for your reward.   You should do this quest at
    the same time you do the Poisonous stinger one.  If you get glitched out and do
    not want to waste your time again.  Just buy the devourer eggs from Collectors
    [see the collector section of this guide] and eat up the 150xp.
    
    ----
    The Rogue's Replacement [ps28]
    ----
    Quest Starter: Old Mack [Lakeside County, right outside of Ascalon City]
    Objective: Give Old Mack a devourer egg.
    Reward: 250xp
    Difficulty and Comments: This is quite easy.  This quest is only activated
    after you do the Mesmer's Burden quest.  The next time you come out of Ascalon
    City, wait for Old Mack to Run up a hill and argue with Lady Althea.  After a
    bit, talk to him.  If you do not have a devourer egg, either do the Egg Hunter
    quest or buy one from the collector right next to Old Mack [who
    will eventually stand next to Lina].
    
    ----
    Across the Wall [ps29]
    ----
    Quest Starter: Gate Guard Torin [Lakeside County, at the Gate Rurik had you
    fight Charr]
    Objective: Find his friend, Ben Wolfson in the northlands.
    Reward: 250xp
    Reward Giver: Gate Guard Torin
    Difficulty and Comments: First of all, this quest is rather hard now.  It used
    to be very simple.  You need a PARTNER for this one.  One of you must open the
    gate lever above Torin, the other must run through the gates to the next area.
    Once there, be aware, most of the monsters are level 5 to 8.  When you find
    Ben, kill the Grawl troops and walk him back that way.  You could try to kill
    the four Charr, but unless you are very good or way over leveled, you will
    probably die, or even worse, Ben might die trying to save you.  When you walk
    him back, walk all the way back to the gate but DO NOT GO THROUGH until the
    quest updates in your log, or you will have to do it all over again.  Killing
    the Charr, if you are able, in this area can level you up in a big hurry.  You
    can not activate this quest if you have not been back into any other area since
    you did Charr at the Gates.
    
    ----
    Path To Glory [ps30]
    ----
    Quest Starter: Armin Saberlin
    Objective: Talk to Sir Tydus
    Reward: 100xp
    Reward Giver: Sir Tydus
    Difficulty and Comments: OMG THIS IS HARD [Kidding].  You need to have a second
    profession.  Now, walk to Sir Tydus.  Quest done!  This will allow you to do
    the following mission.  Be CERTAIN you have done everything you want before
    accepting the mission.  The game will warn you as well.
    
    ----
    Ascalon Academy [Mission] [ps31]
    ----
    Quest Starter: Sir Tydus [Ascalon City] [You must be level 3 and have a second
    profession]
    Objective: Kill Vatlaaw Doomtooth
    Reward: None, except for getting to Post-Searing
    Reward Giver: None
    Difficulty and Comments: This is not the name of the quest until half way
    through it.  This mission is started when you tell Sir Tydus you are ready to
    leave everything behind.  DO NOT SAY YOU ARE READY UNTIL YOU HAVE DONE
    EVERYTHING YOU FEEL YOU NEED TO DO.
    
    First, you will fight another team of humans in an arena.  If you win, you can
    get a small amount of experience for the kills you made.  If you lose, no loss.
    Afterwards, your team will be transported to a meeting between Sir Tydus and
    Prince Rurik.  You need to kill Vatlaaw Doomtooth shortly ahead.  You do not
    really have to do anything, Rurik will kill it all if you let him.  When it is
    over, a movie will start.  Enjoy the Post Searing!
    
    -------------------
    2. Profession Sampler Quests
    -------------------
    
    These are technically primary trainers, but I call them sample trainers.  The
    reason is because you get to sample the skills of that class without agreeing
    to take any.  I suggest you do them all, it gives 1500xp total as well
    as a nice opportunity to see what class may be able to aid you as a secondary.
    If you elect to make a class your secondary, you will earn the sampler skills
    you tested permanently.  Also, if you sample your main profession, any skill
    you learn from it, you keep.
    
    ----
    Grawl Invasion [Warrior Sampler] [psst1]
    ----
    Quest Starter: Warmaster Grast
    Objective: Kill Grawl Invaders nearby.
    Reward: 250xp, sampling of Gash, Sever Artery and Healing signet.
    Starter Sword
    Reward Giver: Warmaster Grast
    Difficulty and Comments: The hardest of these types of quests, which does not
    say much.  Take them one at a time and you will have no problems, even if you
    do not use the warrior skills.  These skills are based on adrenaline and
    require a sword to perform.
    
    ----
    A Mesmer's Burden [psst2]
    ----
    Quest Starter: Lady Althea
    Objective: Kill the Rogue Bull
    Reward: 250xp, sampling of Conjure Phantasm, Imagined Burden and Ether
    Feast
    Reward Giver: Lady Althea
    Difficulty and Comments: Use Conjure Phantasm.  It is about the only skill
    which as effective at all.  If you are a necro, life siphon works, sever artery
    also works.  You need to do this to activate the Rogue's replacement.
    
    ----
    The Ranger's Companion [psst3]
    ----
    Quest Starter: Master Ranger Nente
    Objective: Charm a Melandru's Stalker
    Reward: 250xp, sampling of Charm Animal, Comfort Animal and Troll
    Unguent
    Reward Giver: Master Ranger Nente
    Difficulty and Comments: nothing on the way to the Melandru stalker will attack
    you.  When you start charming, the process takes ten seconds or so, in which
    time the stalker will attack you.  Other than that, this is easy.
    
    ----
    Elementalist Experiment [psst4]
    ----
    Quest Starter: Elementalist Aziure
    Objective: Kill 12 Ice Elemental Shards which come in waves of 4.
    Reward: 250xp, Firestorm, Glyph of Lesser Energy and Aura of
    Restoration
    Reward Giver: Elementalist Aziure
    Difficulty and Comments: Firestorm will cream them.  Try to wait so you can
    pound two waves at a time with it.  If your primary class is Elementalist, you
    can do this at the same time as Supremacy of air.
    
    ----
    A Monk's Mission [psst5]
    ----
    Quest Starter: Brother Mhenlo
    Objective: Keep the Abbot Paulus alive
    Reward: 250xp, sampling of Bane Signet and Orison of Healing
    Reward Giver: Brother Mhenlo
    Difficulty and Comments: Do this while you do the Rites of remembrance.
    Paulus will have to run across poison [so will you].  He likely will not die on
    the way there.  When you get out of the poison, heal him and heal yourself.
    You will now have to run back.  Paulus is carrying something now and runs
    slower, thus, you need to heal him this time.  Walk slowly with him back to the
    entrance to Ashford Abbey.  When the quest updates, talk to Mhenlo.
    
    ----
    The Necromancer's Novice [psst6]
    ----
    Quest Starter: Necromancer Munne
    Objective: Kill the Nightmare
    Reward: 250xp, sampling of Life Siphon, Deathly Swarm, and Animate
    Bone
    Horror
    Reward Giver: Necromancer Munne
    Difficulty and Comments: Follow Munne to the hallway in a large room.  You will
    see a carrion devourer run across a flame geyser and be blown up.  This is a
    hint [Well, actually, the hint is in the mission summary now].  Try to avoid
    killing anything.  Just before [but not too close!] the next geyser, summon a
    bone horror.  The body across the geyser will cause it to explode when
    animated.  Do the same thing for the next and final one.  To kill the
    nightmare, the fastest way is to cast deathly swarm, which will probably do in
    excess of 60 damage.  Once you complete this, you are in the area of the Prize
    Moa Bird, so do that one too.
    
    -------------------
    3. Primary & Secondary Profession Trainer Quests
    -------------------
    
    These are skill trainers who can only teach you skills from your primary and
    secondary classes.  There is no sampling these.
    
    
    Elementalist
    -------
    
    ----
    Supremacy of Air [psps1]
    ----
    Quest Starter: Relena Stormbringer
    Objective: Kill the Tower Golem
    Reward: 250xp, Permanent use of Blinding Flash, Lightning Javelin
    Reward Giver: Elementalist Aziure
    Difficulty and Comments: use lightning javelin to cream the golem.  If you are
    a primary Elementalist, have this quest activated when you go to do the
    Elementalist experiment.
    
    
    Mesmer
    -------
    
    ----
    Domination Magic [psps2]
    ----
    Quest Starter: Vassar [Foible's Fair]
    Objective: Kill the Skale Brood
    Reward: 250xp, permanent use of Backfire and Shatter Delusions
    Reward Giver: Vassar
    Difficulty and Comments: Use backfire on him or you are likely to get creamed.
    Combine it with whatever form of damage you desire.
    
    
    Monk
    -------
    
    ----
    Blessings of Balthazar [psps3]
    ----
    Quest Starter: Brother Mhenlo
    Objective: Kill the undead invading the farms north of Ashford Abbey.
    Reward: 250xp, permanent use of Retribution, Symbol of Wrath
    Reward Giver: Brother Mhenlo
    Difficulty and Comments: If you can get in close, smash the undead with Symbol
    of wrath.  Otherwise, use your Bane Signet [and Banish if you are a primary
    monk]
    
    ----
    Protection Prayers [psps4]
    ----
    Quest Starter: Garzden the Protector
    Objective: Protect Farrah while she hunts down the bandit Alain.
    Reward: 250xp, permanent use of Shielding Hands and Reversal of
    Fortune
    Reward Giver: Garzden the Protector
    Difficulty and Comments: Somewhat tough if you fail to heal her frequently [or
    use protection prayers].  She will be able to kill most of it in a hurry, so do
    not feel the need to speed up the process of killing.
    
    
    Necromancer
    -------
    
    ----
    The Accursed Path [psps5]
    ----
    Quest Starter: Oberan the Reviled [Catacombs]
    Objective: Kill 5 Crypt Fiends
    Reward: 500xp, permanent use of Soul Barbs and Faintheartedness
    Reward Giver: Oberan the Reviled
    Difficulty and Comments: hardest part is getting to Oberan deep in the
    catacombs.
    
    ----
    Power of Blood [psps6]
    ----
    Quest Starter: Kasha Blackblood [Green Hills County]
    Objective: Kill 3 Blood Fanatics
    Reward: 250xp, permanent use of Vampiric Touch and Blood Renewal
    Reward Giver: Kasha Blackblood
    Difficulty and Comments: Easy quest.  They will run from you until they have a
    great strength in numbers.  If you are a Mesmer as a second or first class, try
    to slow them down as they run so you can pick them off one at a time.  You only
    need to kill three of the five.
    
    
    Ranger
    -------
    
    ----
    Test of Marksmanship [psps7]
    ----
    Quest Starter: Ivor Trueshot [Regent Valley]
    Objective: Kill the five nearby plague worms
    Reward: 250xp, permanent use of point blank shot and Read the Wind
    Reward Giver: Ivor Trueshot
    Difficulty and Comments: Somewhat hard if you are still level one.  If you are
    level two, this is easy.  Just gun them down with special shots.  Helps to have
    a pet to do the few extra damage.
    
    
    ----
    Unnatural Growth [psps8]
    ----
    Quest Starter: Aidan [Wizard's Folly Fishing Village]
    Objective: Get an Aloe Root from a large aloe seed.
    Reward: 250xp, permanent use of Ignite Arrows and Dual Shot.
    Reward Giver: Aidan
    Difficulty and Comments: This one is actually quite hard.  First, it is way out
    of the way as you will be able to see on your map.  Second, these things just
    swarm at you.  Chances are, you will only need to kill one.  Ignite arrows
    works wonders if you can cluster them, so does any other area of effect spell
    your other class may have.
    
    
    Warrior
    -------
    
    ----
    Warrior's Challenge [psps9]
    ----
    Quest Starter: Duke Barradin [Barradin Estate]
    Objective: Kill Agnar the Foot
    Reward: 250xp, permanent use of Hammer Bash and Frenzy
    Reward Giver: Duke Barradin
    Difficulty and Comments: The trick is to knock him down with a hammer blow just
    before he uses a healing spell.  It might be easier to have a Mesmer in the
    party to just empathy and conjure phantasm him.
    
    ----
    The Vineyard Problem [psps10]
    ----
    Quest Starter: Little Thom [Barradin Estate]
    Objective: Kill the 4 Large Aloe Seeds
    Reward: 250xp, permanent use of Cyclone axe and Executioners strike
    Reward Giver: Little Thom
    Difficulty and Comments: Get in-between them and use cyclone axe, which will
    kill all of the little ones and build up your adrenaline.  Smash the first Big
    seed with executioners strike.  Should be easy enough to hack 'n' slash from
    here.
    
    -------------------
    4. Quests Which Are Not Really Quests
    -------------------
    
    The Bear Hunters [psq1]
    
    The Bear Hunters are in the Regent Valley.  They are a big bunch of drinkers
    who like to hunt bears.  When you get to them, try to have not killed the two
    nearby bears.  Talk to them all, stand there for a minute and eventually a
    timer will activate.  You have that long to kill a bear and return to the
    hunters.  Every time you succeed, you will get a Hunter's Ale.  It does not
    seem to have a purpose, but if you drink it, it will make your screen blur,
    trying to simulate being drunk!
    
    
    Farmer Dirk's Prize Winning Hogs [psq2]
    
    They have all escaped their pen.  You need to chase them all back in!  This is
    rather difficult.  Basically, when you charge up to a hog, it will run in the
    direction it was facing... usually.  Once you get all seven or eight back in,
    talk to farmer dirk and he will give you 30 gold or so.  I think you need to be
    level 3 or 4 to attempt this, as well.
    
    Dress up Gwen! [psq3]
    
    Give Gwen a new flute from a vendor, a cape from a Vendor and constantly give
    her flowers.  She'll give you her Tapestry shred.  It does not seem to have an
    use yet.  Save your money and do not even bother to do this.
    
    
    -------------------------------------------------------------------------------
    Ruins of Ascalon
    -------------------------------------------------------------------------------
    
    The Ascalon area is now bruised and charred.  The main town is Ascalon City.
    There is a skill trainer in this town, as well as all the types of merchants,
    aside from a scroll merchant.  There are two armor dealers here.  The better of
    the two offers armor defense which will not be beaten until well into kryta,
    making it a great choice to last a third of the game.  The other towns are:
    Sardelac Sanitarium, Serenity Temple, Fort Ranik, The Frontier Gate, Ruins of
    Surmia, Great Northern Wall, Nolani Academy, Piken Square and the Grenich
    Courthouse.
    
    
    1. Missions
      The Great Northern Wall [mis1]
      Fort Ranik [mis2]
      Ruins of Surmia [mis3]
      Nolani Academy [mis4]
    
    2. Ascalon City Quests
      The Krytan Ambassador [roa1]
      The King's Message [roa2]
      Helping the People of Ascalon [roa3]
      The Ambassador's Quandary [roa4]
      Rastin's Ritual [roa5]
      Defend the Wall [roa6]
      Cities of Ascalon [roa7]
      Counting the Fallen [roa8]
      Scavengers in Old Ascalon [roa9]
      Vanguard Equipment [roa10]
      Barradin's Advance [roa11]
      A Mission of Peace [roa12]
      The Troublesome Artifact [roa13]
      Fires in the East [roa14]
      Symon's History of Ascalon [roa15]
      Scorched Earth [Elementalist Only] [roa16]
      Elemental Knowledge [Elementalist Only] [roa17]
      Recruits for Hollis [roa18]
      Gargoyle Trouble [Warrior Only] [roa19]
      Military Matters [Warrior Only] [roa20]
      To the Breach [Warrior Only] [roa21]
      Endangered Species [Ranger Only] [roa22]
      The Charr Patrol [Ranger Only] [roa23]
      The Charr Staging Area [Ranger Only] [roa24]
    
    3. Sardelac Sanitarium Quests
      Supplies for the Duke [ros1]
      Barradin's Stand [ros2]
      Sowing Seeds [Monk Only] [ros3]
      Protecting Ascalon [Monk Only] [ros4]
      In Memory of Paulus [Monk Only] [ros5]
      Mesmerizing the Enemy [Mesmer Only] [ros6]
      Trying Times [Mesmer Only] [ros7]
      A Cure for Ralena [Mesmer Only] [ros8]
      The Stolen Artifact [Necromancer Only] [ros9]
      Death in the Ruins [Necromancer Only] [ros10]
      Oberan's Rage [Necromancer Only] [ros11]
      Shalev's Task [Elementalist Only] [ros12]
      Family Ties [ros13]
    
    4. Piken Square Quests
      The Siege of Piken Square [rop1]
      Casualty Report [rop2]
      The Duke's Daughter [rop3]
      Fires in the North [rop4]
      Red-Cloaked Deserter [rop5]
      Hammer and Anvil [rop6]
      Garfazz Bloodfang [rop7]
      Althea's Ashes [rop8]
      Fallen Soldiers [Necromancer Only] [rop9]
      Army Life [Warrior Only] [rop10]
      Charr Reinforcements [Ranger Only] [rop11]
    
    5. Fort Ranik Quests/Frontier Gate/Serenity Temple
      The Regent Valley Defense [rof1]
      Deliver a Message to my Wife [rof2]
      Frontier Gate Fugitives [rof3]
      Ruins of Surmia [rof4]
      Replacement Healers [Monk Only] [rof5]
      Unnatural Creatures [Mesmer Only] [rof6]
      Experimental Elixir [Mesmer Only] [rof7]
      The Way of the Geomancer [Elementalist Only] [rof8]
      The Geomancer's Test [Elementalist Only] [rof9]
      Caravan in Trouble [rof10]
    
    
    -------------------
    1. Missions
    -------------------
    
    All missions give 1000xp and 1 skill point.  Every mission also has a Bonus
    objective which gives another 1000xp.  Missions are the main way to advance the
    game.
    
    ----
    The Great Northern Wall [mis1]
    ----
    Objective: Scout for Bonfaaz Burntfur's  army.  Once you spot it, run back to
    Captain Calhaan with your findings.  Most of the level consists of fighting
    Grawl and Devourers.
    
    Bonus: Find the four pieces of Kilnn Testibrie's armor.  All four are found in
    wreckages between the first boss you fight and the first set of Charr.  If you
    fight any Charr and do not have all four bonus pieces, backtrack.
    
    ----
    Fort Ranik [mis2]
    ----
    Objective: Push back the Charr Army.  All you need to do is kill the boss named
    Torch Spitfur but, along the way you can fix a catapult like thing by finding
    objects to fix it in nearby wreckage.  This will allow you to devastate a large
    Charr force standing around.  It is possible to sneak past this force and fire
    the second catapult thing.  If done immediately, it will hit the boss and end
    the mission.
    
    Bonus: Save Deeter Saberlin from Charr imprisonment.  He is being held by two
    healers.  You'll need to focus fire or disable their ability to heal each
    other.  Master Armin Saberlin starts the bonus a short while after the missions
    starts, so make sure he does not die before this point.
    
    ----
    Ruins of Surmia [mis3]
    ----
    Objective: Safeguard Prince Rurik while you save the captured Ascalon Soldiers.
    The first half of the journey there, you will face a great deal of devourers.
    After a boss, Rurik will begin charging into the Charr.  Keep up with him, he
    sometimes gets in over his head.  Eventually you will see groups of prisoners.
    Each group is guarded by a boss and some normal enemies.  Once you have saved
    three groups of them, there will be a cinematic.  You will learn that mages
    have been held captive too.  Rurik decides these people need to be saved too.
    Continue on the path towards a fortress.  The door is unfortunately locked from
    the other side.  Rurik and Erol will chill waiting for you to go around to the
    other side and open it.  On your way there, make sure to get the Monument at
    Surmia.  Once you open the lever, Rurik will again charge forward.  Rather than
    take the main force, he will suggest sneaking around, because he has a plan.
    In all honesty, if you pill the large army a bit, Rurik can take the entire
    thing provided you can keep him alive.  If this is not an option, simply do
    what he suggests.  Either way, you will eventually free three mages and Rurik
    will have a plan.  The Mages will run to Obelisks.  They damage foes who
    venture near.  They do good damage, so try to keep the mages alive from the
    Charr forces which will attack from all sides.  Once their army is dead [or if
    you already killed it], there will be another cinematic.  Mission complete.
    
    Bonus: After the cinematic, a short while later Rurik and Erol will wait on the
    side of a closed door.  Continue down to the tarpits and defeat the sole Charr
    boss and then talk to Breena Stavinson.  This will activate the bonus portion
    of the mission.  Four Ember Bearers will spawn nearby.  DO NOT KILL THEM.
    Instead, wait until they walk by, and follow them at a distance until they
    reach a gate.  It will be opened for them, follow them in, now kill them and
    everything else.  The Flame Keepers are nearby to the west.  Kill all four of
    them and the bonus is complete.
    
    
    ----
    Nolani Academy [mis4]
    ----
    
    Objective: There are two methods of doing the first half of the mission.  The
    recommended way is to sneak around the entire level and take out the bulk of
    the Charr army from behind.  Once done, the doors will open and Rurik will rush
    out.
    
    The alternative way is to pull the lever near the start and open the gates.
    The Charr will ALL rush in.  Stand near an obelisk and protect/heal Rurik.
    They will all try to swarm him, This way is much faster, provided you can keep
    Rurik alive.  Though, it makes the bonus nearly impossible to complete, until
    the very end, at which point you would have to backtrack, losing the time you
    saved by doing this!
    
    Either way, Rurik will eventually run to the gate and demand entry.  Follow
    Rurik to stormcaller.  He will play it.  For the remainder of the mission, all
    the Charr will have about 50% max HP, making them quite easy.  Rurik will lead
    you all the way to the final Charr boss, Bonfaaz Burntfur.  Kill him and the
    mission is over.  If you haven't yet done the bonus, after the final Charr
    before Burntfur, you can turn back and get it.
    
    Bonus: Watchman Pramas took the tome of the fallen under orders from his
    superior.  Apparently, the spirits were not too pleased by this.  They roam
    around the area attacking those who venture near, especially the person with
    the tome.  You need to carry the tome back to the statue in the back of the
    field they patrol.  Talk to the ghost who appears when you do.
    
    
    -------------------
    2. Ascalon City Quests
    -------------------
    
    All of these quests start from either Ascalon City or just outside of town in
    Ambassador Zain's encampment.  It also includes some other quests in Old
    Ascalon.  As of present, there is some inconsistency of which area some quests
    should be listed in, this one or the Sardelec Sanitarium.
    
    ----
    The Krytan Ambassador [roa1]
    ----
    Quest Starter: Captain Osric [Old Ascalon]
    Objective: Inform Warmaster Tydus an Ambassador from the former enemy nation of
    Kryta has arrived in Ascalon
    Reward: 500xp
    Reward Giver: Warmaster Tydus [Ascalon City]
    Difficulty and Comments: get this quest immediately after the cinematic which
    brought you here from pre-searing.  Ascalon city is nearby, but it's already on
    your map so you may as well teleport there.
    
    ----
    The King's Message [roa2]
    ----
    Quest Starter: Warmaster Tydus [Ascalon City]
    Objective: Get someone to party with, and tell Ambassador Zain that your king
    does not trust his nation.
    Reward: 100xp, 50 gold
    Reward Giver: Ambassador Zain [Old Ascalon]
    Difficulty and Comments: Sometimes this quest bugs up.  Rather than taking a
    human, just take Alesia the henchman as the quest suggests, you'll be back in
    town within two minutes.
    
    ----
    Helping the People of Ascalon [roa3]
    ----
    Quest Starter: Ambassador Zain [Old Ascalon]
    Objective: Deliver the supplies to Ellie Rigby [Ascalon City].
    Reward: 200xp
      Elementalist - Lava Font
      Mesmer - Energy Tap
      Monk - Mending
      Necromancer - Vile Touch
      Ranger - Penetrating Attack
      Warrior - "For Great Justice"
    Reward Giver: Ambassador Zain [Old Ascalon]
    Difficulty and Comments: none.
    
    ----
    The Ambassador's Quandary [roa4]
    ----
    Quest Starter: Ambassador Zain [Old Ascalon]
    Objective: There is a bandit in the Regent Valley, Torin.  Zain wants him dead,
    but fears Ascalons may be enraged if he kills any of them, even a thief.
    Reward: 500xp
    Reward Giver: Ambassador Zain
    Difficulty and Comments: This quest is designed to send you near Fort Ranik.
    However, due to some quests you will get shortly, it makes more sense to wait
    rather than do this now.
    
    ----
    Rastin's Ritual [roa5]
    ----
    Quest Starter: Witness Rastin [Old Ascalon]
    Objective: Take Rastin's materials to the crafter Daved, near the Sardelac
    Sanitarium and return to Rastin with the final product.
    Reward: 500xp, 50 gold
    Reward Giver: Witness Rastin
    Difficulty and Comments: This quest serves the purpose of showing you where the
    Sardelac Sanitarium is, as well as show you a materials crafter.
    
    ----
    Defend the Wall [roa6]
    ----
    Quest Starter: Warmaster Tydus [Ascalon City]
    Objective: Report to Squire Zachary at the Great Northern Wall.  It is located
    off of the back exit to Ascalon City
    Reward: 500xp
    Reward Giver: Squire Zachary [Great Northern Wall]
    Difficulty and Comments: Do this quest immediately, but rather than enter the
    mission, go back to Ascalon City for a bunch of new quests.
    
    ----
    Cities of Ascalon [roa7]
    ----
    Quest Starter: Symon the Scribe [Ascalon City]
    Objective: Find three historical monuments.  They are in the King's Watch of
    the Regent Valley, Ruins of Surmia and near the Nolani Academy in the Diessa
    Lowlands.
    Reward: 1000xp
    Reward Giver: Symon the Scribe
    Difficulty and Comments: It will be quite a while until you complete this one.
    You will be doing the Regent Valley defense and the Red Cloaked Deserter when
    you find the one in the King's Watch.  The Surmia monument takes place in the
    Surmia Mission, and the Nolani Academy one is right outside the door of the
    Nolani Academy.
    
    ----
    Counting the Fallen [roa8]
    ----
    Quest Starter: Symon the Scribe [Ascalon City]
    Objective: Find the Census in the ruins of Old Ascalon.  It is inside of a pile
    of wreckage.
    Reward: 500xp
    Reward Giver: Symon the Scribe
    Difficulty and Comments: This quest still drops only one census, even if all
    four people in the party need the quest.  Do this one with henchmen.
    
    ----
    Scavengers in Old Ascalon [roa9]
    ----
    Quest Starter: Warmaster Tydus [Ascalon City]
    Objective: Outside of the Sardelac Sanitarium is Thaddiel, he is looting the
    place.  Inform him that the king sent you to remove the scavengers and that
    everything will be alright so long as he makes himself useful.
    Reward: 500xp
    Reward Giver: Warmaster Tydus
    Difficulty and Comments: none
    
    ----
    Vanguard Equipment [roa10]
    ----
    Quest Starter: Captain Arne [Ascalon City]
    Objective: Outfitter Gelsen in the Regent Valley has supplies which Captain
    Arne needs.  But, alas, Gelsen has lost them to bandits.  You will need to get
    them from the bandits.  They will prove to be useless, but nevertheless you
    benefit.
    Reward: 500xp
    Reward Giver:
    Difficulty and Comments: none
    
    ----
    Barradin's Advance [roa11]
    ----
    Quest Starter: Captain Arne [Ascalon City]
    Objective: Talk to Gate Guard Hollis and ask of what happened to Duke
    Barradin's offensive against the Charr.
    Reward: 250xp
    Reward Giver: Gate Guard Hollis [Old Ascalon]
    Difficulty and Comments: This quest becomes active after completing the
    Vanguard Equipment.
    
    ----
    A Mission of Peace [roa12]
    ----
    Quest Starter: Ambassador Zain [Old Ascalon]
    Objective: Give Gate Guard Hollis Ambassador Zain's strongbox
    Reward: 250xp
    Reward Giver: Ambassador Zain
    Difficulty and Comments: none
    
    ----
    The Troublesome Artifact [roa13]
    ----
    Quest Starter: Warmaster Tydus [Ascalon City]
    Objective: Take the Eldritch Sextant to Priestess Rashenna [Serenity Temple] to
    find out if they are part of a Krytan scheme.
    Reward: 500xp, 100 gold
    Reward Giver: Warmaster Tydus
    Difficulty and Comments: This quest becomes available once you reach Fort Ranik
    
    ----
    Fires in the East [roa14]
    ----
    Quest Starter: Captain Arne [Ascalon City]
    Objective: Kill the Charr Flame Keepers near the Frontier Gate
    Reward: 500xp
    Reward Giver: Captain Arne
    Difficulty and Comments: This quest activates when you hit the frontier gate
    after having done Barradin's Advance.  It seems bugged recently, and does not
    always appear.
    
    ----
    Symon's History of Ascalon [roa15]
    ----
    Quest Starter: Witness Rastin [Old Ascalon]
    Objective: Get a copy of Symon the Scribe's book about Ascalon and Kryta.
    Reward: 2000xp
    Reward Giver: Witness Rastin
    Difficulty and Comments: The quest directs you back to Daved to get rolls of
    parchment for the book.  However, it is likely cheaper to just buy the
    parchment one at a time from a rare material trader, or ten at a time from the
    material trader.  You only need five rolls.  Give them to Symon, he will make
    the book, then give a copy to Rastin.  If only you could read it!  This quest
    becomes available once you reach the Nolani Academy.
    
    ----
    Scorched Earth [Elementalist Only] [roa16]
    ----
    Quest Starter: Elementalist Aziure [Old Ascalon]
    Objective: Kill five Hulking Stone Elementals
    Reward: 200xp, Ward Against Elements
    Reward Giver: Elementalist Aziure
    Difficulty and Comments: This quest is bugged.  As long as five Hulking stone
    elementals in the area die, you get credit for it, even if they are all killed
    by NPCs.
    
    ----
    Elemental Knowledge [Elementalist Only] [roa17]
    ----
    Quest Starter: Elementalist Aziure [Old Ascalon]
    Objective: Seek out Shale the Hermit
    Reward: 250xp, Armor of Earth = Frozen Burst
    Reward Giver: Shale the Hermit [Old Ascalon]
    Difficulty and Comments: Somewhat hard to get to him, actually.  Several
    devourers and hulking stone elementals along the way.
    
    ----
    Recruits for Hollis [roa18]
    ----
    Quest Starter: Warmaster Tydus
    Objective: Escort the army recruits from just outside Ascalon City to Gate
    Guard Hollis.
    Reward: 500xp
    Reward Giver: Gate Guard Hollis
    Difficulty and Comments: This quest seems to have a new activating requirement.
    At this time I am not sure what it is, but it did not appear for a significant
    amount of time.  This is probably to prevent people from power reward leveling
    with early quests, as this one used to be available almost immediately after
    doing Defend the Wall.
    
    ----
    Gargoyle Trouble [Warrior Only] [roa19]
    ----
    Quest Starter: Warmaster Grast [Old Ascalon]
    Objective: Slay 5 Flash Gargoyles.
    Reward: 200xp, Wild Blow - Sever Artery - Gash - Healing Signet
    Reward Giver: Warmaster Grast
    Difficulty and Comments: No shortage of Flash Gargoyles around here.  Shatter
    Gargoyles count as well, oddly, making this quest even easier.
    
    ----
    Military Matters [Warrior Only] [roa20]
    ----
    Quest Starter: Warmaster Grast [Old Ascalon]
    Objective: Escort Sergeant Clark to Warmaster Grast from the Regent Valley.
    Clark is just inside of the valley from the Old Ascalon side.
    Reward: 250xp, Power Attack - Sprint
    Reward Giver: Warmaster Grast
    Difficulty and Comments: Try not to let Clark get owned by devourers on the way
    back, he is only level two for some idiotic reason.
    
    ----
    To the Breach [Warrior Only] [roa21]
    ----
    Quest Starter: Warmaster Grast [Old Ascalon]
    Objective: Head to the Breach and repel the Charr offensive.
    Reward: 300xp, Penetrating Blow - Endure Pain
    Reward Giver: Warmaster Grast
    Difficulty and Comments: You must complete Military Matters before you can
    accept this quest.
    
    ----
    Endangered Species [Ranger Only] [roa22]
    ----
    Quest Starter: Master Ranger Nente [Old Ascalon]
    Objective: Charm a Melandru Stalker and bring it to Nente.
    Reward: 200xp, Hunter's Shot - Comfort Animal - Troll Unguent - Charm Animal
    Reward Giver: Master Ranger Nente
    Difficulty and Comments: If you already have a Melandru Stalker, just talk to
    him again after taking the quest.  If you like your current pet better, I
    suggest just ditching this quest because you will have to lose your pet to do
    this.
    
    ----
    The Charr Patrol [Ranger Only] [roa23]
    ----
    Quest Starter: Master Ranger Nente [Old Ascalon]
    Objective: Follow Nente around from checkpoint to checkpoint while he follows
    the Charr tracks, then, kill the Charr you have been following
    Reward: 250xp, Feral Lunge - Favorable Winds
    Reward Giver: Master Ranger Nente
    Difficulty and Comments: If you get too far ahead of Nente he will stop moving.
    Walk back to him if this happens.  The arrow is really screwed up for the last
    leg of this quest at present.
    
    ----
    The Charr Staging Area [Ranger Only] [roa24]
    ----
    Quest Starter: Master Ranger Nente [Old Ascalon]
    Objective: Kill Gorgaan Hatemonger in the Breach.
    Reward: 300xp, Dodge - Quickening Zephyr
    Reward Giver: Master Ranger Nente
    Difficulty and Comments: Rangers get to walk almost as far as
    Elementalists....
    
    -------------------
    3. Sardelac Sanitarium Quests
    -------------------
    
    These quests start inside of the Sanitarium and just outside of it as well.
    Every quest here is class specific, thus, some classes may not have any here!
    
    ----
    Supplies for the Duke [ros1]
    ----
    Quest Starter: Gate Guard Hollis [Old Ascalon, outside of the Breach]
    Objective: Find the lost supply column and escort it to Piken Square
    Reward: 300xp
      Elementalist - Ice Spikes
      Mesmer - Distortion
      Monk - Purge Conditions
      Necromancer - Weaken Armor
      Ranger - Called Shot
      Warrior - "Watch Yourself!"
    Reward Giver: Quartermaster Aada [Piken Square]
    Difficulty and Comments: There are five members, I'm not sure the minimum which
    must survive, but three will suffice.  Also, do not enter town until the
    mission updates.
    
    ----
    Barradin's Stand [ros2]
    ----
    Quest Starter: Gate Guard Hollis [Old Ascalon]
    Objective: Go to Piken Square and see if Duke Barradin Needs Assistance
    Reward: 500xp
    Reward Giver: Duke Barradin [Piken Square]
    Difficulty and Comments: You get this quest after Barradin's Advance.
    
    ----
    Sowing Seeds [Monk Only] [ros3]
    ----
    Quest Starter: Grazden the Protector [Old Ascalon]
    Objective: Escort Farmer Hamnet to Ascalon City
    Reward: 200xp - Heal Party - Bane Signet - Orison of Healing
    Reward Giver: Grazden the Protector
    Difficulty and Comments: The farmer tends to agro things he doesn't need to.
    He has heal area, so he can somewhat keep himself alive, but don't count on it.
    
    ----
    Protecting Ascalon [Monk Only] [ros4]
    ----
    Quest Starter: Grazden the Protector [Old Ascalon]
    Objective: Find Paulus in the Regent Valley
    Reward: 300xp, Heal Area - Vital Blessing
    Reward Giver: Grazden the Protector
    Difficulty and Comments: Paulus, being the poor healer that he is, has died.
    Examine him to get his pendant.  Return it to Grazden.
    
    ----
    In Memory of Paulus [Monk Only] [ros5]
    ----
    Quest Starter: Grazden the Protector [Old Ascalon]
    Objective: Tell Melka Blanston [Old Ascalon] that Paulus the Abbott has been
    killed :(
    Reward: 300xp, Resurrect - Live Vicariously
    Reward Giver: Melka Blanston [Old Ascalon]
    Difficulty and Comments: love triangle!
    
    ----
    Mesmerizing the Enemy [Mesmer Only] [ros6]
    ----
    Quest Starter: Vassar [Sardelac Sanitarium]
    Objective: Kill Ignis Phanaura outside of the Sardelac Sanitarium
    Reward: 200xp, Power Leak - Conjure Phantasm - Ether Feast - Imagined Burden
    Reward Giver: Vassar
    Difficulty and Comments: Backfire works wonders on this one.
    
    ----
    Trying Times [Mesmer Only] [ros7]
    ----
    Quest Starter: Vassar [Sardelac Sanitarium]
    Objective: Find and retrieve the Mossy Rock
    Reward: 300xp, Chaos Storm - Mantra of Flame
    Reward Giver: Vassar
    Difficulty and Comments: none
    
    ----
    A Cure for Ralena [Mesmer Only] [ros8]
    ----
    Quest Starter: Vassar [Sardelac Sanitarium]
    Objective: Find Master Ranger Nente, he can make the cure to save Ralena
    Stormbringer's life.
    Reward: 300xp, Illusion of Haste - Energy Burn
    Reward Giver: Vassar
    Difficulty and Comments: none
    
    ---
    The Stolen Artifact [Necromancer Only] [ros9]
    ---
    Quest Starter: Necromancer Munne [Sardelac Sanitarium]
    Objective: Find the Grawl who have taken the artifact.  Grab the artifact and
    walk it back towards the Sardelac Sanitarium.  Munne will take it from there
    Reward: 200xp, Insidious Parasite - Life Siphon - Deathly Swarm - Animate Bone
    Horror
    Reward Giver: Necromancer Munne
    Difficulty and Comments: The first of three Necromancer quests which barely
    requires you to leave town.
    
    ---
    Death in the Ruins [Necromancer Only] [ros10]
    ---
    Quest Starter: Kasha Blackblood [Sardelac Sanitarium]
    Objective: Oberan has gone insane and is created a kingdom of undead.  You need
    to stop him.  Sadly, he can not be found.  Fortunately, Oberan has a temper and
    can be lured into the open if you kill his minions.
    Reward: 250xp, Dark Pact - Mark of Pain
    Reward Giver: Kasha Blackblood
    Difficulty and Comments: Another quest in which you have to walk almost ten
    steps outside of town!
    
    ---
    Oberan's Rage [Necromancer Only] [ros11]
    ---
    Quest Starter: Kasha Blackblood [Sardelac Sanitarium]
    Objective: Kill Oberan the Reviled
    Reward: 350xp, Parasitic Bond - Putrid Explosion
    Reward Giver: Kasha Blackblood
    Difficulty and Comments: You must complete Death in the Ruins in order to
    activate this quest.  Your plan worked, Oberan marches towards the Sardelac
    Sanitarium!
    
    ----
    Shalev's Task [Elementalist Only] [ros12]
    ----
    Quest Starter: Shale the Hermit [Old Ascalon]
    Objective: Go into the Breach, near Piken Square, and kill the Charr Fire
    Callers to get a bottle of Fiery Unguent.  Return that bottle to Shale.
    Reward: 300xp, Eruption - Shard Storm
    Reward Giver: Shale the Hermit
    Difficulty and Comments: Rather long walk if you do not have Piken Square on
    your map.  Damn Elementalist quests make you run all over the place!
    
    ----
    Family Ties [ros13]
    ----
    Quest Starter: Avatar of Dwayna [Sardelac Sanitarium]
    Objective: Escort the ghosts of Barris and Tamra Lefey from Old Ascalon to the
    gates of Ascalon City.  They are near the entrance to the Breach.
    Reward: 500xp
    Reward Giver: Elsie Lefey [Old Ascalon]
    Difficulty and Comments: When you reach them, they will talk about their son
    for a bit.  Then, your quest log will update.  Once you arrive, the Lefey's
    will have a reunion of sorts.  Rather boring.
    
    -------------------
    4. Piken Square Quests
    -------------------
    
    ----
    The Siege of Piken Square [rop1]
    ----
    Quest Starter: Duke Barradin [Piken Square]
    Objective: Kill the Charr forces right outside of town
    Reward: 500xp
    Reward Giver: Duke Barradin
    Difficulty and Comments: The Charr Captain has healing signet and is all around
    annoying.  If you can't deal damage this quest may be somewhat hard
    
    ----
    Casualty Report [rop2]
    ----
    Quest Starter: Undertaker Cortis [Piken Square]
    Objective: Deliver the casualty report to Warmaster Tydus
    Reward: 150xp, Shadow Strike [Necromancer Only]
    Reward Giver: Undertaker Cortis
    Difficulty and Comments: none
    
    ----
    The Duke's Daughter [rop3]
    ----
    Quest Starter: Viggo [Piken Square]
    Objective: Find out what happened to Lady Althea, Duke Barradin's Daughter
    Reward: 2000xp
    Reward Giver: Duke Barradin [Piken Square]
    Difficulty and Comments: She has been killed.  Her ghost is in a random area of
    the Diessa lowlands.
    
    ----
    Fires in the North [rop4]
    ----
    Quest Starter: Duke Barradin [Piken Square]
    Objective: Kill the Charr Flame Keepers near the fires in the Diessa Lowlands
    Reward: 1000xp
    Reward Giver: Duke Barradin
    Difficulty and Comments: none
    
    ----
    Red-Cloaked Deserter [rop5]
    ----
    Quest Starter: Farrah Cappo [Piken Square]
    Objective: Find Little Thom
    Reward: 1000
    Reward Giver: Farrah Cappo
    Difficulty and Comments: Little Thom has died, or has he?  Search for his badge
    near the monument of King's Watch, so make sure to get that too.  This is the
    only reason I feel Piken Square should be entered before fort Ranik, because
    Little Thom is out in the regent valley, and it makes no sense to walk a long
    way twice.
    
    ----
    Hammer and Anvil [rop6]
    ----
    Quest Starter: Duke Barradin [Piken Square]
    Objective: Kill Grim Sharpfang and his armor in the Breach.
    Reward: 500xp
    Reward Giver: Duke Barradin
    Difficulty and Comments: This quest becomes available after doing the Siege of
    Piken Square.  The "help" coming from the other side dies quite quickly, so be
    prepared to do this one alone.
    
    ----
    Garfazz Bloodfang [rop7]
    ----
    Quest Starter: Viggo [Piken Square]
    Objective: Kill Garfazz Bloodfang in the Diessa Lowlands
    Reward: 500xp
    Reward Giver: Viggo
    Difficulty and Comments: You get this quest after completing Hammer and Anvil.
    Garfazz can be approached from two sides.  One is packed with Gargoyles, the
    other with Charr.  The gargoyle side [west], gives you the advantage of being
    on the same height as the Charr, and you will not have to worry about gargoyles
    running over in the middle of battle, if you kill them first.
    
    ----
    Althea's Ashes [rop8]
    ----
    Quest Starter: Duke Barradin [Piken Square]
    Objective: Gather Althea's Ashes and put them into the Barradin family urn.
    Return them to Duke Barradin.
    Reward: 2000xp
    Reward Giver: Duke Barradin
    Difficulty and Comments: Often considered to be the hardest quest of the
    Ascalon Block.  This is the first quest you will need to pull enemies towards
    you and take them in small groups.  Make sure to take down the shaman's first,
    their healing can turn the tides of battle.
    
    All you actually need to do is touch the Charr Firestand in the flame temple
    corridor, so it is possible to just run though and then warp to a town quickly.
    This quest becomes available after completing the Duke's Daughter.
    
    ---
    Fallen Soldiers [Necromancer Only] [rop9]
    ---
    Quest Starter: Undertaker Cortis [Piken Square]
    Objective: Collect 10 family sigils from the Fallen Ascalon soldiers west of
    Piken Square.
    Reward: 250xp, Soul Feast
    Reward Giver: Undertake Cortis
    Difficulty and Comments: How will Cortis be able to identify them, all of them
    look like the exact same character model.
    
    ----
    Army Life [Warrior Only] [rop10]
    ----
    Quest Starter: Armsman Pitney [Piken Square]
    Objective: Find Old Mac's body in the Breach.  Pitney says Old Mac remained
    there in battle with his new pet.
    Reward: 250xp, Mighty Blow - Dismember
    Reward Giver: Armsman Pitney
    Difficulty and Comments: Turns out, Old Mac is alive and kicking with his pet
    devourer, Joe!  Escort them back to Piken Square.
    
    ----
    Charr Reinforcements [Ranger Only] [rop11]
    ----
    Quest Starter: Ivor Trueshot [Piken Square]
    Objective: Follow Aidan around and do what he says.  In theory, you are
    supposed to be tagging small important areas of the Charr army, in fact, you
    pretty much get to clear half the Breach of Charr.
    Reward: 500xp, Distracting Shot - Call of Haste
    Reward Giver:
    Difficulty and Comments: Aidan does a lot of damage, try to bring some way to
    heal him just in case though.
    
    
    -------------------
    5. Fort Ranik / Frontier Gate / Serenity Temple Quests
    -------------------
    
    In theory, this area is much easier than the Piken area, but, quest progression
    seems to favor Piken first.  Weird.
    
    ----
    The Regent Valley Defense [rof1]
    ----
    Quest Starter: Sergeant Brannen [Regent Valley]
    Objective: Clear the King's Watch of Charr
    Reward: 500xp
    Reward Giver: Lord Darrin [Piken Square]
    Difficulty and Comments: Easy quest.  Sometimes the Charr don't spawn, to
    remedy this, walk back into town after getting this quest, then go do it.
    
    ----
    Deliver a Message to my Wife [rof2]
    ----
    Quest Starter: Gurn Blanston [Fort Ranik Mission]
    Objective: Tell Melka Blanston that Gurn has died defending Ascalon!
    Reward: 500xp
    Reward Giver: Melka Blanston [Old Ascalon]
    Difficulty and Comments: Poor Melka... all her lovers die :(
    
    ----
    Frontier Gate Fugitives [rof3]
    ----
    Quest Starter: Warmaster Riga [Frontier Gate]
    Objective: Search the Pockmark Flats and Eastern Frontier for Footmen Tate and
    Quinn.  Tate will surrender and you will need to walk him back to the steps of
    the Frontier Gate.  Quinn will fight you, so just kill him.
    Reward: 1000xp
    Reward Giver: Warmaster Riga
    Difficulty and Comments: This quest is annoyingly long.  Don't let Tate die, he
    tends to attack everything and die rather quickly.
    
    ----
    Ruins of Surmia [rof4]
    ----
    Quest Starter: Warmaster Riga [Frontier Gate]
    Objective: Go to the Ruins of Surmia
    Reward: 500xp
    Reward Giver: Captain Miken [Ruins of Surmia]
    Difficulty and Comments: This is just an easy walk.
    
    ----
    Replacement Healers [Monk Only] [rof5]
    ----
    Quest Starter: Priestess Rashenna [Serenity Temple]
    Objective: Escort Devona to the Eastern Frontier and dispose of a Charr
    scouting party.
    Reward: 500xp, Infuse Health - Strength of Honor
    Reward Giver: Priestess Rashenna
    Difficulty and Comments: Devona can kill just about anything on her own rather
    quickly.  You do not get exp if she does the bulk of the damage though, so if
    that matters try to keep her back in some way.
    
    ----
    Unnatural Creatures [Mesmer Only] [rof6]
    ----
    Quest Starter: Erudine [Serenity Temple]
    Objective: Kill Gren Mindvenom and bring his Tissue sample to Erudine
    Reward: 250xp, Diversion
    Reward Giver: Erudine
    Difficulty and Comments: Easy quest, just don't forget the sample, which he
    conveniently drops, no need to carve it or anything.
    
    ----
    Experimental Elixir [Mesmer Only] [rof7]
    ----
    Quest Starter: Erudine [Serenity Temple]
    Objective: Take the experimental elixir to Fadden Hathorn in the Sardelac
    Sanitarium, because he's insane.  Once it cures him, talk to Vassar.
    Reward: 500xp, Shatter Hex
    Reward Giver: Vassar [Sardelac Sanitarium]
    Difficulty and Comments: none
    
    ---
    The Way of the Geomancer [Elementalist Only] [rof8]
    ---
    Quest Starter: Kendrick Redstaff [Serenity Temple]
    Objective: Kill ten hulking stone elementals.
    Reward: 500xp
    Reward Giver: Kendtrick Redstaff [Serenity Temple]
    Difficulty and Comments: Make sure to keep any scorched lodestones which drop,
    you will need them for the next quest.
    
    ---
    The Geomancer's Test [Elementalist Only] [rof9]
    ---
    Quest Starter: Kendrick Redstaff [Serenity Temple]
    Objective: Take three scorched lodestones to of the three earth shrines around
    the massive crystal in the pockmark flats.  A Stone Golem will appear, kill it.
    Reward: 500xp, Magnetic Aura - Earth Attunement
    Reward Giver: Kendrick Redstaff
    Difficulty and Comments: If Devona, or other enemies kill the Stone Golem you
    will not get credit.
    
    ----
    Caravan in Trouble [rof10]
    ----
    Quest Starter: Cynn [Eastern Frontier]
    Objective: Help Cynn and Mhenlo save the Merchant Caravan.  Cynn is located in
    the Eastern Frontier next to the exit into the Pockmark flats.
    Reward: 250xp
      Elementalist - Fireball
      Mesmer - Phantom Pain
      Monk - Smite
      Necromancer - Shadow of Fear
      Ranger - Lightning Reflexes
      Warrior - Hamstring
    Reward Giver: Laris Dankworth [Pockmark Flats]
    Difficulty and Comments: Wow... new quest... so easy.  Walk into the Pockmark
    flats after getting it from Cynn, kill about six storm riders and you win.
    
    
    -------------------------------------------------------------------------------
    Northern Shiverpeaks
    -------------------------------------------------------------------------------
    
    The Northern Shiverpeaks pose the first legitimate challenge in the game.
    Groups are now mixed together with multiple caster types and physical
    attackers.  Disruption skills will become a great asset at this point in the
    game.  The main shopping town, Yak's Bend, will have different types of armor
    available for most classes, but the defense is the same as it was in Ascalon
    City.  The other outposts are the Ice Tooth Cave and Beacon's Perch.  The
    mission towns are the Borlis Pass and The Frost Gate.
    
    1. Missions
      Borlis Pass [mis5]
      Frost Gate [mis6]
    
    2. Yak's Bend Quests
      The Way is Blocked [nspy1]
      The Road to Borlis Pass [nspy2]
      The Shiverpeak Stragglers [nspy3]
      The Missing Artisan [nspy4]
      Helping the Dwarfs [nspy5]
      Oswalt's Epitaph [nspy6]
      Minaar's Trouble [nspy7]
      Minaar's Worry [nspy8]
      Iron Horse War Machine [nspy9]
      The Wayward Monk [Monk Only] [nspy10]
      The Stone Summit Champion [Mesmer Only] [nspy11]
      Renegade Necromancer [Necromancer Only] [nspy12]
      A Heart of Ice [Elementalist Only] [nspy13]
      Securing the Vale [Warrior Only] [nspy14]
      Stone Summit Beastmasters [Ranger Only] [nspy15]
    
    3. Beacon's Perch Quests
      Hungry Devourer [nspb1]
      The Deserters [nspb2]
      To Kryta: Refugees [nspb3]
      To Kryta: The Ice Cave [nsbp4]
      To Kryta: Journey's End [nsbp5]
    
    
    -------------------
    1. Missions
    -------------------
    
    ----
    Borlis Pass [mis5]
    ----
    
    Objective: First grab the torch and follow the road lighting the seven storm
    beacons.  Give to torch to Gate Guard Tolis.  Now, you will need a keg of
    Dwarven powder to blast open their base.  You can kill the nearby engineers for
    moral boosts.  For the main mission, you need to open the nearby door, this
    time with a lever.  When you reach this door, continuing south will run you
    near the bonus.  When you go through the door, continue on the path and kill
    everything there.  You'll eventually come to a closed door, once the nearby
    enemies are defeated it will open.  Talk to Prince Rurik inside.  Now, take the
    new torch and follow the friendly dwarfs.  There are three more beacons at the
    top of the hill.  Light them and the mission is done!
    
    Bonus: You have run beyond the door with a lever.  There is a keg of powder
    deposit again.  Nearby are two doors, one which holds Rornak Stonesledge
    prisoner.  Blast the door open.  Talk to him, it will activate the bonus.  Now,
    get another keg and drop it in his cell where the fence and snow meet.  The
    snow wall will shatter.  Follow the caves killing the dryders.  To complete the
    bonus, you need to kill the Ice Drake, Whiskar Featherstrom, and the nearby
    dryders.
    
    
    ----
    Frost Gate [mis6]
    ----
    
    Objective: Prince Rurik is escorting Ascalon Settlers to Kryta.  But, he has
    been pinned down by Stone Summit Catapults.  You need to defeat the Engineers
    of these catapults to allow passage.  After the second catapult, you will enter
    an ice cave.  Turn left to do the bonus [see below], or head straight
    [southwest], to continue the real mission.  Cross the bridge and take out the
    engineers.  Then continue and kill the nearby boss.  There will be a cinematic.
    Continue on the path Rurik tells you to and use the gear lever on the lever
    mechanism.   After a short amount of time it will open.  In the next area there
    are three similar devices you must use the lever on.  Each time you use one,
    the doors on the sides will open and enemies will POUR in. To combat this,
    first kill all the enemies in the area, then use the lever on all three as fast
    as you can.  It helps to do the furthest lever mechanism first.  Once you have
    them all active, you should have a slew of guys attacking you.  You'll need to
    survive for a minute or two while the mechanisms turn.  You may wish to
    backtrack and stand still until the mission is won.
    
    Bonus: Not to far in the cave, you will again find Rornak Stonesledge has been
    captured.  This time, he wants you to steal some war plans.  When you talk to
    him, he will follow you.  Head out of the ice caves to the south.  When you
    reach a bridge being bombarded by catapult fire, head to the northwest ramp
    leading down.  Follow this path.  There are several dolyak's here, so this will
    be quite tough.  Once the area is clear, lead Rornak to the catapult.  He will
    fix it.  Fire it and it will blow up some doors.  Head back to the bridge,
    cross it.  If you kill everything here, you will continue the mission.
    Instead, kill what is close and head into the door to the east, kill the Ice
    Golems and Stone Summit, open the chest to get the secret siege weapon plans.
    Head back to Rornak with them to complete the bonus.
    
    
    -------------------
    2. Yak's Bend
    -------------------
    
    You are taken to Yak's Bend immediately after completing the Nolani Academy
    Mission, however, you can reach this by running to it as well.  Yak's bend
    offers new armor, though arguably no better than Ascalon City's armor as well
    as a skill trainer, Captain Osric.
    
    
    ----
    The Way is Blocked [nspy1]
    ----
    Quest Starter: Captain Osric [Yak's Bend]
    Objective: Kill Inar Frostbite, the Stone Summit leader of this area.  He is
    standing not too far outside of the Borlis Pass.
    Reward: 500xp
    Reward Giver: Beccum Reedly [Borlis Pass]
    Difficulty and Comments: This quest and the Road to Borlis Pass should be done
    together.  Perhaps try doing Shiverpeak stragglers while doing this.
    
    ----
    The Road to Borlis Pass [nspy2]
    ----
    Quest Starter: Captain Osric [Yak's Bend]
    Objective: Defeat all the Stone Summit patrols between Yak's Bend and the
    Borlis Pass.
    Reward: 500xp, 150xp
    Reward Giver: Captain Osric [Yak's Bend]
    Difficulty and Comments: This quest and the Way is blocked should be done
    together.  Perhaps try doing Shiverpeak stragglers while doing this.
    
    ----
    The Shiverpeak Stragglers [nspy3]
    ----
    Quest Starter: Captain Osric [Yak's Bend]
    Objective: Find Elsa Alston and escort her back to Yak's Bend.
    Reward: 500xp
    Reward Giver: Captain Osric
    Difficulty and Comments: Elsa has a death wish.  She will attack anything
    nearby.  While hard to do, clear as much of the road before getting on her
    screen.  Once you can see her, some ice golems and stone summits will veer off
    course to defeat her.
    
    ----
    The Missing Artisan [nspy4]
    ----
    Quest Starter: Tabor Woolridge [Yak's Bend]
    Objective: Artisan Rudger has not produced the goods Tabor paid him for.  Find
    him and find out what is going on.
    Reward: 500xp
    Reward Giver: Artisan Rudger [Ascalon Foothills]
    Difficulty and Comments: Do this quest when you do Oswalt's Epitaph, as they
    end almost directly next to each other.  The Ascalon Foothills house many
    hydras.  They can deal a load of fire damage, but their meteor spell has a
    rather long cast time and can easily be interrupted by a variety of skills.
    
    ----
    Helping the Dwarfs [nspy5]
    ----
    Quest Starter: Grand Mason Stonecleaver [Yak's Bend]
    Objective: Find Rangil Ironbow in the northwest corner of Traveler's Vale.
    Reward: 250xp
    Reward Giver: Rangil Ironbow [Traveler's Vale]
    Difficulty and Comments: This is actually quite hard to walk the first time.
    Try to pull some groups, it's easy to get overwhelmed.
    
    You get skills just for taking up this quest:
      Elementalist - Gale
      Mesmer - Mantra of Frost
      Monk - Remove Hex
      Necromancer - Suffering
      Ranger - Debilitating Shot
      Warrior - Protector's Strike
    
    ----
    Oswalt's Epitaph [nspy6]
    ----
    Quest Starter: Elsa Alston [Traveler's Vale]
    Objective: Search for an unmarked headstone.  Inscribe Elsa's words onto it.
    Oswalt's ghost will appear.
    Reward: 500xp, 250 gold
    Reward Giver: Ghost of Oswalt Alston [Ascalon Foothills]
    Difficulty and Comments: Do this quest at the same time as The Missing Artisan.
    
    ----
    Minaar's Trouble [nspy7]
    ----
    Quest Starter: Rangil Ironbow [Traveler's Vale]
    Objective: Find Minaar Stonesledge in the Iron Horse Mine and escort him to
    Traveler's Vale safely.
    Reward: 500xp
    Reward Giver: Rangil Ironbow
    Difficulty and Comments: The first of three rather annoying quests which sends
    you to the same place over and over.
    
    ----
    Minaar's Worry [nspy8]
    ----
    Quest Starter: Rangil Ironbow [Traveler's Vale]
    Objective: Kill Ore Darkwhip in the Iron Horse Mine's and return the war
    machine plans he drops to Rangil.
    Reward: 500xp
    Reward Giver: Rangil Ironbow
    Difficulty and Comments: You might say... boy, I could have killed this thing
    while doing the last quest.  As of current, you could not.  Ore Darkwhip simply
    doesn't spawn if you or someone in the party does not have the quest active.
    
    ----
    Iron Horse War Machine [nspy9]
    ----
    Quest Starter: Rangil Ironbow [Traveler's Vale]
    Objective: Destroy the war machine by destroying the nine levers which control
    it with nearby Dwarven explosives
    Reward: 500xp
    Reward Giver: Rangil Ironbow
    Difficulty and Comments: I find it odd how the Stone Summit leave explosives
    near all of their important establishments.
    
    ----
    The Wayward Monk [Monk Only] [nspy10]
    ----
    Quest Starter: Van the Warrior [Yak's Bend]
    Objective: Escort Cynn to the Iron Horse Mine and find Brother Mhenlo.
    Reward: 350xp, Vigorous Spirit, Pacifism
    Reward Giver: Brother Mhenlo [Iron Horse Mine]
    Difficulty and Comments: Easy quest, do it while doing either of the first two
    Minaar's quests.
    
    ----
    The Stone Summit Champion [Mesmer Only] [nspy11]
    ----
    Quest Starter: Sebedoh the Mesmer [Yak's Bend]
    Objective: Defeat Ulrik the Undefeated in Traveler's Vale.
    Reward: 350xp, Fragility - Power Spike - Channeling
    Reward Giver: Sebedoh the Mesmer
    Difficulty and Comments: none
    
    ---
    Renegade Necromancer [Necromancer Only] [nspy12]
    ---
    Quest Starter: Necromancer Morgan [Yak's Bend]
    Objective: Find Verata in the Travelers Vale.
    Reward: 350xp, Necrotic Traversal, Defile Flesh, Well of Blood
    Reward Giver: Necromancer Morgan
    Difficulty and Comments: Kill the Verata minions on your way to him.  When you
    reach him, Verata will run off giving you an idle threat.
    
    ---
    A Heart of Ice [Elementalist Only] [nspy13]
    ---
    Quest Starter: Howland the Elementalist [Yak's Bend]
    Objective: Find Greplack Froststaff and obtain the Heart of Ice
    Reward: 350xp, Whirlwind, Ward Against Foes, Ice Prison
    Reward Giver: Howland the Elementalist
    Difficulty and Comments: Just run up to him and kill the nearby Ice Golems.  He
    will give you the Heart of Ice after initially saying that he would not.
    
    ----
    Securing the Vale [Warrior Only] [nspy14]
    ----
    Quest Starter: Van the Warrior [Yak's Bend]
    Objective: Scout out enemy activity at three different checkpoints.
    Reward: 500xp, Swift Chop - Irresistible Blow - Seeking Blade
    Reward Giver: Van the Warrior
    Difficulty and Comments: Although you only have to "scout", you will probably
    end up killing half of the enemies in the traveler's vale.
    
    ----
    Stone Summit Beastmasters [Ranger Only] [nspy15]
    ----
    Quest Starter: Artemis the Ranger [Traveler's Vale]
    Objective: Defeat Thorgrim the Beastlasher in the Iron Horse Mine
    Reward: 350xp, Whirling Defense - Winter - Call of Protection
    Reward Giver: Artemis the Ranger
    Difficulty and Comments: Artemis is only level 2, and as such is often times
    dead when you get to where she would be.  If this happens, simply zone into the
    mines and then back out.  The Beastmasters can be a bit overwhelming when they
    all go giant stomping.  Try to distracting shot at least one of them so you are
    not spending the entire battle sitting on your butt in the cold snow.
    
    
    -------------------
    3. Beacon's Perch
    -------------------
    
    Beacon's Perch has two exits.  The one you want to use to progress the game is
    into the Deldrimor Bowl.  Exiting into Lornar's Pass will set you up against
    level 20+ monsters.  If you manage to make it to the next town, you will in
    effect have skipped half the game.  However, as this is virtually impossible
    without;
    1) getting run to it by someone for a fee
    2) miraculously killing everything on the way there
    3) Somehow running there on your own.
    
    This is a common way to get to Droknar's Forge, the first town with the maximum
    defense armor.  For your first play through though, avoid Lornar's pass
    entirely.
    
    ----
    Hungry Devourer [nspb1]
    ----
    Quest Starter: Master Saberlin [Beacon's Perch]
    Objective: Feed Old Mac's pet, Joe, 10 succulent Juniper Meats.
    Reward: 500xp
      Elementalist - Lightning Strike
      Mesmer - Shatter Enchantment
      Monk - Divine Spirit
      Necromancer - Rotting Flesh
      Ranger - Pin Down
      Warrior - Flurry
    Reward Giver: Master Saberlin
    Difficulty and Comments: Sometimes this quest claims you only need to feed him
    0 more, when you have not given him any.  Other times you need to feed him 4
    million more.  Oh well, I have never seen it mess up the quest.  One more note,
    you must feed them all to Joe in one visit to the Deldrimor Bowl, the number
    resets up to ten should you exit the area.
    
    ----
    The Deserters [nspb2]
    ----
    Quest Starter: Master Saberlin [Beacon's Perch]
    Objective: Kill the Deserters before word spreads and causes unrest.
    Reward: 500xp
      Elementalist - Ice Spear
      Mesmer - Inspired Hex
      Monk - Balthazar's Spirit
      Necromancer - Strip Enchantment
      Ranger - Serpent's Quickness
      Warrior - Bonetti's Defense
    
    Reward Giver: Master Saberlin
    Difficulty and Comments: You can get Mhenlo, Devona and Cynn as an escort for
    this quest if you walk up to them after taking it on.  You must complete The
    Hungry Devourer to get this quest.
    
    ----
    To Kryta: Refugees [nspb3]
    ----
    Quest Starter: Master Saberlin [Beacon's Perch]
    Objective: Eliminate the Centaur Patrols along the road.
    Reward: 500xp
    Reward Giver: Ranger Olson [Deldrimor Bowl]
    Difficulty and Comments: Easy quest, once done, most of the centaurs will be
    gone from this area any subsequent time you go through.
    
    ----
    To Kryta: The Ice Cave [nsbp4]
    ----
    Quest Starter: Master Seeker Nathaniel [Griffin's Mouth]
    Objective: Follow the Marks of Aidan until you reach Aidan.  Kill any Snow
    Ettin's around him as well.
    Reward: 500xp
    Reward Giver: Aidan [Griffin's Mouth]
    Difficulty and Comments: Don't make any wrong turns, it may wind up being your
    last.  Snow Ettin's pile up in a hurry here.
    
    ----
    To Kryta: Journey's End [nsbp5]
    ----
    Quest Starter: Aidan [Griffin's Mouth
    Objective: Deliver the Letter to Ambassador Braun [Scoundrel's Rise], then see
    Witness Casori [Gates of Kryta] for safe harbor.
    Reward: 500xp
    Reward Giver: Witness Casori [Gates of Kryta]
    Difficulty and Comments: The Hardest part is remembering to talk to Ambassador
    Braun when you enter Scoundrels Rise.
    
    
    
    -------------------------------------------------------------------------------
    Kryta
    -------------------------------------------------------------------------------
    
    Kryta is the most beautiful place still standing on Tyria.  The entire area was
    saved from the Charr by Saul D'Alessio's faith.  He, himself, died in a Charr
    ambush and now Confessor Dorian continues his leadership.  Kryta has three
    missions and several towns.  The most notable is Lion's Arch, either the most
    or second most heavily visited town in the game.  The armor in all Kryta towns
    is better than the stuff you picked up in Ascalon City, though not by much.  If
    you can get by without buying any, do so.  There are a few Kryta Villages which
    are not actually towns on the world map, but have a fair share of quests in
    them.
    
    1. Missions
      Gates of Kryta [mis7]
      D'Alessio Seaboard [mis8]
      Divinity Coast [mis9]
    
    2. Lion's Arch/North Kryta Province Quests
      Report to the White Mantle [kla1]
      The Villainy of Galrath [kla2]
      Orrian Excavation [kla3]
      Merchant's Plea [kla4]
      The Weaver of Nebo [kla5]
      Duties of a Lionguard [kla6]
      The Ascalon Settlement [kla7]
      The Last Hog [kla8]
      Reversing the Skales [kla9]
      Blankets for the Settlers [kla10]
      Bandit Trouble [kla11]
      Graven Images [kla12]
      Malaquire's Test [kla13]
    
    3. Beetletun/Bergen Hot Springs/Nebo Village Quests
      The Hot Springs Murders [kbb1]
      The Undead Hordes [kbb2]
    
    
    -------------------
    1. Missions
    -------------------
    
    ----
    Gates of Kryta [mis7]
    ----
    
    Objective: Run to the nearby village and clear the gates of undead.  Enter the
    village and talk to Justicar Torlimo to get the whereabouts of Justicar
    Hablion.  Find him.  He will ask you to help clear the swamp of undead.  Do so,
    defend the high ground as best you can, than charge in to finish off the
    remaining few.  Justicar Hablion must survive.
    
    Bonus: At the very start of the mission, make a left turn and talk to the pig
    Oink.  He will follow you.  Oink can not be hurt by anything, so feel free to
    use him as a tank.  When you reach the town, you will see a kid talking about
    losing his pig.  When Oink is near, the kid will be happy.  Next to him is a
    historian.  Talk to him to activate the bonus.  You will need to find the
    Orrian Texts and translate them.  If you look at the map, they lie in a chest
    in the innermost inlet of the river.  When you get it, smoke phantoms will
    attack you, three groups of three in all.  They use lightning and do mega
    damage.  Return the text to the historian [apparently you are well versed in
    the Orr language and had enough time to translate them while fighting for your
    life.  Bonus complete!
    
    ----
    D'Alessio Seaboard [mis8]
    ----
    
    Objective: After a few packs of enemies you will reach a village under attack
    from the undead.  You will need to kill all of the undead here to advance the
    level.  In town is Benji Makala, provided you keep him alive until the town is
    cleared you can do the bonus.  If you take the bonus, exit town north, if not,
    exit town west.  Eventually the path will lead you to Confessor Dorian.  He
    will be under attack from undead when you arrive.  Undead will continue to pour
    in from both sides for about ten minutes.  Keep Dorian alive.  Once done, the
    quest log will update, talk to Dorian.  Exit the Temple of Tolerance to the
    southwest and continue until you find Dinas.  Kill the nearby enemies and talk
    to him,  Mission complete.
    
    Bonus: If you kept Benji alive, activate the bonus from him and use the gate on
    the north end of the village to exit the village.  Going this way will
    eventually take you to another closed gate.  Nearby this gate is a Melandru
    offering.  The offering must be held, if it is dropped, it breaks.  However,
    you can run all the way back to the place you got it to get another.  You may
    wish to just leave it until you are done defending Confessor Dorian.  Either
    way, once Dorian is safe, rather than continue the mission, head northwest out
    of town and follow the ettin filled path until you reach the other Melandru
    Offering, which is actually located directly west of the first one, but
    separated by a mountain.  Place the offering on the pedestal to complete the
    bonus.
    
    * = Remember, if Benji dies, his brother will not open the gate for you and you
    will not be able to do the bonus.
    
    ----
    Divinity Coast [mis9]
    ----
    
    Objective: Head to the town of Shaemoor.  Talk to Justicar Hablion.  He will
    discuss that you need to take the Eye of Janthir around the area to see if
    certain people are chosen.  You will drop it off in Loamhurst.  However, first,
    you need to be cleansed!  Exit town southeast and make your way up to the
    cleansing area.  Once you are cleansed, head back to Hablion and get the Eye.
    Exit town to the west when you are ready.  You do not actually have to see if
    anyone is chosen, that is the bonus.  Just follow the rather linear path all
    the way to Loamhurst if you do not intend to do the bonus.  If you do, read
    below, as the bulk of this mission is the bonus.  In town is a Blue light
    shining up from the ground with several villagers near it, bring the eye there
    to complete the mission.
    
    Bonus: The first chosen is standing a bit northwest of Hablion in town.  All
    five chosen must arrive in Loamhurst alive, so take care of them.  Once you
    cross a long high bridge, the second chosen is the one villager who stays to
    fight the tengu.  This is probably the hardest one to initially save.  Talk to
    him to actually activate the bonus and make sure he follows you.  The third
    chosen is to the southeast of this one.  There is a small road leading there.
    This one also has a tendency to get attacked.  Head back to where you got the
    second chosen and head west.  You will soon come to another small outpost.
    Several merchants are under attack.  None of them are important, however, the
    final villager on the road continuing to head west is another chosen.  You
    should have enough time to get to him as the merchant in front of him often
    holds off the tengu for a while.  That's four, the fifth is actually back a
    ways.  Head down the road you just came a bit east and turn south the first
    chance you get.  The final villager is just a bit this way.  He sometimes is
    under attack from Gypsie Ettin's.  Now, you should have five villagers chasing
    you.  Head back to where you got the fourth one and follow the road northwest.
    This road will eventually bring you to Loamhurst.  There is a lot of poison
    here, try to keep the villagers out of it.  If they just walk through it, they
    are generally smart enough to use a healing signet when they get low on health.
    When you finally reach Loamhurst, talk to Lionguard Minah for the bonus.  You
    MUST do this BEFORE bringing the eye to its destination in town.  Note: Your
    party shares gold for doing this bonus.
    
    -------------------
    2. Lion's Arch/North Kryta Province Quests
    -------------------
    
    ----
    Report to the White Mantle [kla1]
    ----
    Quest Starter: Armen the Guide [Lion's Arch]
    Objective: Head to the D'Alessio Seaboard and deliver a report to Mantle Knight
    Karriya
    Reward: 500xp
    Reward Giver: Mantle Knight Karriya [D'Alessio Seaboard]
    Difficulty and Comments: none
    
    ----
    The Villainy of Galrath [kla2]
    ----
    Quest Starter: Firstwatch Sergio [Lion's Arch]
    Objective: Kill Galrath near the Wizard's Tower
    Reward: 4000xp
    Reward Giver: Firstwatch Sergio
    Difficulty and Comments: Possibly the hardest quest in the game if you do it
    when you get it.  Highly unrealistic you will do this now.  If you wish to,
    leave from the Bergen Hot Springs and Head to the temple of the ages.  If you
    leave from the temple, you will have the advantage of level 15 henchmen and an
    eight person party.  The Verata enemies near Galrath are a true pain, it is
    recommended to have someone be a sacrifice so everyone else can rush Galrath,
    who is surrounded by severely under leveled bandits.
    
    ----
    Orrian Excavation [kla3]
    ----
    Quest Starter: Magi Malaquire [Lion's Arch]
    Objective: Collect 5 Orrian tablet shards
    Reward: 400xp
    Reward Giver: Magi Malaquire
    Difficulty and Comments: They fixed this quest, so if you do it in a party you
    won't have to do it fifteen times!
    
    ----
    Merchant's Plea [kla4]
    ----
    Quest Starter: Bodrus the Outfitter [Lion's Arch]
    Objective: Take the strongbox to Captain Greywind
    Reward: 500xp
    Reward Giver: Captain Greywind [North Kryta Province]
    Difficulty and Comments: Do this along with the Ascalon Settlement
    
    ----
    The Weaver of Nebo [kla5]
    ----
    Quest Starter: Jiaju Tai [Lion's Arch]
    Objective: Etham the Artisan ripped off our good friend, head to the Nebo
    Village to find out why!
    Reward: 500xp, 500 gold
    Reward Giver: Etham the Artisan [Nebo Terrace]
    Difficulty and Comments: none
    
    ----
    Duties of a Lionguard [kla6]
    ----
    Quest Starter: Lionguard Riddick [North Kryta Province]
    Objective: Talk to Miraba
    Reward: 500xp
    Reward Giver: Miraba [North Kryta Province]
    Difficulty and Comments: none
    
    ----
    The Ascalon Settlement [kla7]
    ----
    Quest Starter: Damaris [North Kryta Province]
    Objective: Lead Mhenlo, Aidan, Cynn and Devona to Captain Greywind in the
    Ascalon Settlement
    Reward: 500xp
      Elementalist - Lightning Orb
      Mesmer - Wastrel's Worry
      Monk - Heal Other
      Necromancer - Enfeeble
      Ranger - Throw Dirt
      Warrior - Final Thrust
    Reward Giver: Captain Greywind [North Kryta Province]
    Difficulty and Comments: Do this while you do Merchant's Plea
    
    ----
    The Last Hog [kla8]
    ----
    Quest Starter: Farmer Dirk [North Kryta Province]
    Objective: Find the prize winning hog and run it back to Farmer Dirk
    Reward: 500xp
      Elementalist - Gale
      Mesmer - Leech Signet
      Monk - Life Attunement
      Necromancer - Blood Ritual
      Ranger - Otyugh's Cry
      Warrior - Staggering Blow
    Reward Giver: Farmer Dirk
    Difficulty and Comments: Once you talk to the Hog, Ettin's will come two at a
    time for quite a while to try and disrupt you.
    
    ----
    Reversing the Skales [kla9]
    ----
    Quest Starter: Captain Greywind [North Kryta Province]
    Objective: Find out what is the cause of the undead movement... then of course
    kill it.
    Reward: 500xp
    Reward Giver: Captain Greywind
    Difficulty and Comments: The Executioners which escort Lord Timot are very
    deadly, take every precaution when fighting them.  It helps to clear the area
    of Mergoyles and Bog Skales before hand.  If Lord Timot reaches the Gates of
    Kryta you will have to do the mission again.
    
    ----
    Blankets for the Settlers [kla10]
    ----
    Quest Starter: Captain Greywind [North Kryta Province]
    Objective: Trade the weapons from Greywind to Etham the Artisan for Blankets
    and give them to Captain Greywind.
    Reward: 500xp
    Reward Giver: Captain Greywind
    Difficulty and Comments: none
    
    ----
    Bandit Trouble [kla11]
    ----
    Quest Starter: Miraba [North Kryta Province]
    Objective: Tell Mantle Knight Karriya about the Bandit's.  Return to Miraba
    once you have told Karriya.
    Reward: 500xp
    Reward Giver: Miraba
    Difficulty and Comments: Do this while doing Report to the White Mantle.
    
    ----
    Graven Images [kla12]
    ----
    Quest Starter: Archivist Ithimar [North Kryta Province]
    Objective: Protect him from the four waves of nightmares
    Reward: 600xp
      Elementalist - Inferno
      Mesmer -  Mantra of Lightning
      Monk -  Dwayna's Kiss
      Necromancer - Dark Aura
      Ranger - Determined Shot
      Warrior - Axe Twist
    Reward Giver: Archivist Ithimar
    Difficulty and Comments: Easy quest, make sure to clear out the nearby bog
    skales before starting.  There is no pausing, so you may run low on energy by
    the last wave.
    
    
    ----
    Malaquire's Test [kla13]
    ----
    Quest Starter: Magi Malaquire [North Kryta Province]
    Objective: Successfully snag a skill using a Signet of Capture
    Reward: 500xp, Signet of Capture
    Reward Giver: Magi Malaquire
    Difficulty and Comments: Use it on whatever, you can buy them from Quarrel
    Falls among other places later in the game.  You get a Signet of Capture both
    for taking this quest, and another for finishing it.
    
    
    -------------------
    3. Beetletun/Bergen Hot Springs/Nebo Village Quests
    -------------------
    
    ----
    The Hot Springs Murders [kbb1]
    ----
    Quest Starter: Inspector Caleb [Nebo Terrace]
    Objective: Get witness testimonies from the four witnesses to the murders who
    are in the Bergen Hot Springs.  Report back to Caleb with them.  Then give them
    to Inquisitor Gilead.
    Reward:
      Elementalist - Grasping Earth
      Mesmer - Illusion of Weakness
      Monk - Mend Ailment
      Necromancer - Blood of the Master
      Ranger - Bestial Pounce
      Warrior - Counter Blow
    Reward Giver: Inquisitor Gilead [Nebo Terrace]
    Difficulty and Comments: Pretty fishy.....
    
    ----
    The Undead Hordes [kbb2]
    ----
    Quest Starter: Elder Hezron [Beetletun]
    Objective: Stop the undead armies from reaching Beetletun.
    Reward: 500xp
      Elementalist - Water Attunement
      Mesmer - Inspired Enchantment
      Monk - Holy Veil
      Necromancer - Plague Touch
      Ranger - Symbiosis
      Warrior - Gryphons Sweep
    Reward Giver: Elder Hezron
    Difficulty and Comments: This quest is extremely fun.  It also poses a good
    challenge.  The drops have unfortunately been nerfed thanks to excessive
    farming.
    
    
    -------------------------------------------------------------------------------
    Maguuma Jungle
    -------------------------------------------------------------------------------
    
    The jungle is your typical rebel hiding place.  Everything is spread out and in
    the middle of no where.  The armor here is decent, however, the collector armor
    is substantially better than what you can buy.  Most of the collectors for it
    are right next to town [or in it] and the collector's wish list items fall
    frequently.  The storyline seems messed up in the jungle though, frequently
    assuming you have done a quest which you may not have already done.
    
    1. Missions
      The Wilds [mis10]
      Bloodstone Fen [mis11]
      Aurora Glade [mis12]
    
    2. Druid's Overlook Quests
      A Brother's Fury [mjdo1]
      Eye for Profit [mjdo2]
      Mysterious Message [mjdo3]
      Wisdom of the Druids [mjdo4]
    
    3. Quarrel Falls Quests
      The Price of Steel [mjqf1]
      White Mantle Wrath: Demagogue's Vanguard [mjqf2]
    
    4. Ventari's Refuge Quests
      White Mantle Wrath: A Helping Hand [mjvr1]
      Urgent Warning [mjvr2]
      Dropping Eaves [mjvr3]
      Blood and Smoke [mjvr4]
    
    5. Henge of Denravi Quests
      Passage through the Dark River [mjhd1]
    
    
    -------------------
    1. Missions
    -------------------
    
    ----
    The Wilds [mis10]
    ----
    
    Objective: You need to follow the Shining Blade through the jungle.  There are
    many Maguuma spiders and moss spiders standing in your way though.  After the
    first entangling roots, head straight ahead at the 3 way split.  The other two
    paths lead to the bonus [see below].  After the cinematic, follow the Shining
    Blade Scout through the Maguuma along the main path.  When you reach some
    water, take the right path and turn right as soon as you can into a legion of
    Maguuma spiders.  Eventually, you will come to another cinematic.  Spiders will
    drop in groups of three, you need to kill all eight and the boss.  I don't
    think they can actually killed the chosen [as they're all corpses already], but
    do not take any chances.  Mission complete!
    
    Bonus: After the first entangling roots, there will be three paths to choose
    from.  The middle path continues the mission.  Either the left or right lead to
    the start of the bonus.  I prefer the right path.  Follow it until you see two
    centaurs.  Stand nearby, but outside of the agro circle.  They will start to
    talk.  Listen.  When the bonus activated message comes up, kill them and take
    the nearby vine seed.  Head back to the middle path from before and continue
    the mission.  After the movie, hang to the right side and fight through the
    Maguuma.  There is a path to the east which dead ends with a glowing green dot
    on the ground.  Drop the Vine Seed here.  Cross the bridge and head south.
    There are a tone of Maguuma as well as four bosses here.  You only need to kill
    two of them: Horm Frostrider and Ramtha Brokenhoof.  This is one of the harder
    bonuses due to the closeness of the enemies.  Bonus done!
    
    
    ----
    Bloodstone Fen [mis11]
    ----
    
    Objective: Follow the linear trail to Saidra.  Talk to her and get a Vine Seed.
    Drop it on the green spot just in front of her and cross the newly formed
    bridge and continue to follow the only real path.  Eventually you'll reach a
    place with five Vine Seed Flowers.  To do the bonus, grab one and read below.
    Otherwise, Grab one and use it just up the spiral mountain.  Grab another and
    use it on the next green dropping point just ahead.  Follow the only path and
    talk to Blade Scout Ryder.  Continue on the path.  When you reach a fork, head
    left and get two vine seeds.  Head back the other way and use them at the next
    two green dots to make bridges.  Keep on the only path until the cinematic. Now
    there are only six white mantle and Hablion to go.  While fighting on the
    bloodstone, resurrection skills take four times as long to use, be aware of
    this.  When Hablion falls you will win.
    
    Bonus: When you reach the first place with three Vine Seed Flowers, grab one
    and head back the way you came until a fork.  Head on the western most of the
    two paths.  When you reach a tree trunk looking altar, drop the seed on it and
    it will spawn a Druid.  Listen to him babble for a bit.  A bridge will spawn.
    You will need to get this Druid and three others two an altar further along.
    While you do this, you CAN NOT KILL any jungle guardians.  Should you, the
    bonus will fail and you will be greeted by some rather challenging enemies.
    There are more Vine Seed Flowers in the area with the other three altars.
    Follow the first Druid there, but try not to let him get stuck.  Once you have
    all four Druids on the big altar, the Elder Druid will appear.  Talk to him for
    the Bonus.  Head back to the Vine Seed Flower you got the Vine Seed from to
    spawn the first Druid.
    
    
    ----
    Aurora Glade [mis12]
    ----
    
    I strongly suggest using my Aurora Glade Map for doing this mission.
    
    Objective: After weaving around the endless circles, you'll wind up by two
    thorn pedestals, kill the boss and a druid will appear.  Talk to it, grab the
    Rune Crystal and run it to the other pedestal.  Continue on the path, which is
    now opened.  For directions, I will refer you to a map for this level...  When
    you reach a point where you can see another pedestal at the fork in the road,
    the left leads to the bonus [actually, they both do].  The right goes to the
    mission,  Now, talk to the druid to put another Rune Crystal on the pedestal.
    This time, you will need to attune two different pedestals.  Do NOT do them
    both until you are ready though, as it will activate the next part.  The next
    part has three pedestals.  If your team controls all three, a cinematic will
    appear.  If the White Mantle control all three, you lose.  They start out
    controlling one.  You must run crystals to them to attune them for you, while
    preventing their crystal carrier from taking control of them.  If you are doing
    the bonus, this gets more complex.  See below.  Okay, so you now have attuned
    all three pedestals.  You will be teleported below.  Down here, just follow the
    again linear path until you reach the Henge Guardian.  Kill it, Mission
    complete.
    
    Bonus: So, you took either one of the roads. There are many White Mantle and an
    NPC named Less Longbow.  Make sure he survives.  When everything around him is
    dead he will speak of a Demagogue.  Continue on to the main mission for now.
    Now, you've arrived at the three pedestals.  You want to make sure you always
    control one, preferably two.  Here's the trick, take the north one at the
    start,  When the White Mantle take the east one, immediately take it back.
    Now, the White Mantle will ONLY focus on the east one so long as they do not
    control it.  Just kill the crystal carrier time and time again and slowly
    reduce their army.  Once it is gone, head into their "base" and kill the
    Demagogue.  Bonus complete.  Attune the final pedestals to advance the main
    mission.
    
    
    -------------------
    2. Druid's Overlook Quests
    -------------------
    
    ----
    A Brother's Fury [mjdo1]
    ----
    Quest Starter: Trader Versai [Druid's Overlook]
    Objective: Justicar Thommmis' brother has been killed.  He wants to know why.
    Seek out the three rangers in the area to find out more.  They speak of the
    Rebels who took the chosen and the difficulty in tracking them.
    Reward: 500xp
    Reward Giver: Witness Giselle [The Wilds]
    Difficulty and Comments: This quest is designed to get you over to the Wilds,
    the next mission.  You will talk to several people and face little opposition
    getting into town.
    
    ----
    Eye for Profit [mjdo2]
    ----
    Quest Starter: Trader Versai [Druid's Overlook]
    Objective: Find Grahm in the Sage Lands.  He will have a task for you which
    involves running clear across to the other side of the area and killing a boss.
    Take the Lilac Eye, which Gale Stormsend drops back to Trader Versai.
    Reward: 500xp
      Elementalist - Air Attunement
      Mesmer - Hex Breaker
      Monk - Smite Hex
      Necromancer - Dark Bond
      Ranger - Antidote Signet
      Warrior - Axe Rake
    Reward Giver: Trader Versai
    Difficulty and Comments: Hardest quest of the area.  The combination of Maguuma
    spider poison/cripple and storm eyes counter spells can take down a party if
    they charge in too fast.  Move slowly, spiders like to come down after you've
    run by them, thus pincering you.
    
    ----
    Mysterious Message [mjdo3]
    ----
    Quest Starter: Envoy Ero [Druid's Overlook]
    Objective:  Drop a message into a Hollow log in the Mamnoon Lagoon.  Find Alari
    Doubleblade in the Silverwood.
    Reward: 500xp
      Elementalist - Stone Daggers
      Mesmer - Ethereal Burden
      Monk - Healing Seed
      Necromancer - Well of Suffering
      Ranger - Storm Chaser
      Warrior - Pure Strike
    Reward Giver: Alari Doubleblade [Silverwood]
    Difficulty and Comments: clearly, this quest is out of place in the game.  You
    have not yet learned of the White Mantle treachery, yet this quest leads you to
    an area which assumes you do.  That town gives more quests under the assumption
    the White Mantle are evil.  Strange.  Also, this quest takes you through a
    large amount of wind riders.
    
    ----
    Wisdom of the Druids [mjdo4]     (Thanks to Rico Liu for informing me of quest)
    ----
    Quest Starter: Avatar of Dwayna [Druid's Overlook]
    Objective: Listen the druids perform their ritual so you can better understand
    things which mortals don't understand.
    Reward: 500xp
    Reward Giver: Ancient Druid Spirit [Sage Lands]
    Difficulty and Comments: This quest requires the favor of the gods to activate.
    When you reach the marked spot on the map, you will be amazed to find...
    nothing!  Kill the several waves of spiders which appear and eventually the
    Druids will too.  They'll talk forever,  They remind me of the Bear hunters in
    Pre-searing with the way they talk.
    
    -------------------
    3. Quarrel Falls Quests
    -------------------
    
    ----
    The Price of Steel [mjqf1]
    ----
    Quest Starter: Alari Doubleblade
    Objective: Tell Gareth Quickblade about a lost white mantle patrol.  Then
    follow a scout and hunt it down.  You will need to collect five pieces of their
    armor.
    Reward: 500xp
      Elementalist - Conjure Frost
      Mesmer - Arcane Thievery
      Monk - Contemplation of Purity
      Necromancer - Rend Enchantments
      Ranger - Barbed Trap
      Warrior - Crushing Blow
    Reward Giver: Gareth Quickblade [Quarrel Falls]
    Difficulty and Comments: A new quest to the game, also kind of easy.  In the
    event you have not actually done the Wilds yet, it gives a good enough excuse
    of why the people of the Jungle would have you fight them.  This quest does not
    yet work well in groups, unless you want to do it ten times.
    
    ----
    White Mantle Wrath: Demagogue's Vanguard [mjqf2]
    ----
    Quest Starter: Gareth Quickblade [Quarrel Falls]
    Objective: Defeat the three groups of White Mantle in the Silverwood heading
    towards Quarrel Falls.
    Reward: 500xp
    Reward Giver: Councilor Vaylor [Ettin's Back]
    Difficulty and Comments: They do not actually come towards Quarrel Falls.
    Sometimes they get attacked by the Maguuma too.  No one likes the White Mantle,
    it seems.
    
    
    -------------------
    4. Ventari's Refuge Quests
    -------------------
    
    ----
    White Mantle Wrath: A Helping Hand [mjvr1]
    ----
    Quest Starter: Councilor Vaylor [Ettin's Back]
    Objective: After speaking with Ventari, defeat the 3 squads of White Mantle
    outside of his refuge.
    Reward: 500xp
    Reward Giver: Councilor Vaylor
    Difficulty and Comments: none.
    
    ----
    Urgent Warning [mjvr2]
    ----
    Quest Starter: Vaylor [Ettin's Back]
    Objective: Find Gretchen's Scout, Snakebite, just outside of the Aurora Glade,
    then go to the Aurora Glade.
    Reward: 500xp
    Reward Giver: Elder Gretchen [Aurora Glade]
    Difficulty and Comments: This quest has no purpose other than to get you to the
    next mission.
    
    ----
    Dropping Eaves [mjvr3]
    ----
    Quest Starter: Deep Root [Ettin's Back]
    Objective: Listen in on the conversation of the two White Mantle Agents in the
    Reed Bog.  Then report back to Deep Root.
    Reward: 500xp
      Elementalist - Iron Mist
      Mesmer - Spirit of Failure
      Monk - Rebirth
      Necromancer - Death Nova
      Ranger - Predatory Season
      Warrior - Shield Stance
    Reward Giver: Deep Root
    Difficulty and Comments: Some damn fine skills come from this quest.  Rather
    easy too, you'll most likely not have to kill anything if you just run by,
    
    ----
    Blood and Smoke [mjvr4]
    ----
    Quest Starter: Deep Root [Ettin's Back]
    Objective: Seek the knowledge of Dark Oak to find out if he knows anything
    about a possible traitor. A scout, Melthoran, just beyond the entrance to the
    Reed Bog knows where Dark Oak is.
    Reward: 2500xp
      Elementalist - Meteor
      Mesmer - Spirit Shackles
      Monk - Protective Spirit
      Necromancer - Barbed Signet
      Ranger - Savage Shot
      Warrior - "I Will Survive"
    Reward Giver: Deep Root
    Difficulty and Comments: You're supposed to go to Dark Oak after talking to the
    scout, then he'll send you back out to get a Bloody Heart.  However, if you
    kill Drogo Greatmane first, before going into The Falls he will drop the bloody
    heart and you will not have to walk through the Reed Bog area twice, saving a
    substantial amount of time.
    
    -------------------
    5. Henge of Denravi Quests
    -------------------
    
    ----
    Passage through the Dark River [mjhd1]
    ----
    Quest Starter: Shadow [Henge of Denravi]
    Objective: Talk to Old Joness to get passage to cross the Ullen River.  Once
    across and in Riverside Province, take Evennia's secret orders to Derikk
    Deathblade.
    Reward: 500xp
    Reward Giver: Blade Warrior Derikk [Riverside Province]
    Difficulty and Comments: Accepting passage across the river will separate you
    from your party as each member needs to talk to him for themselves.
    
    
    
    -------------------------------------------------------------------------------
    Return to Kryta
    -------------------------------------------------------------------------------
    
    I suppose I could have put this in the previous Kryta section, but the chances
    of you going to these towns were slim [aside from the Temple of the Ages].
    Based on the quest progression, it seems likely the game wants you to reach the
    Temple of the Ages from Fisherman's Haven rather than Bergen Hot Springs.
    
    There is not much here, just a pair of missions and a few easy quests.
    
    1. Missions
      Riverside Province [mis13]
      Sanctum Cay [mis14]
    
    2. Fisherman's Haven Quests
     The Royal Papers [rkfh1]
     The Lost Princess [rkfh2]
    
    3. Temple of the Ages Quests
     The False Gods [rkta1]
    
    
    -------------------
    1. Missions
    -------------------
    
    ----
    Riverside Province [mis13]
    ----
    
    
    Objective: Sneak into the temple and steal the Scepter of Orr.  Get away to the
    northeast with the scepter of Orr.  This quest can be done without fighting
    much of anything.  The escape route is guarded by undead for the most part.
    All of the towers can be completely avoided by having one person walk up close.
    This will have the effect of the watchtower guards calling the other troops in,
    allowing your party to sneak by on the outside.  When you reach Dinas you will
    get the Scepter of Orr and watch a movie.  Open the nearby door and follow the
    path to the northeast.  Eventually you will reach a boss blocking a bridge.  In
    theory you are supposed to kill it and run the Scepter of Orr across the
    bridge.  In reality, if you just walk a bit left of him, the movie will
    activate anyway.
    
    Bonus: The bonus is quite a different story.  Instead of sneaking around the
    entire White Mantle, the bonus has you attack each of the guard towers.  First,
    you need to defeat the enemies on the first tower.  Then head southwest and
    talk to Saidra.  She will speak of a need to allow supply trains to slip
    through the area, which requires the towers be neutralized.  There are nine
    towers in all, each with about a dozen guys guarding it.  This bonus takes a
    substantial amount of time, but is not all that hard as long as you do not
    attract all twelve of the White Mantle patrolling a tower at a time.
    
    ----
    Sanctum Cay [mis14]
    ----
    
    
    Objective: Grab the Scepter of Orr from Evennia at the docks.  Take out the
    first few fire imps.  When you reach the beach to the south, the bonus is east.
    For the main mission, follow the river.  Eventually you'll reach another beach.
    head east for a while and then back to the south.  Cross the poisonous area
    with bone dragons and you will eventually come to a fort.  In the Southeast
    corner of the Fort, the Vizier will appear.  Give him the scepter.  A movie
    will occur.  After this, it's a linear road out to the docks.  If you are doing
    the bonus, see below before getting to the docks.  If not, go to the docks.
    The Vizier will appear and start summoning a boat.  Protect him for a couple
    minutes while he summons it, get on.  Mission Complete.
    
    Bonus: Escort the Restless Spirit from the beach to the Vizier.  Once he has
    spoken to the Vizier, take him to his final resting place.  This bonus is very
    tricky.  The spirit is located on the beach near lightning drakes.  The problem
    is that he is a mere level 10 and the drakes do not particularly like him.
    More often than not he is dead before you can get in range to heal him.  Thanks
    to a patch, the drakes do start farther off [he used to die 99% of the time
    before you could get there].  Once you have killed them, talk to him.  He will
    follow the Scepter of Orr until you reach Vizier Khilbron.  Use this to your
    advantage.  Drop the scepter way back if you are expecting a large battle.
    When you reach Khilbron, the main mission movie will start.  After it is done,
    talk to him again.  The spirit will ramble on a bit.  When he is done rambling,
    talk to him.  Now he will follow the party member who talked to him.  When you
    reach the area of the docks for the main mission, you have two real choices for
    how to do both the bonus and the mission.
    
    Three real choices:
    
    1. Sneak by the docks without activating the Vizier and run the ghost to his
    grave.  However, when you return there will be about a dozen White Mantle
    already there, which can be very deadly for Khilbron.  This is not recommended
    if you do not have a human healer in the party.
    
    2.Defend Khilbron while he summons the boat.  When the area is clear, do not
    get on and run him to his grave.  This is a worse choice than the first because
    the restless spirit is only level ten.
    
    3. Have the member the spirit is chasing run him to his resting place and
    everyone else defend the Vizier.  This option does not work with henchmen.
    
    Once the spirit finds his home, he will be happy and you will get the bonus.
    
    -------------------
    2. Fisherman's Haven Quests
    -------------------
    
    ----
    The Royal Papers [rkfh1]
    ----
    Quest Starter: Watchman Arad [Fisherman's Haven]
    Objective: Retrieve the Royal Scribe's Papers from a chest in a Tengu
    encampment.
    Reward: 750xp
      Elementalist - Fire Attunement
      Mesmer - Mantra of Earth
      Monk - Scourge Healing
      Necromancer - Animate Bone Minions
      Ranger - Concussion Shot
      Warrior - Savage Slash
    Reward Giver: Watchman Arad
    Difficulty and Comments: This quest does not yet work in large human parties.
    You will get only one set of papers.  I recommend either using henchmen, or
    having a runner get the papers and someone zone you back into town, and then
    repeating this several times until everyone has them.  The papers are supposed
    to say who in Kryta may still have royal blood, as the royal family had a
    tendency to sleep around and have a few kids.  Oddly, Arad gives you a quest
    which assumes you have already given him the papers at the exact same time.
    
    
    ----
    The Lost Princess [rkfh2]
    ----
    Quest Starter: Watchman Arad [Fisherman's Haven]
    Objective: Speak to Salma in the Temple of the Ages.  She has royal blood and
    may be able to take the throne!
    Reward: 500xp
      Elementalist - Earthquake
      Mesmer - Blackout
      Monk - Balthazar's Aura
      Necromancer - Price of Failure
      Ranger - Edge of Extinction
      Warrior - Balanced Stance
    Reward Giver: Watchman Arad
    Difficulty and Comments: According to this, Arad finds of this quest after you
    return the papers to him, yet, they can both be activated at the same time.
    Weird, eh?  She does end up taking the throne, though I wish they had done
    something with this storyline wise.  It seems unclear as to what she would be
    ruling with the White Mantle all over the place.
    
    
    
    -------------------
    3. Temple of the Ages Quests
    -------------------
    
    ----
    The False Gods [rkta1]
    ----
    Quest Starter: Brother Mizar [Temple of the Ages]
    Objective: Defeat Abbot Ramoth and take the litanies of the unseen once you
    defeat him.  He can be found just outside of the Temple of the Ages in the
    Black Curtain
    Reward: 750xp
      Elementalist - Deep Freeze
      Mesmer - Mind Wrack
      Monk - Blessed Signet
      Necromancer - Demonic Flesh
      Ranger - Choking Gas
      Warrior - "To The Limit"
    Reward Giver: Brother Mizar
    Difficulty and Comments: Not a terribly difficult quest, but the bog skales
    nearby can stack up on you while fighting to make this a bit of a pain.  Also,
    this quest is not yet multi-human friendly.  The Litanies of the Unseen are
    some sort of scripture regarding the hidden gods of the White Mantle.  Another
    quest item I wish I could read!
    
    
    -------------------------------------------------------------------------------
    Crystal Desert
    -------------------------------------------------------------------------------
    
    The desert is the hardest area of the game PvE.  Monsters have a great variety
    of spells which can annoy you in countless ways.  The main purpose in the
    desert is to ascend.  To do this, you need to do the three missions here [Elona
    Reach, Dunes of Despair, and Thirsty River] in any order, and then go to Great
    Ritual Priest Zahmut in Augury rock and accept the challenge to fight yourself.
    When you beat yourself, you will ascend.  After you ascend, the outposts in the
    desert offer new quests for changing your secondary profession.
    
    The desert has a new class of creature, wurms.  Wurms remain under the sand
    until something draws near.  They then pop out of the ground knocking down
    nearby foes.  They do a ton of damage and the knockdown can easily prevent you
    from escaping.  They will continue to burrow and pop up until they are engaged
    in melee combat where they can fight back.
    
    1. Missions
      Thirsty River [mis15]
      Dunes of Despair [mis16]
      Elona Reach [mis17]
      Doppelganger [mirror]
      Dragon's Lair [mis18]
    
    2. Amnoon Oasis Quests
      Sands of Souls [cdao1]
      Ancient Secrets [cdao2]
    
    3. Augury Rock Quests
      Into the Unknown [cdar1]
      Ghostly Vengeance [cdar2]
    
    4. Seeker's Passage Quests
      A Belated Betrothal [cdsp1]
      The Monk's Path [cdsp2]
      The Ranger's Path [cdsp3]
    
    5. Destiny's Gorge Quests
      The Forgotten Ones [cddg1]
      Forgotten Wisdom [cddg2]
      The Mesmer's Path [cddg3]
      The Warrior's Path [cddg4]
    
    6. Hero's Audience Quests
      The Misplaced Sword [cdha1]
      The Elementalist's Path [cdha2]
      The Necromancer's Path [cdha3]
    
    -------------------
    1. Missions
    -------------------
    
    There is no real order for the first three missions, but according to the
    storyline they make the most sense to do in this order.  Regardless, you must
    do all three of these to advance the story.
    
    ----
    Thirsty River [mis15]
    ----
    
    Objective: Defeat the six teams of enemies.  Before you enter the first
    "arena", walk around the desert and kill the five sand giants.  Each will give
    you a +2% morale boost.  When done, head to the ghost.  Each team consists of
    eight members.  Two patrols, a boss and an enemy priest.  Every two minutes,
    the enemy priest will revive its entire time and they will respawn next to him.
    To prevent this, you must be certain to kill the priest before each two minute
    mark.  However, this does NOT mean charge the priest.  For the first area, you
    fight just one team.  Take out whichever patrol comes nearer to you first.
    Start on the second patrol, you should be able to take out most of this one as
    well.  When the clock gets to 1:25, start hitting the priest.  You can wait
    longer if you do more damage.  Just make sure it is dead before 2:00.  After it
    falls, take out any remaining enemies.  Once they are all dead, the ghost will
    open the door which leads to another door, which leads to the second area.
    
    This second area consists of two teams.  However, thanks to people using
    exploits, the enemies now start further away from the door and their patrol
    paths grow increasingly close.  In order to combat this, you will basically
    need to run through one of the team and then fight it from inside of its lines,
    which can be very difficult.  If this is simply not an option, take out the two
    nearest patrols, but realize they belong to different priests.  Anyway, when
    you hit 1:25 or so again, take out whichever priest you are near.  When it is
    dead, finish off the remainder of that particular army's troops.  If you're
    still under 2:40 or so, take out one patrol from the other team, then, take out
    the priest in a mad scramble before the 4:00 mark.  If you are not under 2:40
    when you kill the first team, just stand around until about 3:45 and then start
    a patrol of the other team, though try to avoid killing anything until 4:01.
    When both teams are defeated the ghost will again open a door.  Follow the path
    to the next door.  This area has three teams you must fight against.
    
    Once the door is open head right [counterclockwise around this circular area]
    and sneak into the room with the first priest.  You SHOULD miss the patrols if
    you do this immediately.  Kill the priest.  Then kill the boss, by this point
    some of the patrols may come back, but as their priest is dead you do not have
    to rush.  Once this army is gone, if you're healthily under the 4:00 mark [say,
    2:20 or so], go ahead and smack a patrol for the next team on the right
    [counterclockwise, still].  This team tends to be hard because the second
    patrol does not appear to leave the base most of the time.  When you get near
    the 3:25 mark, make sure to hit the priest.  Chances are you will not finish
    off the rest of the army until about 4:45.  Just sit tight until 5:40 or so,
    and then agro a patrol of the final team.  Once the first patrol is dead, try
    to take out a couple of guys in the second patrol.  When you hit the 7:00 mark
    [or 5:00 mark in a good party], go after the priest.  He is a real pain to kill
    because the boss is a healer.  Try to have a Mesmer neutralize the healing of
    the boss, while the rest of the party knocks down the priest.  Once it is dead,
    take out anything else left.  You will win once all three groups are dead.
    
    Bonus: The bonus is part of the real mission.  You need to complete the bonus
    before the King's ghost disappears.  Myself and many others are baffled as to
    when he disappears, but it does happen.  My best estimate is around 12 minutes
    for all three timed areas of the mission.  If someone could confirm this please
    pop me an email.
    
    
    ----
    Dunes of Despair [mis16]
    ----
    
    Objective: Talk to the Ghostly Hero.  Now, you need to escort him to a fort
    nearby.  In your way are four packs of Losaru's.  They pose little trouble.
    When you get to the last one, you'll see a siege wurm in the distance.  It does
    considerable damage with compass sized range.  Rather than take the long way
    all the way around the level to fight it, run up to the ledge which faces the
    building just near him.  The ghost [assuming it is following you] will lower
    the door and you can run up to the wurm then.  If you disable the siege skill,
    it will be helpless, as it has no other attack.  When it is dead, head to the
    nearby boss and surrounding enemies.  Kill them and a movie will start.  At
    this point you can attack the fort.  Before you do, off to the west is a device
    which will slow enemies in its radius when it is dropped.  This device is
    fairly useless, but some people like to do it to slow one of the attacking
    waves in the next part to give them more time.  I personally do not find it
    worth the three minutes it takes to get.  Rather than run the ghost up to the
    door, which will in turn open it, have him hold position.  Ranged attackers
    should be able to take out the four enchanted bows.  Once defeated, have the
    ghost open the door.  Now, just wait here.  For the next minute or two,
    enchanted swords and hammers will come to you two and three at a time.  Once
    four waves of them are gone, attack the enemy ghost.  [If you wish to do the
    bonus my way, please read below, otherwise, continue].  Place your ghost on the
    platform.  You will need to keep him alive for ten minutes [10:04, actually].
    Attackers will come from the three gates to the west, east and south.  The
    first groups consist of Forgotten Arcanists.  After that there is a combination
    of Enchanted Bows, Hammers and Swords along with a boss.  After a few sets of
    waves Siege Wurms will start spawning.  They are really annoying, and there
    will end up being four or so.  Do not even bother killing them.  As long as no
    one in the party is directly next to the ghost, they can not hit him.  Taking
    damage over and over from them is a bit annoying, but it is not likely to wipe
    out the party.
    
    I advise any monks doing this mission to at least life bond the Ghostly Hero
    for this ten minute spot, it can keep him alive much longer if your party is
    engaged on the west side of the platform while it gets attacked from the east
    or south.
    
    Bonus: Kill the three forgotten generals to the south end of the fort in
    another fort.  This is actually quite hard if you do it during the mission.  My
    method is below, though it requires patience:
    
    [THIS STRATEGY NO LONGER WORKS due to the fact the first boss is now an
    enchanted instead of a forgotten, thus leaving no body]
    
    Once you enter the fort, and kill the enemy ghost, tell your ghost to hold
    still rather than putting him on the platform.  Run to a hill near the south
    wall, from there, a ranger with a longbow [or any other max range bow] can drag
    the three nearby enemies.  It is important the boss be killed as close to you
    as possible.  Now, someone with necrotic traversal teleports to that body [the
    enchanted swords do not leave bodies].  Now, that person agros' some burrowed
    spiders, and runs them near the hill.  Others teleport out.  Once you have a
    few people out, you can kill the other bosses and swords.  It is HIGHLY
    recommended you do not kill the final boss, just leave him totally alone.  Now,
    put the ghost on the platform, this will start the 10 minute counter.  Kill the
    final boss [bonus is now complete].  You can easily fight your way back to the
    ghost before any of the Arcanists reach him.
    
    
    
    As for a new strategy, I really don't have one yet.  You can still kill the
    first boss before you actually start up with the timed part of the mission, so
    that gives a headstart.  There are several spots where three people could run
    out and try to kill the remaining two bosses and several guys throughout the
    mission.  I'll get back to everyone, on this one.
    
    
    ----
    Elona Reach [mis17]
    ----
    
    Objective: Fairly simple premise, give all three crystal shards to the ghostly
    hero so he can assemble the vision crystal.  The first shard is held by Ghostly
    Priest just in front of where you start.  To get this one to the hero you will
    need to run by or attack several Minotaurs and dune burrowers.  I find it's
    better to attack these, otherwise you risk them following you in to a cinematic
    and killing you while someone in your party fails to skip it.  You have an
    unlimited amount of time for this one.  When it reaches the Ghostly Hero, a
    movie will start.  When it ends, you will have exactly 30 minutes to get the
    other two shards from enemy encampments and run them back to the ghost.  The
    biggest piece of advice I can give you is: IGNORE THE CLOCK.  Even with
    offensively limited parties, this mission is easily doable in twenty five
    minutes.  Most people rush and take on too many enemies in an attempt to beat
    the clock.  There are three basic ideas for doing this mission.
    
    #1: When you leave the fort after getting the first shard to the ghost, take
    out all of the patrols between where you are and the other forts.  There's
    about eight of these patrols and each takes about forty seconds to kill.
    Target Sages first as they are efficient healers.
    
    Now, once you have clear running lanes, tag one side of one of the enemy forts.
    Each base has two entrances.  I recommend doing the west base first.  Go in
    from the northern side of it.  Kill the three groups there and then the boss.
    Once you grab the vision crystal, a few patrols are going to spawn in the
    middle areas of the map which you already cleared.  There are generally four
    enemies in these patrols.  However, since you cleared the other patrols out,
    they pose no real threat.
    
    Once you have that shard back, head for the final base.  I do not recommend
    attacking from the bridge side, though I have seen it done effectively in the
    past. Attacking from the non-bridge side, there are three groups near the
    entrance.  Wait for the closest one to get far out, and then pull it even
    farther.  Once it is dead, you have a choice of which group to hit next: the
    one with a boss or the one with a sage.  Often times, the one with the boss
    refuses to pull, so you may have to go after the sage group while getting
    pounded in the back.  This is the hardest part of this entire mission if you
    wind up with a healer boss, though.  Once you kill these six, you can either
    kill the next group with a boss or head south to get the crystal.  There are
    two groups by the crystal, neither pose a real threat though.  When you get it,
    run back to the Ghostly Hero with it.  Be warned, as before, a couple new
    groups will have spawned between you and the Ghostly Hero.
    
    #2.  The second method requires a much better party, but is faster.  Sneak your
    way towards either base and then fight only the groups which you must.  If,
    however, you fail at some point, your group will get mobbed which, in most
    cases, means you are going to lose.
    
    #3.  Instead of the entire group running it, get a ranger or a warrior with
    several speed skills as well as evasion skills.  It is possible to avoid almost
    every group here.  Provided you are not carrying a crystal, the agro ranges of
    enemies are extremely limited and they will give up pursuing almost
    immediately.  This method works if the runner is good.  Often times in Elona
    Reach you will see people offering to do the mission for a fee, this is the
    method they use.
    
    Bonus: The bonus is fairly easy.  Once you get a crystal, run it over to the
    first set of priest bones.  Each time you get a new crystal, run it to the
    nearest priest bones [see map].  There are three in all.  Count on the extra
    distance taking 2 minutes from the mission time, potentially more if you need
    to clear the area.
    
    
    ----
    Doppelganger [mirror]
    ----
    
    Objective: Okay, this is not really a mission.  After you've done the previous
    three missions, go to Augury Rock and talk to Great Ritual Priest Zahmut.
    Accept his challenge and walk in.  Walk through the three circles near the end
    and the mountain will open up.  Inside is the mirror image of yourself.  All of
    the mirrors attributes are at level 15.  It uses a bow at long range and either
    a sword or axe at close range.  It can use only the skills in your skill bar.
    Beating it will give you 50000xp.  Now, this is often considered hard, so here
    are some class tips.
    
    
    Elementalist - Okay, I used the following method at level 10 so I know it
    works.  Use your attunement and aura of restoration before stepping on the last
    stone.  Skip the movie.  When the fight starts, if your mirror uses either
    enchantments, cast fire storm.  If it casts fire storm, cast meteor shower.  If
    it casts that, wait for it to impact and move only a few steps out of the way.
    While your doppelganger is getting smashed by shower, add some extra fireballs
    or flares in to finish it off.  Ether Renewal is quite handy.  Maelstrom would
    work instead of meteor shower in the event you're water.
    
    Mesmer - Backfire.  Empathy. Six useless spells for it to cast.  Strafe back
    and forth.  Good game.  Could this be any easier?
    
    Monk - You have it so easy.  You have two skills the mirror will never use.
    Healing Breeze and Retribution.  Smack healing breeze on yourself and either
    let him kill himself from attacking you, or just attack with your rod.  Either
    way, you should be able to soak up the damage and kill it fast enough to get
    the bonus.  If you have a strong secondary class, use the skills from there
    [keep healing breeze though :P]
    
    Necromancer - Bring health sacrificing skills which are not particularly good
    for dealing damage.  Let your doppelganger kill itself.
    
    Ranger - Easiest class.  Bring as many useless spirits as you have and
    penetrating shot.  Spam penetrating shot while your doppelganger casts all of
    those useless spirits which you have never used!
    
    Warrior - Generally, warrior's have no problem beating their doppelgangers.  If
    you are, try loading a skill like Frenzy.  When your doppelganger uses it,
    smack it with high damage skills [which now do double damage].  The trick is,
    do not use frenzy yourself.
    
    
    Bonus: Kill it in under 50 seconds.  This should be fairly easy as every above
    method should work in that amount of time.
    
    
    ----
    Dragon's Lair [mis18]
    ----
    
    Objective: Seek an audience with Glint.  You must first defeat the six facets.
    Each one has an elite skill for the class they represent [Monk, Ranger,
    Mesmer, Necromancer, Elementalist, Warrior], so you may wish to bring along a
    signet of capture.  The areas are fairly straightforward and not difficult at
    all.  Each of the six areas does have a penalty though.  In the first, you will
    suffer a health degeneration of 3.  In the second, you will run slower and be
    unable to use speed skills.  The third gives you reduced energy regeneration as
    well as everything blowing up in a death nova which poisons you.  The fourth
    area seems to have no penalty, odd.  The fifth has little zones which you must
    walk through which cast a random Elementalist skill on you [Firestorm,
    Maelstrom, and Chain lighting are the most common, from what I've seen].  The
    final area is the most annoying, the ground will periodically shake and knock
    everyone down for three seconds or so.  Almost all of the enemies in the area
    seem unaffected by this.
    
    Bonus: Kill Glint.  After the movie where Glint rambles on forever, but before
    exiting her lair, go up to one of her eggs and pick it up.  It will break and
    she will be very unhappy.  Glint is one of the harder enemies in the game.
    She's level 31.  Anyone up close will take an enormous amount of damage from
    one of her spells [100 damage per second while in close proximity].  Once she
    is below half life, she will cast several healing skills.  She will always
    attack a person holding one of her eggs first, so use this to your advantage.
    Giving her a constant -10 arrows of health regeneration helps too.  Her other
    spells include skills which slow your energy regeneration as well as exhaust
    you anytime you cast a spell.  She also has a nice skill which allows her to
    gain damage in life when hit by non-physical damage.  Really annoying if your
    have a nuker who does not pay attention. This bonus does have some perks
    though.  In the event Glint kills you, she will resurrect you all and you will
    still get credit for the primary mission, so there is NOTHING to lose for
    trying it, aside from a death.
    
    -------------------
    2. Amnoon Oasis Quests
    -------------------
    
    ----
    Sands of Souls [cdao1]
    ----
    Quest Starter: Ghostly Hero [Amnoon Oasis]
    Objective: Talk to Great Ritual Priest Zahmut in Augury Rock.
    Reward: 500xp
    Reward Giver: Great Ritual Priest Zahmut [Augury Rock]
    Difficulty and Comments: Basically designed to get you to the place which
    explains what you need to do to ascend.
    
    ----
    Ancient Secrets [cdao2]
    ----
    Quest Starter: Fangfa Tai [Amnoon Oasis]
    Objective: Find Sennat Sen, a master artisan in the Salt Flats.
    Reward: 1000xp
    Reward Giver: Sennat Sen
    Difficulty and Comments: Many Wind Riders in the area can case some strain on
    your fighting abilities.
    
    -------------------
    3. Augury Rock Quests
    -------------------
    
    ----
    Into the Unknown [cdar1]
    ----
    Quest Starter: Jorn Kudebeh [Augury Rock]
    Objective: Find your friends, Devona, Mhenlo, Cynn and Aidan in the Skyward
    Reach.
    Reward: 1000xp
      Elementalist - Swirling Aura
      Mesmer - Arcane Conundrum
      Monk - Zealot's Fire
      Necromancer - Chilblains
      Ranger - Winnowing
      Warrior - "Fear Me"
    Reward Giver: Jorn Kudebeh
    Difficulty and Comments: Basically, walk outside of town to get the first
    three, then walk a bit to the east to get Aidan.
    
    ----
    Ghostly Vengeance [cdar2]
    ----
    Quest Starter: Marchena [Augury Rock]
    Objective: Kill ten Minotaurs in the Prophet's Path
    Reward: 1000xp
      Elementalist - Obsidian Flame
      Mesmer - Mantra of Persistence
      Monk - Blessed Aura
      Necromancer - Malaise
      Ranger - Dust Trap
      Warrior - Shield Bash
    Reward Giver: Marchena
    Difficulty and Comments: Another super easy quest.  Minotaurs are not hard to
    find, in fact, I'd imagine they'd eventually run to you.
    
    -------------------
    4. Seeker's Passage Quests
    -------------------
    
    ----
    A Belated Betrothal [cdsp1]
    ----
    Quest Starter: Tirzah [Seeker's Passage]
    Objective: Find out what has become of Tirzah Chebar.  His ghost is next to one
    of the teleporter pads to the east of Seeker's Passage.
    Reward: 1000xp
      Elementalist - Windborn Speed
      Mesmer - Ether Lord
      Monk - Mend Condition
      Necromancer - Signet of Agony
      Ranger - Tiger's Fury
      Warrior - Bull's Strike
    Reward Giver: Tirzah
    Difficulty and Comments: A quest you can likely do without agroing anything if
    you go from the north.  Do this one while you do Ancient Secrets.  Poor Chebar,
    never got to give Tirzah the Silver Ring to propose for marriage.  Oh well, you
    get to give it to Tirzah and collect the reward.
    
    ----
    The Monk's Path [cdsp2]
    ----
    Quest Starter: Nausuan [Seeker's Passage]
    Objective: Got to Diviner's Ascent, find the eater of souls and destroy it.
    Reward: 1000xp, ability to switch second profession to Monk.
    Reward Giver: Nausuan
    Difficulty and Comments: When you get close the eater of souls will burrow
    itself.  In its place will come a seemingly endless supply of spiders.  After
    what seems like forever the eater of souls will resurface and you can kill it.
    If for whatever reason it does not come back up, leave the immediate area and
    then come back, it tends to be there.  This quest can be activated only after
    you have ascended.
    
    ----
    The Ranger's Path [cdsp3]
    ----
    Quest Starter: Telius [Seeker's Passage]
    Objective: Kill Yxthoshth in the Salt Flats.
    Reward: 1000xp, ability to switch second profession to Ranger.
    Reward Giver: Telius
    Difficulty and Comments: This one is a true pain.  There are so many storm
    kin's in the area and it seems if you get near the boss they all charge.  If
    you can not take him out quickly, you may have to spend some time picking storm
    kins off as they patrol.  This quest can be activated only after you have
    ascended.
    
    -------------------
    5. Destiny's Gorge Quests
    -------------------
    
    ----
    The Forgotten Ones [cddg1]
    ----
    Quest Starter: Annelle Fipps [Destiny's Gorge]
    Objective:
    Reward: 1000xp
      Elementalist - Incendiary Bonds
      Mesmer - Elemental Resistance
      Monk - Vengeance
      Necromancer - Animate Bone Fiend
      Ranger - Precision Shot
      Warrior - Defensive Stance
    Reward Giver: Sariss Yassith [Skyward Reach]
    Difficulty and Comments: Several Hydras roaming around can cause some serious
    problems.  Make sure to talk to Sariss again to get another quest.
    
    ----
    Forgotten Wisdom [cddg2]
    ----
    Quest Starter: Sariss Yassith [Skyward Reach]
    Objective: Seek out Siliss Yassith in the Arid Sea
    Reward: 1500xp, 15 Attribute Points
    Reward Giver: Siliss Yassith [Arid Sea]
    Difficulty and Comments: A fairly easy quest.  If you follow the arrow, it will
    point to a top of a cliff.  How do you get up there!  Head east and climb the
    neighboring mountain and then walk across the statute to the other side.  Get a
    great reward for this easy quest, watch out for the Sand Wurm though.
    
    ----
    The Mesmer's Path [cddg3]
    ----
    Quest Starter: Eulenias [Destiny's Gorge]
    Objective: Go to Diviner's Ascent and slay all three tempest drakes in a single
    battle.
    Reward: 1000xp, ability to switch second profession to Mesmer
    Reward Giver: Eulenias
    Difficulty and Comments: I'm not sure if not doing it in one session actually
    fails it, as I have never failed it :P.  This quest can be activated only after
    you have ascended.
    
    ----
    The Warrior's Path [cddg4]
    ----
    Quest Starter: Agastos the Brave
    Objective: Slay the Orshad Chieftain in the Scar.  He is in the valley with all
    the other Losaru.
    Reward: 1000xp, ability to switch second profession to Warrior.
    Reward Giver: Agastos the Brave
    Difficulty and Comments: This quest can be activated only after you have
    ascended.
    
    -------------------
    6. Hero's Audience Quests
    -------------------
    
    ----
    The Misplaced Sword [cdha1]
    ----
    Quest Starter: Yort the Bronze [Hero's Audience]
    Objective: Find the ceremonial family sword.
    Reward: 1000xp
      Elementalist - Flame Burst
      Mesmer - Guilt
      Monk - Healing Touch
      Necromancer - Well of Profane
      Ranger - Flame Trap
      Warrior - "Shields Up!"
    Reward Giver: Yort the Bronze
    Difficulty and Comments: This sword is in a chest located in a valley.  Leave
    from Augury Rock, it is much closer and aside from a few devourers there are no
    enemies to fight.  This quest is super easy, although, it seems not to activate
    until you have done Forgotten Wisdom, as near as I can tell.
    
    ----
    The Elementalist's Path [cdha2]
    ----
    Quest Starter: Cembrien [Hero's Audience]
    Objective: Go to the Prophet's Path and slay the Kree Minotaur.  Bring the hide
    of it to Cembrien.
    Reward: 1000xp, ability to switch second profession to Elementalist.
    Reward Giver: Cembrien
    Difficulty and Comments: The Kree minotaur tends to patrol and may not be at
    the star.  Just wait around and it will eventually come by.  This quest can be
    activated only after you have ascended.
    
    ----
    The Necromancer's Path [cdha3]
    ----
    Quest Starter: Zratha Kor [Hero's Audience]
    Objective: Go to the Prophet's Path and slay the Sacred Griffin of Amnoon.
    Reward: 1000xp, ability to switch second profession to Necromancer.
    Reward Giver: Zratha Kor
    Difficulty and Comments: This quest is quite fun, the Griffin is surrounded by
    several other Griffin's.  As they actually do damage now this quest gives a
    challenge. This quest can be activated only after you have ascended.
    
    
    
    -------------------------------------------------------------------------------
    Southern Shiverpeaks
    -------------------------------------------------------------------------------
    
    1. Missions
      Ice Caves of Sorrow [mis19]
      Iron Mines of Moladune [mis20]
      Thunderhead Keep [mis21]
    
    2. Droknar's Forge
      Hero's Journey [ssdf1]
      Hero's Challenge [ssdf2]
      Seeking the Seer [ssdf3]
    
    
    The Southern Shiverpeaks allow for eight player parties, which is the only
    reason they are often considered to be easier than the Crystal Desert.  Enemies
    hang tight in this area making it difficult to dodge patrols.  Common enemies
    include White Mantle, Mursaat, Stone Summit and Avicara Tengu.  In almost every
    area there is a boss with an elite skill for each class, so wearing a signet of
    capture is recommended.
    
    -------------------
    1. Missions
    -------------------
    
    ----
    Ice Caves of Sorrow [mis19]
    ----
    
    Objective: Before we get into the mission, allow me to explain for a moment.
    In this area you will encounter "Mursaat xxxxx" and "Jade xxxxx".  They have an
    attack known as spectral agony.  At this point in the game, it will deal 100
    damage to you five times and give you 10 arrows of health degeneration.
    Needless to say, you should avoid them when possible, though you will have to
    fight some.  If you do the bonus, you will need to fight a few more, even.
    There is no protection from them until the next mission, which you could
    technically do first, but let's just do the game in order.  This mission also
    supplies a lot of catapult siege.  Each shot often does in excess of 150 damage
    at the center of the blast.  Try to time running through them, or avoid them
    all together.  There are some catapults you can take control of to destroy
    other ones.  Anyway, on with the mission.  Head north a bit trying to avoid the
    Mursaat and take out the two Dwarven boats.  The one further in, once the
    engineer is dead, use it's catapult to take out the White Mantle catapults.
    Now it is safe to walk across the bridge.  Head to the northern more of the two
    doors and clear the area.  Blow up the door with a keg of powder located
    nearby,  If you are doing the bonus, see below.  If not, continue through the
    cave exiting it to the southeast.  Work your way south and a bit west.
    Eventually you will see another keg of powder.  Blow open Evennia's cell, she
    is nearby.  Then, after the movie, blow up the door slightly to the west of it.
    Now, creep out until the Mursaat to the south start to move, then move back to
    avoid their patrol.  They will run to the end of the level killing anything
    which is not White Mantle.  Eventually, they will be picked off by Dwarven
    catapults from the sea and you can more or less walk most the rest of the
    mission.  Keep Evennia from standing in catapult fire though.  Kill anything
    which is left and run Evennia to the awaiting Dwarven ship.  Mission complete!
    
    Bonus: When you blow up the first door and enter the caves, instead of exiting
    the way you would to do the mission, head a bit more southwest and exit that
    way.  There will be a door you need to blow up, guarded oftentimes by three
    Mursaat and three jades.  Once you blow it up, some White Mantle will greet you
    on the other side.  Run up the only path available to Rornak Stonesledge who
    has been capture again.  Blow up his cell and talk to him.  This will activate
    the Bonus.
    
    Head back to the main mission, when you reach Evennia's cell, ignore it.  Grab
    a keg of explosives and blow up the door east of it.  Run through the cave
    area.  To the south there are 12 Mursaat Elementalists.  They will start
    heading towards you.  Run back inside of the little cave you just walked
    through.  The Mursaat will walk by and annihilate everything which isn't White
    Mantle in their way.  Head up to the area they came down from and talk the
    Dwarf, Hamdor Grandaxe who is up there to complete the bonus.
    
    ----
    Iron Mines of Moladune [mis20]
    ----
    
    Please consult my map for directions of where to go, explaining here is a royal
    pain as you will be making constant turns.
    
    Objective: The main purpose of this mission is to seek the Seer and get your
    armor infused, to protect against the Agonizing Touch skill of the Mursaat.
    After you get through the first path of enemies, there will be two paths you
    can take.  The one leading up is shorter, but is jam packed with Mursaat who
    will cream you.  Instead, take the low road [a river/frozen river]  Follow it
    around for a significant amount of time.  Enemies here consist of Trolls, Hill
    Giants, Azure Shadows, Blessed Griffins, Stone Summit and some White Mantle.
    Areas here will also have you dodging some catapult fire.  Eventually, you will
    reach the top of the mountain and fight several azure drakes.  Not far behind
    them is the Seer.  Get near her to activate the cinematic.  Seek out the
    monsters she speaks of is a bit east in a huge cave.  The only enemies nearby
    are Azure Shadows, but there are quite a few of them.  Once you kill the boss,
    Eidolon, it will drop a spectral essence.  Run this to the Seer.  Now, she will
    infuse all five parts of your armor [in the past she only did one, so instead
    of fighting up the mountain, everyone ran].  Infused armor reduces the damage
    from Spectral Agony to 9 [5 times] and 3 arrows of health degeneration.  If you
    want to do the bonus now, see below.  If you wish to carry on with the mission,
    read here.  Now, you are close to the end of the mission already.  Head
    northeast and follow the path around.  Soon you will reach Markis and a few
    Mursaat.  As you approach Markis, the statues behind him will turn into Jade
    Armors.  Markis has the Ranger skill Barrage.  Unlike the past, the mission no
    longer ends when he dies, instead, he and the Jade Armors which came from the
    statues must be defeated.  This gives the Ranger's a chance to capture the
    skill.
    
    Bonus:  Backtracking a bit to the metallic bridge, this time take the path you
    did not before.  Kill the Mursaat and White Mantle and follow the path which
    leads south.  Eventually, after several more packs of Mursaat, you will reach a
    Shining Blade Scout screaming for help.  Clear the immediate area.  When you
    talk to him, he will speak of a Mursaat who has an important message to
    deliver.  You must stop this Mursaat.  Just outside to the northeast, the boss
    with spawn with a few other Mursaat/Jades.  Make short work of these enemies.
    The boss itself will try to escape any chance it gets.  Once it is alone just
    make a wall around it so it can no longer move.  Start pounding away on him, he
    does little damage but can take a significant pounding.  Once he dies you will
    receive the bonus.
    
    ----
    Thunderhead Keep [mis21]
    ----
    
    Objective: Escort King Jalis to the village.  Once there, defeat the eight
    patrols of Stone Summit inside.  Continue north of the village to the fort.
    Kill everything in this area, including the boss Dagnar, who killed Prince
    Rurik.  Cinematic, if you're doing the bonus, read below.  Now, Jalis will
    stand in the fort.  You must keep him alive from the enemies.  Each side of the
    fort has two catapults, you can take out nearly every enemy for the remainder
    of the mission by firing these as they enter range.  Anything which trickles
    through just take them out at the east or west doors.  The mission will end in
    victory once Confessor Dorian is killed, it will end in defeat should King
    Jalis die at any point.
    
    Bonus: After the cinematic, you will need to light two beacon's on the fort
    using torches.  Lighting them alone has no bearing on actually getting the
    bonus.  It seems rather, that the dwarfs in the neighboring villages on each
    side need to be alive when the mission ends.  The lighting of the torches
    distracts the Mursaat, making them go for the fort before the two villages.  In
    other words, light them immediately.
    
    -------------------
    2. Droknar's Forge Quests
    -------------------
    
    ----
    Hero's Journey [ssdf1]
    ----
    Quest Starter: Vanyi [Droknar's Forge]
    Objective: Visit Hero's Audience, Seeker's Passage and Destiny's Gorge.
    Reward: 500xp
    Reward Giver: Vanyi
    Difficulty and Comments: In the old days, you had to complete this, then take
    up a second profession to activate Hero's Challenge, but that no longer seems
    to be the case.  This quest seems is designed to send you out to the desert to
    find all of the "The xxxxx Path" quests.
    
    ----
    Hero's Challenge [ssdf2]
    ----
    Quest Starter: Vanyi [Droknar's Forge]
    Objective: Find Vanyi's sister Sanyi in the Frozen Forest.  Follow her when you
    find her.  Defeat the boss and few other enemies she spawns.  The quest
    recommends you leave from the Iron Mines of Moladune, however, this quest is
    just outside of the Copperhammer Mines, so if you have them on your map leave
    from there instead.
    Reward: 5000xp, 15 Attribute Points
    Reward Giver: Vanyi
    Difficulty and Comments: The hardest part of this entire quest is getting
    there, the Stone Summit sure know how to cluster up in a hurry.  Avicara and
    Azure Shadows seem to swarm as well.  Sanyi sometimes gets stuck too, which can
    make the quest of so fun. It seems, Mragga had been coercing Vanyi into trying
    to trap you, fortunately, as you are chosen and all that, you can easily beat
    it.
    
    ----
    Seeking the Seer [ssdf3]
    ----
    Quest Starter: Captain Hugo Bronzebeard [Droknar's Forge]
    Objective: Speak with Korg the Scout and Onar Ironblood, both in the Talus
    Chute.
    Reward: 500xp
    Reward Giver: Blade Scout Shelby [Ice Caves of Sorrow]
    Difficulty and Comments: Korg the Scout is often under attack when he enters
    your screen, be sure not to let him die.  Anyway, these scouts report that the
    Seer has the ability to make armor much better.  In actuality, she only infuses
    it to protect against the agonizing touch of a race known as the Mursaat.  The
    second scout also informs you they know where Evennia is being held and an
    operation to rescue her is almost ready!
    
    
    
    -------------------------------------------------------------------------------
    Ring of Fire
    -------------------------------------------------------------------------------
    
    -------------------
    1. Missions
    -------------------
    
    ----
    Ring of Fire [mis22]
    ----
    
    Objective:  At the start, Brechnar Ironhammer will lure some of the Mursaat
    off, wait for them to run off and then sneak around and start taking out the
    smaller packs.  You will need to kill some ether seals.  As you found out just
    before this mission, they are rather hard.  Pull the Mursaat away from it and
    kill them.  Then kill the seals.  Eventually, you will reach a cinematic.
    Vizier Khilbron suggests you sneak into the Mursaat fortress from behind.  In
    all honesty, going in from the front is not too much harder and will save you a
    substantial amount of time.  If you are doing the bonus, go in the front.  Once
    the area is clear, hit the lever which was behind one of the ether seals and
    cross the bridge.  Kill the three remaining groups of Mursaat and the boss
    stationed in the Gate House to end the mission.
    
    Bonus: The Seer is just before the first lava pit, a bit to the north.  Talk to
    her and continue with the regular mission. Elect to go in the front doors of
    the fort, even though Khilbron warns against this.  Once you have destroyed the
    ether seals just inside of the Mursaat stronghold, an Eidolon will appear.
    When it dies, it will drop a spectral essence just as it did in the Iron Mines.
    Run it to the Seer.  You will get the bonus for doing this, in addition, you
    will also get infused provided you did not before or have changed armor since
    then,
    
    ----
    Abaddon's Mouth [mis23]
    ----
    
    Objective:  When you spawn, Vizier Khilbron will be near you.  For a short
    while he will enchant you with a wicked spell which allows you to cast for
    virtually no energy, extremely increased recharge times and movement speed.
    Use this opportunity to pick off any Mursaat standing on the wall of the fort
    as you can. Break in once you can.  The nearby Mursaat and Jade will come to
    you.  Work your way west and clear the slew of Jades here.  There will be two
    bosses, unfortunately, which two you get are random, though you'll get the
    other four at later points.  Hopefully you will have taken out all of the
    minions.  Try to drag them out of the range of the seals.  When dead, kill the
    seals to reveal an opening and head through it.  If you continue south, you
    will carry on with the mission.  Going west will clear a path to the bonus, see
    below and a map for more information.
    
    Back to the mission, you will reach another seal.  Beyond it are two more
    bosses along with several Jade and Mursaat.  Try to separate them as best as
    you can and kill any Mursaat Monks.  Soon after they are all gone is yet
    another gate protected by ether seals.  Knock this one down.  It opens to an
    area with six jade bows standing on two ledges and an ether seal.  Have a
    Mesmer, necro, or Elementalist DoT/AoE them to death.  This will prevent them
    from doing any damage to you.  Next take out the seal.  The final two bosses
    are here.  Kill them and then the seal.  Khilbron will again appear and enchant
    you.  This room contains six ether seals in close proximity.  Take out
    whichever you want.  Before you continue on, there is something important to
    know.
    
    Each time you take out one of these seals, it will release a handful of level
    10 seal guards.  These are easy to kill.  Mursaat Guardians, level 24 spell
    casters of random classes will also start coming towards you.  In addition,
    they will spawn behind you near the Vizier as well.  I have never seen them
    attack Khilbron, so I would not worry about that, but having an Elementalist
    and Mesmer spawning directly behind your monks is quite damaging if unprepared.
    This process will repeat each time you kill another seal.  When the final seal
    is destroyed there will be a cinematic.  Fight the unbelievably easy boss which
    appears to end the mission.
    
    Bonus: Please consult a map of which route to clear for this mission.  Once you
    clear the fort the Mursaat guard, follow the map to the westernmost point of
    the island killing everything.  This will clear the path you need to take.
    Once clear, head back to the fort and walk to the side which boarders the sea.
    She wants to be walked to the area of the island you cleared which has the only
    green spots.  If she dies you fail the bonus.  If you do not open the ether
    seals to get out of the Onyx Gate fortress she will say thank you and
    disappear, but you will still fail the bonus.
    
    ----
    Hell's Precipice [mis24]
    ----
    
    A few notes on this mission area:
    
    1. You will end up pretty much in the same place you started, but you get to
    walk a big circle to get there!
    
    2. When you kill Burning Titans, a Risen Ash Hulks at level 24.  When that Hulk
    dies it will spawn a hand and fist of the titans.  There are also level 28
    Risen Ash Hulks which spawn the same things when they die.  Be aware of this,
    as three enemies can turn into a rather large problem quickly.  Risen Ash Hulks
    are necromancers and as such, strip enchantments.  Hands and Fists are warriors
    using axes and swords.  Burning Titans are Elementalists whom will set you on
    fire if you stand in close proximity.
    
    3. By far the most damaging enemies in the area are sparks of the titans.  They
    are little imps who are often able to hide behind the larger titans.  These
    should be taken out first in almost any circumstance.
    
    Objective: Make your way to the Portals and disable them all.  Once disabled,
    there will be a cinematic.  After which, you will need to fight the Undead
    Prince Rurik.  Before you attack him, though, clear out the fists of the
    titans.  Once Rurik falls, continue on until you reach the Undead Lich.  Kill
    everything around him first.
    
    Now, when fighting him, he can randomly teleport a character into the nearby
    lava.  This is a bit disorientating at first.  You must kill the Lich on the
    caldera [the circular thing] of the volcano.  He has two [sometimes three?]
    life bars, so if he goes from empty to full, do not worry, unless you did not
    kill him on the caldera.  Each time he "dies" some fists/hands of the titan
    will come out from the lava.  Make short work of them and resume the pounding.
    When the Lich finally dies for real, you will complete the mission and the
    game.  You will be sent to Droknar's Forge.
    
    Edit: Perhaps you only need to kill him once, just on the dead center of the
    caldera.  I'll have to investigate some more, but this seems more likely than
    him having multiple life bars.
    
    Bonus: Talk to the Seer [See Map] to activate it.  When you get near the three
    portals which need to be destroyed, you will see some rather large creatures in
    the lava.  These are the Armageddon Lords.  In tandem with the other enemies,
    they can be devastating, so try to clear some room around you before you engage
    them.  Once all three are dead the bonus is complete.
    
    When you get near the seer, any nearby enemies will attack her.  More
    accurately, she will attack them.  As she is level 30, she can take a good
    amount of punishment, but make sure someone heals her if needed, you can not
    activate the bonus should she die.  Once activated, you can leave her to rot.
    
    -------------------
    2. Ember Light Camp Quests
    -------------------
    
    ----
    Final Blow [elc1]
    ----
    Quest Starter: Shadow [Ember Light Camp]
    Objective: Kill the three Inner Council Members of the White Mantle, Argyle,
    Bolivar, and Curthbert, in Perdition Rock.
    Reward: 500xp
    Reward Giver: Fogard Axemighty [Ring of Fire]
    Difficulty and Comments: Perdition rock, and every area after this, houses at
    least, one, often more elite skills for each class.  Take your time to explore
    around the area and find them.  Once the council members are dead, take the
    boat from the ferryman to the next town, the Ring of Fire.  Get the reward for
    the final quest in the game from him.
    
    
    -------------------------------------------------------------------------------
    Fissure of Woe
    -------------------------------------------------------------------------------
    
    The Fissure of Woe is one of the areas which can be accessed from the Temple of
    the Ages.  This can be done by kneeling in front of the Balthazar Shrine and
    then talking to the NPC which appears.  This can ONLY BE DONE WHILE YOU HAVE
    THE FAVOR OF THE GODS IN YOUR COUNTRY!  It costs 1,000 gold to enter the
    fissure.  Only human players who have ascended may enter.
    
    The fissure is a dangerous place, consisting of several types of enemies.
    While no single type of enemy is devastating, the various combinations of them
    can be deadly.  Skeletals and Shadows make up a majority of the area.  They are
    both undead, and hostile to each other, this can be used to your advantage.
    The quickest way to die in the fissure is to take on a stationary crowd when a
    patrol comes over.  Make sure you know your patrols.  If it is your first time
    in the fissure, let someone experience lead the way around.  It is also not
    necessarily the best idea to take a quest the moment you can, in a few quests
    it spells instant death if the path has not been cleared.  Also, fissure quests
    can be repeated each time you enter the fissure.
    
    The Mission ends if the following NPC's are killed:
    
    The Eternal Forgemaster
    Rastigan the Eternal
    Kromril the Eternal
    Eternal Weaponsmith
    The Wailing Lord
    
    It does not end if the following NPC's are killed:
    
    Eternal Lord Taeres
    
    
    Fissure Quest Index:
    
    Tower of Courage [FOW1]
    The Wailing Lord [FOW2]
    A Gift of Griffons [FOW3]
    Army of Darkness [FOW4]
    The Eternal Forgemaster [FOW5]
    Defending the Temple of War [FOW6]
    Restore the Temple of War [FOW7]
    Khobay the Betrayer [FOW8]
    Tower of Strength [FOW9]
    
    ----
    Tower of Courage [FOW1]
    ----
    Quest Starter: Rastigan the Eternal
    Objective: Defeat the Shadow Army surrounding the temple.   There are 6 or 7
    groups on the outside, consisting of Shadow Rangers and Abyssals.  Once they
    are all defeated, the tower will be opened by Rastigan and you will need to
    clear the two Abyssals and necromancer boss inside.
    Reward: 5000xp
    Reward Giver: Rastigan the Eternal
    Difficulty and Comments: This quest is rather easy, if you know what you're
    doing.  Despite everyone telling you not to take the quest immediately, for
    this one, it makes no difference.  Rastigan will not move until the first
    Shadow Ranger dies.  First, take out the group to your left.  Target the monk
    first, when it falls, Shadow Beasts and their hexes pose the largest threat.
    When this group is defeated, continue up the ridge.  There are two groups of
    one Shadow Monk and Shadow Beast.  Take out each of these groups.  If the group
    consisting of 3 Shadow Mesmers and 1 Shadow Elementalist can be attacked
    without agroing any Abyssals or Shadow Rangers, do so.  When done, or if unable
    to, go back to Rastigan.  Take out the group on the other side.  This one does
    not have a monk, but deals considerably more damage.  Two of the Elementalists
    in it are part of a patrol, you should wait for them to wander off and take
    each of the groups one at a time.  When all are dealt with, follow the wall
    around to a group of two warriors, one beast and one monk.  Dispose of it.  To
    east is a pack of 2 monks. 1 warrior and 1 Mesmer.  Ignore it for now.  Have
    one
    person head south.  A ton of enemies will pour in from the west, breaking off
    into three different patrols.  One of them will come towards your position.
    Let it come to you, and then take it out.  Once dead, take out the afore
    mentioned monk/warrior group.  Now it gets a bit hard.  Still, avoiding the
    Rangers and Abyssals, wait for a patrol consisting of a monk and some warriors
    to run through the "valley"  take that group out. You might get attacked by a
    group of Mesmers and Elementalists as well.  This should pose no big threat.
    Now, head over to the first group of Abyssals/rangers.  Take it out.  Once a
    ranger has died, Rastigan will run up near your position.  You must keep him
    alive, or the fissure run ends.  Work your way around the tower counter
    clockwise.  You will encounter at some point a stray patrol including a monk,
    which you'll want to take out.  If you're careless, you'll also encounter one
    with some Elementalists.  These won't be big problems, the hardest part of
    patrol reading has already been accounted for.  Eventually you'll clear all the
    rangers/Abyssals and complete the quest.
    
    ----
    The Wailing Lord [FOW2]
    ----
    Quest Starter: Rastigan the Eternal
    Objective: Kill the 5 banshees in the forest, do not harm the Wailing Lord.
    Reward: 10000xp
    Reward Giver: Rastigan the Eternal
    Difficulty and Comments: This is the hardest quest in the entire fissure, I
    would suggest saving it until you've done most of the other ones.  You can take
    this once you complete the Tower of Courage.  You'll have to take out two more
    groups of Shadow troops on the way towards this quest.  Once you go down a
    large hill, you'll be in skeletal country.  The patrols here are vicious.  The
    first group consists of ice lords and ether breakers.  They are water
    Elementalists and Mesmers.  These groups are fairly easy and they are
    stationary.  The moving groups consist of Skeletal Bonds, which are monks with
    spellbreakers and Skeletal Berserkers, heavy hitting warriors.
    
    Take out the first patrol.  If you're doing this quest, head west.  There's
    another stationary group.  Make sure to pull it way back to the south, so you
    don't get attacked by a moving patrol.  Now, the road to the forested area is
    clear.  Once you reach the forest, get ready for some damage.  Spirit Shepherds
    are lightning users, they tend to come in bulk.  Try to stay fanned out so
    chain lightning does not mow you all down.  The spirit trees[oaks?] are rangers
    in love with casting random spirits.  Extinction, primal echoes and nature's
    renewal among them.  As you go through this area, Spiders will appear from the
    trees, they do large damage with status effects.  Worms will also pop up [small
    worms like in Pre-Searing, not the big ones from the desert/Shiverpeaks/ring of
    fire].  As you approach the Wailing Lord, some Skeletal army members will pop
    up from the ground or already be stationed near a bridge.  DO NOT GO OVER THIS
    BRIDGE UNTIL EVERYTHING IS CLEAR.  If possible, try to hit the banshees from
    across the river with a longbow.  When they come over smack them down.  The
    wailing lord shouldn't follow them, but if he does, do not hit him.  Certainly
    do not kill him.  Now, There are two groups of Skeletal on either side of the
    Wailing lord.  When you cross the bridge, they'll both come at the party.  This
    is a very difficult battle to win, because they'll chase you forever.  Once the
    Banshees are dead, head back to Rastigan to get the reward.  DO NOT TAKE THE
    QUEST FROM THE WAILING LORD YET.
    
    ----
    A Gift of Griffons [FOW3]
    ----
    Quest Starter: The Wailing Lord
    Objective: Escort the 3 Griffons to Rastigan the Eternal in the Tower of
    Courage
    Reward: 10000xp
    Reward Giver: Rastigan the Eternal
    Difficulty and Comments: This quest is a hundred times harder than it was a
    month ago.  Griffons will spawn along the path back to the tower of courage,
    along with about eight patrols of Skeletals.  If ANY Griffon dies, you will
    fail and your trip to the fissure will end.  This is why you went back to get
    your reward from the last quest before taking up this one.  The Griffons are
    level 24, but they die in about 3 seconds from focused fire.  It's nearly
    impossible to monitor all three of them for any individual monk.  If you can
    get them to follow someone staying way behind, do that.  If not, Healing
    seeds/healing hands might be able to keep them alive.  Protective spirits help
    too.  Do not run from any encounter with the Griffons following you, because
    they won't.
    
    ----
    Army of Darkness [FOW4]
    ----
    Quest Starter: Kromril the Eternal
    Objective: Defeat the Priest of Menzies and bring the unholy text it drops back
    to Kromril.
    Reward: 10000xp
    Reward Giver: Kromril the Eternal
    Difficulty and Comments: Don't take this quest until after you have cleared
    this entire area of patrols.  There are two Dragon Lich's and several other
    enemies on a platform to the northeast, the priest would spawn between them.
    But, backing up.
    
    There are about six groups of Skeletal Patrols [Bonds/Berserkers] you'll want
    to clear out of this area, as well as three or four stationary groups.  When
    you clear the area near an encampment just to the bottom of the big hill where
    you first fought Skeletals, several NPCs will spawn.  You'll want to clear this
    immediate area before taking any quests.  If you take this quest, clear the way
    as far east as you can, including any patrols which are even remotely close to
    the little mountainous platform to the far east.  The Dragon Lich's are level
    30, do a ton of damage, and inflict multiple conditions.  As a protection monk,
    I've seen Mend Ailment heal for over 300 points around these guys.  When this
    entire area is clear, go back and take the quest.  Now return, kill the few
    enemies which spawned including the priest of the Menzies.  It will drop a
    book, pick it up and run it back to Kromril for your reward.
    
    ----
    The Eternal Forgemaster [FOW5]
    ----
    Quest Starter: Eternal Weaponsmith
    Objective: Clear the Temple of War of the Shadow army.  Talk to the Eternal
    Forgemaster.
    Reward: 5000xp
    Reward Giver: The Eternal Forgemaster
    Difficulty and Comments: I'm going to assume you did the previous quest and
    cleared out most of the patrols.  In reality, you probably didn't.  Anyway,
    make your way over to the southeast where the arrow points.  There's a good
    deal of shadow army members here.  Try to pull the group of warriors/beasts
    first.  Drag them a long, long way.  Then kill them.  When they die, a group of
    six shadow beasts spawns near where this group started.  Dispose of them next.
    When done, take out the two groups of Monks and Mesmers going up the hill.  If
    you haven't cleared out the Skeletal patrols, you will have to deal with up to
    two of them wandering around while you fight all this.  When you get into the
    temple, there are eight groups of enemies.  Four of the groups have two monks
    and two Mesmers.  These groups remain stationary.  The other four groups have
    two shadow beasts and two Abyssals.  They patrol.  The first is a patrol, just
    take them out right at the door.  I prefer to go clockwise around this are, as
    pulling seems easier.  The next group is one of monks and Mesmers, pull them
    as far as you can before fighting them, so you don't grab the abyssal/beast
    patrols as well.  Continue this process until all eight groups are done.  There
    are eight rangers up on the top of the temple, two at each direction.  When you
    get up there, some Shadow Beasts will spawn as well.  This part is quite hard.
    I recommend one warrior goes up, with one nuker behind it.  Behind this nuker,
    two more tanks to prevent anything from running down.  The casters should stand
    behind this wall, the first warrior *should* still be in healing range of the
    monks.  You'll probably be unable to run until you've killed off all of the
    beasts and two to four of the rangers.  When you need to, run back down the
    ramp.  The rangers will not pursue.  Continue this process until everything is
    dead, the forgemaster will spawn.  Grab your reward, but not the next quest
    
    ----
    Defend the Temple of War [FOW6]
    ----
    Quest Starter: The Eternal Forgemaster
    Objective: Destroy the 12/13 [varies] waves of Shadow Army attackers.  The
    Eternal Forgemaster must survive
    Reward: 10000xp
    Reward Giver: The Eternal Forgemaster
    Difficulty and Comments: This quest is the easiest one down here.  Waves
    comprise of two enemies, either beasts or Abyssals.  They come one to two at a
    time, from alternating directions most of the time.  Try to stay spread out as
    best you can in the limited area so mark of pain and spiteful spirit don't own
    you or the forgemaster.
    
    This quest is bugged, if the last two members of two different waves die at the
    same time, the quest only updates once, leaving a group left in the quest log,
    when it does not actually exist.  The only way around this is to make sure not
    to kill two waves at exactly the same time.  Play it defensively, let them all
    come to you, don't run down to kill them.
    
    ----
    Restore the Temple of War [FOW7]
    ----
    Quest Starter: The Eternal Forgemaster
    Objective: Destroy the five seeds of corruption so that the forgemaster may
    receive powers from the temple of war to create armor!
    Reward: 10000xp and the ability to get fissure armor.
    Reward Giver: The Eternal Forgemaster
    Difficulty and Comments: This quest is pretty tough.  Exit the temple to the
    south.  There is a group of shadow troops waiting.  When dead, grab the next
    group at the bottom of the ramp and PULL THEM a bit.  When they die, six shadow
    beasts will spawn in the distance and eventually run towards you, take them out
    as well.  There's now a patrol to the east and to the south.  The east one
    shouldn't reach you unless someone runs like a headless turkey towards them.
    You'll want to kill the one to the south though, when it gets close.  Some
    shadow beasts may pop out at various points during the front areas of this
    quest, generally in groups two.  When you reach the cave to the west, head in.
    Spiders fall from the ceiling, often five seconds after the warriors have run
    by them.  They inflict poison as well as reap hell on your casters.  Dryders
    aren't much fun either.  Take this area very slowly, it's often a big laggy and
    you may find yourself fighting in excess of ten armored cave spiders even if
    you are careful.  There are five seeds of corruption, which lead you further
    and further into this cave.  The green water is NOT poison, though as
    everything is hitting you with poison, you may think it is.  When the final
    seed is dead, head back to the forgemaster.  He'll now be able to make armor
    for you.... if you can afford it.
    
    ----
    Khobay the Betrayer [FOW8]
    ----
    Quest Starter: The Eternal Forgemaster
    Objective: Kill Lord Khobay
    Reward: 10000xp
    Reward Giver: The Eternal Forgemaster
    Difficulty and Comments: This quest can only be done once per character.  This
    may be a bug.  Basically, follow the arrow to the destination.  You'll meet
    some furnace drakes, which are rather toned down compared to other drakes in
    the game.  The Smoke walkers are healers, and not very good once at that.  The
    Infernal Wurms are like siege wurms in the desert and do no burrow like the
    other kinds of wurms.  Near Lord Khobay are a bunch of guards.  Most of these
    tend to be monks, and they will use restore life on their fallen comrades.  The
    quest will update once all four guards and Khobay are defeated.
    
    ----
    Tower of Strength [FOW9]
    ----
    Quest Starter: Eternal Lord Taeres
    Objective: Clear the shadows from the tower of strength.
    Reward: 10000xp
    Reward Giver: Eternal Lord Taeres
    Difficulty and Comments: To be honest, I've never bothered to do this entire
    quest, but it seems to be set up in a similar manner to the tower of courage.
    You'll need to keep the tower guards which Taeres sends with you alive, else
    you will fail the mission.  It's a good idea not to take this before doing the
    other quests, or else you may wind up getting them killed while trying to do
    restore the temple of war.
    
    -------------------------------------------------------------------------------
    The Underworld
    -------------------------------------------------------------------------------
    
    The Underworld is one of the areas which can be accessed from the Temple of
    the Ages.  This can be done by kneeling in front of the Grenth Shrine and
    then talking to the NPC which appears.  This can ONLY BE DONE WHILE YOU HAVE
    THE FAVOR OF THE GODS IN YOUR COUNTRY!  It costs 1,000 gold to enter the
    fissure.  Only human players who have ascended may enter.
    
    In my personal opinion; this area is the hardest in the game.  While enemies
    aren't in mixed classes as they are in the fissure, they do considerably more
    damage and have better abilities.
    
    Underworld Quest Index:
    
    Clearing the Chamber [UW1]
    Restore the Monuments of Grenth [UW2]
    Escort the Souls [UW3]
    Unwanted Guests [UW4]
    Wrathful Spirits [UW5]
    Demon Assassins [UW6]
    The Ice King[UW7]
    [more quests not yet listed]
    
    ----
    Clearing the Chamber [UW1]
    ----
    Quest Starter: Reaper of the Labyrinth [Labelled lost soul]
    Objective: Kill the 3 groups of Grasping Darknesses, then the terrorweb dryders
    guarding the first statue.
    Reward: 5000xp
    Reward Giver: Reaper of the Labyrinth [the one who pops up once the statue is
    cleared]
    Difficulty and Comments: Before taking this quest, clear the room of Aatxes.
    They have amazing physical power and take about four damage from anything which
    doesn't ignore armor.  Try to keep them blind and crippled, with weakness on if
    possible.  Additionally, a wall of tanks helps immensely as they mow down
    casters in two to three shots.
    
    Once cleared, take the quest.  Grasping darknesses will trickle over.  Kill
    them ONE GROUP AT A TIME [killing them all at once causes a bug which prevents
    the doors from opening].  Once they are dead, the doors to nearby rooms will
    open.  Follow the arrow, killing aatxe's and darknesses along the way.
    Eventually you'll reach a statue with some dryders.  When completed, a reaper
    will appear to give you a reward and new quests.
    
    For the time being, only take Restore the Monuments of Grenth [UW2].  Head
    south from here towards the village. in order to do Wrathful Spirits [UW5].
    
    ----
    Restore the Monuments of Grenth [UW2]
    ----
    Quest Starter: Reaper of the Labyrinth.
    Objective: Clear all six other statues of Terrorweb dryders.
    Reward: 10000xp
    Reward Giver: Reaper of the Labyrinth
    Difficulty and Comments: Hardest quest; as it requires you to go all over the
    place killing all the dryders,  You'll do this one while doing others; so don't
    actively go after it.  At each of the other statues, there are additional
    quests which can be taken.
    
    ----
    Escort the Souls [UW3]
    ----
    Quest Starter: Reaper of the Labyrinth
    Objective: Escort the souls safely to the Forgotten Vale
    Reward: 10000xp
    Reward Giver: Mayor Algeheri [Forgotten Vale]
    Difficulty and Comments: This quest is nearly impossible if you do it the way
    the game wants you to.  Instead, do this one AFTER Wrathful Spirits [UW5].
    Take the quest; you'll see the souls spawn.  DO NOTHING.  Talk to this reaper
    and teleport back to the Reaper of the Forgotten Vale.  Now, fight your way
    towards the Reaper of the Labyrinth.  You'll come across several annoying degen
    mesmers.  When all of them are dead [a dozen or so] head to the souls which you
    spawned and walk them to the mayor.  Grab your reward!  At this point, I
    recommend doing Unwanted guests or heading to the frozen wastelands.
    
    ----
    Unwanted Guests [UW4]
    ----
    Quest Starter: Reaper of the Labyrinth
    Objective: Kill the keeper of souls which provide the vengeful aatxes with
    immortality.
    Reward: 10000xp
    Reward Giver: Reaper of the Labyrinth
    Difficulty and Comments: This quest is amazingly easy IF YOU DO IT RIGHT.  Each
    Keeper of souls is protected by two or three vengeul aatxes.  These aatxes can
    not be damaged or targetted by any spell or ability.  The keepers are also
    protected by three terrorweb dryders, which you should be familiar with.  It is
    HIGHLY recommended that you've already done Wrathful Spirits [UW5], so that you
    will have access to the Reaper of the Forgotten vale.
    
    After taking the quest, teleport to the veil and start running back towards the
    labyrinth.  This keeper is easy to kill.  When it dies, so will the aatxes it
    controls.  There are a few exceptions.  If the aatxe is currently aggroed, it
    will not die until it loses it's agro.  This can be achieved in a multitude of
    ways, but the easiest is to just teleport somewhere else while someone is
    tanking the aatxe in the middle of no where.  Anyway, once this group is dead,
    walk back to the reaper of the labyrinth and take the group elevated by the
    ramp in front of you.  The aatxes here may take a long while to move behind the
    keeper, but they eventually will.  If you're impatient, you can have one person
    run them off into the pit where you killed the previous keeper was, and then
    have everyone else charge the second keeper.  teleport somewhere and the aatxes
    will die.  The third keeper you'll want to kill is positioned where you started
    in the underworld.  He's easy to get to as well.  Once dead, head out of the
    main room using the corridor you would take if you were going to do a smite
    run.  There will be another easy to get keeper here.  Once dead, continue on
    the corridor, but make a turn towards the twin serpent mountains.  This keeper
    is also easy to get to without any aatxe agro.  Finally, head back towards the
    reaper using the other path to him this time, to take out the final keeper of
    souls.
    
    This quest is easy, you don't ever have to agro an aatxe, though you will
    probably end up killing five of the six groups of terrorwebs.  I can not stress
    this enough, DO NOT TAKE THIS QUEST AND ESCORT THE SOULS AT THE SAME TIME.
    
    ----
    Wrathful Spirits [UW5]
    ----
    Quest Starter: Reaper of the Forgotten Vale
    Objective: Kill the Wrathful Spirits before they kill the villagers.  Only one
    villager has to survive.
    Reward:10000xp
    Reward Giver: Reaper of the Forgotten Vale
    Difficulty and Comments: Easy quest if you do it third.  Kill everything in
    town before clearing the statue of dryders and taking this quest.  You may also
    wish to kill the nearby coldfire nights before starting as well.  Have most of
    the party stand by the mayor; and one member take the quest.  Focus on keeping
    at least one villager alive.  The attackers are easy to kill, but do have
    illusionary weaponry; which can be a bit painful.  Once all six or so groups of
    them are defeated, return to the reaper of the forgotten vale for your reward.
    Also, after doing all of these types of quests, you'll get a spider!  Now, head
    back [or teleport via repear transport] to the reaper of the labyrinth and take
    Escort the Souls [UW3].
    
    ----
    Demon Assassins [UW6]
    ----
    Quest Starter: Reaper of the Twin Serpent Mountains
    Objective: Stop the Reaper Slayer before it reaches the top of the mountain.
    Reward: 10000xp
    Reward Giver: Reaper of the Twin Serpent Mountains
    Difficulty and Comments: Rather hard.  Before taking it, have anyone with traps
    place them damn near everywhere on the bottom of this section of the mountain.
    The reaper slayer and his associates don't do much damage, but can more or less
    survive a party of eight damage smackers for a considerable length.  Pin him
    against the side of a wall or something to prevent him from getting to the top.
    When his friends come along, have your nukers cream them quickly, without
    letting the slayer continue.  Once he is dead, go get your reward!
    
    ----
    The Ice King [UW7]
    ----
    Quest Starter: Reaper of the Ice Wastes
    Objective: Protect the Ice King while he summons his ice golems.
    Reward: 10000xp
    Reward Giver: Reaper of the Ice Wastes
    Difficulty and Comments: This quest can be easy or hard depending on your
    party.  You're definately going to want winter.  A monk tank with spell breaker
    is also very handy.  When you take the quest, the dryders will spawn three
    [sometimes six] at a time in the little fork in the road below the repear.
    Half of them will run straight at the ice king, the other half will venture
    around and eventually attack the reaper.  You can either fight them all at
    their spawn point, where they're rather clustered up and easy to aoe, or break
    into two groups and protect the respective NPCs.  Either way, this quest isn't
    very hard, eventually the Ice King will finish his summoning and you'll be able
    to get your reward.
    
    -------------------------------------------------------------------------------
    Sorrow's Furnace/Grenth's Footprint
    -------------------------------------------------------------------------------
    
    Sorrow's Furnace works very differently from the other areas.  The first quest
    which is gotten near the entrance to Grenth's Footprint instructs you to aid
    four individuals with each of their missions.  Each one of their missions
    consists of one to six quests.  Once all four people's missions are entirely
    done, you'll be able to get another quest from outside of the Deldrimor War
    Camp; and once that is done one more quest from inside of the Furnace.  Some
    Furnace missions end if you die, others do not.  All of them end if the NPC you
    are protecting is killed.
    
    Initial Quest
    To Sorrow's Furnace [SF1]
    
    Galen Trask Quests
    Summit Slaves [SF2]
    Cold One [SF3]
    Gathering Resources [SF4]
    Wrenches in The Gears [SF5]
    Fire in the Hole [SF6]
    Unruly Slaves [SF7]
    
    Kilroy Stoneskin Quests
    Kilroy Stoneskin [SF8]
    
    High Priest Alkar Quests
    Unspeakable, Unknowable [SF9]
    
    Orozar Highstone Quests
    Noble Intentions [SF10]
    Noble Intentions, Plan B [SF11]
    
    Main Quests
    Final Assault [SF12]
    The Forge Heart [SF13]
    
    Initial Quest
    -------------
    
    ----
    To Sorrow's Furnace [SF1]
    ----
    Quest Starter: Dwarven Prospector [Grenth's Footprint]
    Objective: Help Galen Trask, Kilroy Stoneskin, High Priest Alkar, and Orozar
    Highstone complete their respective sets of missions.
    Reward: 10000xp
    Reward Giver: Dwarven Prospector
    Difficulty and Comments: This quest is designed to point you to all four of the
    NPCs who have quests for you inside of Sorrow's Furnace.  Once done, it allows
    you to do bigger and more challenging quests.
    
    
    
    Galen Trask Quests
    ------------------
    
    ----
    Summit Slaves [SF2]
    ----
    Quest Starter: Galen Trask [Sorrow's Furnace]
    Objective: Scout out the Stone Basilica, Darkhaven, Sorrow's Belly, the Gap and
    the Iron Arch inside of Sorrow's Furnace.
    Reward: 2000xp
    Reward Giver: Galen Trask
    Difficulty and Comments: Basically, follow the little star on the map around
    while doing the other five quests of Galen's.  All of the Galen missions here
    have a bare minimum of enemies, making it one of the easier sets.  However,
    there are a lot of quests so it does balance out.  The reason you will not be
    attacked by most of the summit is because you're now one of their slaves, as
    indicated by an enchantment which makes you one!
    
    ----
    Cold One [SF3]
    ----
    Quest Starter: Krak Flamewhip [Sorrow's Furnace]
    Objective: Turn Krak's "warm one" which will appear into your inventory into a
    "cold one" by using five chunks of ice.
    Reward: 1500xp
    Reward Giver: Krak Flamewhip
    Difficulty and Comments: Follow the map towards the room with several allied
    ice golems and some crushers.  Lure the golems under here.  When they're
    smashed they will be turned into ice.  Use the ice on the warm one until it is
    a cold one and then take it back to Krak.  Also, grab any Ore from this room
    that you come across near the crushing devices as well.  If you get hit by a
    crusher, you will die, but as of present it does not give you a death penalty.
    
    ----
    Gathering Resources [SF4]
    ----
    Quest Starter: Krak Flamewhip [Sorrow's Furnace]
    Objective: Talk to Tharn Stonerift, then collect ten ore for him.  Once you
    have ten, give them to Tharn and then talk to Krak.
    Reward: 1500xp
    Reward Giver: Krak Flamewhip
    Difficulty and Comments: Much like the Summit Slaves quest, just grab the ore
    as you see it.  You only need ten, though there tend to be about fourteen
    deposits laying around.
    
    ----
    Wrenches in The Gears [SF5]
    ----
    Quest Starter: Krak Flamewhip [Sorrow's Furnace]
    Objective: Place the toothed cog in the Cruncher mouth; it is a gear in which
    the normal master gear lever does not work.  Also, defeat the five rebel spirit
    keepers guarding the cog.
    Reward: 1500xp
    Reward Giver: Krak Flamewhip
    Difficulty and Comments: The battle down near the spirit keepers is probably
    the hardest one in the entire Galen mission.  All of the spirit keepers are
    monks who heal and revive everything they can.  However, they tend to just run
    around in circles far away from the initial slaughter the rest of the enemies
    will get involved in.  By the time they actually start reviving their friends,
    there won't be much opposition.  Once dead, grab the nearby cog and head to the
    star it places nearby on the compass and use it on the gear.  Head back to Krak
    for the reward.
    
    ----
    Fire in the Hole [SF6]
    ----
    Quest Starter: Krak Flamewhip [Sorrow's Furnace]
    Objective: Hunt down the Flame Djinn.
    Reward: 1500xp
    Reward Giver: Krak Flamewhip
    Difficulty and Comments: Follow the arrow until you see the djinn hovering over
    a pair of bridges.  Now, this is very important.  Keep the entire party as
    close to each other as possible, this will greatly reduce the damage the djinn
    does.  Normally, if he hits only one target, he'll do about 400 damage, which
    can get painful quite quickly.  As there are more party members, he'll do less
    damage but hit all of the party; which is easily corrected by a heal area /
    heal party / divine healing.  The djinn lasts quite a while, but once he's
    defeated you can return to Krak for your reward.
    
    ----
    Unruly Slaves [SF7]
    ----
    Quest Starter: Krak Flamewhip [Sorrow's Furnace]
    Objective: Defeat Molachev and his army.
    Reward: 1500xp
    Reward Giver: Krak Flamewhip
    Difficulty and Comments: In one of the large open rooms, there is a huge
    gathering of enemies.  Take them out to do this quest.  In honesty, I don't
    recall if the bulk of the army has to go down with Molachev, or just him.
    Either way, it's not a tough fight.  Once done, you'll probably still need to
    find an area or two for the main Galen quest.  Once done with all of these
    quests, the Galen part of To Sorrow's Furnace will update.
    
    ----
    Kilroy Stoneskin [SF8]
    ----
    Quest Starter: Kilroy Stoneskin [Sorrow's Furnace]
    Objective: Help Kilroy defeat Gulnar Irontoe
    Reward: 3000xp
    Reward Giver: Kilroy Stoneskin
    Difficulty and Comments: A spin off of Leroy Jenkins, Kilroy will charge from
    group to group without rest.  His shout makes everyone move faster, recharge
    spells faster and for less energy.  This mission is simple, provided you have
    a healer keeping up with Kilroy healing him, he'll literally be able to do
    everything else.
    
    ----
    Unspeakable, Unknowable [SF9]
    ----
    Quest Starter: High Priest Alkar [Sorrow's Furnace]
    Objective: Return the ancient ruins of the Great Destroyer.  Destroy the Morlog
    Hierophant before he learns the true name of the Great Destroyer.  Grab the
    Rubicon and drop it near Alkar in the ruins.  Get all four shards of Balthazate
    crystal and drop them near Alkar.  Protect him from patrols.
    Reward: 8000xp
    Reward Giver: High Priest Alkar
    Difficulty and Comments: Somewhat hard; Alkar is frequently attacked while you
    grab the shards.  However, it's easy to predict when.  A wave of three or four
    enemies will go near him as you approach the enemies carrying one of the
    shards, and then another when you kill an enemy with one.  Because of this, you
    can easily plan when to defend Alkar.  It's best to just keep one person by him
    to heal him or divert fire while the other seven hunt down the shards.
    
    ----
    Noble Intentions [SF10]
    ----
    Quest Starter: Orozar Highstone [Sorrow's Furnace]
    Objective: Follow Orozar to the meeting place.  Then protect him once you're
    there.
    Reward: 4000xp
    Reward Giver: Orozar Highstone
    Difficulty and Comments: The following is easy enough as most everything is
    allied with you at this point.  Once you get to the meeting place, it'll be a
    trap!  Several patrols will attack you.  The first one comes from the west with
    warrior class enemies.  The second from the south with casters.  Once both
    waves are gone, a third will come from the North west, a fourth from the west
    and a fifth, with a warrior boss, from the east.
    
    Once they're all gone, a sixth wave will come from the west, followed by a
    seventh from the east and immediately followed by a wave from the south which
    is trailed by a ninth wave from the north.  Once all four of these waves are
    gone, a wave will come from the east.  Following it are two from the west and
    southwest.  At this point, all hell broke loose and I forgot where the others
    came from exactly, but mostly from the east including a geomancer boss.  Once
    all of this is clear, talk to Orozar to complete the mission.
    
    Important notes, Priests of Sorrow can use reviving spells, which should make
    them the number one priority.  Also, if you're going to die and you're the last
    person alive, get as far from Orozar as you can.  There's a respawn point right
    by him and you don't lose unless he dies.  As you'll lose all of your DP when
    you complete the mission, there's nothing wrong with getting annihilated a few
    times [not recommended with henchies as they won't lose the DP]
    
    ----
    Noble Intentions, Plan B [SF11]
    ----
    Quest Starter: Orozar Highstone [Sorrow's Furnace]
    Objective: Find Ural Highstone, once he's captured, take him near the entrance
    of Sorrow's Furnace.  You carry Ural like you carry most items.  Talk to Orozar
    for your reward.  Orozar must survive.
    Reward: 4000xp
    Reward Giver: Orozar Highstone
    Difficulty and Comments: Once you follow the arrow to Ural, there will be a
    short movie of Orozar capturing him.  Now, Orozar wants you to lower a bridge
    and head out of this place through an unexplored way.  Just ignore it.  Kill
    the two enemies near the bridge lever, then grab Ural and walk back out the way
    you came in.  You'll have to fight four packs of enemies which were the allies
    you had when you started the first Orozar quest; but you'd have to fight them
    even if you lowered the bridge and ran all the way around fighting several much
    more difficult groups.
    
    The only downfall to doing it this way; is once you drop Ural near the door,
    you have to run all the way back to Orozar to get your reward and update your
    quest of 'To Sorrow's Furnace'.
    
    ----
    Final Assault [SF12]
    ----
    Quest Starter: Dwarven Prospector [Grenth's Footprint]
    Objective: Help Ennis Granite Strider complete his mission.
    Reward: 10000xo
    Reward Giver: Dwarven Prospector
    Difficulty and Comments: This quest itself is just talking to Ennis and brining
    him into the furnace then doing his quest.  Actually doing it is the next on.
    
    ----
    The Forge Heart [SF13]
    ----
    Quest Starter: Ennis Granitestrider [Sorrow's Furnace]
    Objective: Destroy the 3 rage binders controlling the Iron Forgeman.  Kill the
    three flame djinns which imprison it.
    Reward: 8000xp
    Reward Giver: Ennis Granitestrider
    Difficulty and Comments: Hard quest.  The other dwarf who's name eludes me at
    this moment will give you kegs to blow up blocked doors.  Also, enemies will
    readily target characters with kegs, use this to your advantage.  When you
    finally reach the main furnace room, be wary.  The furnace itself vents super
    heat every few seconds which do major damage.  I recommend clearing most of the
    area around the rage binders as well as the patrol inside.  Now, you'll have to
    split your party into at least two, maybe three groups.  All three rage binders
    must be dead at the same time; though the auto resurrect every 30 seconds
    [After extensive testing the number is closer to 28.5 seconds].  This makes
    this quest *nearly* impossible to do with henchmen only.  When they are all
    dead a movie will start.  After it, 3 flame djinns will spawn.  Remember these
    guys?  400 damage per shot divided by all things in the immediate area [please
    note, spells such as protective spirit do not help, they're removed before
    taking damage].  Run the heck out of the main room until all the djinns lose
    agro on you.  Then, take them one at a time and pile up on top of them so the
    damage is scattered around.  Spinal Shivers and other interuppting skills are
    highly recommended as well for this fight.  When all three are dead, the quest
    is complete.
    
    -------------------------------------------------------------------------------
    Titan Quests
    -------------------------------------------------------------------------------
    
    In order to get these quests, you must have completed mission 24, Hell's
    Precipice.  Once done, in Droknar's Forge, kneel at the statue of Glint to take
    the first of these quests.  Once the first is done, you can take the other
    three and do them in any order you wish.
    
    Defend Droknar's Forge [TQ1]
    Last Day Dawns [TQ2]
    Defend North Kryta Province [TQ3]
    Defend Denravi [TQ4]
    The Titan Source [TQ5]
    
    ----
    Defend Droknar's Forge [TQ1]
    ----
    Quest Starter: Vision of Glint [Droknar's Forge]
    Objective: Kill Lord Evirso Sectus in the Mineral Springs.  His army of titans
    threaten to take out the entire southern Shiverpeaks.
    Reward: 20000xp
    Reward Giver: Vision of Glint
    Difficulty and Comments: The first titan quest and probably the easiest due
    to the large party size.  Titan Hearts are healers, rather potent ones at
    that.  Titan Malice's die and turn into Titan Hearts, so be wary of this.  The
    Dark Titan necromancers have extremely potent energy management spells, they
    should be taken out after the hearts.  The melee attackers are nothing special.
    While they can deal massive amounts of damage; they don't have any terribly
    unpredictable attacks.  Take groups slowly, the titan's have large and some
    what random patrol paths.  As it takes a good minute or two to take out even
    the smallest of packs, it is best to keep an eye out for additional patrols.
    
    ----
    Last Day Dawns [TQ2]
    ----
    Quest Starter: Vision of Glint [Droknar's Forge]
    Objective: Aid Adelbern in cleansing Ascalon of the Titans.
    Reward: 20000xp
    Reward Giver: Vision of Glint
    Difficulty and Comments: Head to the Frontier Gate and talk to Warmaster Riga.
    Walk outside and follow the arrow.  After several level 24 Charr patrols,
    you'll find King Adelbern along with two melee guards and a priest.  They'll be
    attacked by five waves of Charr, Armageddon Lords and Sparks of the Titans.
    You should be familiar with these enemies by now.  King Adelbern MUST survive;
    which is easier said than done since he's a melee attacker.  Bring winter so
    your pyromancers aren't useless.  Also note - you only have four people in your
    party, making this quest much harder than the previous one.  The king is fairly
    durable and doesn't run off to attack the enemy furthest from him; but he'll
    still need a good healer to keep him afloat.
    
    ----
    Defend North Kryta Province [TQ3]
    ----
    Quest Starter: Vision of Glint [Droknar's Forge]
    Objective: Find Captain Greywind and assist him in halting the attack of the
    titans.  Then, escort the Ascalon settlers back to their settlement and defend
    it from several waves of attacks.
    Reward: 20000xp
    Reward Giver: Vision of Glint
    Difficulty and Comments:
    
    ----
    Defend Denravi [TQ4]
    ----
    Quest Starter: Vision of Glint [Droknar's Forge]
    Objective: Denravi has been overrun by Titans, defend it!
    Reward: 20000xp
    Reward Giver: Vision of Glint
    Difficulty and Comments: Talk to Shadow in the Henge of Denravi then head
    outside.  Evennia is there with a pair of Shining Blade.  In theory, you're
    supposed to talk to her and fight of a titan attack a few turns ahead.  It is
    MUCH easier if you do not bother to activate her, thus allowing your party to
    be completely annihilated if necessary but not auto fail the quest as you would
    in the event that Evennia were killed.
    
    Wild Growths are what you need to watch out for the most.  When killed, they
    will spawn three air/water born titans.  Both Water and Air born titans do
    high damage and should be the priority targets.  Leave wild growths alive while
    the party heals up.  Titans will come from several directions.  Eventually, a
    boss titan [which looks similar to an Burning Titan] will appear.  Kill it and
    anything else nearby to complete the quest.  This one is rather short, though
    quite tough.
    
    Also, do not veer too far off of the recommend path for you to take, there are
    a couple of titan spawn points which will literally kill you before you know
    what hit you.
    
    ----
    The Titan Source [TQ5]
    ----
    Quest Starter: Vision of Glint [Droknar's Forge]
    Objective: Kill the three titan bosses in Dragon's Gullet.
    Reward: 50000xp
    Reward Giver: Vision of Glint
    Difficulty and Comments: This quest is exceptionally hard if you leave from
    the Grendich Courthouse [four people].  You can alternatively leave from Yak's
    Bend [six people] to make it easier.  Some people even leave from the Temple of
    the Ages [eight people!].  Anyway, it's well doable with four people, though.
    
    Head to the flame corridor, the area where you got althea's ashes [assuming you
    didn't buy them].  You'll note the Charr have become level 24 here.  Just run
    through this area into Dragon's Gullet.  Make your way through Titans and Charr
    to the massive sledge lake indicated on you map.  In the middle is a group of
    Titan bosses, Mesmer, Necromancer and Ranger.  Along with them are several
    charr.  Before you go after the middle, walk a lap around the lake [while in
    it] and several fists/hands of the titans and risen ash hulks will rise from
    under it and attack you.  Kill all of them first.  Now, try to pull the bosses
    to land, so you can benefit from being able to move.  They all drop quite
    quickly under focused fire, so even if you've accumulated large DP%, this
    should not be too hard.
    
    
    *******************************************************************************
                                   iv) Professions
    *******************************************************************************
    
    A quick few notes.  Skills can be captured with signets of capture from nearly
    any boss of either of your classes throughout the game.  I will only list
    monsters which give elite skills.  All skills sold in major cities are
    available as quest rewards before you reach that city.  Small outposts such as
    the Grendich Courthouse, Ice Tooth Cave and Maguuma Stade generally sell skills
    which are NOT from rewards.  These are the only skills you should ever
    purchase, otherwise search for them as a quest reward throughout the guide.
    
    Please note; due to a patch, all non-elite skills can now be bought from the
    Ember Light Camp.  Additionally, Priests of Balthazar have been moved into
    the respective arenas nearby rather than in the towns.
    
    
    ***Please note***
    
    The following skill list is from 8/26/05.  Some skills have been changed to be
    more or less effective.  Generally, the changes are in the cool down time of
    the spell or the casting time/cost, though some may have radically different
    effects than those stated below.  Also, at the time this was written, the
    practical display maximum was level 12, and it is now level 15; which will
    cause all skills to look somewhat weaker on the top end than they really are.
    
    1. Elementalist Skills
    2. Mesmer Skills
    3. Monk Skills
    4. Necromancer Skills
    5. Ranger Skills
    6. Warrior Skills
    7. Elementalist Armor
    8. Mesmer Armor
    9. Monk Armor
    10. Necromancer Armor
    11. Ranger Armor
    12. Warrior Armor
    
    ---
    1. Elementalist Skills
    ---
    
    Elementalists primary attribute is energy storage, which grants three
    additional energy per level.  This is good because Elementalist skills are the
    most expensive in the game.  They do great damage and have some great defensive
    buffs/offensive hexes.  Fire does big damage to large areas and has a few
    damage over time spells.  Air does massive damage to individual targets and
    tends to inflict conditions such as weakness and blind.  It, along with earth,
    have a lot knockdown skills.  Water does modest damage, but like earth, carries
    an impressive array of defensive spells.  Water is good at slowing enemies
    down, as well.
    
    ----
    
    Name: Aftershock
    Attribute: Earth Magic
    Energy Cost: 10
    Casting Time: .75
    Recharge Time: 10
    Effect: Nearby foes are struck for 26 to 85 damage.  If they were on the ground
    from a previous knock down, they take 10 to 56 damage more.
    Comment: A very effective spell as you can't generally get out of the way when
    you're knocked down.  Many hammer warriors with an Elementalist secondary use
    this combination.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Air Attunement
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 60
    Effect: For 36 to 55 seconds, each time you cast an air magic spell, you gain
    back 30% of the energy needed to cast that spell.
    Comment: none.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Armor of Earth
    Attribute: Earth Magic
    Energy Cost: 10
    Casting Time: .75
    Recharge Time: 15
    Effect: Enchantment. For 30 seconds, you gain 24 to 53 more armor, but move 50%
    to 21% slower.
    Comment: 53 armor is a HUGE chunk.  40 armor is equivalent to half damage.  So,
    yeah.  Moving slow can be annoying, though.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Armor of Frost
    Attribute: Water Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 45
    Effect: Enchantment.  For 10 to 29 seconds you gain +40 armor against physical
    damage, but -24 armor against fire damage, this enchantment ends if you use
    fire magic.
    Comment: Not horribly useful, but if you're a defensive character, this will
    certainly in a few areas of the game.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Armor of Mist
    Attribute: Water Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Enchantment.  For 8 to 18 seconds, you gain 10 to 34 more armor and
    move 33% faster.
    Comment: Probably the best enchantment armor spell an Elementalist has.  34
    armor is a significant amount, moving faster can be used for many things.  The
    duration is decent, though the recharge is a bit long.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Aura of Restoration
    Attribute: Energy Storage
    Energy Cost: 10
    Casting Time: .25
    Recharge Time: 20
    Effect: Enchantment,  For 60 seconds, you gain 152 to 350% of the energy cost
    for each spell you cast, in health.
    Comment: One of the few methods of healing for an Elementalist.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Blinding Flash
    Attribute: Air Magic
    Energy Cost: 15
    Casting Time: .75
    Recharge Time: 4
    Effect: Target foe becomes blind for 3 to 9 seconds.
    Comment: Doesn't last long enough, find another method of blinding melee
    attacks if that is your goal.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Blurred Vision
    Attribute: Water Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 20
    Effect: Hex.  For 8 to 18 seconds, target foe and all nearby foes are hexed
    with blurred vision.  They miss 50% of the time with attacks as a result.
    Comment: Clustered melee attackers will be nearly useless against your party
    with this spell.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase From: Marna [Ice Tooth Cave]
    
    ----
    
    Name: Chain Lightning
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: 3
    Recharge Time: 10
    Effect: Target foe and up to two more nearby foes are struck for 10 to 70
    lightning damage.  This spell has 25% armor penetration, but causes exhaustion.
    Comment: Excellent for spiking, fairly cheap too.  If you're an Aeromancer,
    this spell is a must.
    Patch notes: This skill has been toned down quite a bit.  Still powerful, but
    not nearly as abusive as before.  The range is now smaller, as well.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Conjure Flame
    Attribute: Fire Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 60
    Effect: Enchantment.  Lose all other Enchantments on you.  For 60 seconds, your
    attacks deal an extra 1 to 13 fire damage.
    Comment: Useful on a W/E for the extra damage.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Conjure Frost
    Attribute: Water Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 60
    Effect: Enchantment.  Lose all other Enchantments on you.  For 60 seconds, your
    attacks deal an extra 1 to 13 water damage.
    Comment: Useful on a W/E for the extra damage.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Conjure Lightning
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 60
    Effect: Enchantment.  Lose all other Enchantments on you.  For 60 seconds, your
    attacks deal an extra 1 to 13 air damage.
    Comment: Useful on a W/E for the extra damage.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Steig [Camp Rankor]
    
    ----
    
    Name: Crystal Wave
    Attribute: Earth Magic
    Energy Cost: 15
    Casting Time: .75
    Recharge Time: 20
    Effect: Foes near you are struck for 10 to 82 damage.  This spell completely
    ignores armor, but cures all "conditions" on foes it hits.
    Comment: Big, irresistible damage.  As long as your party isn't big on
    inflicting conditions, this is a great skill.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Deep Freeze
    Attribute: Water Magic
    Energy Cost: 25
    Casting Time: 3
    Recharge Time: 15
    Effect: Hex.  Target foe and all foes near it, take 10 to 70 cold damage.  For
    the next 3 seconds they move 66% slower than normal.
    Comment: Holy crap this spell costs a lot.  The damage is okay.  Stick with
    something else, Hydromancers.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Earth Attunement
    Attribute: Earth Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 60
    Effect: Enchantment.  For the next 36 to 55 seconds, you gain 30% of the energy
    back from all earth spells you cast.
    Comment: none.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Earthquake
    Attribute: Earth Magic
    Energy Cost: 25
    Casting Time: 3
    Recharge Time: 15
    Effect: At target foes location, all foes nearby are struck for 26 to 85 earth
    damage and knocked down.  This spell causes exhaustion.
    Comment: A wonderful long range area of effect knock down spell.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Elemental Attunement [Elite]
    Attribute: None
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 60
    Effect: For 45 seconds, every time you successfully cast an elemental spell,
    you gain 50% of the energy back. Enchantment.
    Comment: Very handy.  As most Elementalist elites stink, you might consider
    this if you have energy problems.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Geckokaru Earthwind [Perdition Rock]
    
    ----
    
    Name: Enervating Charge
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 8
    Effect: Target foe is struck for 5 to 41 lightning damage and suffers from
    weakness for 5 to 17 seconds.
    Comment: Weakness on enemies is good.  Quick recharge and cheap casting is
    better!
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Eruption
    Attribute: Earth Magic
    Energy Cost: 25
    Casting Time: 3
    Recharge Time: 30
    Effect: Cause an eruption at target foe's location.  For 5 seconds foes near
    this are struck for 5 to 28 damage each seconds.  When it ends, foes in the
    area are blinded for 10 seconds.
    Comment: Most people won't stand in this waiting to go blind, but rest assure
    most PvE enemies will.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Ether Prodigy [Elite]
    Attribute: Energy Storage
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 5
    Effect: Enchantment.  Lose all enchantments.  For 10 to 22 seconds, you gain
    energy regeneration of 4.  When Ether Prodigy ends, you take 2 damage for each
    point of energy you have.  This spell causes exhaustion.
    Comment: I love this spell.  I don't mind taking the damage.  Oddly, I used
    this as a secondary class elite skill, at level 1 since I couldn't pump it :P.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Jyth Sprayburst [Ring Of Fire] [66% chance to spawn]
    
    ----
    
    Name: Ether Renewal [Elite]
    Attribute: Energy Storage
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 30
    Effect: Enchantment.  For 10 seconds, each time you cast a spell you gain 1 to
    4 energy and 5 to 17 health for each enchantment on you.
    Comment: This spell is heaven with a couple protectors in the party.  You
    always have enchantments then.  Nothing like gaining 170 health and 40 energy
    for using flare.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Vassa Ssiss [Elona Reach], Issah Sshay [Thirsty River]
    
    ----
    
    Name: Fire Attunement
    Attribute: Fire Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 60
    Effect: Enchantment.  For 36 to 55 seconds, each time  you cast a fire spell
    you gain 30% of the energy back.
    Comment: none.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Fire Storm
    Attribute: Fire Magic
    Energy Cost: 15
    Casting Time: 4
    Recharge Time: 30
    Effect: For 10 seconds, the area around target foe is hit for 5 to 24 damage
    each second.
    Comment: Amazing,  One of the first spells an Elementalist gets, is likely one
    a Pyromancer will use the entire game.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Fireball
    Attribute: Fire Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 7
    Effect: Fireball flies toward a target foe, when it hits, it explodes.  All
    nearby enemies are hit for 7 to 91 damage.
    Comment: Good damage and a fast recharge, generally gets pushed out of your
    skill load out in favor of DoT in the later stages of the game.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Flame Burst
    Attribute: Fire Magic
    Energy Cost: 15
    Casting Time: .75
    Recharge Time: 5
    Effect: All nearby foes are stuck for 7 to 91 fire damage.
    Comment: Hello massive somewhat spammable damage.  The range is significantly
    better than inferno.  If you want a close up bang spell, this is it.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Flare
    Attribute: Fire Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 0
    Effect: Target foe is struck for 16 to 40 fire damage.
    Comment: The only truly spammable fire spell, flare does modest damage for a
    good portion of the game.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Frozen Burst
    Attribute: Water Magic
    Energy Cost: 15
    Casting Time: .75
    Recharge Time: 30
    Effect: Hex.  Foes adjacent to you are stuck for 20 to 68 cold damage and move
    66% slower for 5 to 10 seconds.
    Comment: Due to the relative lack of offensive water spells, if that's what
    you're going for, you'll probably be using this.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Gale
    Attribute: Air Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 5
    Effect: Knock down target foe for 3 seconds.  This spell causes exhaustion and
    fails 50% of the time if your air magic is level 4 or less.
    Comment: Cheap, comes back fast.  Being knocked down is no fun.  Being knocked
    down most of the battle is less fun.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Glimmering Mark [Elite]
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 15
    Effect: Hex.  For 1 to 13 seconds whenever target foe suffers lightning damage,
    that foe and all adjacent foes suffer blindness for 3 seconds.
    Comment: There are several better elite skills to use.  The blindness duration
    simply isn't long enough.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Alana PekPek [Witman's Folly], Edibbo PekPek [Talus Chute], Edibbo
    PekPek [Spearhead Peak] [All 3 bosses have a 83% chance to spawn]
    
    ----
    
    Name: Glyph of Concentration
    Attribute: None
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 2
    Effect: Your next "spell" cannot be interrupted and ignores the effects of
    being dazed.
    Comment: Handy, but you'll probably never use it.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Steig [Camp Rankor]
    
    ----
    
    Name: Glyph of Elemental Power
    Attribute: None
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 5
    Effect: Your elemental attributes are boosted by 2 for your next spell.
    Comment: Again, hand, but most glyphs are a waste.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Thengen [Port Sledge]
    
    ----
    
    Name: Glyph of Energy [Elite]
    Attribute: 5
    Energy Cost: 1
    Casting Time: 15
    Recharge Time:
    Effect: Your next spell costs 20 less energy and does not cause exhaustion.
    Comment: This glyph, however, isn't a waste.  Exhaustion is a pain, this will
    prevent it.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Hyl Thunderwing [Mineral Springs]
    
    ----
    
    Name: Glyph of Lesser Energy
    Attribute: None
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 30
    Effect: Your next spell costs 15 less energy to cast.
    Comment: To believe, they give you this spell and firestorm at the same time.
    Can you find the combo?
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Glyph of Renewal [Elite]
    Attribute: None
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 15
    Effect: Your next spell recharges twice as fast as normal.
    Comment: Useful for skills like meteor shower, not worth bringing as an elite
    though.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Nayl Klaw Tuthan [Perdition Rock]
    
    ----
    
    Name: Glyph of Sacrifice
    Attribute: None
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 15
    Effect: Your next spell has no casting time, but takes 90 extra seconds to
    recharge.
    Comment: I have never used this.  Ever.  If there were like a 20 second spell
    to cast, I might consider it.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Steig [Camp Rankor]
    
    ----
    
    Name: Grasping Earth
    Attribute: Earth Magic
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 30
    Effect: Hex.  For 8 to 18 seconds, all nearby foes move 50% slower but have +24
    armor against physical damage.
    Comment: Handy if no one in your party deals physical damage.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Ice Prison
    Attribute: Water Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Hex.  For 8 to 18 seconds, target foe moves 66% slower than usual.
    This spell ends if that foe takes fire damage.
    Comment: Useless, most other water spells slow things and deal damage, and
    don't shut off when a fire spammer hits them.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Ice Spear
    Attribute: Water Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 0
    Effect: Target foe is struck for 10 to 46 damage.  This spell has only half the
    normal spell range.
    Comment: One of two spammable water spells.  The damage is low and the half
    range deal is not fun.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Ice Spikes
    Attribute: Water Magic
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 15
    Effect: Hex.  Target foe and those nearby it are struck for 20 to 68 cold
    damage and move 66% slower for 2 to 5 seconds.
    Comment: Decent damage, though the slow duration is a bit on the short side.
    Multiple targets is nice though.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Immolate
    Attribute: Fire Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: Target foe is struck for 5 to 41 damage and is set on fire for 1 to 3
    seconds.
    Comment: Being set on fire isn't fun.  This skill is also somewhat spammable.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Incendiary Bonds
    Attribute: Fire Magic
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 15
    Effect: Hex.  After 3 seconds, target foe and those nearby are struck for 10 to
    50 fire damage and are set on fire for 1 to 3 seconds.
    Comment: Replace immolate with this, when you get it.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Inferno
    Attribute: Fire Magic
    Energy Cost: 10
    Casting Time: .75
    Recharge Time: 20
    Effect: All Adjacent foes are struck for 15 to 94 damage.
    Comment: The first up close bang spell.  Replace this for flame burst when you
    get that.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Iron Mist
    Attribute: Earth Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Hex.  For 5 to 15 seconds, target foe moves 90% slower than normal, but
    is immune to all damage sources except for lightning.
    Comment: Heh... Heh....  This is so fun to use.... somewhat useless though.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Kinetic Armor
    Attribute: Earth Magic
    Energy Cost: 15
    Casting Time: 3
    Recharge Time: 60
    Effect: Enchantment.  For 8 seconds, you gain 10 to 34 armor.  This spell
    renews its duration each time you cast a spell.
    Comment: 34 permanent armor for a stone dagger spammer.  Nothing wrong with
    that.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Lava Font
    Attribute: Fire Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 4
    Effect: For 5 seconds, all adjacent foes to the area this spell was cast take 5
    to 24 damage per second.
    Comment: Short duration, modest damage.  Does have the advantage of staying
    where you cast it, as opposed to following you around.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Lightning Javelin
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: Lightning javelin does 15 to 43 damage if it hits.  This spell has 25%
    armor penetration. If the foe was attacking, it is interrupted.
    Comment: none.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Lightning Orb
    Attribute: Air Magic
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 5
    Effect: Lightning orb deals 10 to 82 damage to the target.  This spell has 25%
    armor penetration.
    Comment: This skill does obscene damage at levels beyond 12.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Lightning Strike
    Attribute: Air Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 5
    Effect: Strike target foe for 5 to 41 damage.  This spell has 25% armor
    penetration.
    Comment: none.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Lightning Surge [Elite]
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 10
    Effect: Hex.  After 3 seconds, target foe is knocked down and knocked down and
    struck for 14 to 83 damage.  This spell causes exhaustion.
    Comment: This spell is quite handy, possibly the best Aeromancer elite.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Facet Of Elements [Dragons Lair]
    
    ----
    
    Name: Lightning Touch
    Attribute: Air Magic
    Energy Cost: 15
    Casting Time: .75
    Recharge Time: 10
    Effect: Target touched foe and all adjacent foes are struck for 10 to 34
    damage.  If any of those foes are suffering from a water hex, they take an
    additional 10 to 34 damage.  This spell has 25% armor penetration.
    Comment: Got to love when enemies cluster up and let you smack them around with
    this!
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Maelstrom
    Attribute: Water Magic
    Energy Cost: 25
    Casting Time: 4
    Recharge Time: 30
    Effect: For 10 seconds, foes near the target are struck for 10 to 22 cold
    damage each second.  Any enemy casting a spell in this are is interrupted if
    hit by Maelstrom.  This spell causes exhaustion.
    Comment: The best anti-caster spell an Elementalist has.  Not terribly good in
    PvP, but in PvE, virtually any caster will be crippled for the duration of this
    spell.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Magnetic Aura
    Attribute: Earth Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 60
    Effect: Enchantment.  For 5 to 10 seconds, you have a 75% chance to "block"
    melee attacks.
    Comment: Duration is too short with an insane recharge time.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Mark of Rodgort
    Attribute: Fire Magic
    Energy Cost: 25
    Casting Time: 1
    Recharge Time: 20
    Effect: Hex.  For 8 to 18 seconds, whenever target foe is struck for fire
    damage, that foe is set on fire to 1 to 3 seconds.
    Comment: Rodgort is TROGDOR spelled backwards!  THE BURNINTATOR!
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Meteor
    Attribute: Fire Magic
    Energy Cost: 5
    Casting Time: 3
    Recharge Time: 30
    Effect: Meteor strikes target foe and any other foe close to it.  These foes
    are knocked down and take 7 to 91 fire damage.
    Comment: Use meteor shower instead.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Meteor Shower
    Attribute: Fire Magic
    Energy Cost: 25
    Casting Time: 5
    Recharge Time: 60
    Effect: Meteors strike target's location and anything nearby.  Each strike hits
    to 7 to 91 damage and knocks down said foes.  Although several meteors hit,
    only 3 of them do damage/knockdown.  This spell causes exhaustion.
    Comment: Big damage, a few knock downs.  Can be effective against PvE casters,
    but maelstrom is still better.  This works best against packs of melee.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Mind Burn [Elite]
    Attribute: Fire Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 20
    Effect: Target foe takes 15 to 51 fire damage.  If you have more energy than
    that foe, that foe takes an additional 15 to 51 fire damage and is set on fire
    for 1 to 6 seconds.  This spell causes exhaustion.
    Comment: Ouch, ouch, ouch.  Elementalists tend to have more energy than
    anything, so it's almost assured you'll get the secondary effect.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Scelus Prosum [Hell's Precipice]
    
    ----
    
    Name: Mind Freeze [Elite]
    Attribute: Water Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 20
    Effect: Hex.  Target foe suffers 10 to 34 cold damage.  If you have more energy
    than that foe, it takes an additional 10 to 34 cold damage and moves 90% slower
    for 2 to 5 seconds.
    Comment: Ouch, ouch, ouch.  Elementalists tend to have more energy than
    anything, so it's almost assured you'll get the secondary effect.  The slow
    duration can be extremely useful for catching monks running away.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Maak Frostfiend [Witman's Folly], Maak Frostfiend [Spearhead Peak],
    Skitt Skizzle [Ice Floe]
    
    ----
    
    Name: Mind Shock [Elite]
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 20
    Effect: Target foe takes 10 to 42 damage.  If you have more energy than that
    foe, it takes another 10 to 42 damage and is knocked down.  This spell has 25%
    armor penetration but causes exhaustion.
    Comment: Ouch, ouch, ouch.  Elementalists tend to have more energy than
    anything, so it's almost assured you'll get the secondary effect.  Knockdown is
    a great way to keep the annoying rangers from retreating and running in circles
    around the arena for five minutes.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Old Red Claw [Snake Dance]
    
    ----
    
    Name: Mist Form [Elite]
    Attribute: Water Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Enchantment.  For 8 to 18 seconds, you can not take or deal damage from
    physical attacks.
    Comment: Not as good as it seems.  If you're an Elementalist, you're probably
    not taking a ton of physical damage as it is.  If the Elementalist is your
    secondary, you're probably dealing melee damage, in which case this spell is
    useless.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Eidolon [Iron Mines of Moladune], Eidolon [Ring Of Fire], Brrrr
    Windburn [Talus Chute], Sala Chillbringer [Snake Dance], Ice Beast [Mineral
    Springs]
    
    
    ----
    
    Name: Obsidian Flame
    Attribute: Earth Magic
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 5
    Effect: Deal 22 to 94 damage to target foe.  This spell ignores armor but
    causes exhaustion.
    Comment: Big damage, somewhat spammable.  Exhaustion isn't fun, but it is only
    5 energy.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Obsidian Flesh [Elite]
    Attribute: Earth Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 30
    Effect: Enchantment.  For 8 to 18 seconds, you gain +20 armor and can not be
    the target of enemy spells, but you move 50% slower.
    Comment: Here's your earth elite.  Great skill, too.  Spellbreaker and some
    armor all in one.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Harn Coldstone [Perdition Rock] [50% chance to spawn]
    
    ----
    
    Name: Phoenix
    Attribute: Fire Magic
    Energy Cost: 15
    Casting Time: 3
    Recharge Time: 25
    Effect: At target foe's location, foes nearby take 7 to 91 damage.  Phoenix
    also explodes doing an additional 15 to 75 damage.
    Comment: O_o.  I prefer fireball.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Rodgort's Invocation
    Attribute: Fire Magic
    Energy Cost: 25
    Casting Time: 5
    Recharge Time: 15
    Effect: All foes near target foe's location are struck for 7 to 91 damage and
    set on fire for 1 to 3 seconds.
    Comment: A very popular and devastating method of dealing with crowds.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Rust
    Attribute: Water Magic
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 45
    Effect: Hex, for 6 to 35 seconds, target foe and those adjacent foes take three
    times longer than normal to activate their signet rings.
    Comment: Good in pvp or against pve warrior bosses.  6 seconds to use a healing
    signet is 6 seconds of owning the warrior.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Thengen [Port Sledge]
    
    ----
    
    Name: Searing Heat
    Attribute: Fire Magic
    Energy Cost: 25
    Casting Time: 3
    Recharge Time: 30
    Effect: Searing heat hits target foe location for five seconds.  Each second,
    foes in the heat take 5 to 24 fire damage per seconds, and when it ends, are
    set on fire for 3 seconds.  This spell causes exhaustion.
    Comment: Another great crowd smasher.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Shard Storm
    Attribute: Water Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 10
    Effect: Hex. If it hits, target foe is struck for 10 to 54 cold damage and
    moves 66% slower for 2 to 5 seconds.
    Comment: Another slow down water projectile attack.  Duration is again somewhat
    short.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Shock
    Attribute: Air Magic
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 10
    Effect: Target touched foe is struck for 10 to 50 damage and is knocked down.
    This spell has 25% armor penetration but causes exhaustion.
    Comment: This is nice, run up to them, spike them for decent damage, and then
    run away while they're on the ground.  The exhaustion isn't a big deal on a 5
    energy skill.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Stone Daggers
    Attribute: Earth Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 0
    Effect: Send out two stone daggers.  If it hits, each deals 3 to 20 earth
    damage.
    Comment: The spammable geomancer attack.  Very popular in combination with
    stoning and kinetic armor.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Stoning
    Attribute: Earth Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 5
    Effect: Stoning strikes for 20 to 76 damage.  If a foe was suffering from
    weakness, that foe is knocked down.
    Comment: Good damage, mildly spammable, does knockdown, which works well with
    Aeromancers weakening things using enervating charge.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Marna [Ice Tooth Cave]
    
    ----
    
    Name: Swirling Aura
    Attribute: Water Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 60
    Effect: Enchantment.  For 8 to 18 seconds, you have a 75% chance to block
    arrows and magical projectiles.
    Comment: Good duration, very handy skill, recharge takes forever and a half,
    though.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Thunderclap [Elite]
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 15
    Effect: Hex.  For 8 to 18 seconds, if target foe is struck for lightning
    damage, that foe and all adjacent foes are knocked down, and you lose 15 to 9
    energy.  If you can not lose the energy, thunderclap ends.
    Comment: If this skill didn't require so much energy to maintain, it would be
    godly.  As it is, the spell is still pretty damn good.  Massive knockdowns are
    great.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Chrysos The Magnetic [Thunderhead Keep] [17% chance to spawn],
    Maida The Ill Tempered [Ring Of Fire], Optimus Caliph [Abaddon's Mouth], Kratos
    the Foul [Iron Mines of Moladune]
    
    ----
    
    Name: Ward Against Elements
    Attribute: Earth Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 20
    Effect: For 8 to 18 seconds, allies inside of the ward have 24 additional armor
    against elemental attacks.
    Comment: The most useless of the wards.  As many elemental attacks are Area of
    Effect, it would just be simpler to move out of the way.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Ward Against Foes
    Attribute: Earth Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 20
    Effect: For 8 to 18 seconds, all enemies inside of this ward move 50% slower.
    Comment: Use this like a trap, make things limp through while being under
    immense fire.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Ward Against Harm [Elite]
    Attribute: Water Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 20
    Effect: For 8 to 18 seconds, all allies inside of this ward have 12 to 50
    additional armor against fire, and 12 to 22 additional armor against other
    resistible damage.
    Comment: If this isn't the best elite skill for an Elementalist, let alone the
    entire game, please let me know.  At level 14, the duration and the recharge
    are identical, for all practicality, this skill is always active in battle.
    Fire damage reduced by 60%, all other by about 25%.  This in combination with
    Ward Against Melee can pretty much keep a party alive in PvE.  This skill is
    less effective in PvP for a Hydromancer, consider water trident or something
    not from a water branch.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Arkhel Havenwood [Frozen Forest]
    
    ----
    
    Name: Ward Against Melee
    Attribute: Earth Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 20
    Effect: For 8 to 18 seconds, all allies in this ward have a 50% chance to evade
    melee attacks.
    Comment: Another great ward.  This will keep the warriors alive much longer,
    or, cast it near your casters, so they don't have to run immediately if
    something breaks through the front lines.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Water Attunement
    Attribute: Water Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 60
    Effect: Enchantment.  For 26 to 55 seconds, each time you cast a water spell,
    you gain back 30% of the energy.
    Comment: none.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Water Trident [Elite]
    Attribute: Water Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 3
    Effect: Target foe takes 5 to 53 damage.  If that foe was moving, it is knocked
    down.
    Comment: The second almost spammable water skill.  This one has better range
    and damage, plus a knockdown capability.  Ward Against Harm is better, but this
    elite isn't half bad.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Learn from: Berg Frozenfist [Ice Caves of Sorrow], The Judge [Thunderhead Keep]
    [66% chance to spawn], Boreal Kubeclaw [Frozen Forest]
    
    ----
    
    Name: Whirlwind
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: .75
    Recharge Time: 20
    Effect: All adjacent foes take 15 to 51 damage and are knocked down.
    Comment: When surrounded, make your escape with this.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Windborn Speed
    Attribute: Air Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: Enchantment.  For 5 to 8 seconds target ally moves 33% faster.
    Comment: Duration, sucks.  Can be cast on other allies though, that's mildly
    handy.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ---
    2. Mesmer Skills
    ---
    
    Mesmers are the most unique class in the entire game.  Their Primary Attribute
    is fast casting, which reduces the casting speed of spells.  At level 16, the
    reduction is approximately 50%.  Most Mesmer skills have short casting times to
    begin with, so this makes then all the more effective.  Domination magic always
    come back to doing damage in one method or another.  Inspiration likes to
    control the energy reserves of others, while illusion is best known for dealing
    damage over time.  Mesmers carry a high number of mantras, mostly from
    inspiration magic.  These mantras are stances, so only one can be active at the
    same time, but you can often figure out which ones go best in which areas.  For
    instance, Mantra of Frost would be more useful in the Shiverpeak Mountains than
    Mantra of Flame.
    
    
    ----
    
    Name: Arcane Conundrum
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 20
    Effect: Hex, for 5 to 13 seconds, all "spells" cast by target foe take 100%
    longer to cast.
    Comment: A nice way to increase the duration of the annoying short spells which
    are otherwise difficult for even a Mesmer to counter.  Another use is to
    increase the duration of the already long spells, so you can allow the person
    to almost get it off, and then counter it just before wasting nearly ten
    seconds of their time for nothing.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Arcane Echo
    Attribute: None
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 30
    Effect: Enchantment.  If you cast a "spell" in the next 20 seconds, arcane echo
    is replaced with that spell for 20 seconds.  Arcane Echo ends if you use a
    skill which is not a spell.
    Comment: In my opinion, not terribly useful unless you are using Elementalist
    skills or another class with very high recharges.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Arcane Mimicry
    Attribute: None
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 60
    Effect: Spell, for 20 seconds this skill is replaced with the elite skill from
    target other ally.
    Comment: This can be quite fun, steal life barrier or something and then
    enchant the party.  The main problem is, you only get that skill at the
    attribute level you have the appropriate skill in, making it quite useless
    unless someone is the same class as you.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Arcane Thievery
    Attribute: Domination Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 10
    Effect: Spell, for 5 to 29 seconds, one random spell is disabled for a target
    foe.  Arcane thievery is replaced with that spell for the duration.
    Comment: A somewhat fun skill to use.  Not terribly useful as you get a random
    one, without the linked attribute to boot.  Still, if you manage to get a spell
    which the other person centered the entire build around, win!
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Backfire
    Attribute: Domination Magic
    Energy Cost: 15
    Casting Time: 3
    Recharge Time: 20
    Effect: Hex.  For ten seconds, target takes 35 to 119 damage whenever s/he
    successfully casts a spell.
    Comment: Backfire is often mistaken to being the end all and do all against
    casters.  Yes, it does really big damage and if you can shove it on someone
    while they're casting a meteor shower or something, nice.  But do not expect
    even the most newbie of players to cast more than one, maybe two spells with
    this on them.  The duration is short, and even at the highest levels, 140
    damage is not that much to deal with.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Blackout
    Attribute: Domination Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 10
    Effect: For 2 to 6 seconds, target touched foe has all of his or her skills
    disabled.  Yours are all disabled for five seconds.
    Comment: Often useful to prevent an enemy monk from healing itself or someone
    else who is near death.  While it does not last long, it can be devastating if
    used at the right times.  The biggest problem is the touching of the other
    person, though.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Channeling
    Attribute: Inspiration Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 15
    Effect: Enchantment.  For 8 to 46 seconds, whenever you cast a spell, you steal
    1 energy from each nearby foe.
    Comment: To be honest, I don't think I have ever used this skill.  Mesmer's
    generally stay back farther than any other class, so I'm not sure how useful it
    would be due to range.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Chaos Storm
    Attribute: Domination Magic
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 30
    Effect: Spell.  For 10 seconds all enemies near the location of this spell take
    5 to 12 damage and lose 1 to 6 energy if they cast a spell while in it.
    Comment: One of the few area of effect spells.  Chaos storm does moderate
    damage over ten seconds, but the energy stripping if the opponent casts in it
    comes in handy, smack it down on caster bosses, they're too dumb to move.  Not
    nearly as effective on human players for obvious reasons.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Clumsiness
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 10
    Effect: Hex, for the next 4 to 7 seconds, if target tries to attack, that
    attack fails and the target takes 10 to 76 damage.
    Comment:
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: [Copperhammer Mines]
    
    ----
    
    Name: Conjure Phantasm
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: Hex, for 2 to 12 seconds target foe suffers health degeneration of 5.
    Comment:
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Crippling Anguish [Elite]
    Attribute: Illusion Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 20
    Effect: Hex, for 8 to 18 seconds, target foe moves 50% slower and suffers
    health degeneration of 1 to 3.
    Comment: I prefer Migraine, but this skill works better for annoying warriors.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Barl Stormsiege [Frozen Forest]
    
    ----
    
    Name: Cry of Frustration
    Attribute: Domination Magic
    Energy Cost: 15
    Casting Time: .25
    Recharge Time: 20
    Effect: Spell, if target foe is using a skill, that foe, and nearby foes are
    all interrupted and take 0 to 37 damage.
    Comment: One of the few Mesmer skills which can counter non-spells.  The cost
    is a bit steep, but useful for interrupted troll unguents, healing signets,
    etc.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Distortion
    Attribute: Illusion Magic
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 5
    Effect: Stance.  For 5 seconds you have a 75% chance to evade all attacks.  You
    lose 3 to 1 energy for each attack evaded in this way.
    Comment: This would be a great skill if only it lasted longer, otherwise, it
    can be quite handy in tanking a warrior.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Diversion
    Attribute: Domination Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 5
    Effect: Hex, for the next 6 seconds, the next time target foe uses a skill,
    that skill takes an additional 10 to 47 seconds to recharge.
    Comment: Six seconds is not a long time, you so need to anticipate when someone
    is going to use an important skill, or shove it on them while casting a long
    duration skill.  Worst case scenario is that they don't cast when they should
    have.... darn.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Drain Enchantment
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 25
    Effect: Remove an enchantment from target foe.  You gain 10 to 20 energy for
    its removal.
    Comment: Recharge is a bit long, but it's a great skill for recharging energy
    and removing positive buffs from your opponent.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Marna [Ice Tooth Cave]
    
    ----
    
    Name: Echo [Elite]
    Attribute: None
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 30
    Effect: Enchantment.  For 20 seconds, echo is replaced with the next skill you
    use, and acts as that skill for the next 20 seconds after that.
    Comment: Honestly, I've never used it, there are so many better Mesmer elites.
    Again, this might be handy if you are using Elementalist skills.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Rwek Khawl Mawl [Perdition Rock]
    
    ----
    
    Name: Elemental Resistance
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 20
    Effect: Stance.  For 30 to 78 seconds, you have 40 additional armor against
    elemental damage, but lose 24 to 14 armor against physical attacks.
    Comment: While nice, unless you know your going somewhere where everything uses
    elemental attacks, it is not all that useful.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Empathy
    Attribute: Domination Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 10
    Effect: Hex, for 8 to 18 seconds, target foe takes 10 to 26 damage each time
    that foe attacks.
    Comment: Great in the early game and even in the Ascalon arenas.  Later, it
    just becomes an annoyance on warriors, not effective enough in PvE due to the
    large amount of enemies floating around and relative problems getting this
    spell on them all.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Energy Burn
    Attribute: Domination Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 20
    Effect: Target foe loses 4 to 9 energy and takes 8 damage for each point of
    energy lost in this way.
    Comment: Moderate damage and it takes out the person's energy.  Not great,
    still, it's good early.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Energy Drain [Elite]
    Attribute: Inspiration Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 20
    Effect: Steal 8 to 18 energy from target foe.
    Comment: My personal favorite elite skill as I generally play inspiration
    annoyers.  This in tandem with the other energy stealing spells and counter
    spells can completely cripple any caster, possibly two at a time if they aren't
    very good.  Works well in PvE too.  Fairly quick recharge time as well.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Snik Hungrymind - [Spearhead Peak], Snik Hungrymind [Witman's
    Folly],Gambol Headrainer [Ice Floe]
    
    ----
    
    Name: Energy Surge [Elite]
    Attribute: Domination Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 20
    Effect: Target foe loses 4 to 9 energy.  That foe, and all others in the area,
    take 8 damage for each energy lost by the initial target.
    Comment: Energy Burn with a little bit of AoE on it.  A good skill, but
    probably not worth being your elite.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Balasi the Arcane [Iron Mines of Moladune], Melek The Virtuous
    [Ring Of Fire], Mercia The Smug [Abaddon's Mouth]
    
    ----
    
    Name: Energy Tap
    Attribute: Inspiration Magic
    Energy Cost: 5
    Casting Time: 3
    Recharge Time: 20
    Effect: Steal 8 to 13 energy from target foe.
    Comment: The first direct stealing energy skill for a Mesmer.  Energy tap has a
    rather long cast time and nets only a few energy after its use.  Still, this
    skill can help aid in depleting an opponents energy in combination with many
    others.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Epidemic
    Attribute: None
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 15
    Effect: Any negative conditions on target foe are transferred to all adjacent
    foes.
    Comment: Rangers and warriors will love you, too bad adjacent foes is a very
    small range.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Ether Feast
    Attribute: Inspiration Magic
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 8
    Effect: Target foe loses 5 energy.  You are healed for 8 to 24 points of health
    for each point of energy lost.
    Comment: The Mesmers only self heal.  This skill strips five energy from the
    target and gives you life.  Be aware, if they have less than five energy, you
    will get less life back.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Ether Lord
    Attribute: Inspiration Magic
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 20
    Effect: Hex.  Lose all energy.  For 5 to 9 seconds, target foe suffers energy
    degeneration of 1 to 3, and you gain an additional energy regeneration of 1 to
    3.
    Comment: Perhaps the most underrated Mesmer skill.  Use this when you are down
    to only five energy, you will then gain extra arrows of regen back to get you
    on your feet, while squeezing the targets energy supply.  If you're a Me/Mo and
    tend to use rebirth in battle, use this immediately after since it will deplete
    you for casting rebirth.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Ethereal Burden
    Attribute: Illusion Magic
    Energy Cost: 15
    Casting Time: 3
    Recharge Time: 45
    Effect: Target foe moves 50% slower for 10 seconds, you gain 10 to 20 energy
    when ethereal burden ends.
    Comment: An improved Imagined Burden, I think.  The recharge is high, the
    energy gain not nearly enough compared to the initial cost of the skill.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Fevered Dreams [Elite]
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 10
    Effect: Hex, for 4 to 14 seconds, whenever target foe suffers a new condition,
    all nearby foes suffer from it as well.
    Comment: Slightly bigger range than epidemic, less work to keep track of too.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Plexus Shadowhook [Abaddon's Mouth]
    
    ----
    
    Name: Fragility
    Attribute: Illusion Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 15
    Effect: Hex, for 8 to 18 seconds, target foe takes 5 to 28 damage each time
    s/he begins or ends suffering from a condition.
    Comment: Hey, think you could make a combo out of this and the skill above it?
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Guilt
    Attribute: Domination Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Hex, for 4 to 9 seconds, if target foe casts an offensive spell, that
    spell fails and you steal 5 to 12 energy.
    Comment: Quite handy, though the duration is quite short, it allows you to
    monitor a caster you are not even highlighted on.  While you need to keep track
    of how long the hex has been on, if you suddenly steal energy, you know that
    person tried something, if not, they're either doing nothing or someone else
    removed it.  Still, quite handy to use for neutralization of multiple casters.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Hex Breaker
    Attribute: Domination Magic
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 5
    Effect: Stance.  For 15 to 75 seconds, any time you are the target of a hex,
    that hex fails and the caster takes 10 to 39 damage.
    Comment: Commonly used by Mo/Me's to prevent Mesmers from hexing them.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Ignorance
    Attribute: Domination Magic
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 10
    Effect: Hex, for 8 to 18 seconds, target foe can not use signets.
    Comment: Hey hey!  Slap this on the last living member of a team before he
    starts using his res signet.  Also good to stop warrior's from using their
    healing signet over and over.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Thengen [Port Sledge]
    
    ----
    
    Name: Illusion of Haste
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: Enchantment.  The status of crippled is removed.  For 5 to 10 seconds,
    you move 33% faster than normal.  When Illusion of Haste ends, you become
    crippled for 15 seconds.
    Comment: Somewhat useful for escape.  If you actually get away in the ten
    seconds, you're set.  If not, you're boned.  You can cast this again when it
    expires to remove the cripple it just gave you, but eventually you would
    probably run out of energy.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Illusion of Weakness
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Enchantment, lose 50 to 202 health.  This spell ends when you are under
    25% maximum health.  When it ends, you gain 50 to 202 health.
    Comment: Let's think.  You're a Mesmer.  In PVP you will almost always be the
    first thing hit.  So, you can attract the enemies who are already going to come
    after you!  Really, not that useful.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Illusionary Weaponry [Elite]
    Attribute: Illusion Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 40
    Effect: Enchantment.  For 30 seconds you deal no melee damage, but instead,
    your melee damage is converted to 8 to 34 chaos damage.
    Comment: The ultimate newbie elite.  Yes, there are builds which revolve around
    this one skill.  I grant, chaos damage is very nice.  Armor is ignored, so in
    almost all cases you do the said damage.  That having been said, one shatter
    enchantment and it's all over for your build.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Digo Murkstalker [Iron Mines of Moladune] Didn Hopestealer [Snake
    Dance]
    
    ----
    
    Name: Imagined Burden
    Attribute: Illusion Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 30
    Effect: For 8 to 18 seconds target foe moves 50% slower than normal.
    Comment: Too expensive.  Unless you're intending to run away from the crippled
    warrior chasing you forever...
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Ineptitude [Elite]
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 20
    Effect: Hex, for 4 to 9 seconds, target foe takes 10 to 68 damage if he or she
    attacks and becomes blinded for ten seconds.
    Comment: A blind warrior is not terribly effective, nor is a blind ranger.
    Still, not worthy of an elite.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Wyt Sharpfeather [Mineral Springs]
    
    ----
    
    Name: Inspired Enchantment
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: varies
    Effect: Spell, remove an enchantment from target foe and gain 3 to 13 energy.
    That enchantment replaces inspired enchantment in your skill bar for 20
    seconds.
    Comment: Enchantment busters are nice, not having attributes in the enchantment
    you steal, not so nice.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Inspired Hex
    Attribute: Inspiration Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: varies
    Effect: Remove a hex from target ally and gain 3 to 13 energy.  Inspired Hex is
    replaced for 20 seconds by that hex.
    Comment: See above, replace "enchantment" with "hex"
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Keystone Signet [Elite]
    Attribute: Inspiration Magic
    Energy Cost: 0, signet
    Casting Time: 2
    Recharge Time: 30
    Effect: Signet, all of your other signets are recharged, your non signet skills
    are disabled for 17 to 7 seconds.
    Comment: Although not many builds work with signets, Mo/Me or Me/Mo can.  I
    *think* this works with a res signet also, but I'm not sure.  Not terribly
    useful for an elite, anyway.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Rune Ethercrash [Spearhead Peak]
    
    ----
    
    Name: Leech Signet
    Attribute: Inspiration Magic
    Energy Cost: 0, signet
    Casting Time: .25
    Recharge Time: 45
    Effect: Interrupt target foes action.  If it was a spell, you gain 3 to 13
    energy.
    Comment: Another Mesmer interrupt which can counter any action, rather than
    just spells.  Use it wisely.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Mantra of Concentration
    Attribute: Inspiration Magic
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 20
    Effect: Stance.  For 60 to 156 seconds, the next time you would be interrupted,
    you are not.
    Comment: Meh, I prefer many other stances that a Mesmer has.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Mantra of Earth
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 20
    Effect: Stance.  For 30 to 78 seconds, whenever you take earth damage, that
    damage is reduced by 26 to 45% and you gain 1 energy.
    Comment: Use when you know you're going to an area with lots of earth damage.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Mantra of Flame
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 20
    Effect: Stance.  For 30 to 78 seconds, whenever you take fire damage, that
    damage is reduced by 26 to 45% and you gain 1 energy.
    Comment: Use when you're in an area taking heavy fire damage.
    Unlock from [Needed only for PvP]:
    Purchase from:
    
    ----
    
    Name: Mantra of Frost
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 20
    Effect: Stance.  For 30 to 78 seconds, whenever you take Water/cold damage,
    that damage is reduced by 26 to 45% and you gain 1 energy.
    Comment: Use when you're in an area taking heavy water damage.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    ----
    
    Name: Mantra of Inscriptions
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 20
    Effect: For 30 to 78 seconds, you signet rings recharge 25 to 45% faster.
    Comment: Use when you're.... ugh.  Well, just so you know, this does not work
    with Res signet, so don't even try it :P.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Steig [Camp Rankor]
    ----
    
    Name: Mantra of Lightning
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 20
    Effect: Stance.  For 30 to 78 seconds, whenever you take air/lightning  damage,
    that damage is reduced by 26 to 45% and you gain 1 energy.
    Comment: Use when you're in an area which deals heavy lightning damage.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Thengen [Port Sledge]
    
    ----
    
    Name: Mantra of Persistence
    Attribute: Inspiration Magic
    Energy Cost: 15
    Casting Time: 0
    Recharge Time: 20
    Effect: Stance.  For 30 to 78 seconds, any illusion magic hex you cast lasts 20
    to 84% longer.
    Comment: Perhaps the most useful stance.  Make your Conjure Phantasms, phantom
    pains and migraine's last a lot longer.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Mantra of Recall [Elite]
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 20
    Effect: Enchantment.  For 20 seconds, you gain no benefit from this skill.
    After that, you gain 13 to 25 energy.
    Comment: It's like blood renewal for energy, except it sucks.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Facet of Chaos [Dragon's Lair], Featherclaw [Snake Dance]
    
    ----
    
    Name: Mantra of Recovery [Elite]
    Attribute: Fast Casting
    Energy Cost: 15
    Casting Time: 0
    Recharge Time: 30
    Effect: For 5 to 17 seconds, the recharge time on your skills is reduced by
    50%.
    Comment: Useful for long recharges such as chaos storm or Elementalist skills.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Goss Aleesh [Thirsty River], Ayassah Hess [Dunes of Despair],
    Something in Elona Reach also has it.
    
    ----
    
    Name: Mantra of Resolve
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 20
    Effect: For 30 to 78 seconds, the next time you would be interrupted, you are
    not and you lose 7 to 3 energy.  This skill ends when you can no longer
    sacrifice the energy needed.
    Comment: Quite useful if you have slow reaction times and tend not to step out
    of a maelstrom right away, or if you want to get off every shot you can before
    being crushed in pvp.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Hamill [Marhan's Grotto]
    
    ----
    
    Name: Mantra of Signets
    Attribute: Inspiration Magic
    Energy Cost: 15
    Casting Time: 0
    Recharge Time: 30
    Effect: For 10 to 22 seconds, the next time you use a signet it recharges
    immediately.
    Comment: Does not work on Res Signet.  Decent on say, a blessed signet for a
    Protection Monk.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Migraine [Elite]
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 15
    Effect: Hex, for 5 to 17 seconds, target foe suffers health degeneration of 1
    to 3 and takes 100% longer to cast spells.
    Comment: A great skill to slap down on a Monk, Elementalist or another Mesmer.
    One of the better elite skills available to a Mesmer.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Pytt Spitespew [Ring of Fire]
    
    ----
    
    Name: Mind Wrack
    Attribute: Domination Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 5
    Effect: Hex, for 20 seconds, if target foes energy reaches zero, that foe takes
    15 to 75 damage.
    Comment: Good combination with spirit shackles or for energy stripping
    Mesmers.
    Although, Inspiration is the most effective energy ripper, domination magic
    does have its fair share as well.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Panic [Elite]
    Attribute: Domination Magic
    Energy Cost: 25
    Casting Time: 2
    Recharge Time: 10
    Effect: Hex. Target foe and all nearby foes are hexed with panic for 10 to 25
    seconds, they suffer energy degeneration of 2 and take 10 to 68 damage each
    time they use a signet ring.
    Comment: I seldom use this one, honestly.  I probably should.  It just doesn't
    seem the two go well together.  It wouldn't cripple a monk all that much, nor
    do warriors use energy for the most part.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Moles Quibus [Hell's Precipice]
    
    ----
    
    Name: Phantom Pain
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 15
    Effect: Hex, target foe suffers health degeneration of 1 to 3 for 10 seconds,
    after which, that foe sustains a deep wound for 5 to 17 more seconds.
    Comment: This illusion skill is one of the better.  Deep wounds are nice, and
    they go well with fragility/epidemic.  Life degeneration for a solid ten
    seconds is also nice.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Physical Resistance
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 20
    Effect: Stance.  For 30 to 78 seconds, you have +40 armor against physical
    attacks, but 24 to 14 less armor against elemental attacks.
    Comment: One of the more useful stances.  It should be obvious when to bring
    this along.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Power Block [Elite]
    Attribute: Domination Magic
    Energy Cost: 15
    Casting Time: .25
    Recharge Time: 30
    Effect: Spell, if target foe is casting a spell, that spell fails.  All other
    spells of the same attribute are disabled for that foe for 3 to 15 seconds.
    Comment: My favorite Elite from the domination  tree.  This is a way to quickly
    take out a spike Elementalist by canceling their first skill with it then
    doing on to annoy a different caster.  I find this skill less effective against
    monks than you would initially figure, simply because monks are starting to
    carry both healing prayer and divine favor skills.  Also, this skill has
    difficulty countering reversal of fortune, due to that skills quick casting
    time, making this almost useless on protectors who already have enchantments
    up.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Lyssa's Cursed [Perdition Rock]
    
    ----
    
    Name: Power Drain
    Attribute: Inspiration Magic
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 25
    Effect: Spell, if target is casting a spell, it is interrupted and you gain 1
    to 25 energy.
    Comment: Hello half my energy back!  My personal favorite counter spell.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Power Leak
    Attribute: Domination Magic
    Energy Cost: 10
    Casting Time: .25
    Recharge Time: 20
    Effect: Spell, if target foe is casting a spell, that spell is interrupted and
    that foe loses 10 to 22 energy.
    Comment: Another good counter spells.  Never hurts to drain an Elementalist of
    nearly 40 energy and them not even getting a spell off to show for it.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Power Spike
    Attribute: Domination Magic
    Energy Cost: 10
    Casting Time: .25
    Recharge Time: 15
    Effect: Spell, if target foe was casting a spell, it is interrupted and that
    foe takes 20 to 86 damage.
    Comment: Another counter spell, like all counters, the level only effects the
    secondary effect such as taking energy or dealing damage, so if your main
    concern is to bring another counter spell, bring this one with, even if it only
    does 20 damage.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Shame
    Attribute: Domination Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Hex, for 4 to 9 seconds, if target foe casts a spell onto an ally, that
    spell fails and you steal 5 to 12 energy.
    Comment: Useful way to momentarily annoy a monk without actually having to
    watch them.  Short duration means you'll have to come back quickly, but it
    gives you a chance to fire off another skill or two at someone else.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Shatter Delusions
    Attribute: Domination Magic
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 10
    Effect: Remove one Mesmer hex from target foe, that foe takes 15 to 63 damage.
    Comment: If you are really good, this is an excellent way to get some extra
    bang for your buck just before your hexes expire.  Use this at the last moment
    before they do.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Shatter Enchantment
    Attribute: Domination Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 25
    Effect: Remove one enchantment from target foe.  If removed, that foe takes 14
    to 83 damage.
    Comment: Self explanatory.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Shatter Hex
    Attribute: Domination Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 10
    Effect: Remove a hex from target ally.  If removed, all foes nearby that ally
    take 30 to 102 damage.
    Comment: A nice way to deal some direct damage, actually.  you could echo this
    and have a heavily hexed teammate run into a crowd and double cast this.  The
    damage is surprisingly good.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Signet of Humility
    Attribute: Inspiration
    Energy Cost: 0, signet
    Casting Time: 2
    Recharge Time: 20
    Effect: Target foe's elite skill is disabled for 1 to 13 seconds.
    Comment: Always useful when someone relies on one skill for their entire build.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Signet of Midnight [Elite]
    Attribute: None
    Energy Cost: 0, signet
    Casting Time: .75
    Recharge Time: 15
    Effect: You and target touched foe are blinded for 15 seconds.
    Comment: Okay, in all seriousness, this skill should not be elite.  If by
    chance you find yourself carrying it, at least you can blind the annoying
    warriors chasing you around and maybe epidemic the blindness.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Learn from: Malus Phasmatis [Perdition Rock]
    
    ----
    
    Name: Signet of Weariness
    Attribute: Domination Magic
    Energy Cost: 0, signet
    Casting Time: 1
    Recharge Time: 30
    Effect: Target foe and all nearby foes lose 3 to 9 energy.
    Comment: Unless you're just trying to keep someone out of energy, there's no
    use to this skill.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Steig [Camp Rankor]
    
    ----
    
    Name: Soothing Images
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 5
    Effect: Hex, for 8 seconds target foe and all adjacent foes cannot gain
    adrenaline.
    Comment: Pretty pictures.... oooooo.  As most warrior skills take adrenaline
    instead of energy, this is a good way to prevent them from using them.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Hamill [Marhan's Grotto]
    
    ----
    
    Name: Spirit of Failure
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 3
    Recharge Time: 10
    Effect: Hex, for 30 seconds target foe has a 25% chance to miss with attacks.
    You gain 1 to 4 energy each time that foe fails to hit.
    Comment: Not a great way to get energy, though it can be a decent way to slow
    down a flurry/frenzy happy warrior.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Spirit Shackles
    Attribute: Inspiration Magic
    Energy Cost: 10
    Casting Time: 3
    Recharge Time: 5
    Effect: Hex, for 8 to 24 second, target foe loses 5 energy each time he or she
    attacks.
    Comment: Great skill.  If the PvE healer attacks you, it will get rid of it's
    only advantage, being able to heal itself.  In PvE, you can squeeze the energy
    reserves or rangers or casters who want to toss in their 8 wand damage, amazing
    how many of them that there are.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Sympathetic Visage
    Attribute: Illusion Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 30
    Effect: Enchantment.  For 8 to 18 seconds, whenever target ally is hit by a
    melee attack, all nearby foes lose all adrenaline and 3 energy.
    Comment: A nice skill when several warrior enemies are pounding on an ally.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Wastrel's Worry
    Attribute: Domination Magic
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 1
    Effect: Hex, after 3 seconds target foe takes 8 to 53 damage and wastrel's
    worry ends.  This skill ends prematurely if that foe uses a skill.
    Comment: One of the more direct damage skills.  I've never played around with
    it, but it seems spammable, so I suppose one would circulate the party knocking
    up every enemy with damage from it.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    3. Monk Skills
    ----
    
    Monks have four attributes, healing prayers, protection prayers, smiting
    prayers and divine favor.  Divine favor is for primary monks only.  It has only
     a few skills associated with it, but grants 3.25 [rounded down, always] extra
    life to a friendly target when that target is hit by any spell cast by the monk
     [exceptions include full party skill, such as Aegis and Heal Party].  Divine
    favor increases the effectiveness of healing spells by quite a lot.
    
    ----
    
    Name: Aegis
    Attribute: Protection Prayers
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 30
    Effect: All party members have a 50% to block attacks for the next 5 to 10
    seconds.  Now only affects party members, not all friendly units.
    Comment: A decent protection skill.  It is a bit expensive with a long
    recharge, but it can come in handy for the initial charge into a group.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Amity [Elite]
    Attribute: Protection Prayers
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 60
    Effect: All adjacent foes can not attack for 8 to 18 seconds, unless they take
    damage.
    Comment: Mass pacifism.  Provided your party can hit individual targets rather
    than using area of effect, this skill can be great.  It not, it is totally
    worthless.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Pravus Obsideo  [Perdition Rock]
    
    ----
    
    Name: Aura of Faith [Elite]
    Attribute: Divine Favor
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 20
    Effect: Enchantment.  For 60 seconds, enchanted ally gains 24% to 45% more
    health when healed.
    Comment: This is a decent spell for a second healer monk in a party.  You can
    have three of them active due to the fairly low recharge time, making the other
    healing monk's job easier.  Not recommended if you are the only monk in the
    party.  Also, as it is an enchantment, it can be easily busted by any number of
    skills in many areas of the game.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Coventina The Matron [Ring of Fire], Willa The Displeased
    Capture From: [Abaddon's Mouth]
    
    ----
    
    Name: Balthazar's Aura
    Attribute: Smiting Prayers
    Energy Cost: 25
    Casting Time: 1
    Recharge Time: 15
    Effect: For 10 seconds, target ally deals 10 to 22 holy damage to each adjacent
    foe, each second.
    Comment: An improved Symbol of Wrath.  Balthazar's Aura is a great smiting
    skill.  Unlike symbol, you can cast this on any party member and it follows
    them around wherever they go.  This can be good, or bad, though.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Balthazar's Spirit
    Attribute: Smiting Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While maintained, target ally gains adrenaline and energy after taking
    damage.
    Comment: The adrenaline increases with the level of smiting, this skill works
    with redirected damage such as life bond, making it a great way to recover the
    upkeep for both skills.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Bane Signet
    Attribute: Smiting Prayers
    Energy Cost: 0, signet
    Casting Time: 2
    Recharge Time: 25
    Effect: Target foe takes 26 to 50 holy damage.  If that foe was attacking, it
    is knocked down.
    Comment: Long recharge, but useful in the early game to smiters.  Knockdown is
    also quite effective when used at the right times.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Banish
    Attribute: Smiting Prayers
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 10
    Effect: Target foe takes 20 to 49 holy damage.
    Comment: This is one of the more spammable smiting skills, if such a thing
    exists.  The damage is rather weak, but it is one of the first two direct
    damage smiting skills, it is worth at least a mention.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Blessed Aura
    Attribute: Divine Favor
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 2
    Upkeep: 1 energy arrow
    Effect: While this enchantment is maintained, any Monk enchantment you cast
    lasts 10% to 30% longer.
    Comment: This refers to non-upkeep enchantment, such as healing breeze,
    protective spirit and so on.  This is not a terribly useful skill unless you
    are a pure protector or like maintaining enchantments for Blessed Signet use.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Blessed Signet
    Attribute: Divine Favor
    Energy Cost: None, signet
    Casting Time: 2
    Recharge Time: 10
    Effect: For every enchantment you are maintaining, you gain 3 energy, with a
    maximum of 3 to 20 energy gained in this way.
    Comment: Very useful way for pure protection monks to keep their energy alive.
    Doing this can easily allow you to maintain enchantments which give you
    negative regeneration.  Only useful on a monk primary though.  Also, it only
    applies to monk skills with upkeeps.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Contemplation of Purity
    Attribute: Divine Favor
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 5
    Effect: You lose all enchantments on you.  For each one you lose, you gain 6 to
    65 health, lose one hex and lose one condition.
    Comment: As enchantments are generally quite expensive, using this method to
    heal yourself by first buffing yourself with useless spells is not effective.
    This should generally be used as a last resort.  Certain enchantments with
    duration, say, healing breeze, could be purified when they start flashing to
    indicate they are wearing off.  Rather than get the one second of health from
    breeze, use this to gain more and remove any unwanted conditions.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Convert Hexes
    Attribute: Protection Prayers
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 20
    Effect: All hexes are removed from target other ally.  For 8 to 18 seconds,
    that ally gains +10 armor for each of those hexes which was a Necromancer hex.
    Comment: An easy way to give the poor defenseless casters more defense while
    removing all of their negative conditions.  If the recharge were a bit better
    this would be a great skill.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Steig [Camp Rankor]
    
    ----
    
    Name: Divine Boon
    Attribute: Divine Favor
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 1
    Upkeep: 1 energy arrow
    Effect: While this enchantment is maintained, whenever you cast a monk spell on
    an ally, that ally is healed for 25 to 61 additional points, but you lose 2
    energy.
    Comment: This spell goes both ways.  It can be extremely good under certain
    scenarios, or quite bad in others.  I have difficulty explaining when to use
    this and when not to use it, but if you are constantly casting small spells on
    allies, you will deplete your energy in a fast hurry this way.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Divine Healing
    Attribute: Divine Favor
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 60
    Effect: Heal yourself and all nearby members of your party for 10 to 210
    points.
    Comment: This spell has about the range of heal area, though heals for
    substantially more and does not heal nearby enemies.  However, it takes longer
    to cast and has an absurd recharge time.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Thengen [Port Sledge]
    
    ----
    
    Name: Divine Intervention
    Attribute: Divine Favor
    Energy Cost: 10
    Casting Time: .25
    Recharge Time: 30
    Effect: In the next ten seconds, if target receives lethal damage, the damage
    is ignored and that ally instead gains 26 to 197 health.
    Comment: This spell is an easy way to save someone rather than using heal
    other, however, it is not without downfalls.  Divine Intervention is an
    enchantment, and as such, it can be removed.  Likewise, it will expire at some
    point too, so if the enemy realizes what you have done, they may just ignore
    the target for ten seconds and wail on someone else in that time, further
    depleting your energy.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Divine Spirit
    Attribute: Divine Favor
    Energy Cost: 10
    Casting Time: .25
    Recharge Time: 60
    Effect: For 1 to 9 seconds, Monk spells cost 5 less energy to cast.  Spells can
    not be reduced below 1 energy.
    Comment: This skill sounds useful, though, it really is not.  The duration is
    quite short and you will have to cast two and a half five energy spells just to
    break even on the original cost of the divine spirit.  Unless you are a smiter,
    or a protector enchanting others before a battle, this skill will not help you
    much, as it requires a fair amount of startup energy followed by several quick
    shots of spells.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Draw Conditions
    Attribute: Protection Prayers
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 1
    Effect: All negative Conditions are taken from target other ally and given to
    you.  For each condition received, you gain 6 to 22 life.
    Comment: Although you do not solve the problem of getting rid of the negative
    condition, being able to pass it around does have it's advantages.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Dwayna's Kiss
    Attribute: Healing Prayers
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 3
    Effect: Heal target other ally for 15 to 51 points.  Heal for 5 to 17 more
    points for every enchantment and hex on that ally.
    Comment: A good spell.  The limiting factor is that it can not target yourself.
    As allies generally have at least one hex or enchantment on them, this spell
    does heal better than orison, though with a slower recharge.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Essence Bond
    Attribute: None
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While you maintain this Enchantment, whenever target ally takes
    physical damage, you gain one energy.
    Comment: Not too many uses for this skill, but here is a good one.  Life bond a
    warrior in the party and make it clear that s/he should run into the middle of
    everything.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Guardian
    Attribute: Protection Prayers
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 2
    Effect: Enchantment, for the next 5 seconds target ally has a 20% to 44% chance
    to block attacks and magical attacks which are projectiles.
    Comment: This skill is just under powered.  The duration is too short, the
    chance to block never elevates enough.  Oh well, I suppose if you have no
    better skills to cast, this one is at least spammable.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Heal Area
    Attribute: Healing Prays
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: Heals all allies or enemies in a small area near you for 30 to 150
    points of health.
    Comment: This spell can be good or bad, depending on how well you play.  If you
    generally position yourself directly next to the casters and rangers, you can
    heal them all for a large amount without moving.  Likewise, you can creep up
    behind your wall of warriors and heal all of them, but still be out of range of
    the enemies.  This spell becomes bad when you have a Monk with no clue how to
    play healing the enemies with this and not even realizing it.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Heal Other
    Attribute: Healing Prayers
    Energy Cost: 10
    Casting Time: .75
    Recharge Time: 3
    Effect: Heal target other ally for 35 to 151 points of health.
    Comment: A must have for a healing Monk.  Heal other is a quick recharging
    spell which packs quite the healing punch.  With solid divine favor, Heal Other
    is good for around 200 health.  The only downfall is this is yet another spell
    which can not target yourself [duh!]
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Heal Party
    Attribute: Healing Prayers
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 0
    Effect: Heals all members of your party, whom are within the range of the
    compass, for 16 to 67 health.
    Comment: This is by far the best long range healing spell for a monk.  It
    allows you to heal everyone when the party gets spread out.  However, the spell
    is rather expensive to cast and even with runes, sits around only 80 health per
    person.  Still, there are some uses for it, particularly when everyone gets hit
    by the same moderate damage attacks.  While it is nice, do not take this in
    favor of a more efficient one target healing spell.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Healing Breeze
    Attribute: Healing Prayers
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 2
    Effect: Enchantment, for 10 seconds, target ally gains a health regeneration of
    3 to 8 arrows.
    Comment: A great skill in the early game, healing breeze will heal most people
    faster than they can take damage.  Its effects are less impressive as the game
    progresses.  Enchantment busters hurt it's functionality, gaining 160 health
    over 10 seconds, while nice, may not be effective enough.  Furthermore, with
    all of the methods of health degeneration later in the game, healing breeze is
    often used as a way to counter the negative health arrows, and gives but a few
    positive ones in its place.  Despite all of this, healing breeze has never made
    its way out of my skill bar.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Healing Hands [Elite]
    Attribute: Healing Prayers
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 25
    Effect: For the next ten second, whenever target ally takes physical damage,
    that ally is also healed for 5 to 25 points.
    Comment: Thanks to all the patching, this skill is now infinitely better than
    healing seed.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Rull Browbeater [Perdition Rock], Dwayna's Cursed [Perdition
    Rock]
    
    ----
    
    Name: Healing Seed
    Attribute: Healing Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 25
    Effect: Whenever target ally takes damage in the next 10 seconds, that
    ally and all nearby allies gain 3 to 25 health.
    Comment: This skill has had its duration basically cut in half.  It is no
    longer super godly, now it is just an unelite more expensive version of healing
    hands.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Healing Touch
    Attribute: Healing Prayers
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 5
    Effect: Heal target touched ally for 16 to 51 health.  The effects of Divine
    Favor are doubled for this skill.
    Comment: Easily the best self healing skill for a primary monk.  With decent
    divine favor, this skill can heal in excess of 150 health with a quick recharge
    time.  Fairly effective for healing other casters too, provided they stand
    nearby.  Not so great for healing warriors, unless you like standing that far
    up.  This is a great skill which any primary monk healer should consider using.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Holy Strike
    Attribute: Smiting Prayers
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 8
    Effect: Target touched foe takes 10 to 34 holy damage.  If attacking, that foe
    is knocked down, and takes an additional 10 to 22 holy damage.
    Comment: The best "spiking" attack for a smiter.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Marna [Ice Tooth Cave]
    
    ----
    
    Name: Holy Veil
    Attribute: None
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While this enchantment is maintained, any hexes of enchantments cast on
    target creature take twice as long to cast as they normally would.
    Comment: Not terribly useful.  Perhaps decent if you are a primary Mesmer
    trying to counter hex spells, but Mesmers have several skills for slowing
    casting time, so this would seem pointless.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Holy Wrath
    Attribute: Smiting Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While maintained, whenever target ally takes attack [physical] damage,
    this spell deals 66% of the damage back to the source, maximum of ??? to ???,
    and you lose 10 energy.
    Comment: Having never tried this skill, but just reading it, this seems
    worthless...  At least it doesn't cancel when you're out of energy.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Infuse Health
    Attribute: Healing Prayers
    Energy Cost: 10
    Casting Time: .25
    Recharge Time: none
    Effect: Your current health is reduced by 50%.  Target other ally is healed for
    100% to 129% of the health you just lost.
    Comment: This is perhaps the most underrated healing skill in the game.
    However, it is better when your secondary is monk.  I generally carry this
    around if that is the case, because it can come in handy.
    
    Use this skill if you are a ranged caster/attacker and usually at full life.
    When the primary Monks are down on energy, call that you are infusing someone
    with health [so the Monk's don't think you just got popped for 300 damage].
    This is a great way to save someone trying to escape, due to the quick cast
    time.  Furthermore, it is one of the few ways to keep the ever so dumb NPC's
    alive if you have no monks in the party.
    
    The obvious downfall is that you will lose a lot of life casting this, but at
    the end of the day, it's the fastest way to heal without dedicating an entire
    build around it.
    
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Judge's Insight
    Attribute: Smiting Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 10
    Effect: For 8 to 18 seconds, target ally gains 20% armor penetration and does
    holy damage.
    Comment: Great skill against heavily armored opponents, as holy damage is
    difficult to resist, and does additional against some necromancers and the
    undead.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Life Attunement
    Attribute: Protection Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While this enchantment is maintained, target ally deals less combat
    damage, but receives a 14% to 43% greater amount of health when healed.
    Comment: Never used this skill to be honest, probably decent when used on a
    caster who is not attacking anyway.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Life Barrier [Elite]
    Attribute: Protection Prayers
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 5
    Upkeep: 1 energy arrow
    Effect: While this enchantment is maintained, damage to target other ally is
    reduced by 20% to 44%.  If your health drops below 50% and that ally takes
    damage, Life Barrier ends.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Enshal Hardwood [Frozen Forest]
    
    ----
    
    Name: Life Bond
    Attribute: Protection Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While this enchantment is maintained, target other ally takes only 50%
    damage from attacks, the other half is redirected to you, though reduced by 3
    to 25 points.
    Comment: A great skill that should be considered by any protector.  Even a
    healer may wish to stock this in the event the entire party aside from you and
    someone else die.  Use this to keep that person alive longer and make healing
    easier.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Light of Dwayna
    Attribute: None
    Energy Cost: 25
    Casting Time: 4
    Recharge Time: 30
    Effect: Revives all nearby dead allies.
    Comment: The key word here is "nearby".  You basically have to be standing on
    them.  Meaning, of course, if your entire team did not die in a pile, nothing
    will happen.  While it is quicker then most life bringing spells, it is also
    grossly expensive and unpractical.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Live Vicariously
    Attribute: Healing Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While you maintain this enchantment, you gain 1 to 11 health when
    target ally strikes a foe.
    Comment: This skill is rather lame.  The few uses may be to slap it on a
    Barrage ranger or Cyclone Axe Warrior and then not have to worry about healing
    yourself.  Still, just avoid this skill unless you want to experiment.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Mark of Protection [Elite]
    Attribute: Protection Prayers
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 45
    Effect: For 10 seconds, whenever target ally would take damage, that ally is
    instead healed for that amount, maximum of 6 to 49 points.  All of your
    protection prayers are disabled for ten seconds.
    Comment: The best protection elite, this skill is a long term reversal of
    fortune.  Great for bringing someone from near death up a good deal of health
    before the opponent notices.  Its weakness is the remainder of your skills
    being blacked out, but if you're just marinating things, who cares.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Lokar Icemender [Iron Mines of Moladune], Bolis Hillshaker
    Capture From: [Thunderhead Keep]
    
    ----
    
    Name: Martyr [Elite]
    Attribute: None
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 10
    Effect: All negative conditions from all members of the party are transferred
    to you.
    Comment: A nice way to cure everyone else at the cost of yourself.  While this
    skill can be useful, do not bother to equip it as it is a waste of an elite.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Capture From: Capture From: Capture From: Dwayna's Cursed
    [Perdition Rock]
    
    ----
    
    Name: Mend Ailment
    Attribute: Protection Prayers
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 2
    Effect: Remove one condition from target ally.  That ally gains 5 to 57
    life for each remaining condition.
    Comment: I prefer mend condition, but this spell is useful as well, and it can
    self target.
    Unlock from [Needed only for PvP]:Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Mend Condition
    Attribute: Protection Prayers
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 2
    Effect: Remove one condition from target other ally, that ally is healed for 5
    to 57 points.
    Comment: A more surefire way of healing by condition removal.  Quick recharge,
    low cost.  This is the way to go.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Mending
    Attribute: Healing Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While this enchantment is maintained, target ally gains health
    regeneration of 1 to 3 arrows.
    Comment: Commonly seen as the main healing skill of Warrior Monks, a primary
    monk can make good use of this early, as well.  If you boost the heck out of
    healing and just slap mending on your party [or henchmen], you can basically
    waltz to Yak's Bend with almost no problems [Charr Chaot's can shatter them,
    but they are few and far between].  The 3 arrows should be more than enough to
    keep everyone from losing life unless they recklessly run into a crowd.  Once
    you reach Yak's Bend, this skill should not be used as your only skill.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Orison of Healing
    Attribute: Healing Prayers
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 2
    Effect: Heal target ally for 20 to 60 points.
    Comment: The bread and butter healing skill.  Orison, with divine favor, does
    in the neighborhood of 100 healing to any friendly target.  It has a quick
    recharge as well.  As it costs only five energy, provided you have four arrows
    of regeneration of energy, you should be able to cast this skill and by the
    time it recharges have the same amount of energy.  While it is not that good in
    the late game, most monks keep it anyway, because it is cheap and quick to
    recharge.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Pacifism
    Attribute: Protection Prayers
    Energy Cost: 10
    Casting Time: 3
    Recharge Time: 30
    Effect: for 8 to 18 seconds, target foe can not attack, this effect ends if
    that foe takes damage.
    Comment: I find this skill to be extremely lame.  There is so much AoE in this
    game, or just incompetent teammates.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Peace and Harmony [Elite]
    Attribute: Divine Favor
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 45
    Effect: For 30 to 78 seconds, target ally gains +1 energy regeneration.  This
    is an enchantment spell, and ends prematurely if that ally attacks or casts a
    spell which targets a non-ally.
    Comment: One of the more useful Monk Elites, which is saying a lot as Monk's
    easily have the best elites in the game.  Peace and Harmony, as an enchantment,
    can be removed, however, Monk's tend to stay back enough where enchantment
    busters, in PvE at least, will fail to hit them.  Casting this on yourself can
    greatly increase your effectiveness in battle.
    
    Consider this alternative though.  Casting it on some forms of fire
    Elementalists may help even more.  Ones which use skills which require them to
    get close, such as inferno and lava font, are not in fact targeting enemies
    with their skills.  Provided s/he has enough of these skills, you could supply
    that ally with increases energy regeneration.
    
    Personally, this is my second favorite Monk elite.  It allows you to maintain
    another enchantment, basically for free, or spout off more spells.  If you are
    a healer, I would still take Word of Healing over this skill though.
    
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Marnta Doomspeaker [Snake Dance]
    
    ----
    
    Name: Protective Bond
    Attribute: Protection Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While this enchantment is maintained, target ally cannot take damage
    more than 5% of his or her maximum life at a time.  When this skill prevents
    damage, you lose 6 to 4 energy, if you can not, the enchantment ends.
    Comment: A nice way to prevent damage, but extremely high energy maintenance.
    Haven't really found a long term solution to using this other than for soloing.
    Patch Notes: Now at level 17 it still takes away 3 energy, instead of 1, making
    this skill a virtual relic of the past, unless you're one of the few who has
    found a way around this, already.  DO NOT EMAIL ME REGARDING THIS.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Protective Spirit
    Attribute: Protection Prayers
    Energy Cost: 10
    Casting Time: .75
    Recharge Time: 5
    Effect: For 5 to 19 seconds, target ally cannot lose more than 10% health from
    a single attack or spell.
    Comment: Decent duration, good effects.  However, it does not protect against
    all forms of enemy damage dealing, particularly those which deals high amounts
    of damage.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Purge Conditions
    Attribute: None
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 30
    Effect: Remove all negative conditions from one ally.
    Comment: A nice spell to get rid of many pesky conditions at once.  The
    recharge is pretty high, but it is the first condition removal skill you will
    come across.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Purge Signet
    Attribute: None
    Energy Cost: 0, signet
    Casting Time: 3
    Recharge Time: 30
    Effect: Removes all conditions and hexes from target ally.  You lose 10 energy
    for each one removed.
    Comment: Not very useful.  This is a great way to run out of energy in a fat
    hurry.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Rebirth
    Attribute: Protection Prayers
    Energy Cost: 10
    Casting Time: 6
    Recharge Time: 0
    Effect: Target dead ally is revived and teleported to your current location.
    Your energy is reduced to zero.  The revived ally's skills are disabled for 10
    to 4 seconds.
    Comment: This skill seems to have become the standard revival skill.  However,
    half the people do not understand how to use this.
    
    When NOT to use:
    
    -When you are in a crowd of enemies.  The person you res is just going to die
    again, they will respawn with barely any life and no skills.
    
    -When you are the only monk in the party and the battle rages on.  Hello, six
    seconds with no healing, and then a few more for your energy to come back.
    Defenseless party alert!
    
    When TO use:
    
    -When you have boldly chickened out and everyone else died.  This skill allows
    you to revive a teammate without agroing any enemies.
    
    -When you are a secondary monk, and a ranged attacker not reliant on energy.
    Make sure to call that you are using the skill during battle so the monk knows
    to get ready to heal the person when they pop up safely back.
    
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Remove Hex
    Attribute: None
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 7
    Effect: Removes one hex from target ally.
    Comment: One of a select few ways to remove hexes in the game.  Cheap spell,
    decent recharge.  Only carry it along for hex heavy areas though.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Restore Condition [Elite]
    Attribute: Protection Prayers
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 2
    Effect: Remove all conditions from target other ally.  That ally gains 10 to 58
    life for each on removed.
    Comment: Great condition remover.  Easily the best one.  However, as it is an
    elite skill, unless you are solely a hex/condition buster, I can not suggest
    using this skill.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Spindle Agonyvein [Abaddon's Mouth]
    
    ----
    
    Name: Restore Life
    Attribute: Healing Prayers
    Energy Cost: 10
    Casting Time: 8
    Recharge Time: 0
    Effect: While standing over target dead ally, Restore Life will bring that ally
    back to life with 26% to 45% health and 42% to 80% energy.
    Comment: Often considered the most "noob" resurrection spell, this deserves a
    second look.  Yes, it takes forever to cast.  Yes, you have to stand on the
    party member for it to work.  However, unlike resurrect, the target comes back
    to life with considerable health and energy, allowing them to get out of danger
    if it still exists.  Unlike rebirth, they do not come back to life with a
    sliver of health and all of their skills disabled.  This skill is more useful
    when you have two monks in the party, having one load up on this and do mid-
    battle resurrecting, bringing back allies in a not so critical state as when
    another ally pops off a rebirth and the person comes back with no health in the
    middle of a pack.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Resurrect
    Attribute: None
    Energy Cost: 10
    Casting Time: 8
    Recharge Time: 0
    Effect: Resurrect target ally with very little health and energy.
    Comment: This skill does have range, unlike restore life, but revives the
    fallen teammates with barely any health, making them easy bait for another
    immediate death should danger exist.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Retribution
    Attribute: Smiting Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While maintained, whenever target ally takes damage, 33% of it is dealt
    back to the attacker, maximum of 5 to 17 damage.
    Comment: Again, seems pretty worthless to me.  At least this one doesn't eat
    extra energy, though the reflect damage caps far too low.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Reversal of Fortune
    Attribute: Protection Prayers
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 2
    Effect: The next time target ally would take damage, that ally gains that
    amount of life instead.  That ally can only gain 15 to 67 life in this way.
    Comment: The bread and butter Protection Monk spell.  Cheap, fast, spammable.
    Reversal of Fortune essentially two hits, assuming they do around the same
    damage.  However, some smart players are able to anticipate when someone will
    get hit by this spell, and do two damage accordingly.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Scourge Healing
    Attribute: Smiting Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 5
    Effect: For 30 seconds, every time target foe is healed, the healer takes 15 to
    67 holy damage.
    Comment: One of the better smiting skills, very effective against the annoying
    healer bosses spread throughout the game.
    Unlock from [Needed only for PvP]:
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Scourge Sacrifice
    Attribute: Smiting Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 5
    Effect: For 8 to 18 seconds, every time a foe sacrifices life, that foe loses
    twice the normal amount.  This skill now affects all adjacent targets.
    Comment: Useful against blood necromancers, not much else.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Shield of Deflection [Elite]
    Attribute: Protection Prayers
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 5
    Effect: For 5 to 10 seconds, target ally has a 50% to 70% chance to Evade
    attacks and gains 12 to 22 armor.
    Comment: Yet another wonderful Protection Monk elite skill.  Shield of
    regeneration and Mark of Protection are probably better, but this one is
    nothing to be ignored.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Grun Galesurge [Ring of Fire]
    
    ----
    
    Name: Shield of Judgment [Elite]
    Attribute: Smiting Prayers
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 45
    Effect: For 8 to 18 seconds, every time target foe is struck for physical
    damage, the dealer of the damage is knocked down, taking 5 to 41 damage.
    Comment: This skill is highly annoying.  After being knocked down the first
    time, most people are not dumb enough to continue attacking the same target
    though.  Still, knockdown is a great tactical advantage, so is forcing people
    to take up new targets.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Myd Springclaw [Mineral Springs]
    
    ----
    
    Name: Shield of Regeneration [Elite]
    Attribute: Protection Prayers
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 20
    Effect: Target ally gains 3 to 9 health regeneration and 40 armor for 5 to 10
    seconds.
    Comment: Another great elite protection skill.  This one is my personal
    favorite, but it is a bit pricey.  Still, if Lina uses it... how bad can it be?
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Facet of Light [Dragon's Lair]
    
    ----
    
    Name: Shielding Hands
    Attribute: Protection Prayers
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 25
    Effect: For 10 seconds, all damage incurred by target ally is reduced by 3 to
    15 points.
    Comment: Very useful in the early stages of the game, easily being able to
    reduce all damage to zero.  However, with the long recharge time and increasing
    amounts of damage taken later, this skill will quickly find its way out of your
    skill bar.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Signet of Devotion
    Attribute: Divine Favor
    Energy Cost: 0, signet
    Casting Time: 2
    Recharge Time: 5
    Effect: Heal target ally for 14 to 83 points.
    Comment: A skill which is getting more attention in both PvP and PvE as of
    late.  Signet of Devotion is a slow Orison of healing which costs no energy.
    As such, it is backfire proof as well as some other skills.  I would recommend
    this only as a third healing spell though, do not try and build your entire
    character around this.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Signet of Judgment [Elite]
    Attribute: Smiting Prayers
    Energy Cost: 0, signet
    Casting Time: 2
    Recharge Time: 30
    Effect: Target foe is knocked down and takes 15 to 63 holy damage.  All foes
    nearby to the knocked down foe also take the damage, but are not knocked down.
    Comment: Although this is not helpful to you, taking on several Azure Shadows
    at once often results in being hit with this from all of them in succession,
    highly damaging.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Fawl Driftstalker [Talus Chute], Balt Duskrider [Iron Mines of
    Moladune]
    
    ----
    
    Name: Smite
    Attribute: Smiting Prayers
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 10
    Effect: Deals 10 to 46 holy damage to target foe.  If that foe was attacking,
    it takes an additional 10 to 22 damage.
    Comment: Along with Banish, the only spammable smiting skill.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Smite Hex
    Attribute: Smiting Prayers
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 15
    Effect: Remove a hex from target ally.  All foes nearby to that ally take 10 to
    70 damage.
    Comment: A great hex remover, does damage too.  Sadly, the recharge is too high
    to make it terribly effective.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Spell Breaker [Elite]
    Attribute: Divine Favor
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 45
    Effect: For 5 to 16 seconds, target ally can not be the target of any hostile
    spell.
    Comment: This spell is picking up popularity fast, and rightly so, it is so
    broken [that means overpowered].  However, it is not impossible to overcome.
    First, the recharge is relatively long.  Second, while the person can not be
    the initial target, s/he can still be affected by the spell if it is AoE or
    non-target based.  Still, this skill deserves major consideration against the
    caster areas of the game.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Raptorhawk [Snake Dance]
    
    ----
    
    Name: Strength of Honor
    Attribute: Smiting Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While maintained, target ally deals 1 to 8 more damage in melee combat.
    Comment: USELESS.  Low damage plus maintenance + melee only = no thanks.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Succor
    Attribute: None
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 10
    Upkeep: 1 energy arrow.
    Effect: While this enchantment is maintained, target other ally gains health
    and energy regenerations of 1 and you lose 1 energy each time that ally casts a
    spell.
    Comment: Highly annoying spell.  You can give up both energy and energy
    regeneration, so someone else in the party gets a puny one extra arrow.  This
    is not worth it unless you're a pure protector and want to get the energy back
    using blessed signet or something along those lines.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Marna [Ice Tooth Cave]
    
    ----
    
    Name: Symbol of Wrath
    Attribute: Smiting Prayers
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 30
    Effect: For 5 seconds, foes adjacent to you take 8 to 27 holy damage per
    second.
    Comment: Cheap, damaging.  Common on warrior/monks.  The recharge is quite high
    and the duration low, still, it is worth considering if you are a smiter or a
    warrior/monk.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Unyielding Aura [Elite]
    Attribute: Divine Favor
    Energy Cost: 5
    Casting Time: 3
    Recharge Time: 60
    Upkeep: 1 arrow of energy regeneration
    Effect: Target dead ally comes back to life with 100% health and energy.  If
    that ally dies, or if this enchantment is removed/unmaintained, that ally dies,
    but does not incur a death penalty for that death.  This spell fails 50% of the
    time if Divine Favor is less than level 5.
    Comment: Damn is this skill fun.  It has the same premise of Vengeance, but you
    get to control when the person dies again, unless it is removed from the enemy.
    As it is an elite skill, if your goal is to have a quick full res, I would
    stick with Vengeance, as this skill is not worthy of being elite.
    
    However, Unyielding Aura does have many fun perks.  Here are a few:
    
    When a person in your party is constantly running off and getting killed, res
    him using this spell.  Now, with that ally on your leash you can control the
    action.  If s/he runs off again and does not heed warnings, simply stop
    maintaining the enchantment.
    
    Okay, so other than a quick res or the leash factor, this skill is fairly
    useless, but think of all the fun you can have :)!
    
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Ipillo Wupwup [Witman's Folly]
    
    ----
    
    Name: Vengeance
    Attribute: None
    Energy Cost: 10
    Casting Time: 4
    Recharge Time: 60
    Effect: Enchantment, bring target ally back to life with full health and
    energy.  After thirty seconds, or if this enchantment is removed, that ally
    dies again.  Deaths caused by the removal of, expiration of, or otherwise
    during Vengeance do not cause additional death penalties.
    Comment: A handy res spell, to say the least.  Vengeance brings someone back at
    full power, if only for a short time.  Use that person as a meat shield, since
    they are going to die again anyway.  This skill is more fun then anything else,
    but does have its practical purposes.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Vigorous Spirit
    Attribute: Healing Prayers
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 4
    Effect: Enchantment spell, for 30 seconds, whenever target ally attacks of
    casts a spell, that ally gains 1 to 11 health.
    Comment: Similar to Live Vicariously, though perhaps more useful.  This skill
    does not have an upkeep and is triggered by casting as well as attacking.
    Still, I would not recommend bringing this one along unless you are a
    supporting healer, rather than a pure healer.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Vital Blessing
    Attribute: Protection Prayers
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Upkeep: 1 energy arrow
    Effect: While this enchantment is maintained, target ally gains 40 to 168 more
    maximum health,
    Comment: This is a skill I have not spent much time with.  Having more life is
    good, though at the cost of energy regeneration, I'm not sure it is worth it.
    Maybe if monk is your secondary, but still, what a waste of stat points.  Oh
    well, e-mail me some crazy ideas involving this skill, other than giving people
    more life for UW and FoW runs.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Watchful Spirit
    Attribute: Divine Favor
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 10
    Upkeep: 1 arrow of energy regeneration
    Effect: While you maintain this enchantment, target ally gains health
    regeneration of 2.  If watchful spirit ends, that ally gains 30 to 150 health.
    Comment: Honestly, I have never used this skill, but it looks to be an
    interesting mix between mending and an unwatched [aka, self activating] heal.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Word of Healing [Elite]
    Attribute: Healing Prayers
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 4
    Effect: Heal target other ally for 16 to 67 health.  Heals for an additional 15
    to 83 points of health if that ally is below 50% health.
    
    Note: the extra health is applied only if the target is under 50% health AFTER
    the initial healing + divine favor.  In reality, the target will need to be at
    around 33% life for the extra healing to trigger.
    
    Comment: Without much question, this is the best elite skill a healing monk can
    have, perhaps the best a monk can have.  Word of healing can easily restore
    over 200 health to an ally for five energy.  The only downfall is that it can
    not target the caster, but oh well.  This skill should be seriously considered
    by any primary healer.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Purchase from: ---
    Capture From: Wissper Inssani [Elona Reach], Josso Essher [Thirsty River]
    
    ----
    
    Name: Zealot's Fire
    Attribute: Smiting Prayers
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 30
    Effect: For 60 seconds, whenever you use a skill on an ally, all adjacent foes
    to that ally are struck for 5 to 37 fire damage.
    Comment: Has its uses, I suppose, assuming you are consistently casting spells
    on the same ally.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ---
    4. Necromancer Skills
    ----
    
    Necromancers have four attributes, Blood Magic, Death Magic, Curses and Soul
    Reaping.  Soul Reaping is the primary attribute.  There are no skills which use
    this attribute, but it does give a necromancer 1 energy point per level that
    the attribute is at, for each ally, minion or enemy which dies nearby.
    "Nearby" in this instance is huge, roughly the size of the compass.  With
    multiple points in this attribute, a Necromancer can effectively never have to
    watch out for his or her energy supply.  Necromancers carry a vast array of
    anti-melee skills, making them the bane of most warriors.  They also carry some
    anti-caster skills, but no where near the amount that the Mesmer does.
    
    ----
    
    Name: Animate Bone Fiend
    Attribute: Death Magic
    Energy Cost: 25
    Casting Time: 3
    Recharge Time: 5
    Effect: Turn the nearest corpse into a level 1 to 14 Bone fiend.  Bone Fiends
    attack at range.
    Comment: I personally like the fiends to the horrors and minions.  They tend to
    do more damage and live longer.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Animate Bone Horror
    Attribute: Death Magic
    Energy Cost: 15
    Casting Time: 3
    Recharge Time: 5
    Effect: Turn the nearest corpse into a level 1 to 14 Bone Horror.
    Comment: Avoid this one, though, you do get it the earliest.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Animate Bone Minions
    Attribute: Death Magic
    Energy Cost: 25
    Casting Time: 3
    Recharge Time: 5
    Effect: Turn the nearest corpse into two level 0 to 10 Bone Minions.
    Comment: Rather expensive and the minions are often 8 to 10 levels lower than
    any target.  Not worth it.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Aura of the Lich [Elite]
    Attribute: Death Magic
    Energy Cost: 15
    Casting Time: 3
    Recharge Time: 30
    Effect: Elite Enchantment.  For 24 to 53 seconds, your maximum health is
    halved, but you take half damage and half healing from all sources.  When Aura
    of the Lich ends, you are healed for 50 to 202 health.
    Comment: I'll leave you to put this into a combo <<.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Maligo Libens [Hell's Precipice]
    
    ----
    
    Name: Awaken the Blood
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 45
    Effect: Enchantment.  For 20 to 39 seconds, you gain +2 blood magic and +2
    curses, but, whenever you sacrifice health, you sacrifice 50% more than normal.
    Comment: A very effective way to boost several of the more desirable
    necromancer skills.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Barbed Signet
    Attribute: Blood Magic
    Energy Cost: 0, signet
    Casting Time: 2
    Recharge Time: 20
    Effect: Sacrifice 8% max health.  You steal 18 to 52 health from target foe.
    Comment: I've honestly never used this, but as 52 life is about 8% of 480...
    er, is it?  Well, anyway, this just seems like a way to spike some damage.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Barbs
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Hex, for 30 seconds target foe takes 1 to 8 more damage when hit by a
    physical attack.
    Comment: Very ineffective way to add damage.  The extra damage is hardly
    noticeable unless you're a minion master and you've got a load of tiny horrors
    beating away on something.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Steig [Camp Rankor]
    
    ----
    
    Name: Blood Renewal
    Attribute: Blood Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 10
    Effect: Enchantment.  Sacrifice 33% max health.  For 10 seconds, you gain
    health regeneration of 3 to 5.  When blood renewal ends, you gain 40 to 160
    health.
    Comment: Effective way to heal yourself, if it gets ripped off of you, even
    better!
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Blood Ritual
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 2
    Effect: Enchantment.  Sacrifice 17% max health, for 8 to 13 seconds, target
    touched foe gains energy regeneration of +3.  You can not target yourself.
    Comment: Honestly, this spell is overrated.  First, you need to touch, second,
    it has a 2 second cast time, third, in 13 seconds +3 energy regeneration is 13
    energy, and you just took 10 to cast it.  Basically, you gave someone three
    free energy.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Blood is Power [Elite]
    Attribute: Blood Magic
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 0
    Effect: Elite Enchantment.  Sacrifice 33% max health, for 10 seconds, target
    ally gains 3 to 5 energy regeneration.
    Comment: This one, however, is great.  Five energy regeneration is a much
    better rate, and the spell is cheaper.  The sacrifice penalty is higher, but
    easy enough to work around you.  Monks will love you, you dirty old man.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Cry Darkday [Snake Dance]
    
    ----
    
    Name: Blood of the Master
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: Sacrifice 10% max health.  All adjacent undead allies are healed for 30
    to 54 health.
    Comment: Never used, no comment.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Chilblains
    Attribute: Death Magic
    Energy Cost: 25
    Casting Time: .75
    Recharge Time: 15
    Effect: You become poisoned for 3 to 13 seconds, nearby foes take 10 to 37 cold
    damage and lose one enchantment.
    Comment: A very fun skill, though it would be better if the poison length
    decreased, rather than increased.  Still, you can always transfer it to a foe.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Consume Corpse
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 0
    Effect: Teleport to a random corpse and gain 25 to 85 health and 5 to 17 energy
    from it.
    Comment: Remarkably handy.  With the energy you steal, you'll pretty much cast
    this spell for free.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Steig [Camp Rankor]
    
    ----
    
    Name: Dark Aura
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 10
    Effect: Enchantment.  For 30 seconds, whenever target ally sacrifices health,
    Dark Aura deals 5 to 41 shadow damage to all adjacent foes and you lose 5 to 17
    health.
    Comment: Unless you're in a party of Masochists, this spell seems a very
    ineffective way to dish out any serious damage.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Dark Bond
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 60
    Effect: Enchantment.  For the next 30 to 54 seconds, whenever you take any type
    of damage, your closest minion takes 75% of that damage for you.
    Comment: Great for a summoner, not great for much else.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Dark Fury
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: .75
    Recharge Time: 5
    Effect: Enchantment.  Sacrifice 17% max health.  For 5 seconds, the next time
    any nearby party member hits with an attack [dealing physical damage], that
    party member gains one strike of adrenaline.
    Comment: Check out the wording of the actual spell, glitch <_<!
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Dark Pact
    Attribute: Blood Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 2
    Effect: Sacrifice 10% max health and deal 10 to 40 shadow damage to target foe.
    Comment: Not, worth, it.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Death Nova
    Attribute: Death Magic
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 0
    Effect: Enchantment.  For 30 seconds, if target ally dies, all nearby foes take
    26 to 85 damage and are poisoned for 15 seconds.
    Comment: A very fun spell for summoner's, cast it on your dying minions to
    allow them to deal more damage than they ever did in life.  Not very effective
    to cast on a player just before they die, because of the long cast time.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Deathly Chill
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: Target foe is struck for 5 to 28 cold damage.  If that foes health is
    above 50%, you deal an additional 5 to 41 shadow damage.
    Comment: Never used this one either.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Deathly Swarm
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: 3
    Recharge Time: 3
    Effect: Deathly swarm flies out and strikes for 15 to 67 damage on up to three
    targets.
    Comment: Although quite ineffective against just one enemy, dealing modest
    damage to groups is nice.  Still, the long cast time prevents this skill from
    being readily spammable.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Defile Flesh
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 10
    Effect: Hex.  Sacrifice 20% max health.  For 8 to 18 seconds, target foe only
    gains two thirds health from healing.
    Comment: Useful on healing bosses, though there are much more effective healing
    reduction spells later.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Demonic Flesh
    Attribute: Blood Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 60
    Effect: Enchantment.  Sacrifice 20% max health.  For 30 to 54 seconds, your
    maximum health is increased by 80 to 176.
    Comment: Again, I've never used this.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Desecrate Enchantments
    Attribute: Curses
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 15
    Effect: Target foe and all nearby foes take 6 to 49 shadow damage and 4 to 17
    shadow damage for each enchantment on them.
    Comment: Thanks to spirit spammers, there is almost no way to have an
    enchantment on you in pvp anymore.  However, in pve, you can deal some modest
    damage to creatures who deal heavy in the enchantment department.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Enfeeble
    Attribute: Curses
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 5
    Effect: Target foe suffers from weakness for 5 to 17 seconds.
    Comment: A cheap and spammable weakness causer, great spell.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Enfeebling Blood
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 10
    Effect: Sacrifice 17% max health.  Target foe and all nearby foes suffer from
    weakness for 5 to 17 seconds.
    Comment: More casting than the above spell, but able to hit clumps of
    warriorlike enemies.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Faintheartedness
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: Hex, for the next 5 to 24 seconds, target foe attacks 50% slower than
    normal and suffers health degeneration of 1.
    Comment: The best early support skill for a necromancer.  Faintheartedness can
    take the bite right out of warrior bosses.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Feast of Corruption [Elite]
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 20
    Effect: Hex.  Target foe and all adjacent foes are struck for 16 to 57 shadow
    damage.  You steal 8 to 34 health from each struck foe who is suffering from a
    "hex".
    Comment: Probably the hardest skill in the entire game to get, not even that
    good of one either.  Have fun getting it <_<.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Maw The Mountain Heart [Dreadnought's Drift]
    
    ----
    
    Name: Grenth's Balance [Elite]
    Attribute: None
    Energy Cost: 10
    Casting Time: .25
    Recharge Time: 15
    Effect: If target foe has more health than you, you gain half the difference up
    to your maximum health and that foe loses and equal amount.
    Comment: This spell used to be capable of dealing thousands of damage to high
    level bosses, now, it just sucks thanks to the rule you cannot exceed/deal more
    damage than your max health.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Facet of Darkness [Dragons Lair]  Mragga [Frozen Forest]*
    * = Mragga only appears when doing the Heroes Challenge Quest.
    
    ----
    
    Name: Infuse Condition
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 60
    Effect: Enchantment.  For the next 15 to 51 seconds, whenever you receive a
    condition, that condition is transferred to your closest minion instead.
    Comment: This skill is good, unless of course you have the fragility hex on
    you, in which case you're going to kill yourself substantially faster.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Thengen [Port Sledge]
    
    ----
    
    Name: Insidious Parasite
    Attribute: Curses
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 20
    Effect: Hex, for 8 to 18 seconds, whenever target foe hits with an attack, you
    steal 5 to 17 health from that foe.
    Comment: It's kind of like healing hands.  It's not very effective when you're
    taking 80 damage a hit, but it's better than nothing.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Life Siphon
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 2
    Effect: Hex, for the next 12 to 22 seconds, target foe suffers health
    degeneration of 1 to 3 and you gain health regeneration of 1 to 3.
    Comment: The bread and butter of most Blood Necros.  Life Siphon allows you to
    steal life over time from multiple targets.  While you can not cause extra
    degeneration by casting it twice on the same target, casting it on two
    different targets does increase your life regeneration.  This spell loses
    potency in the middle to late stages of the game, but it's still effective
    enough for self-sustainment purposes that you may as well keep it.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Life Transfer [Elite]
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Hex.  For 6 to 11 seconds, target foe has health degeneration of 3 to 7
    and you have health regeneration of 3 to 7.
    Comment: The much improved Life Siphon.  Life Transfer will cause more bad
    arrows than you'll ever want to see when it's placed on you.  The meanie who
    cast it on you will enjoy a nice healing breezeesque effect of gaining back
    life quickly.  The recharge is a bit long, but this is still a wonderful skill.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Feodor The Baneful [Iron Mines of Moladune], Agyrus The Scoundrel
    [Thunderhead Keep] ~25% chance to spawn, Odelyn The Displeased [Ring Of Fire],
    Sarlic The Judge [Abaddon's Mouth]
    
    ----
    
    Name: Lingering Curse [Elite]
    Attribute: Curses
    Energy Cost: 25
    Casting Time: 3
    Recharge Time: 10
    Effect: Hex.  Sacrifice 10% max health.  Target foe loses all enchantments.
    For 8 to 18 seconds, target foe gains only half health from healing.
    Comment: The ultimate doom for any moron using a 105 build in PVP, or just
    running into areas where this skill exists in PvE.  This skill can cripple
    heavy enchantment users quite quickly, and the poor souls healing them will be
    less effective.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Grenth's Cursed [Perdition Rock]
    
    ----
    
    Name: Malaise
    Attribute: Curses
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 2
    Effect: Hex.  For 5 to 29 seconds, target foe suffers energy degeneration of 2
    and you suffer health degeneration of 2.  Malaise ends prematurely if target
    foe's energy reaches 0.
    Comment: One of a very few necromancer energy management skills.  The health
    degeneration is easily countered in a number of ways.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Malign Intervention
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 20
    Effect: Hex, for 5 to 17 seconds, target foe receives 20% less benefit from
    healing.  If target foe dies when hexed with Malign Intervention, a level 1 to
    14 masterless bone minion is summoned.
    Comment: Less healing is good, but there are better skills for causing this,
    though this one does have a nice perk if you're a summoner.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Mark of Pain
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Hex.  For 30 seconds, whenever target foe takes physical damage, that
    foe and all adjacent foes take 10 to 34 additional shadow damage.
    Comment: For such a relatively early skill, this hex is devastating.  Most
    effective against clumps of warriors, it's a quick way to deal "splash" damage
    to the crowd.  If you have this on you and you're a warrior, either have it
    removed or spread out a bit from the other warriors up front.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Mark of Subversion
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Hex.  For 4 to 9 seconds, the next time target foe casts a spell on an
    ally, that spell fails and you steal 10 to 76 health from that foe.
    Comment: A handy counter spell against healing monks.  They can either burn a
    spell to trigger this, or wait nearly ten seconds to heal the party.  Neither
    choice is that great.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Marna [Ice Tooth Cave]
    
    ----
    
    Name: Necrotic Traversal
    Attribute: Death Magic
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 0
    Effect: Teleport to a random corpse.  All nearby foes become poisoned for 5 to
    17 seconds.
    Comment: Formerly, the greatest exploit skill in the game, now, however,
    necromancers can no longer into parties on hard missions simply by saying they
    have this spell.  Instead, it's almost entirely useless now.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Offering of Blood [Elite]
    Attribute: Blood Magic
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 15
    Effect: Sacrifice 10% max health.  You gain 8 to 18 energy.
    Comment: Great spell, Free energy is good, 10% is not that much, especially if
    you're using a spell/setup which reduces your maximum life significantly.  Less
    life sacrificed is far easier to heal with simple health regeneration.  Also
    effective on monks trying to gain some energy back quickly.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Riine Windrot [Thunderhead Keep]. Jollen Steelblight [Frozen
    Forest]
    
    ----
    
    Name: Order of Pain
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Effect: Enchantment.  Sacrifice 17% max health.  Whenever a party member hits a
    foe with physical damage, that party member does an additional 3 to 13 damage.
    Comment: It would appear that I forgot to list the duration on this skill.
    Oops.  I've also never used this spell and can't give any advice on it...
    oops...
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Thengen [Port Sledge]
    
    ----
    
    Name: Order of the Vampire [Elite]
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 5
    Effect: Enchantment.  Sacrifice 17% max health.  For 5 seconds, whenever a
    party member hits a foe with a physical attack, that party member steals 3 to
    13 health.
    Comment: A very handy spell, allowing allies to heal themselves easily for a
    few seconds.  Unfortunately, it is a very few seconds and spamming this skill
    each time it expires will kill you quite quickly.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Uussh Visshta [Elona Reach], Rysaa Hisst [Dunes of Despair],
    Hessper Sasso [Thirsty River]
    
    ----
    
    Name: Parasitic Bond
    Attribute: Curses
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 2
    Effect: Hex, for 20 seconds, target foe suffers health degeneration of 1.  The
    caster is healed for 30 to 102 health when Parasitic Bond ends.
    Comment: Very effective healing of yourself, unfortunately, not long after
    getting this skill, you will realize that 1 health degeneration is just not an
    effective way to kill something.  Still, if you're not a blood necro, this will
    be able to heal you periodically.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Plague Sending
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 0
    Effect: Sacrifice 10% max health.  Transfer one negative condition and its
    remaining duration from yourself to target foe and all adjacent foes.
    Comment: Transferring bad things away is good.  This works good with a
    fragility spiker build.  Not much use in PVE.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Plague Signet [Elite]
    Attribute: Curses
    Energy Cost: 0, signet
    Casting Time: 2
    Recharge Time: 10
    Effect: Transfer all negative conditions and their remaining durations from
    yourself to target foe.  50% chance of failure with Curses 4 or less.
    Comment: Transferring bad things away is good.  This works good with a
    fragility spiker build.  Not much use in PVE.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Karobo Dimdim [Witman's Folly], Allobo Dimdim [Spearhead Peak]
    
    ----
    
    Name: Plague Touch
    Attribute: None
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 0
    Effect: Transfer a negative condition and its remaining duration for yourself
    to target touched foe.
    Comment: Transferring bad things away is good.  This works good with a
    fragility spiker build.  Not much use in PVE.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Price of Failure
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 3
    Recharge Time: 10
    Effect: Hex, for 30 seconds target foe has a 25% chance to miss with attacks
    and takes 6 to 25 damage when failing to hit a target in combat.
    Comment: Nice duration, great effect, this is one curse a curser... hmm, what
    would a curser be called, uh, hexer?  hexor?  Well, anyway, yeah, great skill,
    bring it.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Putrid Explosion
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: The nearest corpse to you explodes damaging all nearby foes for 24 to
    101 health.
    Comment: Blowing bodies up becomes less effective as you progress through the
    game.  Still, the range is decent.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Rend Enchantments
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 3
    Recharge Time: 30
    Effect: Remove 2 to 8 enchantments from target foe.  For each Monk Enchantment
    removed, you take 40 damage.
    Comment: A quick way to die if you remove 10 monk enchantments or so, but, very
    effective at removing the buffs of Elementalists and monks, regardless of the
    damage you take.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Rigor Mortis
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Hex, for 8 to 18 seconds, target foe can not block of evade.
    Comment: A great way to help your warriors hit the warriors of your opponents
    when they stand around using gladiator's and bonetti's defense.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Rotting Flesh
    Attribute: Death Magic
    Energy Cost: 15
    Casting Time: 3
    Recharge Time: 3
    Effect: Hex, Target creature with flesh becomes diseased for 10 to 22 seconds.
    Comment: Disease spreads, making it quite handy.  Otherwise, it's just like
    poison, which is reasonably effective.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Shadow Strike
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 8
    Effect: Target foe takes 12 to 41 shadow damage.  If that foe's health is above
    50%, you steal 12 to 41 health.
    Comment: I've never used this one, either!
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Shadow of Fear
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 10
    Effect: Hex, target foe and all adjacent foes attack 50% slower for the next 20
    to 39 seconds.
    Comment: Mass faintheartedness.  I've never personally used this, but my
    friends tell me it's not as effective as it sounds, for some reason.  *shrug*
    It looks good.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Signet of Agony
    Attribute: Blood Magic
    Energy Cost: 0, signet
    Casting Time: .75
    Recharge Time: 15
    Effect: Sacrifice 10% maximum health and suffer bleeding for 25 seconds, all
    nearby foes take 10 to 37 damage.
    Comment: uh....  aside from giving yourself a condition to pass to a foe, I
    don't see a point in this.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Soul Barbs
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 20
    Effect: Hex, for 30 seconds, target foe takes 15 to 27 damage when an
    enchantment or hex is cast on that target.
    Comment: A wonderful way to aid yourself, Mesmers and Hydromancers at dealing
    additional damage to foes.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Soul Feast
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 0
    Effect: Consume a nearby corpse for 50 to 234 health.
    Comment: 234 health is a lot.  Making this a good skill.  Sadly, it requires
    corpses, which are in a low supply near the end of the game.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Soul Leech [Elite]
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 15
    Effect: Hex.  For 10 seconds, whenever target foe casts a spell, you steal 16
    to 67 health from that foe.
    Comment: I feel this is the most underrated necromancer elite in the game.
    It's not great, but paired with a solid backfire, you can essentially disable a
    caster indefinitely, or at least limited them greatly.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Goss Darkweb [Abaddon's Mouth]
    
    ----
    
    Name: Spinal Shivers
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 15
    Effect: Hex.  For 10 to 34 seconds, whenever target foe takes cold damage, that
    foe is interrupted and you lose 10 to 6 energy or spinal shivers ends.
    Comment: Useless... unless I'm missing some godly combo...
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Spiteful Spirit [Elite]
    Attribute: Curses
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 10
    Effect: Hex.  For 8 to 18 seconds, target foe takes 5 to 29 damage each time
    that foe attacks or uses a skill.  All foes adjacent to that foe also take the
    damage.
    Comment: Another underrated skill.  Although the damage isn't the great, it has
    a decent duration, fast recharge and affects clustered enemies no matter what
    method of damage they are dealing.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Nighh SpineChill [Talus Chute], Ceru Gloomrunner [Iron Mines of
    Moladune], Sapph Blacktracker [Snake Dance]
    
    ----
    
    Name: Strip Enchantment
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 20
    Effect: Remove one enchantment from target foe.  You gain 30 to 102 health for
    removing it.
    Comment: Enchantment removal is good, gaining a lot of health is good.  Thus,
    this spell is fairly good.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Suffering
    Attribute: Curses
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 20
    Effect: Hex.  For 6 to 25 seconds, target foe and all those nearby suffer
    health degeneration of 2.
    Comment: While the health degeneration is not huge, the duration of the spell
    is good, the area of effect is good, making it a decent spell through the
    middle of the game, perhaps longer.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Tainted Flesh [Elite]
    Attribute: Death Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 0
    Effect: Enchantment.  For 20 to 39 seconds, target ally is immune to disease
    and anyone striking that ally in melee becomes diseased for 3 to 13 seconds.
    Comment: Well, uh.  Uh...  I've never used this :P
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Dosakaru Fevertouch [Perdition Rock]
    
    ----
    
    Name: Taste of Death
    Attribute: Death Magic
    Energy Cost: 5
    Casting Time: .25
    Recharge Time: 0
    Effect: Steal 100 to 340 health from target animated undead ally.
    Comment: A wonderful way to heal if you're a summoner.  Sadly, you need to
    target your minion, which is not always that easy to do in the heat of battle.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Touch of Agony
    Attribute: Blood Magic
    Energy Cost: 5
    Casting Time: .75
    Recharge Time: 3
    Effect: Sacrifice 10% max health.  Target touched foe takes 20 to 50 shadow
    damage.
    Comment: I find this skill to be a waste of health.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Unholy Feast
    Attribute: Blood Magic
    Energy Cost: 15
    Casting Time: 1
    Recharge Time: 30
    Effect: Steal 8 to 34 health from each nearby foe.
    Comment: If there are a lot of foes nearby, this skill can be handy.  You might
    initially think this would work well on a W/N, but the high cost and long
    recharge more or less ruin that idea.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Vampiric Gaze
    Attribute: Blood Magic
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 5
    Effect: Steal 18 to 52 health from target foe.
    Comment: A great moderate damage/healing skill for a necromancer.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Vampiric Touch
    Attribute: Blood Magic
    Energy Cost: 15
    Casting Time: .75
    Recharge Time: 5
    Effect: Steal 29 to 65 health from target touched foe.
    Comment: Though it does more than Vampiric gaze, the touch the enemy part can
    get quite disastrous as they start doing more damage.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Verata's Aura
    Attribute: Death Magic
    Energy Cost: 15
    Casting Time: .75
    Recharge Time: 30
    Effect: Enchantment.  Sacrifice 33% max health.  All hostile animated undead in
    the area become bound to you.  This spell ends after 120 to 264 seconds.  When
    it ends, you lose your bond with any undead minions bound to you.  50% failure
    with death magic 4 or less.
    Comment: Uh, that's a real lot of text.  If you're a summoner, and you are
    anticipating fighting summoners, I suppose this could be quite useful.  For
    the other 99.99% of times, it's not.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Verata's Gaze
    Attribute: Death Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 5
    Effect: If target undead has a master, its bond to the master is broken, making
    it hostile to all.  If it had no master, you become its master.
    Comment: Ten seconds to steal a level 9 Bone Horror from your enemy!
    Brilliant!
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Verata's Sacrifice
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 30
    Effect: Sacrifice 15% max health.  For 8 to 18 seconds, all undead allies gain
    10 health regeneration.  All conditions are removed from them and given to you.
    Comment: This one is easily the best of the Verata spells.  This will allow you
    to keep your minions alive significantly longer than you would be able to
    otherwise.  This can be dangerous if you get hit with fragility though.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Vile Touch
    Attribute: Death Magic
    Energy Cost: 10
    Casting Time: .75
    Recharge Time: 4
    Effect: Touch target foe to deal 18 to 52 damage.
    Comment: Lame.  May as well grab a sword and swing.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Virulence [Elite]
    Attribute: Death Magic
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 10
    Effect: If target foe was already suffering from a condition, that foe suffers
    from disease and weakness for 3 to 13 seconds.
    Comment: Great for fragility spikers, or otherwise adding conditions to a foe
    and spreading them with an epidemic.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Unthet Rotwood [Frozen Forest]
    
    ----
    
    Name: Weaken Armor
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 3
    Recharge Time: 30
    Effect: Hex, for 10 to 34 seconds, target foe has an armor penalty of 20
    against physical damage.
    Comment: 20 armor is not a great deal of armor.  It's handy early, and maybe
    even in the early pvp arena's, but definitely ditch this for something else
    later.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Well of Blood
    Attribute: Blood Magic
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 2
    Effect: Nearest corpse creates a well for 8 to 18 seconds.  While standing in
    the area of this well, all allied units gain health regeneration of 1 to 5.
    Comment: Nice healing, hard to place it where you want it though.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Well of Power [Elite]
    Attribute: Blood Magic
    Energy Cost: 15
    Casting Time: 3
    Recharge Time: 15
    Effect: Nearest corpse creates a well for 8 to 18 seconds.  While standing in
    the area of this well, all allied units gain health regeneration of 1 to 5 and
    energy regeneration of 2.
    Comment: An easy way for a necro to get into a party.  This skill is wonderful.
    Like well of blood, the placement issue can be a burden, but this skill is
    great for necro healers.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From:  Nhy Darkclaw [Mineral Springs]
    
    ----
    
    Name: Well of Suffering
    Attribute: Death Magic
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 10
    Effect: Nearest corpse creates a well for 10 to 26 seconds.  While standing in
    the area of this well, all foes suffer health degeneration of 1 to 5.
    Comment: It's almost like disease!  Thing which stand in this get degenerated.
    In honesty, the difficult in "aiming" this, plus the lack of damage makes it
    fairly ineffective, but it can still be handy with other forms of degeneration.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Well of the Profane
    Attribute: Death Magic
    Energy Cost: 25
    Casting Time: 3
    Recharge Time: 10
    Effect: Nearest corpse creates a well for 8 to 18 seconds.  Any foe standing in
    this well can not be the target of enchantments, and loses any enchantments
    presently on that foe.
    Comment: I've never used this, but as a monk most of the time, I can safely say
    I'm annoyed when I get near them.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Wither [Elite]
    Attribute: Curses
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 10
    Effect: Hex.  For 5 to 29 seconds, target foe suffers health and energy
    degeneration of 2.  Wither ends if target foe's energy reaches 0.
    Comment: A better energy management skill for a necromancer.  Still nothing
    compared to most Mesmer ones, this comes with health degeneration too.  The
    duration is good, provided the target never actually hits zero energy.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture From: Ignis Effigia [Perdition Rock]
    
    
    ---
    5. Ranger Skills
    ---
    
    Rangers, along with Mesmers virtually own the PvP world.  Also, like Mesmers,
    they'll have a hard time getting into any PvE pick up group.  Rangers have a
    primary attribute of expertise, which makes all ranger skills cost less energy,
    by 4% per level.  Rangers specialize with bows or beasts.  It is often said
    pets are either an all or nothing deal.  This is not quite true.  Several pet
    skills are interrupts, which work just as effectively with no points in them as
    they do with the skill maxed.  Rangers pack several interrupts with their bow
    as well.
    
    Rangers have skills known as preparations. For a limited time, all attacks made
    with the appropriate weapon do the appropriate preparations' effect.  Only one
    preparation may be active at a time, and some skills remove all preparations.
    Rangers also use a lot of stances.  Like preparations, only one stance may be
    active at a time.
    
    Patch Notes:
    
    At level 20, pets now have 80 armor and move 20% faster than they used to.
    
    Spirits no longer aid each other with their abilities.  Spirits now destroy
    each other when a like spirit is cast.  For instance, if your team has a spirit
    of winter down, and you cast one, the first one is destroyed.
    
    ----
    
    Name: Antidote Signet
    Attribute: None
    Energy Cost: 0, signet
    Casting Time: 2
    Recharge Time: 8
    Effect: Cleanse yourself of Poison, Disease, and Blindness.
    Comment: I find this skill to be fairly useless, especially in PvP.  If you get
    poisoned, you're just going to get poisoned again soon, or, you have fragility
    on you, which will just increase the speed in which you die.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Apply Poison
    Attribute: Wilderness Survival
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 12
    Effect: Preparation.  For the next 24 seconds, your physical attacks inflict
    the poison condition for 3 to 13 seconds.
    Comment: One of the better preparations.  Poison only affects enemies with
    flesh though, and they become less and less frequent in the latter stages of
    the game.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Barbed Trap
    Attribute: Wilderness Survival
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 20
    Effect: Trap.  If tripped, barbed trap does 20 to 56 piercing damage to all
    foes in the area of it, and inflicts bleeding and cripple on them for 3 to 21
    seconds.  You are easily interrupted while setting this trap.
    Comment: In my opinion this is the best trap.  Cripple + Bleeding is handy.
    Best to either place in front of your entire army, or right next to your
    casters so they can run away from the crippled things chasing them.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Barrage [Elite]
    Attribute: Marksmanship
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 1
    Effect: Lose all preparations.  Shoot arrows at up to six enemies near your
    initial target.  Each strike hits for 1 to 13 additional damage.
    Comment: Almost without question the best PvE elite available to a ranger.
    Barrage does big damage to several targets and costs next to nothing.  You can
    almost entirely gain your energy back with a zealous bowstring.  Also, note,
    while it does remove preparations, enchantments like "conjure flame" are not
    removed.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Markis [Iron Mines of Moladune], Snyk The Hundred Tongue
    [Abaddon's Mouth]
    
    ----
    
    Name: Bestial Pounce
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 15
    Effect: Your pet does an attack which hits for an additional 5 to 17damage.  if
    the target was casting a spell, she or he is knocked down.
    Comment: One of a couple great pet interrupt skills.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Brutal Strike
    Attribute: Beast Mastery
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 5
    Effect: Your pet attacks for 5 to 17 more damage.  If the target has health
    lower than 50% after the initial damage, that target takes 5 to 17 more damage.
    Comment: This attack is basically final thrust for your pet.  While it lacks
    the huge damage, it comes back quicker in most cases and you can continue to
    deal damage while your pet chips in.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Call of Haste
    Attribute: Beast Mastery
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 25
    Effect: Shout.  For 30 seconds your pet moves 25% faster and has 25% more
    attack speed.
    Comment: Wonderful skill if you're a beast master, this will also help you
    interrupt better with the appropriate skills.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Call of Protection
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 115
    Effect: Shout.  For 120 seconds, your pet has 1 to 11 base damage reduction.
    Comment: As far as I know this skill is presently bugged and does not reduce it
    at all.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Called Shot
    Attribute: None
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 4
    Effect: Your shot moves 3 times faster than normal and can not be blocked or
    evaded.
    Comment: This skill would be nice if it had some damage attached to it.  To be
    honest, this skill is not that useful.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Charm Animal
    Attribute: Beast Mastery
    Energy Cost: 10
    Casting Time: 10
    Recharge Time: 0
    Effect: Charm target animal.  Once charmed, that animal becomes your pet.  It
    will come with you as long as you have this skill equipped.
    Comment: If you're going to bring a pet with, this is a skill you MUST have.
    In order to get rid of your pet, so you can charm a new one, talk to the tamer
    just outside of Ascalon City in Post Searing, or the one in the Regent Valley
    in Pre-Searing.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Choking Gas
    Attribute: Wilderness Survival
    Energy Cost: 15
    Casting Time: 2
    Recharge Time: 24
    Effect: Preparation.  For 1 to 10 seconds, your arrows deal 1 to 7 more damage
    and spread choking gas to all adjacent foes on impact.  Choking gas interrupts
    any foe trying to cast a spell.
    Comment: A handy interrupt skill.  Depending on your bow speed will affect just
    how often you can cause an interrupt.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Comfort Animal
    Attribute: Beast Mastery
    Energy Cost: 10
    Casting Time: 1
    Recharge Time: 1
    Effect: You heal your pet for 20 to 87 health.  If dead, you revive your pet
    with 10% to 48% of its max health, but all of your skills are disabled for 8
    seconds.
    Comment: If you're going to bring a pet, you're more or less forced to bring
    this skill, unless you have other ways of healing it.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Concussion Shot
    Attribute: Marksmanship
    Energy Cost: 25
    Casting Time: .5
    Recharge Time: 10
    Effect: If concussion shot hits while target foe is casting a spell, the spell
    is interrupted and your target becomes dazed for 5 to 11 seconds.  This attack
    only deals 1 to 10 damage.
    Comment: Dazed is a wonderful condition to pound someone with, making their
    casting abilities virtually useless.  Even with high expertise, this skill will
    drain your energy rather quickly, so make sure you smack someone with it during
    a long spell casting only.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Crippling Shot [Elite]
    Attribute: Marksmanship
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 1
    Effect: Target becomes crippled for 8 seconds, this attack can not be blocked
    or evaded.
    Comment: ..it can still miss, though.  Not a very good elite skill.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Melandru's Cursed [Perdition Rock]
    
    ----
    
    Name: Debilitating Shot
    Attribute: None
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 5
    Effect: If Deliberating shot hits, target foe loses 10 energy.
    Comment: I suppose this could be handy if you're a Mesmer primary focusing in
    inspiration magic and are just looking for an additional way to drain energy.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Determined Shot
    Attribute: Marksmanship
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 10
    Effect: If this attack hits, you deal 3 to 15 additional damage.  If it does
    not hit, all of your attack skills are recharged.
    Comment: This can be quite handy for recharging long recharge skills if you can
    manage to miss on purpose, which isn't hard to do with a high arcing bow.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Disrupting Lunge
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 5
    Effect: Your pet deals 1 to 10 additional damage.  If the target was using a
    skill, it is interrupted and disabled for 20 additional seconds.
    Comment: The most underrated skill in the entire game.  If you have a pet, you
    may as well bring this because it's just as good as distracting shot.  Using
    them both in tandem can be devastating.  The best part, for pvp, is that your
    pet is seldom considered a threat, but once it starts massing interrupts...
    <_<.
    
    Please note, due to a glitch [or maybe it's intended], the 20 seconds of extra
    recharge will not take effect if the skill was an "easily interrupted" skill,
    or if the target was dazed.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Thengen [Port Sledge]
    
    ----
    
    Name: Distracting Shot
    Attribute: Expertise
    Energy Cost: 5
    Casting Time: .5
    Recharge Time: 10
    Effect: This attack interrupts any skill the target is using and disabled it
    for an extra 20 seconds.  This attack only deal 1 to 13 damage.
    Comment: Please note, due to a glitch [or maybe it's intended], the 20 seconds
    of extra recharge will not take effect if the skill was an "easily
    interrupted" skill, or if the target was dazed.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Dodge
    Attribute: Expertise
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 30
    Effect: For 5 seconds, you move 33% faster and have a 27% to 65% chance to
    evade incoming arrows.  Dodge ends if you attack.
    Comment: The speed boost is nice, but the duration stinks, the recharge stinks,
    and it only affects arrows.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Dryder's Defenses
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 60
    Effect: Stance.  For 5 to 10 seconds, you have a 75% chance to evade attack and
    gain 34 to 55 armor against elemental damage.
    Comment: One of the best tanking skills in the game, unfortunately, the
    recharge is excessively long compared to the duration.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Dual Shot
    Attribute: None
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 5
    Effect: You fire two arrows at the same target, each deals only 75% damage.
    Comment: Works great for dealing extra damage with preparations, since they'll
    still hit twice at full damage.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Dust Trap
    Attribute: Wilderness Survival
    Energy Cost: 25
    Casting Time: 2
    Recharge Time: 30
    Effect: When triggered, all foes in the area become blind for 3 to 9 seconds
    and take 10 to 56 earth damage.  While setting this trap, you are easily
    interrupted.
    Comment: Probably the most useless trap.  Blind is nice, but they're not going
    to hit you well if their crippled either.  The cost is quite high for a trap
    with a long recharge.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Edge of Extinction
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds.
    Whenever a like creature dies within its area, all creatures of that type take
    14 to 43 damage.
    Comment: Pretty damn useless especially at the stage of the game in which you
    get it.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Energizing Wind
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds.  All
    skills cost 15 less energy [minimum 10], but recharge 25% slower than usual.
    Comment: This tends to annoy monks to no end.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Thengen [Port Sledge]
    
    ----
    
    Name: Escape [Elite]
    Attribute: Expertise
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 60
    Effect: Stance.  For 5 to 15 seconds, you move 25% faster and have a 75% chance
    to evade attacks.
    Comment: Great skill if you're  a runner, or find yourself running away all the
    time.  Otherwise, it's not so great.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Whuup Buumbuul [Talus Chute] and [Snake Dance]
    
    ----
    
    Name: Favorable Winds
    Attribute: Marksmanship
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds.  All
    arrows fired in its range deal 6 additional damage and move twice as fast.
    Comment: This also helps your opponents, but faster arrows means less movement
    missing, which is always handy.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Feral Lunge
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 10
    Effect: Your pet does an attack which hits for 5 to 17 additional damage, if
    the target was attacking, it bleeds for 3 to 21 seconds.
    Comment: Not all that useful, the odds of actually hitting something other than
    a fainthearted attacker while attacking aren't that great.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Ferocious Strike [Elite]
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 8
    Effect: Another hugely underrated skill.  Your pet attacks dealing 13 to 25
    additional damage, and you gain adrenaline and 3 to 9 energy.
    Comment: Okay, if you're using a beastmaster, this is THE must have skill.
    With high expertise, most of your skills will cost 2/3 energy, meaning, this
    will pay for 3 to 4 attacks, most likely all you'll get off in this skills
    recharge.  Because of this, you can afford to use two +15 energy/-1 energy
    regeneration items, because this will cover your energy.  60+ energy on a
    beastmaster = gg.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Thul The Bull [Spearhead Peak]
    
    ----
    
    Name: Fertile Season
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 15 to 39 seconds.  All
    creatures in range gain 50 to 290 maximum health and gain 15 armor.
    Comment: I've honestly never used this O_o.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Flame Trap
    Attribute: Wilderness Survival
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 20
    Effect: When triggered, all foes in its area are struck for 15 to 27 fire
    damage and set on fire for 1 to 3 seconds.  While activating this skill, you
    are easily interrupted.
    Comment: A so-so trap.  Has probably the best damage of any trap, but doesn't
    tack on a condition other than the minimal burning.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Frozen Soil
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 30
    Effect: Create a level 1 to 8 spirit which dies after 30 to 78 seconds.  Dead
    creatures can not be resurrected.
    Comment: Also prevents allies from being resurrected.  There is a bit of a
    glitch to getting around this, but as that would promote cheating I shall not
    state it here.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Greater Conflagration [Elite]
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds.  All
    physical damage inside of its range is converted to fire damage.
    Comment: Say hello to rangers armor being better than warriors armor.  This
    skill can make rangers nearly impervious to physical attacks.  When paired with
    winter, this then becomes cold damage, as well as all elemental damage, making
    it very easy to defend against.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Valetudo Rubor [Hell's Precipice]
    
    ----
    
    Name: Healing Spring
    Attribute: Wilderness Survival
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 20
    Effect: Trap.  For 10 seconds, allies in the area gain 15 to 51 health ever 2
    seconds.  You are easily interrupted while setting this "trap".
    Comment: This skill is quite useless, stick to troll unguent.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Hunter's Shot
    Attribute: Marksmanship
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 5
    Effect: If it hits, this attack deals 3 to 13 additional damage and causes the
    target to bleed for 3 to 21 seconds if it had been moving or attack.
    Comment: Not terribly useless, rangers tend to have trouble hitting moving
    targets unless they're at a close range or have a fast low arc bow.  We've
    already discussed hitting something while it attacks.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Ignite Arrows
    Attribute: Wilderness Survival
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 12
    Effect: Preparation.  For 24 seconds your arrows explode on impact, dealing 3
    to 15 fire damage to anything nearby.
    Comment: This preparation is actually quite good.  The damage still occurs even
    if the arrow is blocked.  Great for clusters of enemies.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Incendiary Arrows [Elite]
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 24
    Effect: Preparation.  For 8 seconds, targets hit by your arrows are interrupted
    and burn for 1 to 3 seconds.
    Comment: Another good skill.  The interrupts are extremely handy, similar to
    choking gas.  The downfall is the low duration this preparation has.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Casses Flameweb [Ring of Fire]
    
    ----
    
    Name: Kindle Arrows
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 12
    Effect: Preparation, for 24 seconds you arrows deal 3 to 20 additional fire
    damage.
    Comment: Unlike ignite arrows, this does not hit nearby units too.  Also, due
    to a bug, this presently makes both your normal attack and skill damage fire
    damage, rather than just the skill damage.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Lightning Reflexes
    Attribute: Expertise
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 60
    Effect: Stance.  For 5 to 10 seconds, you have a 75% chance to evade melee and
    projectile attacks, and you attack 33% faster.
    Comment: Short duration, long recharge, my favorite tune to sing as a ranger.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Maiming Strike
    Attribute: Beast Mastery
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 10
    Effect: Your pet hits for 5 to 17 additional damage, if it hits a moving
    target, that target becomes crippled for 3 to 13 more seconds.
    Comment: So, the moron you've been beating on with your pet, suddenly realizes
    the pet isn't a decoy and tries to run.  Big mistake.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Marksman's Wager [Elite]
    Attribute: Expertise
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 24
    Effect: Preparation.  For 12 seconds, you gain 5 to 9 energy each time one of
    your arrows hits, but lose 10 energy when they do not.
    Comment: I hate this skill.  Rangers seldom have energy issues, and this isn't
    the best way to get them back.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Custodian Jenus [Elona Reach], Custodian Phedous [Thirsty River],
    Enchanted Bow Ranger Boss [Dunes of Despair]
    
    ----
    
    Name: Melandru's Arrows [Elite]
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 12
    Effect: Preparation.  For 18 seconds, your arrows cause bleeding for 3 to 21
    seconds and deal 8 to 24 additional damage to any target with an enchantment
    on.
    Comment: This, however, is a wonderful preparation.  Often overlooked in favor
    of poison arrow for a pvp elite skill, this one does have perks.  Bleeding
    causes decent degeneration and you'd be hard pressed to find an entire team
    with no enchantments [unless you're a spirit spammer team, in which case, you'd
    be hard pressed to find an enchantment]
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Ulhar Stonehound [Thunderhead Keep], Resnar Mountaininsight
    [Frozen Forest]
    
    ----
    
    Name: Melandru's Assault
    Attribute: Beast Mastery
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 10
    Effect: Your pet attacks for 5 to 17 more damage.  If the target had an
    enchantment on it, that target, and all adjacent foes take 5 to 17 damage.
    Comment: Not all that useful as far as pet skills go.  Pets work best on
    attacking casters, which don't generally get too close together like warriors
    do.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Marna [Ice Tooth Cave]
    
    ----
    
    Name: Melandru's Resilience [Elite]
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 25
    Effect: For 8 to 18 seconds, while in this stance, you gain health regeneration
    of 2 and energy regeneration of 1 for each condition and hex you are suffering
    from.
    Comment: This would be a nice skill, if it weren't elite.  It would mean an
    almost permanent energy regeneration of 10 in pvp >_<.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Facet of Nature [Dragon's Lair]
    
    ----
    
    Name: Muddy Terrain
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 30
    Effect: Create a level 1 to 8 spirit which dies after 30 to 78 seconds.  All
    creatures in the area move 10% slower and gain no bonus from speed boosting
    effects.
    Comment: Lame?  Yes, that would suffice, lame!
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Nature's Renewal
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds. All
    enchantments and hexes being cast in its area take 100% longer to cast.
    Maintained enchantments take double upkeep while in range.
    Comment: This skill got nerfed hard, haven't seen it since...
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Steig [Camp Rankor]
    
    ----
    
    Name: Oath Shot [Elite]
    Attribute: Expertise
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 20
    Effect: If this attack hits, all of your other skills are recharged.  If it
    misses, they're all disabled for 10 seconds. [50% chance to miss with expertise
    7 or less]
    Comment: Uh....It's really fun wasting your elite skill on something which can
    disable you for ten seconds...
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Perfected Cloak [Thunderhead Keep], Cairn The Troubling [Ring Of
    Fire], Cairn The Relentless [Abaddon's Mouth] Hilios The Dutiful [Iron Mines of
    Moladune]
    
    ----
    
    Name: Otyugh's Cry
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 30
    Effect: All animals in the area become hostile to your target and gain +20
    armor for 30 seconds.  This attack cannot turn animals against their masters or
    their masters' allies.  50% failure with beast mastery 4 or less.
    Comment: In honesty, I'm sure this skill has an use, I just don't have a damn
    clue what it might be.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Penetrating Attack
    Attribute: Marksmanship
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 3
    Effect: This attack hits for 3 to 15 extra damage with 20% armor penetration.
    Comment: Spammable, big damage, works great with other forms of armor
    penetration.  Possibly the best single attack a ranger has to offer.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Pin Down
    Attribute: Marksmanship
    Energy Cost: 15
    Casting Time: 0
    Recharge Time: 15
    Effect: If it hits, your target is crippled for 3 to 13 seconds.
    Comment: Hi, people reading this.  STOP USING THIS SKILL IN PVE.  Dear god, how
    often do you see a Risen Ash Hulk run away?  NEVER.  Why cripple it?  Geez.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Point Blank Shot
    Attribute: Expertise
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 3
    Effect: This attack has only 50% of your bow range, but hits for 10 to 18 extra
    damage.
    Comment: For having such a huge negative, and being based on a primary
    attribute, you would think the damage would be considerably better.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Poison Arrow [Elite]
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 1
    Effect: Your target becomes poisoned for 5 to 17 seconds.
    Comment: Only poisons enemies with flesh.  One of the most common ranger elite
    skills in pvp. Can be stacked with a preparation, unlike apply poison.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Salani Pippip [Witman's Folly], Kekona Pippip [Spearhead Peak],
    Ranger Boss Something Pippip [Talus Chute]
    
    ----
    
    Name: Power Shot
    Attribute: Marksmanship
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 6
    Effect: Attack deals 10 to 18 additional damage.
    Comment: Very nice early, replace with penetrating attack eventually, as it
    will do more damage and has a lower recharge.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Practiced Stance [Elite]
    Attribute: Expertise
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 15
    Effect: For 20 to 32 seconds, while in this stance, your preparations recharge
    50% faster and last 26% longer.
    Comment: It's a shame many of the better preparations are elite skills, too,
    otherwise, this would be one of the best ranger skills.  If, however, you love
    apply poison or kindle arrows, this may be worth considering.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Ryk Arrowwing [Mineral Springs]
    
    ----
    
    Name: Precision Shot
    Attribute: Marksmanship
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 6
    Effect: If this hits, you deal 10 to 18 additional damage [like every other
    damn ranger skill, grumble], but it cannot be blocked or evaded.  This attack
    is easily interrupted.
    Comment: ...  Okay, about that easily interrupted deal... yeah... bad skill.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Predator's Pounce
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 5
    Effect: Your pet hits for 5 to 17 additional damage and gains 5 to 41 health.
    Comment: Handy way to keep your pet alive while doing some extra damage.  In
    recent times, I've stopped using this skill in pvp, because no one really
    attacks pets, and even if they do, 41 health isn't going to help.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Predatory Season
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds.
    Healing is reduced by 20% to all creatures in range.  All creatures gain +5
    health steal when attacking.
    Comment: I've never used this aside from just having something to spam.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Primal Echoes
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds.
    Signets cost 10 energy to use in its range.
    Comment: Haha!  Stupid warrior has to pay most of its energy to use a res or
    healing signet!
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: [Copperhammer Mines]
    
    ----
    
    Name: Punishing Shot [Elite]
    Attribute: Marksmanship
    Energy Cost: 10
    Casting Time: .5
    Recharge Time: 8
    Effect: Your target is hit for 10 to 18 additional damage and is interrupted.
    Comment: Bet you didn't see that 10 to 18 coming!  Anyway, the recharge is
    fairly quick, so the ability to interrupt frequently is there, still, there are
    better elites.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Thul Boulderrain [Snake Dance] [Northern end]
    
    ----
    
    Name: Quick Shot [Elite]
    Attribute: None
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 1
    Effect: Shoot an arrow twice as fast as normal
    Comment: Great skill, useful for spreading damage via preparations to several
    targets quickly.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Maxine Coldstone [Perdition Rock] 50% chance to spawn
    
    ----
    
    Name: Quickening Zephyr
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 15 to 39 seconds.
    Skills recharge twice as fast but cost 30% more.
    Comment: Useful for screwing over spiking teams, as their spells will cost
    considerably more energy to cast.  Also quite effective at taking down the
    energy of a monk.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Read the Wind
    Attribute: Marksmanship
    Energy Cost: 5
    Casting Time: 2
    Recharge Time: 12
    Effect: Preparation.  For 12 seconds, your arrows move twice as fast and deal 3
    to 9 extra damage.
    Comment: Doesn't last too long, but does make a nice replacement for favorable
    winds, as it only benefits you.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Revive Animal
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 6
    Recharge Time: 20
    Effect: All nearby allied pets come back to life with 50 to 410 health.
    Comment: If it could only heal pets too.  I guess it's nice because it allows
    you to revive other pets, making it so not everyone has to pack comfort animal.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Marna [Ice Tooth Cave]
    
    ----
    
    Name: Savage Shot
    Attribute: Marksmanship
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 5
    Effect: Your targets action is interrupted.  If that action was a spell, they
    take 13 to 25 extra damage.
    Comment: Can be handy, though, Concussion shot and Distracting shot are better
    options.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Scavenger Strike
    Attribute: Beast Mastery
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 5
    Effect: Your pet hits for 5 to 17 extra damage.  If hitting a foe with a
    condition, that foe takes 1 to 12 more damage.
    Comment: Pets can inflict many conditions, this is worth bringing for extra
    damage.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Serpent's Quickness
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 0
    Recharge Time: 45
    Effect: Stance.  For 15 to 27 seconds, your skills recharge 50% faster.  This
    stances ends if you drop below 50% health.
    Comment: Stacks with other quick recharge.  This one lasts a while too.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Spike Trap [Elite]
    Attribute: Wilderness Survival
    Energy Cost: 10
    Casting Time: 2
    Recharge Time: 20
    Effect: When triggered, all foes in the area take 10 to 56 damage and are
    crippled for 3 to 13 seconds, and are knocked down.  You are easily interrupted
    while setting this trap.
    Comment: Modestly better than barbed trap, but not worth the elite slot, unless
    you're in an all trapper smite run group.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Vulg Painbrain [Ring Of Fire]
    
    ----
    
    Name: Storm Chaser
    Attribute: Wilderness Survival
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 30
    Effect: Stance.  For 8 to 18 seconds, you move 25% faster and gain 1 to 4
    energy whenever you take elemental damage.
    Comment: The best running skill in the game, period.  Storm chaser works great
    with a second profession, due to its long duration for a minimal amount of
    points.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Symbiosis
    Attribute: Beast Mastery
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds.  For
    each enchantment on a creature, that creature gains 27 to 125 health.
    Comment: Running around with 6,000 health can be quite fun, but it is not all
    that practical.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Symbiotic Bond
    Attribute: Beast Mastery
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 55
    Effect: Stance. For 120 to 264 seconds, your pet gains +1 health regeneration
    and half of all physical damage dealt to it is redirected to you.
    Comment: Somewhat like a life bond to your pet, although, I'm not sure it
    actually works, having never tried it.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Steig [Camp Rankor]
    
    ----
    
    Name: Throw Dirt
    Attribute: Expertise
    Energy Cost: 5
    Casting Time: 1
    Recharge Time: 45
    Effect: Target touched foe and those adjacent to it become blind for 3 to 13
    seconds.
    Comment: I'd rather just cripple the person, but this doesn't require you to
    actually hit them, which is good against pesky blocking warriors.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Tiger's Fury
    Attribute: Beast Mastery
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 10
    Effect: Stance.  All your non-attack skills are disabled for 5 seconds.  For 5
    to 10 seconds, you attack 33% faster than normal.
    Comment: dot... dot... dot...
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Troll Unguent
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 3
    Recharge Time: 10
    Effect: For 10 seconds, you gain health regeneration of 3 to 9.
    Comment: Long casting time, but one of a few ways a Ranger can gain health
    back.  This allows you to still move around [as opposed to healing spring], and
    more effectively counters most health degeneration.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Whirling Defense
    Attribute: Expertise
    Energy Cost: 10
    Casting Time: 0
    Recharge Time: 60
    Effect: For 8 to 18 seconds, you have a 75% chance to block attacks.  When you
    block a projectile attack, adjacent foes take 5 to 10 damage.
    Comment: A great skill for a tank, but not much else.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Winnowing
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds.
    Whenever a creature in its range takes physical damage, it takes four more than
    usual.
    Comment: zzzzzzz.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Winter
    Attribute: Wilderness Survival
    Energy Cost: 5
    Casting Time: 5
    Recharge Time: 60
    Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds.  Turns
    all elemental damage into cold damage.
    Comment: Sure makes armor selection a breeze when you're only going to have to
    face on element.  Also stacks well with greater conflagration.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    
    ---
    6. Warrior Skills
    ---
    
    Warrior have the heaviest armor against physical attacks in the game.  Their
    skills can also use Adrenaline, rather than energy.  Adrenaline is gained when
    a warrior strikes a target with an attack.  A small, quite small, in fact,
    amount of adrenaline is given to a warrior when it is attacked.  Strength is
    the primary attribute of a warrior, giving armor penetration when using attack
    SKILLS.  This does not effect regular attacks.  Warriors can master themselves
    with Hammers, Axes of Swords.  Hammers do the most damage, but attack the
    slowest.  Axes and swords attack at the same rate, but swords have a smaller
    damage range [15-22 on a max, compared to 6-28 for an axe].  All three weapons
    can inflict various conditions and do additional effects when they hit someone
    suffering from those conditions.  Tactics is useless... just kidding.  Tactics
    is quite underused, due to the demand that there be 2398047293489 healing monks
    in every party.  If, however, you do not have one, a tactics based warrior has
    the best chance of staying alive, compared to other warrior builds.
    
    ----
    
    Name: "Charge!" [Elite]
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 20
    Effect: Shout.  For 5 to 10 seconds, you and all allies in the area move 25%
    faster.
    Comment: This affects multiple people and is based on energy.  The problem is,
    It's an elite skill, and though most warrior elite skills are awful, there's
    often times something better than this one.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Balthazar's Cursed [Perdition Rock]
    
    ----
    
    Name: "Fear Me!"
    Attribute: Tactics
    Energy Cost: 0
    Adrenaline Cost: 4
    Casting Time: 0
    Recharge Time: 0
    Effect: Shout.  All adjacent foes lose 1 to 3 energy.
    Comment: A relatively useless skill.  It's not going to deplete the energy of
    casters nearly fast enough to bother them.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: "For Great Justice!"
    Attribute: None
    Energy Cost: 10
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 45
    Effect: Shout.  For 15 seconds, your adrenal skills charge twice as fast.
    Comment: This is also pretty awful.  It lasts no where near long enough in
    relation to its recharge time.  Use frenzy, flurry, or some multiple target
    attack if you want to build up adrenaline faster.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: "I Will Survive!"
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: Shout.  You gain health regeneration of 3 for each condition you are
    suffering.  This regeneration expires after 5 to 10 seconds.
    Comment: Due to the large amount of conditions these days in pvp, and even pve,
    this might be worth considering, until you note that it takes an entire minute
    to recharge.  Now as it's been changed to 30 seconds...  I'll have to try it.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: "I will avenge you!"
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 45
    Effect: Shout.  For each dead ally in the area, you gain 10 seconds of health
    regeneration 3 to 6 and your attack speed increases 33%.
    Comment: Another nice effect, but a long recharge and the requirement of a
    dead teammate hampers its usefulness.  The range is now the size of the
    compass...
    which is somewhat nice.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: "Shields Up!"
    Attribute: Tactics
    Energy Cost: 10
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: Shout.  For 8 to 18 seconds, you and all nearby allies gain 50 armor
    against piercing attacks and a 10% to 34% chance to block incoming projectiles.
    Comment: Extremely effective against rangers, and in most of the Maguuma
    jungle... it's a shame you don't get it when you're there.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: "To the Limit!"
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 20
    Effect: Shout.  For each adjacent enemy [max 1 to 5], you gain a strike of
    adrenaline.
    Comment: If there's give enemies near you, just use cyclone axe or hundred
    blades for the adrenaline.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: "Victory is Mine" [Elite]
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 15
    Effect: Shout.  You gain 10 to 56 health and 5 energy for each condition
    suffered by adjacent foes.
    Comment: If you team consists of fragility spikers or condition rangers, this
    is a wonderful skill to bring with.  Goes well with most warrior attacks too,
    as they often inflict a condition.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Sakalo Yawpyawl [Witman's Folly], Jono Yawpyawl [Spearhead Peak],
     Jono Yawpyawl [Talus Chute]
    
    ----
    
    Name: "Watch Yourself"
    Attribute: Tactics
    Energy Cost: 0
    Adrenaline Cost: 4
    Casting Time: 0
    Recharge Time: 0
    Effect: Shout.  Party members near you gain 20 armor for 5 to 10 seconds.
    Comment: Twenty armor isn't that bad, and this can actually prevent you from
    taking much damage at all in the early game, but the duration is short and most
    people consider tactics to be useless.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Axe Rake
    Attribute: Axe Mastery
    Energy Cost: 0
    Adrenaline Cost: 7
    Casting Time: 0
    Recharge Time: 0
    Effect: If this attack hits a foe suffering from a deep wound, you deal 1 to 8
    extra damage and that foe becomes crippled for 15 seconds.
    Comment: Crippling is quite nice, but when you consider you're going to need a
    considerable amount of adrenaline to inflict a deep wound, and then this, you
    might want to consider a more damaging skill instead.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Axe Twist
    Attribute: Axe Mastery
    Energy Cost: 0
    Adrenaline Cost: 8
    Casting Time: 0
    Recharge Time: 0
    Effect: If this attack hits a foe suffering from a deep wound, you deal 1 to 16
    extra damage and that foe suffers from weakness for 20 seconds.
    Comment: Weakness, on the other hand, can be well worth it in a warrior vs
    warrior situation.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Backbreaker [Elite]
    Attribute: Hammer Mastery
    Energy Cost: 0
    Adrenaline Cost: 10
    Casting Time: 0
    Recharge Time: 0
    Effect: You deal 1 to 16 extra damage and knock down target foe for 4 seconds.
    Comment: 4 seconds of being on the ground is just...  wow.  If only it took a
    little less adrenaline.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Ferk Mallet [Ring Of Fire]
    
    ----
    
    Name: Balanced Stance
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: Stance.  For 8 to 18 seconds, you can not be knocked down and critical
    hits deal no additional damage.
    Comment: An all around great stance, very useful for runners, but also handy in
    say, the dragon's lair or against geomancers.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Battle Rage [Elite]
    Attribute: Strength
    Energy Cost: 0
    Adrenaline Cost: 4
    Casting Time: 0
    Recharge Time: 0
    Effect: Stance.  For 5 to 17 seconds, you move 25% faster and gain double
    adrenaline from attacks.  Battle rage ends if you use a non-attack skill, and
    you lose all adrenaline when it ends.
    Comment: Honestly, I loved using this... with my healing monk.  Not that it
    actually did anything, it was just rather amusing to charge into battle moving
    really quick.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Smukk Foombool [Snake Dance], Krogg Shmush [Talus Chute]
    
    
    ----
    
    Name: Belly Smash
    Attribute: Hammer Mastery
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: If this attack hits a foe on the ground, that foe becomes blind for 3
    to 9 seconds.
    Comment: Meh, if they're on the ground, they're not attacking, that's better
    than blind.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Berserker Stance
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: Stance.  For 5 to 10 seconds, you attack 33% faster than normal and
    gain 20% more adrenaline.  This stance ends if you use a skill.
    Comment: A good way to stock up huge amounts of adrenaline before finally
    unleashing it all.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Bonetti's Defense
    Attribute: Tactics
    Energy Cost: 0
    Adrenaline Cost: 8
    Casting Time: 0
    Recharge Time: 0
    Effect: For 5 to 10 seconds, you have a 75% chance to block attacks.  Each
    attack blocked in this way gives you five energy.  This stance ends if you use
    a skill.
    Comment: Possibly the most abused skill in the history of the game, especially
    by secondary warriors.  If you're in a pack, you can literally watch your
    energy go from zero to full in five seconds.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Bull's Charge [Elite]
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 20
    Effect: Stance.  For 5 to 10 seconds you move 25% faster than normal.  If you
    strike a fleeing foe in melee, that foe is knocked down.  This stance ends if
    you use a skill.
    Comment: A wonderful way to catch people running away, but, as it is elite, if
    you really want to stop them, use cripple or the next skill down.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Skintekaru Manshredder [Perdition Rock]
    
    ----
    
    Name: Bull's Strike
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 8
    Effect: If this attack hits a fleeing foe, you deal 5 to 25 additional damage
    and that foe is knocked down.
    Comment: The most underused anti-running skill in the game.  It's really not
    half bad, and if you don't intend to bring a running skill into PVP, you best
    bring this.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Cleave [Elite]
    Attribute: Axe Mastery
    Energy Cost: 0
    Adrenaline Cost: 4
    Casting Time: 0
    Recharge Time: 0
    Effect: You deal 10 to 22 additional damage.
    Comment: Cheap and damaging, although Eviscerate is probably a touch better in
    the long run.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Marka Granitehand [Iron Mines of Moladune], Gornar Bellybreaker
    [Thunderhead Keep], Linka Goldensteel [Frozen Forest], Virag Bladestone [Ice
    Caves of Sorrow]
    
    ----
    
    Name: Counter Blow
    Attribute: Hammer Mastery
    Energy Cost: 0
    Adrenaline Cost: 4
    Casting Time: 0
    Recharge Time: 0
    Effect: If this attack hits an attacking foe, that foe is knocked down.
    Comment: Another generic knock down skill.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Crude Swing
    Attribute: Hammer Mastery
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 5
    Effect: Attack all adjacent foes.  Each one you hit takes 1 to 8 additional
    damage, but this skill is easily interrupted.
    Comment: The odds of actually pulling this attack off are not in your favor.
    The additional damage is pretty bad.  Considering it's cyclone axe, with a
    hammer, you think it'd be better.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Crushing Blow
    Attribute: Hammer Mastery
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 10
    Effect: If this attack hits, you deal 1 to 16 additional damage.  If you hit a
    knocked down foe you inflict a deep wound for 5 to 17 seconds.
    Comment: A nice compliment to the hammer bashers arsenal.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Cyclone Axe
    Attribute: Axe Mastery
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 4
    Effect: Attack all adjacent opponents for 4 to 10 additional damage.
    Comment: The skill.  Yes, the skill which gets you adrenaline back quickly when
    you're in a crowd.  One of the ways to keep your 105 monks adrenaline charge!
    Oh.... let's get ready for cyclone axe!!!!  [Yes, I really do yell that every
    time I use it]
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Deadly Riposte
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 10
    Effect: For 8 seconds, while you have a sword equipped, you block the next
    attack against you and your attacker takes 1 to 24 damage and begins bleeding
    for 3 to 21 seconds.
    Comment: Although I don't recall ever seeing anyone use this, if there were one
    on one warrior duals, rest assured this would be used.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Defensive Stance
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 45
    Effect: Stance.  For 5 to 10 seconds, you have +24 armor and you have a 75%
    chance to evade melee attacks and arrows.  This stance ends if you use a skill.
    Comment: Long recharge, though it might help you get away... except you get it
    at almost the end of the game.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Deflect Arrows
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: Stance.  For 8 to 18 seconds, you have a 75% chance to block arrows.
    This effect ends if you attack.
    Comment: A great skill to use in the Maguuma jungle, or in some pvps, too bad
    you get it in the southern Shiverpeaks.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Defy Pain [Elite]
    Attribute: Strength
    Energy Cost: 0
    Adrenaline Cost: 7
    Casting Time: 0
    Recharge Time: 0
    Effect: Shout.  For 8 seconds, you have 90 to 258 more health and 20 more
    armor.
    Comment: A common elite skill, a great way to keep yourself alive for eight
    seconds until someone actually heals you.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Obrhit Barkwood [Frozen Forest]
    
    ----
    
    Name: Desperation Blow
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 7
    Effect: If this attack hits, you deal 10 to 34 additional damage and your
    target suffers from one of: Bleeding [25], Deep Wound [20], Crippled [15] or
    Weakness [20].  You fall down after making this attack.
    Comment: Falling down is rather annoying, but if you get lucky and cripple the
    person, it makes up for it.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Captain Greywind [Ascalon Settlement]
    
    ----
    
    Name: Devastating Hammer [Elite]
    Attribute: Hammer Mastery
    Energy Cost: 0
    Adrenaline Cost: 7
    Casting Time: 0
    Recharge Time: 0
    Effect: Your target is knocked down and suffers from weakness for 5 to 17
    seconds.
    Comment: Probably the best hammer skill in the game.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Martigris the Stalwars [Iron Mines of Moladune], Perfected Armor
    [Thunderhead Keep], Cairn The Destroyer [Abaddon's Mouth], Cairn The Smug [Ring
    Of Fire]
    
    ----
    
    Name: Disciplined Stance
    Attribute: Tactics
    Energy Cost: 10
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 60
    Effect: Stance.  For 5 to 10 seconds, you gain 24 armor and have a 75% chance
    to block attacks.  This ends if you use an adrenal skill.
    Comment: I've never used this, doesn't look all that great, though.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Dismember
    Attribute: Axe Mastery
    Energy Cost: 0
    Adrenaline Cost: 7
    Casting Time: 0
    Recharge Time: 0
    Effect: Inflicts a deep wound on target for 5 to 17 seconds.
    Comment: As most axe attacks do something special when they hit someone with a
    deep wound, well, you get the idea.  The adrenaline cost for this is rather
    high, though.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Disrupting Chop
    Attribute: Axe Mastery
    Energy Cost: 0
    Adrenaline Cost: 6
    Casting Time: 0
    Recharge Time: 0
    Effect: If this hits, any skill target foe was using is disabled for 20
    seconds, any non-skill action that character was performing is interrupted.
    Comment: Useful, useful, useful.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Distracting Blow
    Attribute: None
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: .5
    Recharge Time: 10
    Effect: This attack deals no damage, but interrupts the target and any foes
    adjacent to it.
    Comment: Once again, quite useful, good recharge.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Marna [Ice Tooth Cave]
    
    ----
    
    Name: Dolyak Signet
    Attribute: Strength
    Energy Cost: 0, Signet
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 20
    Effect: For 8 to 18 seconds, you gain 10 to 18 armor and cannot be knocked
    down, but you move 75% slower.
    Comment: If the armor bonus were better, I'd swear by this skill, but as it
    creeps up slowly, the speed reduction is far more annoying than what it's
    worth.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Marna [Ice Tooth Cave]
    
    ----
    
    Name: Dwarven Battle Stance [Elite]
    Attribute: Strength
    Energy Cost: 10
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: Stance.  For 5 to 10 seconds, your hammer attacks interrupt your
    target, this ends if you use a skill.
    Comment: Duration is too short.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Slonak Copperbark [Iron Mines of Moladune]
    
    ----
    
    Name: Earth Shaker [Elite]
    Attribute: Hammer Mastery
    Energy Cost: 0
    Adrenaline Cost: 10
    Casting Time: 0
    Recharge Time: 0
    Effect: All adjacent foes are knocked down.  [50% failure with hammer mastery 4
    or less]
    Comment: If you're getting mobbed, this skill makes some sense, otherwise,
    leave it at home for a better elite.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Kor Stonewrath [Snake Dance]
    
    ----
    
    Name: Endure Pain
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: For 7 to 12 seconds, you gain 90 to 258 additional health.
    Comment: Well, you can stay alive for an extra few seconds, and this skill
    doesn't take up your elite.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Eviscerate [Elite]
    Attribute: Axe Mastery
    Energy Cost: 0
    Adrenaline Cost: 7
    Casting Time: 0
    Recharge Time: 0
    Effect: You deal 10 to 34 additional damage and inflict a deep wound on foe for
    5 to 17 seconds.
    Comment: Huge damage, inflicts the every so wonderful deep wound for an axe.
    Probably the best overall warrior elite skill]
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Toritudo Probo [Hell's Precipice]
    
    ----
    
    Name: Executioner's Strike
    Attribute: Axe Mastery
    Energy Cost: 0
    Adrenaline Cost: 8
    Casting Time: 0
    Recharge Time: 0
    Effect: You deal 10 to 34 additional damage with this attack.
    Comment: A big damage boost for such an early skill.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Final Thrust
    Attribute: Swordsmanship
    Energy Cost: 0
    Adrenaline Cost: 10
    Casting Time: 0
    Recharge Time: 0
    Effect: Lose all adrenaline.  Target foe takes 1 to 32 additional damage, this
    damage is doubled if that foe has less than 50% health.
    Comment: High adrenaline cost, but it is well worth it if you get someone in
    the 40% range, odds are you're going to kill them.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Flourish [Elite]
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 1
    Recharge Time: 10
    Effect: All of your attack skills are recharged.  You gain 1 to 6 energy for
    each one recharged like this.
    Comment: Never really used this.  Most attack skill have decent recharge
    already.  If only it charged stances.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Syr Honorcrest [Mineral Springs]
    
    ----
    
    Name: Flurry
    Attribute: None
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 5
    Effect: Stance.  You attack 33% faster, but deal 25% less damage for the next 5
    seconds.
    Comment: I prefer frenzy, to be honest.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Frenzy
    Attribute: None
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 4
    Effect: Stance.  You attack 33% faster but take double damage for the next
    eight seconds.
    Comment: Yes, you take more damage, but you deal more too, and if you're not
    being focused on, shing!  Works with bows or other long range weapons, too.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Galrath Slash
    Attribute: Swordsmanship
    Energy Cost: 0
    Adrenaline Cost: 8
    Casting Time: 0
    Recharge Time: 0
    Effect: You deal an additional 1 to 32 damage with this attack.
    Comment: This skill offers nothing but damage, avoid it.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Ephaz [Beetletun]
    
    ----
    
    Name: Gash
    Attribute: Swordsmanship
    Energy Cost: 0
    Adrenaline Cost: 7
    Casting Time: 0
    Recharge Time: 0
    Effect: If this hits a bleeding foe, you deal 5 to 9 extra damage and that foe
    suffers from a deep wound for 5 to 17 seconds.
    Comment: Perhaps one strike of adrenaline too expensive, but otherwise a great
    skill.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Gladiator's Defense [Elite]
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: Stance.  For 5 to 10 seconds, you have a 75% chance to block attacks.
    When you block an attack, the attacker takes 5 to 29 damage.
    Comment: I prefer the several other non-elite stances, but this one deals some
    good damage.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Facet of Strength [Dragons Lair]
    
    ----
    
    Name: Griffon's Sweep
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 5
    Effect: You deal 1 to 8 additional damage, if this attack would have been
    blocked or evaded, you deal an additional 10 to 29 damage.
    Comment: Not fair... Stefan gets it right away!
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Hammer Bash
    Attribute: Hammer Mastery
    Energy Cost: 0
    Adrenaline Cost:6
    Casting Time: 0
    Recharge Time: 0
    Effect: Lose all adrenaline.  Target foe is knocked down.
    Comment: Unless you really need a knockdown, avoid this.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Hamstring
    Attribute: Swordsmanship
    Energy Cost: 10
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 15
    Effect: Target foe is crippled for 3 to 13 seconds if this attack hits.
    Comment: The best cripple attack a warrior has.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Healing Signet
    Attribute: Tactics
    Energy Cost: 0, signet
    Adrenaline Cost: 0
    Casting Time: 2
    Recharge Time: 4
    Effect: Gain 40 to 130 health, you have -40 armor while using this skill.
    Comment: Okay, this is a really good skill, you just need to use it at the
    right times.  Do not use it when there's seven things hitting you and you don't
    have some sort of blocking stance on.  Do not use this when you're missing only
    5 life [Yes, I have seen people spam this at 99% health].  -40 armor is a
    decent chunk, as you'll be starting from 80 or so, but with high tactics,
    you'll more than make it up.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Heavy Blow
    Attribute: Hammer Mastery
    Energy Cost: 0
    Adrenaline Cost: 6
    Casting Time: 0
    Recharge Time: 0
    Effect: Lose all adrenaline.  If target foe is suffering from weakness, that
    foe is knocked down and you deal 1 to 24 additional damage.
    Comment: Knock them down with Devastating hammer, inflict weakness, they get
    back up, knock them right back down.  Works well if you have the adrenaline.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Avena [Maguuma Stade]
    
    ----
    
    Name: Hundred Blades [Elite]
    Attribute: Swordsmanship
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 8
    Effect: Strike all foes adjacent to your target, twice.
    Comment: The most overrated skill ever.  No damage increase, in fact, until
    recently, it had an unintended damage decrease.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Undead Prince Rurik [Hell's Precipice]
    
    
    ----
    
    Name: Irresistible Blow
    Attribute: Hammer Mastery
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 4
    Effect: You deal 1 to 24 additional damage, and another 1 to 24 if this skill
    is blocked, knocking that blocker down.  This skill can not be evaded.
    Comment: Handy against stances.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Mighty Blow
    Attribute: Hammer Mastery
    Energy Cost: 0
    Adrenaline Cost: 7
    Casting Time: 0
    Recharge Time: 0
    Effect: If this hits, you deal an extra 1 to 24 damage.
    Comment: Boring.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Penetrating Blow
    Attribute: Axe Mastery
    Energy Cost: 0
    Adrenaline Cost: 5
    Casting Time: 0
    Recharge Time: 0
    Effect: Deal 5 to 17 additional damage to target foe.  This attack has 20%
    armor penetration.
    Comment: This used to have 50% penetration, which made it the greatest skill
    ever.  While it no longer does absurd amounts of damage, it still does quite a
    bit of damage, a definite must for axe users.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Power Attack
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 4
    Effect: Deal 10 to 26 additional damage with this attack.
    Comment: Again, a generic, and boring, damage skill.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Protector's Strike
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 2
    Effect: Deal 10 to 34 additional damage if this attack strikes a moving foe.
    Comment: Another fairly standard damage skill, only works against people
    running though.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Pure Strike
    Attribute: Swordsmanship
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 8
    Effect: If this hits, you deal 1 to 24 additional damage.  If you are not in a
    stance, this attack can not be blocked or evaded.
    Comment: I prefer stances, myself.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Riposte
    Attribute: Tactics
    Energy Cost: 0
    Adrenaline Cost: 4
    Casting Time: 0
    Recharge Time: 0
    Effect: For 8 seconds, if you have a sword equipped, you block the next attack
    against you and the attacker takes 1 to 32 damage.
    Comment: I've never seen it used, but 1v1 against another melee attack it would
    be great.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Rush
    Attribute: Strength
    Energy Cost: 0
    Adrenaline Cost: 4
    Casting Time: 0
    Recharge Time: 0
    Effect: Stance.  For 8 to 18 seconds you move 25% faster.
    Comment: A running skill based on adrenaline.  This lasts a long time, compared
    to other skills.  Useful for getting away or chasing someone down, but, loses
    effectiveness when you have no adrenaline [duh!]
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Gammel [Copperhammer Mines]
    
    ----
    
    Name: Savage Slash
    Attribute: Swordsmanship
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 10
    Effect: If this hits, your target is interrupted.  If the interrupted skill was
    a spell, you deal 1 to 32 additional damage.
    Comment: Another nice skill for interrupting skills, decent recharge, too.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Seeking Blade
    Attribute: Swordsmanship
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 4
    Effect: If this attack hits, you deal 1 to 16 additional damage.  If it was
    evaded, your target bleeds for the next 1 to 16 seconds.  This attack cannot be
    blocked.
    Comment: I've never used this!
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Sever Artery
    Attribute: Swordsmanship
    Energy Cost: 0
    Adrenaline Cost: 4
    Casting Time: 0
    Recharge Time: 0
    Effect: Target foe begins to bleed for 5 to 21 seconds.
    Comment: Bleeding is annoying, the sever artery/gash combo of course needs
    bleeding.  It's a good cheap skill, worth keeping until you start seeing a lack
    of fleshy monsters.
    Unlock from [Needed only for PvP]: Garemm [Ascalon City]
    Purchase from: Sir Bertran [Ascalon City]
    
    ----
    
    Name: Shield Bash
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: For 5 to 10 seconds, while wielding a shield, the next melee attack
    against you is blocked.  If the attack was a skill, your attacker is knocked
    down and that skill is disabled for 15 seconds.
    Comment: This is a very good skill if you can correctly guess when the attacker
    is going to use their best skill.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Bartoch [Droknar's Forge]
    
    ----
    
    Name: Shield Stance
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 60
    Effect: For 8 to 18 seconds, you have a 75% chance to block attacks, but move
    33% slower.
    Comment: Long recharge, makes you move slow.  If you need to heal though, this
    stance can give you the needed cover.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Tengsao [Amnoon Oasis]
    
    ----
    
    Name: Skull Crack [Elite]
    Attribute: None
    Energy Cost: 0
    Adrenaline Cost: 10
    Casting Time: 0
    Recharge Time: 0
    Effect: If this hits a foe casting a spell, that foe becomes dazed for 15
    seconds.
    Comment: So much adrenaline...  Still, dazed casters are next to useless.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Hail Blackice [Spearhead Peak]
    
    ----
    
    Name: Sprint
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 20
    Effect: Stance.  You move 25% faster for 8 to 13 seconds.
    Comment: Standard running skill, uses the common strength attribute.  Cheap and
    quick charging.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    ----
    
    Name: Staggering Blow
    Attribute: Hammer Mastery
    Energy Cost: 0
    Adrenaline Cost: 6
    Casting Time: 0
    Recharge Time: 0
    Effect: If this hits, your target suffers from weakness for 5 to 13 seconds.
    Comment: Another way to make use of weakness on your hammer basher.
    Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
    Purchase from: Sorim [Quarrel Falls]
    
    ----
    
    Name: Swift Chop
    Attribute: Axe Mastery
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 4
    Effect: If this attack hits, you strike for 1 to 16 extra damage.  If it is
    blocked, you inflict a deep wound on that foe for 20 seconds, and they take 1
    to 16 more damage.  This can not be evaded.
    Comment: Great against most warrior or ranger stances, the deep wound of course
    helps most other axe attacks.
    Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
    Purchase from: Firstwatch Sergio [Lion's Arch]
    
    ----
    
    Name: Thrill of Victory
    Attribute: Tactics
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 10
    Effect: If this hits, and you have more health than target foe, you strike for
    10 to 34 additional damage.
    Comment: I've found this skill to not be all that great, even though it charges
    quickly and does decent damage.
    Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
    Purchase from: Mazzim [Fisherman's Haven]
    
    ----
    
    Name: Warrior's Cunning
    Attribute: Strength
    Energy Cost: 10
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 60
    Effect: For 5 to 10 seconds, your melee attacks cannot be blocked or evaded.
    Comment: Too long of a recharge to be of any consistent use.
    Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
    Purchase from: Harnil [Marhan's Grotto]
    
    ----
    
    Name: Warrior's Endurance [Elite]
    Attribute: Strength
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 30
    Effect: Stance.  For 5 to 19 seconds, you gain 3 energy each time you hit with
    a melee attack.  This cannot raise your energy above 5 to 15.
    Comment: The fact this can't bring your max energy to full is reason enough to
    never use this as an elite skill.
    Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
    Capture from: Custodian Dellus [Elona Reach], Custodian Hulgar [Thirsty River],
    Custodian Fidius [Dunes of Despair]
    
    ----
    
    Name: Wary Stance
    Attribute: Tactics
    Energy Cost: 10
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 60
    Effect: Stance.  For 5 to 10 seconds, you block any attack skills used against
    you.  For each skill blocked like this, you gain Adrenaline and 5 energy.  This
    ends if you use a skill.
    Comment: Again, too long of a recharge compared to the duration, otherwise it's
    a great skill.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Taltosh [Grendich Courthouse]
    
    ----
    
    Name: Wild Blow
    Attribute: None
    Energy Cost: 5
    Adrenaline Cost: 0
    Casting Time: 0
    Recharge Time: 5
    Effect: Lose all adrenaline.  If this hits, this attack will deal a critical
    hit and break any stance your target is in.  This attack can not be blocked or
    evaded.
    Comment: Although it does take all of your adrenaline, breaking stances with
    only the chance to "miss" is effective against warriors and rangers.  Consider
    bringing it if you get blocked and evaded frequently.
    Unlock from [Needed only for PvP]: Willem [Yak's Bend]
    Purchase from: Captain Osric [Yak's Bend]
    
    
    ---
    7. Elementalist Armor
    ---
    
    Elementalist's have extremely weak armor.  On the specific sets, they do gain a
    solid bonus against a particular element.  For example, Pyromancer pieces add
    15 armor against fire attacks.  Rather than wearing the matching outfit to your
    main element, consider wearing whatever prevents the best in the area of the
    game you are in.  For example, Hydromancer gear would do much better in the
    northern and southern Shiverpeaks, than it would in the ring of fire.
    
    Banoit [Ascalon City]
    
    Elementalist's Gloves
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 1 Bolt of Cloth, 50 Gold
    
    Elementalist's Robes
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 50 Gold
    
    Elementalist's Leggings
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Elementalist's Shoes
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 1 Bolt of Cloth, 50 Gold
    
    Pyromancer's Gloves
    Armor Level: 15
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Pyromancer's Robes
    Armor Level: 15
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 6 Bolts of Cloth, 50 Gold
    
    Pyromancer's Leggings
    Armor Level: 15
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 4 Bolts of Cloth, 50 Gold
    
    Pyromancer's Shoes
    Armor Level: 15
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Third Eye
    Armor Level: 15
    Bonus: None
    Materials & Cost: 1 Pile of Glittering Dust, 50 Gold
    
    
    
    Corwen [Ascalon City]
    
    All Seeing Eye
    Armor Level: 30
    Bonus: +1 Energy Storage
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Elementalist's Gloves
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Elementalist's Robes
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Bolts of Cloth, 150 Gold
    
    Elementalist's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 150 Gold
    
    Elementalist's Shoes
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Flame's Eye
    Armor Level: 30
    Bonus: +1 Fire Magic
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Glacier's Eye
    Armor Level: 30
    Bonus: +1 Water Magic
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Pyromancer's Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold
    
    Pyromancer's Robes
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 12 Bolts of Cloth, 3 Scales, 150 Gold
    
    Pyromancer's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 8 Bolts of Cloth, 2 Scales, 150 Gold
    
    Pyromancer's Shoes
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold
    
    Storm's Eye
    Armor Level: 30
    Bonus: +1 Air Magic
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Third Eye
    Armor Level: 30
    Bonus: None
    Materials & Cost: 2 Piles of Glittering Dust, 150 Gold
    
    
    
    Harlan [Piken Square]
    
    Elementalist's Gloves
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 1 Bolt of Cloth, 50 Gold
    
    Elementalist's Robes
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 50 Gold
    
    Elementalist's Leggings
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Elementalist's Shoes
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 1 Bolt of Cloth, 50 Gold
    
    Pyromancer's Gloves
    Armor Level: 15
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Pyromancer's Robes
    Armor Level: 15
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 6 Bolts of Cloth, 50 Gold
    
    Pyromancer's Leggings
    Armor Level: 15
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 4 Bolts of Cloth, 50 Gold
    
    Pyromancer's Shoes
    Armor Level: 15
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Third Eye
    Armor Level: 15
    Bonus: None
    Materials & Cost: 1 Pile of Glittering Dust, 50 Gold
    
    
    
    Breyshaw [Yak's Bend]
    
    All Seeing Eye
    Armor Level: 30
    Bonus: +1 Energy Storage
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Elementalist's Gloves
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Elementalist's Robes
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Bolts of Cloth, 150 Gold
    
    Elementalist's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 150 Gold
    
    Elementalist's Shoes
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Flame's Eye
    Armor Level: 30
    Bonus: +1 Fire Magic
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Glacier's Eye
    Armor Level: 30
    Bonus: +1 Water Magic
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Hydromancer's Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 4 Bolts of Cloth, 1 Shell, 150 Gold
    
    Hydromancer's Robes
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 12 Bolts of Cloth, 3 Shells, 150 Gold
    
    Hydromancer's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 8 Bolts of Cloth, 2 Shells, 150 Gold
    
    Hydromancer's Shoes
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 4 Bolts of Cloth, 1 Shell, 150 Gold
    
    Pyromancer's Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold
    
    Pyromancer's Robes
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 12 Bolts of Cloth, 3 Scales, 150 Gold
    
    Pyromancer's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 8 Bolts of Cloth, 2 Scales, 150 Gold
    
    Pyromancer's Shoes
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold
    
    Storm's Eye
    Armor Level: 30
    Bonus: +1 Air Magic
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Third Eye
    Armor Level: 30
    Bonus: None
    Materials & Cost: 2 Piles of Glittering Dust, 150 Gold
    
    
    
    Samuka [Lion's Arch]
    
    
    Aeromancer's Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Aeromancer's Robes
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 12 Bolts of Cloth, 3 Bolts of Linen, 150 Gold
    
    Aeromancer's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 150 Gold
    
    Aeromancer's Shoes
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    All Seeing Eye
    Armor Level: 30
    Bonus: +1 Energy Storage
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Elementalist's Gloves
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Elementalist's Robes
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Bolts of Cloth, 150 Gold
    
    Elementalist's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 150 Gold
    
    Elementalist's Shoes
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Flame's Eye
    Armor Level: 30
    Bonus: +1 Fire Magic
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Glacier's Eye
    Armor Level: 30
    Bonus: +1 Water Magic
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Hydromancer's Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 4 Bolts of Cloth, 1 Shell, 150 Gold
    
    Hydromancer's Robes
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 12 Bolts of Cloth, 3 Shells, 150 Gold
    
    Hydromancer's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 8 Bolts of Cloth, 2 Shells, 150 Gold
    
    Hydromancer's Shoes
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 4 Bolts of Cloth, 1 Shell, 150 Gold
    
    Pyromancer's Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold
    
    Pyromancer's Robes
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 12 Bolts of Cloth, 3 Scales, 150 Gold
    
    Pyromancer's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 8 Bolts of Cloth, 2 Scales, 150 Gold
    
    Pyromancer's Shoes
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold
    
    Storm's Eye
    Armor Level: 30
    Bonus: +1 Air Magic
    Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold
    
    Third Eye
    Armor Level: 30
    Bonus: None
    Materials & Cost: 2 Piles of Glittering Dust, 150 Gold
    
    
    
    Kailan [Bergen Hot Springs]
    
    Aeromancer's Gloves
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold
    
    Aeromancer's Robes
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 18 Bolts of Cloth, 3 Bolts of Linen, 250 Gold
    
    Aeromancer's Leggings
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 12 Bolts of Cloth, 2 Bolts of Linen, 250 Gold
    
    Aeromancer's Shoes
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold
    
    All Seeing Eye
    Armor Level: 39
    Bonus: +1 Energy Storage
    Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold
    
    Elementalist's Gloves
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Elementalist's Robes
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 250 Gold
    
    Elementalist's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Bolts of Cloth, 250 Gold
    
    Elementalist's Shoes
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Storm's Eye
    Armor Level: 39
    Bonus: +1 Air Magic
    Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold
    
    Third Eye
    Armor Level: 30
    Bonus: None
    Materials & Cost: 3 Piles of Glittering Dust, 250 Gold
    
    
    
    Shada [Beetletun]
    
    All Seeing Eye
    Armor Level: 39
    Bonus: +1 Energy Storage
    Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold
    
    Elementalist's Gloves
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Elementalist's Robes
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 250 Gold
    
    Elementalist's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Bolts of Cloth, 250 Gold
    
    Elementalist's Shoes
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Hydromancer's Gloves
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 6 Bolts of Cloth, 1 Shell, 250 Gold
    
    Hydromancer's Robes
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 18 Bolts of Cloth, 3 Shells, 250 Gold
    
    Hydromancer's Leggings
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 12 Bolts of Cloth, 2 Shells, 250 Gold
    
    Hydromancer's Shoes
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 6 Bolts of Cloth, 1 Shell, 250 Gold
    
    Pyromancer's Gloves
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 6 Bolts of Cloth, 1 Scale, 250 Gold
    
    Pyromancer's Robes
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 18 Bolts of Cloth, 3 Scales, 250 Gold
    
    Pyromancer's Leggings
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 12 Bolts of Cloth, 2 Scales, 250 Gold
    
    Pyromancer's Shoes
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 6 Bolts of Cloth, 1 Scale, 250 Gold
    
    Storm's Eye
    Armor Level: 39
    Bonus: +1 Air Magic
    Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold
    
    Third Eye
    Armor Level: 30
    Bonus: None
    Materials & Cost: 3 Piles of Glittering Dust, 250 Gold
    
    
    
    Saphir [Quarrel Falls]
    
    All Seeing Eye
    Armor Level: 39
    Bonus: +1 Energy Storage
    Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold
    
    Elementalist's Gloves
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Elementalist's Robes
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 250 Gold
    
    Elementalist's Leggings
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Bolts of Cloth, 250 Gold
    
    Elementalist's Shoes
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Flame's Eye
    Armor Level: 39
    Bonus: +1 Fire Magic
    Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold
    
    Geomancer's Gloves
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 6 Bolts of Cloth, 1 Granite Slab, 250 Gold
    
    Geomancer's Robes
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 18 Bolts of Cloth, 3 Granite Slabs, 250 Gold
    
    Geomancer's Leggings
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 12 Bolts of Cloth, 2 Granite Slabs, 250 Gold
    
    Geomancer's Shoes
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 6 Bolts of Cloth, 1 Granite Slab, 250 Gold
    
    Glacier's Eye
    Armor Level: 39
    Bonus: +1 Water Magic
    Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold
    
    Stone's Eye
    Armor Level: 39
    Bonus: +1 Earth Magic
    Materials & Cost: 6 Piles of Glittering Dust, 1 Granite Slab, 250 Gold
    
    Storm's Eye
    Armor Level: 39
    Bonus: +1 Air Magic
    Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold
    
    Third Eye
    Armor Level: 30
    Bonus: None
    Materials & Cost: 3 Piles of Glittering Dust, 250 Gold
    
    
    
    
    Elementalist Armor - Ventari's Refuge (Hanita)
    
    Aeromancer's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Aeromancer's Robes
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold
    
    Aeromancer's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold
    
    Aeromancer's Shoes
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    All Seeing Eye
    Armor Level: 45
    Bonus: +1 Energy Storage
    Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold
    
    Elementalist's Gloves
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Elementalist's Robes
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 12 Bolts of Cloth, 400 Gold
    
    Elementalist's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 400 Gold
    
    Elementalist's Shoes
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Flame's Eye
    Armor Level: 45
    Bonus: +1 Fire Magic
    Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold
    
    Geomancer's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 8 Bolts of Cloth, 2 Granite Slabs, 400 Gold
    
    Geomancer's Robes
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 24 Bolts of Cloth, 6 Granite Slabs, 400 Gold
    
    Geomancer's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 16 Bolts of Cloth, 4 Granite Slabs, 400 Gold
    
    Geomancer's Shoes
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 8 Bolts of Cloth, 2 Granite Slabs, 400 Gold
    
    Glacier's Eye
    Armor Level: 45
    Bonus: +1 Water Magic
    Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold
    
    Hydromancer's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 8 Bolts of Cloth, 2 Shells, 400 Gold
    
    Hydromancer's Robes
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 24 Bolts of Cloth, 6 Shells, 400 Gold
    
    Hydromancer's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 16 Bolts of Cloth, 4 Shells, 400 Gold
    
    Hydromancer's Shoes
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 8 Bolts of Cloth, 2 Shells, 400 Gold
    
    Pyromancer's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold
    
    Pyromancer's Robes
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 24 Bolts of Cloth, 6 Scales, 400 Gold
    
    Pyromancer's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 16 Bolts of Cloth, 4 Scales, 400 Gold
    
    Pyromancer's Shoes
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold
    
    Stone's Eye
    Armor Level: 45
    Bonus: +1 Earth Magic
    Materials & Cost: 8 Piles of Glittering Dust, 2 Granite Slabs, 400 Gold
    
    Storm's Eye
    Armor Level: 45
    Bonus: +1 Air Magic
    Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold
    
    Third Eye
    Armor Level: 45
    Bonus: None
    Materials & Cost: 4 Piles of Glittering Dust, 400 Gold
    
    
    
    Alemeth [Henge of Denravi]
    
    Aeromancer's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Aeromancer's Robes
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold
    
    Aeromancer's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold
    
    Aeromancer's Shoes
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    All Seeing Eye
    Armor Level: 45
    Bonus: +1 Energy Storage
    Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold
    
    Elementalist's Gloves
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Elementalist's Robes
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 12 Bolts of Cloth, 400 Gold
    
    Elementalist's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 400 Gold
    
    Elementalist's Shoes
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Flame's Eye
    Armor Level: 45
    Bonus: +1 Fire Magic
    Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold
    
    Glacier's Eye
    Armor Level: 45
    Bonus: +1 Water Magic
    Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold
    
    Geomancer's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 8 Bolts of Cloth, 2 Granite Slabs, 400 Gold
    
    Geomancer's Robes
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 24 Bolts of Cloth, 6 Granite Slabs, 400 Gold
    
    Geomancer's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 16 Bolts of Cloth, 4 Granite Slabs, 400 Gold
    
    Geomancer's Shoes
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 8 Bolts of Cloth, 2 Granite Slabs, 400 Gold
    
    Hydromancer's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 8 Bolts of Cloth, 2 Shells, 400 Gold
    
    Hydromancer's Robes
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 24 Bolts of Cloth, 6 Shells, 400 Gold
    
    Hydromancer's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 16 Bolts of Cloth, 4 Shells, 400 Gold
    
    Hydromancer's Shoes
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 8 Bolts of Cloth, 2 Shells, 400 Gold
    
    Pyromancer's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold
    
    Pyromancer's Robes
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 24 Bolts of Cloth, 6 Scales, 400 Gold
    
    Pyromancer's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 16 Bolts of Cloth, 4 Scales, 400 Gold
    
    Pyromancer's Shoes
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold
    
    Stone's Eye
    Armor Level: 45
    Bonus: +1 Earth Magic
    Materials & Cost: 8 Piles of Glittering Dust, 2 Granite Slabs, 400 Gold
    
    Storm's Eye
    Armor Level: 45
    Bonus: +1 Air Magic
    Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold
    
    Third Eye
    Armor Level: 45
    Bonus: None
    Materials & Cost: 4 Piles of Glittering Dust, 400 Gold
    
    
    
    Crafter [Stingray Strand]
    
    Elementalist's Gloves
    Armor Level: 57
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 1000 Gold
    
    Elementalist's Robes
    Armor Level: 57
    Bonus: +5 Energy
    Materials & Cost: 27 Bolts of Cloth, 1000 Gold
    
    Elementalist's Leggings
    Armor Level: 57
    Bonus: Energy Regeneration +1
    Materials & Cost: 18 Bolts of Cloth, 1000 Gold
    
    Elementalist's Shoes
    Armor Level: 57
    Bonus: Energy Regeneration +1
    Materials & Cost: 9 Bolts of Cloth, 1000 Gold
    
    Geomancer's Gloves
    Armor Level: 57
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 11 Bolts of Cloth, 3 Granite Slabs, 1000 Gold
    
    Geomancer's Robes
    Armor Level: 57
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 33 Bolts of Cloth, 9 Granite Slabs, 1000 Gold
    
    Geomancer's Leggings
    Armor Level: 57
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 22 Bolts of Cloth, 6 Granite Slabs, 1000 Gold
    
    Geomancer's Shoes
    Armor Level: 57
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 11 Bolts of Cloth, 3 Granite Slabs, 1000 Gold
    
    Pyromancer's Gloves
    Armor Level: 57
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 11 Bolts of Cloth, 3 Scales, 1000 Gold
    
    Pyromancer's Robes
    Armor Level: 57
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 33 Bolts of Cloth, 9 Scales, 1000 Gold
    
    Pyromancer's Leggings
    Armor Level: 57
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 22 Bolts of Cloth, 6 Scales, 1000 Gold
    
    Pyromancer's Shoes
    Armor Level: 57
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 11 Bolts of Cloth, 3 Scales, 1000 Gold
    
    
    
    Kathir [Amnoon Oasis]
    
    Aeromancer's Gloves
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold
    
    Aeromancer's Robes
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 27 Bolts of Cloth, 9 Bolts of Linen, 700 Gold
    
    Aeromancer's Leggings
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 18 Bolts of Cloth, 6 Bolts of Linen, 700 Gold
    
    Aeromancer's Shoes
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold
    
    All Seeing Eye
    Armor Level: 51
    Bonus: +1 Energy Storage
    Materials & Cost: 9 Piles of Glittering Dust, 9 Iron Ingots, 700 Gold
    
    Elementalist's Gloves
    Armor Level: 51
    Bonus: +5 Energy
    Materials & Cost: 8 Bolts of Cloth, 700 Gold
    
    Elementalist's Robes
    Armor Level: 51
    Bonus: +5 Energy
    Materials & Cost: 24 Bolts of Cloth, 700 Gold
    
    Elementalist's Leggings
    Armor Level: 51
    Bonus: Energy Regeneration +1
    Materials & Cost: 16 Bolts of Cloth, 700 Gold
    
    Elementalist's Shoes
    Armor Level: 51
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 700 Gold
    
    Flame's Eye
    Armor Level: 51
    Bonus: +1 Fire Magic
    Materials & Cost: 9 Piles of Glittering Dust, 9 Iron Ingots, 700 Gold
    
    Glacier's Eye
    Armor Level: 51
    Bonus: +1 Water Magic
    Materials & Cost: 9 Piles of Glittering Dust, 9 Iron Ingots, 700 Gold
    
    Geomancer's Gloves
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 9 Bolts of Cloth, 3 Granite Slabs, 700 Gold
    
    Geomancer's Robes
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 27 Bolts of Cloth, 9 Granite Slabs, 700 Gold
    
    Geomancer's Leggings
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 18 Bolts of Cloth, 6 Granite Slabs, 700 Gold
    
    Geomancer's Shoes
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 9 Bolts of Cloth, 3 Granite Slabs, 700 Gold
    
    Hydromancer's Gloves
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 9 Bolts of Cloth, 3 Shells, 700 Gold
    
    Hydromancer's Robes
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 27 Bolts of Cloth, 9 Shells, 700 Gold
    
    Hydromancer's Leggings
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 18 Bolts of Cloth, 6 Shells, 700 Gold
    
    Hydromancer's Shoes
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 9 Bolts of Cloth, 3 Shells, 700 Gold
    
    Pyromancer's Gloves
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 9 Bolts of Cloth, 3 Scales, 700 Gold
    
    Pyromancer's Robes
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 27 Bolts of Cloth, 9 Scales, 700 Gold
    
    Pyromancer's Leggings
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 18 Bolts of Cloth, 6 Scales, 700 Gold
    
    Pyromancer's Shoes
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 9 Bolts of Cloth, 3 Scales, 700 Gold
    
    Stone's Eye
    Armor Level: 51
    Bonus: +1 Earth Magic
    Materials & Cost: 9 Piles of Glittering Dust, 3 Granite Slabs, 700 Gold
    
    Storm's Eye
    Armor Level: 51
    Bonus: +1 Air Magic
    Materials & Cost: 9 Piles of Glittering Dust, 9 Iron Ingots, 700 Gold
    
    Third Eye
    Armor Level: 51
    Bonus: None
    Materials & Cost: 8 Piles of Glittering Dust, 700 Gold
    
    
    
    Morgren [Droknar's Forge]
    
    Aeromancer's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold
    
    Aeromancer's Robes
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 75 Bolts of Cloth, 12 Bolts of Linen, 1500 Gold
    
    Aeromancer's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 50 Bolts of Cloth, 8 Bolts of Linen, 1500 Gold
    
    Aeromancer's Shoes
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold
    
    All Seeing Eye
    Armor Level: 60
    Bonus: +1 Energy Storage
    Materials & Cost: 25 Piles of Glittering Dust, 25 Iron Ingots, 1500 Gold
    
    Elementalist's Gloves
    Armor Level: 60
    Bonus: +5 Energy
    Materials & Cost: 11 Bolts of Cloth, 1500 Gold
    
    Elementalist's Robes
    Armor Level: 60
    Bonus: +5 Energy
    Materials & Cost: 33 Bolts of Cloth, 1500 Gold
    
    Elementalist's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1
    Materials & Cost: 22 Bolts of Cloth, 1500 Gold
    
    Elementalist's Shoes
    Armor Level: 60
    Bonus: Energy Regeneration +1
    Materials & Cost: 11 Bolts of Cloth, 1500 Gold
    
    Flame's Eye
    Armor Level: 60
    Bonus: +1 Fire Magic
    Materials & Cost: 25 Piles of Glittering Dust, 25 Iron Ingots, 1500 Gold
    
    Geomancer's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 25 Bolts of Cloth, 4 Granite Slabs, 1500 Gold
    
    Geomancer's Robes
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 75 Bolts of Cloth, 12 Granite Slabs, 1500 Gold
    
    Geomancer's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 50 Bolts of Cloth, 8 Granite Slabs, 1500 Gold
    
    Geomancer's Shoes
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 25 Bolts of Cloth, 4 Granite Slabs, 1500 Gold
    
    Glacier's Eye
    Armor Level: 60
    Bonus: +1 Water Magic
    Materials & Cost: 25 Piles of Glittering Dust, 25 Iron Ingots, 1500 Gold
    
    Hydromancer's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 25 Bolts of Cloth, 4 Shells, 1500 Gold
    
    Hydromancer's Robes
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 75 Bolts of Cloth, 12 Shells, 1500 Gold
    
    Hydromancer's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 50 Bolts of Cloth, 8 Shells, 1500 Gold
    
    Hydromancer's Shoes
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 25 Bolts of Cloth, 4 Shells, 1500 Gold
    
    Pyromancer's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 25 Bolts of Cloth, 4 Scales, 1500 Gold
    
    Pyromancer's Robes
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 75 Bolts of Cloth, 12 Scales, 1500 Gold
    
    Pyromancer's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 50 Bolts of Cloth, 8 Scales, 1500 Gold
    
    Pyromancer's Shoes
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 25 Bolts of Cloth, 4 Scales, 1500 Gold
    
    Stone's Eye
    Armor Level: 60
    Bonus: +1 Earth Magic
    Materials & Cost: 25 Piles of Glittering Dust, 4 Granite Slabs, 1500 Gold
    
    Storm's Eye
    Armor Level: 60
    Bonus: +1 Air Magic
    Materials & Cost: 25 Piles of Glittering Dust, 25 Iron Ingots, 1500 Gold
    
    Third Eye
    Armor Level: 60
    Bonus: None
    Materials & Cost: 11 Piles of Glittering Dust, 1500 Gold
    
    
    
    Karl [Marhan's Grotto]
    
    Aeromancer's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold
    
    Aeromancer's Robes
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Lightning
    Materials & Cost: 150 Bolts of Cloth, 15 Bolts of Damask, 15000 Gold
    
    Aeromancer's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 100 Bolts of Cloth, 10 Bolts of Damask, 15000 Gold
    
    Aeromancer's Shoes
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Lightning
    Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold
    
    Geomancer's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 50 Bolts of Cloth, 5 Granite Slabs, 15000 Gold
    
    Geomancer's Robes
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Earth
    Materials & Cost: 150 Bolts of Cloth, 15 Granite Slabs, 15000 Gold
    
    Geomancer's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 100 Bolts of Cloth, 10 Granite Slabs, 15000 Gold
    
    Geomancer's Shoes
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Earth
    Materials & Cost: 50 Bolts of Cloth, 5 Granite Slabs, 15000 Gold
    
    
    
    Hagen [The Granite Citadel]
    
    Hydromancer's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 50 Bolts of Cloth, 5 Shells, 15000 Gold
    
    Hydromancer's Robes
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Water
    Materials & Cost: 150 Bolts of Cloth, 15 Shells, 15000 Gold
    
    Hydromancer's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 100 Bolts of Cloth, 10 Shells, 15000 Gold
    
    Hydromancer's Shoes
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Water
    Materials & Cost: 50 Bolts of Cloth, 5 Shells, 15000 Gold
    
    Pyromancer's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 50 Bolts of Cloth, 5 Scales, 15000 Gold
    
    Pyromancer's Robes
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Fire
    Materials & Cost: 150 Bolts of Cloth, 15 Scales, 15000 Gold
    
    Pyromancer's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 100 Bolts of Cloth, 10 Scales, 15000 Gold
    
    Pyromancer's Shoes
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Fire
    Materials & Cost: 50 Bolts of Cloth, 5 Scales, 15000 Gold
    
    ---
    8. Mesmer Armor
    ---
    
    Mesmer's have weak armor just like the other main casters.  However, Mesmer
    armor is worse than that in many other respects.  The bonuses to Mesmer armor
    include +armor while casting.  As Mesmer's have fast casting as a primary
    attribute, this means they cast for less time than other classes, almost making
    this buff useless.  Mesmer armor does not have +armor against elemental damage.
    The Enchanter sets rule, though.  Although they give no defensive bonus, they
    give more energy than any other Mesmer sets.  Unless your Mesmer focuses on
    inspiration magic, energy will be something you tear through extremely quickly
    [many inspiration skills steal energy from your opponents].
    
    Banoit [Ascalon City]
    
    Discreet Mask
    Armor Level: 15
    Bonus: None
    Materials & Cost: 1 Pile of Glittering Dust, 50 Gold
    
    Rogue's Gloves
    Armor Level: 15
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Rogue's Attire
    Armor Level: 15
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 6 Bolts of Cloth, 50 Gold
    
    Rogue's Hose
    Armor Level: 15
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 50 Gold
    
    Rogue's Footwear
    Armor Level: 15
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Stylish Gloves
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 1 Bolt of Cloth, 50 Gold
    
    Stylish Attire
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 50 Gold
    
    Stylish Hose
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Stylish Footwear
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 1 Bolt of Cloth, 50 Gold
    
    
    
    Corwen [Ascalon City]
    
    Animal Mask
    Armor Level: 30
    Bonus: +1 Inspiration Magic
    Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold
    
    Costume Mask
    Armor Level: 30
    Bonus: +1 Illusion Magic
    Materials & Cost: 4 Bolts of Cloth, 1 Feather, 150 Gold
    
    Discreet Mask
    Armor Level: 30
    Bonus: None
    Materials & Cost: 2 Piles of Glittering Dust, 150 Gold
    
    Imposing Mask
    Armor Level: 30
    Bonus: +1 Domination Magic
    Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold
    
    Rogue's Gloves
    Armor Level: 30
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold
    
    Rogue's Attire
    Armor Level: 30
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 12 Bolts of Cloth, 3 Leather Squares, 150 Gold
    
    Rogue's Hose
    Armor Level: 30
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 150 Gold
    
    Rogue's Footwear
    Armor Level: 30
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold
    
    Sleek Mask
    Armor Level: 30
    Bonus: +1 Fast Casting
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Stylish Gloves
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Stylish Attire
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Bolts of Cloth, 150 Gold
    
    Stylish Hose
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 150 Gold
    
    Stylish Footwear
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    
    
    Harlan [Piken Square]
    
    Discreet Mask
    Armor Level: 15
    Bonus: None
    Materials & Cost: 1 Pile of Glittering Dust, 50 Gold
    
    Rogue's Gloves
    Armor Level: 15
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Rogue's Attire
    Armor Level: 15
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 6 Bolts of Cloth, 50 Gold
    
    Rogue's Hose
    Armor Level: 15
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 50 Gold
    
    Rogue's Footwear
    Armor Level: 15
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Stylish Gloves
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 1 Bolt of Cloth, 50 Gold
    
    Stylish Attire
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 50 Gold
    
    Stylish Hose
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Stylish Footwear
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 1 Bolt of Cloth, 50 Gold
    
    
    
    Breyshaw [Yak's Bend]
    
    Animal Mask
    Armor Level: 30
    Bonus: +1 Inspiration Magic
    Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold
    
    Costume Mask
    Armor Level: 30
    Bonus: +1 Illusion Magic
    Materials & Cost: 4 Bolts of Cloth, 1 Feather, 150 Gold
    
    Courtly Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Courtly Attire
    Armor Level: 30
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 12 Bolts of Cloth, 3 Bolts of Linen, 150 Gold
    
    Courtly Hose
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 150 Gold
    
    Courtly Footwear
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Discreet Mask
    Armor Level: 30
    Bonus: None
    Materials & Cost: 2 Piles of Glittering Dust, 150 Gold
    
    Imposing Mask
    Armor Level: 30
    Bonus: +1 Domination Magic
    Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold
    
    Rogue's Gloves
    Armor Level: 30
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold
    
    Rogue's Attire
    Armor Level: 30
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 12 Bolts of Cloth, 3 Leather Squares, 150 Gold
    
    Rogue's Hose
    Armor Level: 30
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 150 Gold
    
    Rogue's Footwear
    Armor Level: 30
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold
    
    Sleek Mask
    Armor Level: 30
    Bonus: +1 Fast Casting
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Stylish Gloves
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Stylish Attire
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Bolts of Cloth, 150 Gold
    
    Stylish Hose
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 150 Gold
    
    Stylish Footwear
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    
    
    Samuka [Lion's Arch]
    
    Animal Mask
    Armor Level: 30
    Bonus: +1 Inspiration Magic
    Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold
    
    Costume Mask
    Armor Level: 30
    Bonus: +1 Illusion Magic
    Materials & Cost: 4 Bolts of Cloth, 1 Feather, 150 Gold
    
    Courtly Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Courtly Attire
    Armor Level: 30
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 12 Bolts of Cloth, 3 Bolts of Linen, 150 Gold
    
    Courtly Hose
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 150 Gold
    
    Courtly Footwear
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Discreet Mask
    Armor Level: 30
    Bonus: None
    Materials & Cost: 2 Piles of Glittering Dust, 150 Gold
    
    Imposing Mask
    Armor Level: 30
    Bonus: +1 Domination Magic
    Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold
    
    Performer's Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Silk, 150 Gold
    
    Performer's Attire
    Armor Level: 30
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 12 Bolts of Cloth, 3 Bolts of Silk, 150 Gold
    
    Performer's Hose
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 150 Gold
    
    Performer's Footwear
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Silk, 150 Gold
    
    Rogue's Gloves
    Armor Level: 30
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold
    
    Rogue's Attire
    Armor Level: 30
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 12 Bolts of Cloth, 3 Leather Squares, 150 Gold
    
    Rogue's Hose
    Armor Level: 30
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 150 Gold
    
    Rogue's Footwear
    Armor Level: 30
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold
    
    Sleek Mask
    Armor Level: 30
    Bonus: +1 Fast Casting
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Stylish Gloves
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Stylish Attire
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Bolts of Cloth, 150 Gold
    
    Stylish Hose
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 150 Gold
    
    Stylish Footwear
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    
    
    Kailan [Bergen Hot Springs]
    
    Animal Mask
    Armor Level: 39
    Bonus: +1 Inspiration Magic
    Materials & Cost: 6 Bolts of Cloth, 1 Tanned Hide Square, 250 Gold
    
    Costume Mask
    Armor Level: 39
    Bonus: +1 Illusion Magic
    Materials & Cost: 6 Bolts of Cloth, 1 Feather, 250 Gold
    
    Courtly Gloves
    Armor Level: 39
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold
    
    Courtly Attire
    Armor Level: 39
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 18 Bolts of Cloth, 3 Bolts of Linen, 250 Gold
    
    Courtly Hose
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 12 Bolts of Cloth, 2 Bolts of Linen, 250 Gold
    
    Courtly Footwear
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold
    
    Discreet Mask
    Armor Level: 39
    Bonus: None
    Materials & Cost: 3 Piles of Glittering Dust, 250 Gold
    
    Imposing Mask
    Armor Level: 39
    Bonus: +1 Domination Magic
    Materials & Cost: 6 Bolts of Cloth, 1 Steel Ingot, 250 Gold
    
    Performer's Gloves
    Armor Level: 39
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Silk, 250 Gold
    
    Performer's Attire
    Armor Level: 39
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 18 Bolts of Cloth, 3 Bolts of Silk, 250 Gold
    
    Performer's Hose
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 12 Bolts of Cloth, 2 Bolts of Silk, 250 Gold
    
    Performer's Footwear
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Silk, 250 Gold
    
    Sleek Mask
    Armor Level: 39
    Bonus: +1 Fast Casting
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold
    
    Stylish Gloves
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Stylish Attire
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 250 Gold
    
    Stylish Hose
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Bolts of Cloth, 250 Gold
    
    Stylish Footwear
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    
    
    Shada [Beetletun]
    
    Animal Mask
    Armor Level: 39
    Bonus: +1 Inspiration Magic
    Materials & Cost: 6 Bolts of Cloth, 1 Tanned Hide Square, 250 Gold
    
    Costume Mask
    Armor Level: 39
    Bonus: +1 Illusion Magic
    Materials & Cost: 6 Bolts of Cloth, 1 Feather, 250 Gold
    
    Discreet Mask
    Armor Level: 39
    Bonus: None
    Materials & Cost: 3 Piles of Glittering Dust, 250 Gold
    
    Imposing Mask
    Armor Level: 39
    Bonus: +1 Domination Magic
    Materials & Cost: 6 Bolts of Cloth, 1 Steel Ingot, 250 Gold
    
    Rogue's Gloves
    Armor Level: 39
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 6 Bolts of Cloth, 1 Leather Square, 250 Gold
    
    Rogue's Attire
    Armor Level: 39
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 18 Bolts of Cloth, 3 Leather Squares, 250 Gold
    
    Rogue's Hose
    Armor Level: 39
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 12 Bolts of Cloth, 2 Leather Squares, 250 Gold
    
    Rogue's Footwear
    Armor Level: 39
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 6 Bolts of Cloth, 1 Leather Square, 250 Gold
    
    Sleek Mask
    Armor Level: 39
    Bonus: +1 Fast Casting
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold
    
    Stylish Gloves
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Stylish Attire
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 250 Gold
    
    Stylish Hose
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Bolts of Cloth, 250 Gold
    
    Stylish Footwear
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    
    
    Saphir [Quarrel Falls]
    
    Animal Mask
    Armor Level: 39
    Bonus: +1 Inspiration Magic
    Materials & Cost: 6 Bolts of Cloth, 1 Tanned Hide Square, 250 Gold
    
    Costume Mask
    Armor Level: 39
    Bonus: +1 Illusion Magic
    Materials & Cost: 6 Bolts of Cloth, 1 Feather, 250 Gold
    
    Discreet Mask
    Armor Level: 39
    Bonus: None
    Materials & Cost: 3 Piles of Glittering Dust, 250 Gold
    
    Enchanter's Gloves
    Armor Level: 39
    Bonus: +6 Energy
    Materials & Cost: 6 Bolts of Cloth, 1 Pile of Glittering Dust, 250 Gold
    
    Enchanter's Attire
    Armor Level: 39
    Bonus: +8 Energy
    Materials & Cost: 18 Bolts of Cloth, 3 Piles of Glittering Dust, 250 Gold
    
    Enchanter's Hose
    Armor Level: 39
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 12 Bolts of Cloth, 2 Piles of Glittering Dust, 250 Gold
    
    Enchanter's Footwear
    Armor Level: 39
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 6 Bolts of Cloth, 1 Pile of Glittering Dust, 250 Gold
    
    Imposing Mask
    Armor Level: 39
    Bonus: +1 Domination Magic
    Materials & Cost: 6 Bolts of Cloth, 1 Steel Ingot, 250 Gold
    
    Sleek Mask
    Armor Level: 39
    Bonus: +1 Fast Casting
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold
    
    Stylish Gloves
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Stylish Attire
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 250 Gold
    
    Stylish Hose
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Bolts of Cloth, 250 Gold
    
    Stylish Footwear
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    
    
    Hanita [Ventari's Refuge]
    
    Animal Mask
    Armor Level: 45
    Bonus: +1 Inspiration Magic
    Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold
    
    Costume Mask
    Armor Level: 45
    Bonus: +1 Illusion Magic
    Materials & Cost: 8 Bolts of Cloth, 2 Feathers, 400 Gold
    
    Courtly Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Courtly Attire
    Armor Level: 45
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold
    
    Courtly Hose
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold
    
    Courtly Footwear
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Discreet Mask
    Armor Level: 45
    Bonus: None
    Materials & Cost: 4 Piles of Glittering Dust, 400 Gold
    
    Enchanter's Gloves
    Armor Level: 45
    Bonus: +6 Energy
    Materials & Cost: 8 Bolts of Cloth, 2 Piles of Glittering Dust, 400 Gold
    
    Enchanter's Attire
    Armor Level: 45
    Bonus: +8 Energy
    Materials & Cost: 24 Bolts of Cloth, 6 Piles of Glittering Dust, 400 Gold
    
    Enchanter's Hose
    Armor Level: 45
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 16 Bolts of Cloth, 4 Piles of Glittering Dust, 400 Gold
    
    Imposing Mask
    Armor Level: 45
    Bonus: +1 Domination Magic
    Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold
    
    Enchanter's Footwear
    Armor Level: 45
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 2 Piles of Glittering Dust, 400 Gold
    
    Performer's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold
    
    Performer's Attire
    Armor Level: 45
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Silk, 400 Gold
    
    Performer's Hose
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Silk, 400 Gold
    
    Performer's Footwear
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold
    
    Rogue's Gloves
    Armor Level: 45
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 400 Gold
    
    Rogue's Attire
    Armor Level: 45
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 24 Bolts of Cloth, 6 Leather Squares, 400 Gold
    
    Rogue's Hose
    Armor Level: 45
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 16 Bolts of Cloth, 4 Leather Squares, 400 Gold
    
    Rogue's Footwear
    Armor Level: 45
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 400 Gold
    
    Sleek Mask
    Armor Level: 45
    Bonus: +1 Fast Casting
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Stylish Gloves
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Stylish Attire
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 12 Bolts of Cloth, 400 Gold
    
    Stylish Hose
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 400 Gold
    
    Stylish Footwear
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    
    
    Alemeth [Henge of Denravi]
    
    Animal Mask
    Armor Level: 45
    Bonus: +1 Inspiration Magic
    Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold
    
    Costume Mask
    Armor Level: 45
    Bonus: +1 Illusion Magic
    Materials & Cost: 8 Bolts of Cloth, 2 Feathers, 400 Gold
    
    Courtly Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Courtly Attire
    Armor Level: 45
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold
    
    Courtly Hose
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold
    
    Courtly Footwear
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Discreet Mask
    Armor Level: 45
    Bonus: None
    Materials & Cost: 4 Piles of Glittering Dust, 400 Gold
    
    Enchanter's Gloves
    Armor Level: 45
    Bonus: +6 Energy
    Materials & Cost: 8 Bolts of Cloth, 2 Piles of Glittering Dust, 400 Gold
    
    Enchanter's Attire
    Armor Level: 45
    Bonus: +8 Energy
    Materials & Cost: 24 Bolts of Cloth, 6 Piles of Glittering Dust, 400 Gold
    
    Enchanter's Hose
    Armor Level: 45
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 16 Bolts of Cloth, 4 Piles of Glittering Dust, 400 Gold
    
    Enchanter's Footwear
    Armor Level: 45
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 2 Piles of Glittering Dust, 400 Gold
    
    Imposing Mask
    Armor Level: 45
    Bonus: +1 Domination Magic
    Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold
    
    Performer's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold
    
    Performer's Attire
    Armor Level: 45
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Silk, 400 Gold
    
    Performer's Hose
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Silk, 400 Gold
    
    Performer's Footwear
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold
    
    Rogue's Gloves
    Armor Level: 45
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 400 Gold
    
    Rogue's Attire
    Armor Level: 45
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 24 Bolts of Cloth, 6 Leather Squares, 400 Gold
    
    Rogue's Hose
    Armor Level: 45
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 16 Bolts of Cloth, 4 Leather Squares, 400 Gold
    
    Rogue's Footwear
    Armor Level: 45
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 400 Gold
    
    Sleek Mask
    Armor Level: 45
    Bonus: +1 Fast Casting
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Stylish Gloves
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Stylish Attire
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 12 Bolts of Cloth, 400 Gold
    
    Stylish Hose
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 400 Gold
    
    Stylish Footwear
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    
    
    Crafter [Stingray Strand]
    
    Courtly Gloves
    Armor Level: 57
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 11 Bolts of Cloth, 3 Bolts of Linen, 1000 Gold
    
    Courtly Attire
    Armor Level: 57
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 33 Bolts of Cloth, 9 Bolts of Linen, 1000 Gold
    
    Courtly Hose
    Armor Level: 57
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 22 Bolts of Cloth, 6 Bolts of Linen, 1000 Gold
    
    Courtly Footwear
    Armor Level: 57
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 11 Bolts of Cloth, 3 Bolts of Linen, 1000 Gold
    
    
    
    Kathir [Amnoon Oasis]
    
    Animal Mask
    Armor Level: 51
    Bonus: +1 Inspiration Magic
    Materials & Cost: 9 Bolts of Cloth, 3 Tanned Hide Squares, 700 Gold
    
    Costume Mask
    Armor Level: 51
    Bonus: +1 Illusion Magic
    Materials & Cost: 9 Bolts of Cloth, 3 Feathers, 700 Gold
    
    Courtly Gloves
    Armor Level: 51
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold
    
    Courtly Attire
    Armor Level: 51
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 27 Bolts of Cloth, 9 Bolts of Linen, 700 Gold
    
    Courtly Hose
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 18 Bolts of Cloth, 6 Bolts of Linen, 700 Gold
    
    Courtly Footwear
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold
    
    Discreet Mask
    Armor Level: 51
    Bonus: None
    Materials & Cost: 8 Piles of Glittering Dust, 700 Gold
    
    Enchanter's Gloves
    Armor Level: 51
    Bonus: +6 Energy
    Materials & Cost: 9 Bolts of Cloth, 3 Piles of Glittering Dust, 700 Gold
    
    Enchanter's Attire
    Armor Level: 51
    Bonus: +8 Energy
    Materials & Cost: 27 Bolts of Cloth, 9 Piles of Glittering Dust, 700 Gold
    
    Enchanter's Hose
    Armor Level: 51
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 18 Bolts of Cloth, 6 Piles of Glittering Dust, 700 Gold
    
    Enchanter's Footwear
    Armor Level: 51
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 9 Bolts of Cloth, 3 Piles of Glittering Dust, 700 Gold
    
    Imposing Mask
    Armor Level: 51
    Bonus: +1 Domination Magic
    Materials & Cost: 9 Bolts of Cloth, 3 Steel Ingots, 700 Gold
    
    Performer's Gloves
    Armor Level: 51
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Silk, 700 Gold
    
    Performer's Attire
    Armor Level: 51
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 27 Bolts of Cloth, 9 Bolts of Silk, 700 Gold
    
    Performer's Hose
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 18 Bolts of Cloth, 6 Bolts of Silk, 700 Gold
    
    Performer's Footwear
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Silk, 700 Gold
    
    Rogue's Gloves
    Armor Level: 51
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 9 Bolts of Cloth, 3 Leather Squares, 700 Gold
    
    Rogue's Attire
    Armor Level: 51
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 27 Bolts of Cloth, 9 Leather Squares, 700 Gold
    
    Rogue's Hose
    Armor Level: 51
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 18 Bolts of Cloth, 6 Leather Squares, 700 Gold
    
    Rogue's Footwear
    Armor Level: 51
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 9 Bolts of Cloth, 3 Leather Squares, 700 Gold
    
    Sleek Mask
    Armor Level: 51
    Bonus: +1 Fast Casting
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold
    
    Stylish Gloves
    Armor Level: 51
    Bonus: +5 Energy
    Materials & Cost: 8 Bolts of Cloth, 700 Gold
    
    Stylish Attire
    Armor Level: 51
    Bonus: +5 Energy
    Materials & Cost: 24 Bolts of Cloth, 700 Gold
    
    Stylish Hose
    Armor Level: 51
    Bonus: Energy Regeneration +1
    Materials & Cost: 16 Bolts of Cloth, 700 Gold
    
    Stylish Footwear
    Armor Level: 51
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 700 Gold
    
    
    
    Morgren [Droknar's Forge]
    
    Both vendors have identical gear.
    
    Animal Mask
    Armor Level: 60
    Bonus: +1 Inspiration
    Materials & Cost: 25 Bolts of Cloth, 4 Tanned Hide Squares, 1500 Gold
    
    Costume Mask
    Armor Level: 60
    Bonus: +1 Illusion Magic
    Materials & Cost: 25 Bolts of Cloth, 4 Feathers, 1500 Gold
    
    Courtly Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold
    
    Courtly Attire
    Armor Level: 60
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 75 Bolts of Cloth, 12 Bolts of Linen, 1500 Gold
    
    Courtly Hose
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 50 Bolts of Cloth, 8 Bolts of Linen, 1500 Gold
    
    Courtly Footwear
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold
    
    Discreet Mask
    Armor Level: 60
    Bonus: None
    Materials & Cost: 11 Piles of Glittering Dust, 1500 Gold
    
    Enchanter's Gloves
    Armor Level: 60
    Bonus: +6 Energy
    Materials & Cost: 25 Bolts of Cloth, 4 Piles of Glittering Dust, 1500 Gold
    
    Enchanter's Attire
    Armor Level: 60
    Bonus: +8 Energy
    Materials & Cost: 75 Bolts of Cloth, 12 Piles of Glittering Dust, 1500 Gold
    
    Enchanter's Hose
    Armor Level: 60
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 50 Bolts of Cloth, 8 Piles of Glittering Dust, 1500 Gold
    
    Enchanter's Footwear
    Armor Level: 60
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 25 Bolts of Cloth, 4 Piles of Glittering Dust, 1500 Gold
    
    Imposing Mask
    Armor Level: 60
    Bonus: +1 Domination Magic
    Materials & Cost: 25 Bolts of Cloth, 4 Steel Ingots, 1500 Gold
    
    Performer's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Silk, 1500 Gold
    
    Performer's Attire
    Armor Level: 60
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 75 Bolts of Cloth, 12 Bolts of Silk, 1500 Gold
    
    Performer's Hose
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 50 Bolts of Cloth, 8 Bolts of Silk, 1500 Gold
    
    Performer's Footwear
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Silk, 1500 Gold
    
    Rogue's Gloves
    Armor Level: 60
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 25 Bolts of Cloth, 4 Leather Squares, 1500 Gold
    
    Rogue's Attire
    Armor Level: 60
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 75 Bolts of Cloth, 12 Leather Squares, 1500 Gold
    
    Rogue's Hose
    Armor Level: 60
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 50 Bolts of Cloth, 8 Leather Squares, 1500 Gold
    
    Rogue's Footwear
    Armor Level: 60
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 25 Bolts of Cloth, 4 Leather Squares, 1500 Gold
    
    Sleek Mask
    Armor Level: 60
    Bonus: +1 Fast Casting
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold
    
    Stylish Gloves
    Armor Level: 60
    Bonus: +5 Energy
    Materials & Cost: 11 Bolts of Cloth, 1500 Gold
    
    Stylish Attire
    Armor Level: 60
    Bonus: +5 Energy
    Materials & Cost: 33 Bolts of Cloth, 1500 Gold
    
    Stylish Hose
    Armor Level: 60
    Bonus: Energy Regeneration +1
    Materials & Cost: 22 Bolts of Cloth, 1500 Gold
    
    Stylish Footwear
    Armor Level: 60
    Bonus: Energy Regeneration +1
    Materials & Cost: 11 Bolts of Cloth, 1500 Gold
    
    
    Karl [Marhan's Grotto]
    
    Enchanter's Gloves
    Armor Level: 60
    Bonus: +6 Energy
    Materials & Cost: 50 Bolts of Cloth, 5 Piles of Glittering Dust, 15000 Gold
    
    Enchanter's Attire
    Armor Level: 60
    Bonus: +8 Energy
    Materials & Cost: 150 Bolts of Cloth, 15 Piles of Glittering Dust, 15000 Gold
    
    Enchanter's Hose
    Armor Level: 60
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 100 Bolts of Cloth, 10 Piles of Glittering Dust, 15000 Gold
    
    Enchanter's Footwear
    Armor Level: 60
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 50 Bolts of Cloth, 5 Piles of Glittering Dust, 15000 Gold
    
    Rogue's Gloves
    Armor Level: 60
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 50 Bolts of Cloth, 5 Elonian Leather Squares, 15000 Gold
    
    Rogue's Attire
    Armor Level: 60
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 150 Bolts of Cloth, 15 Elonian Leather Squares, 15000 Gold
    
    Rogue's Hose
    Armor Level: 60
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 100 Bolts of Cloth, 10 Elonian Leather Squares, 15000 Gold
    
    Rogue's Footwear
    Armor Level: 60
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 50 Bolts of Cloth, 5 Elonian Leather Squares, 15000 Gold
    
    
    Hagen [The Granite Citadel]
    
    Noble Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold
    
    Noble Attire
    Armor Level: 60
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 150 Bolts of Cloth, 15 Bolts of Damask, 15000 Gold
    
    Noble Hose
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 100 Bolts of Cloth, 10 Bolts of Damask, 15000 Gold
    
    Noble Footwear
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold
    
    Virtuoso's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Silk, 15000 Gold
    
    Virtuoso's Attire
    Armor Level: 60
    Bonus: +5 Energy, +15 AL While Casting Spells
    Materials & Cost: 150 Bolts of Cloth, 15 Bolts of Silk, 15000 Gold
    
    Virtuoso's Hose
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 100 Bolts of Cloth, 10 Bolts of Silk, 15000 Gold
    
    Virtuoso's Footwear
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL While Casting Spells
    Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Silk, 15000 Gold
    
    ---
    9. Monk Armor
    ---
    
    Monks, like many casters have relatively weak armor.  The best monk gear is
    armor level 60, some with a +5 bonus to magical or +10 to physical.  These
    extra buffs come at price of having less energy than some other sets.
    
    Oh dear, which type of armor should I choose?  If you are not too wealthy yet,
    stick with the generic monk sets.  The boosts on other monk armors are limited
    in relation to the boosts on the better warrior armors, for example.  If you
    need energy, stick with the ascetic's [tattoo] sets.  These offer no additional
    defense but do give monk's an additional 18 energy.  The Judge's armor offers
    the best defense, but with far less energy than any other monk sets.  Saintly
    and Wanderer offer the same stats, but wanderer is a skirt whereas saintly is a
    dress.  Karl's 15k Saintly armor dyed black is possibly the best looking monk
    armor, if that matters to you.
    
    Banoit [Ascalon City]
    
    Believer's Scalp Design
    Armor Level: 15
    Bonus: None
    Materials & Cost: 2 Rolls of Parchment, 50 Gold
    
    Monk Hand wraps
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 1 Bolts of Cloth, 50 Gold
    
    Monk Raiment
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 50 Gold
    
    Monk Pants
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Monk Sandals
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 1 Bolts of Cloth, 50 Gold
    
    Wanderer's Hand wraps
    Armor Level: 15
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Wanderer's Vestments
    Armor Level: 15
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 6 Bolts of Cloth, 50 Gold
    
    Wanderer's Pants
    Armor Level: 15
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 50 Gold
    
    Wanderer's Sandals
    Armor Level: 15
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    
    
    Corwen [Ascalon City]
    
    Believer's Scalp Design
    Armor Level: 30
    Bonus: None
    Materials & Cost: 4 Rolls of Parchments, 150 Gold
    
    Defender's Scalp Design
    Armor Level: 30
    Bonus: +1 Protection Prayers
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Defender's Scalp Design
    Armor Level: 30
    Bonus: +1 Smiting Prayers
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Monk Hand wraps
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Monk Raiment
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Bolts of Cloth, 150 Gold
    
    Monk Pants
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 150 Gold
    
    Monk Sandals
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Prophet's Scalp Design
    Armor Level: 30
    Bonus: +1 Divine Favor
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Scalp Design
    Armor Level: 30
    Bonus: +1 Energy
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Servant's Scalp Design
    Armor Level: 30
    Bonus: +1 Healing Prayers
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Wanderer's Hand wraps
    Armor Level: 30
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold
    
    Wanderer's Vestments
    Armor Level: 30
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 12 Bolts of Cloth, 3 Tanned Hide Squares, 150 Gold
    
    Wanderer's Pants
    Armor Level: 30
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 150 Gold
    
    Wanderer's Sandals
    Armor Level: 30
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold
    
    
    
    Harlan [Piken Square]
    
    Believer's Scalp Design
    Armor Level: 15
    Bonus: None
    Materials & Cost: 2 Rolls of Parchment, 50 Gold
    
    Monk Hand wraps
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 1 Bolts of Cloth, 50 Gold
    
    Monk Raiment
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 50 Gold
    
    Monk Pants
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Monk Sandals
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 1 Bolts of Cloth, 50 Gold
    
    Wanderer's Hand wraps
    Armor Level: 15
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    Wanderer's Vestments
    Armor Level: 15
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 6 Bolts of Cloth, 50 Gold
    
    Wanderer's Pants
    Armor Level: 15
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 50 Gold
    
    Wanderer's Sandals
    Armor Level: 15
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 2 Bolts of Cloth, 50 Gold
    
    
    
    Breyshaw [Yak's Bend]
    
    Believer's Scalp Design
    Armor Level: 30
    Bonus: None
    Materials & Cost: 4 Rolls of Parchments, 150 Gold
    
    Censor's Hand wraps
    Armor Level: 30
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold
    
    Censor's Vestments
    Armor Level: 30
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 12 Bolts of Cloth, 3 Steel Ingots, 150 Gold
    
    Censor's Pants
    Armor Level: 30
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 150 Gold
    
    Censor's Sandals
    Armor Level: 30
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold
    
    Defender's Scalp Design
    Armor Level: 30
    Bonus: +1 Protection Prayers
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Defender's Scalp Design
    Armor Level: 30
    Bonus: +1 Smiting Prayers
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Monk Hand wraps
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Monk Raiment
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Bolts of Cloth, 150 Gold
    
    Monk Pants
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 150 Gold
    
    Monk Sandals
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Prophet's Scalp Design
    Armor Level: 30
    Bonus: +1 Divine Favor
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Scalp Design
    Armor Level: 30
    Bonus: +1 Energy
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Servant's Scalp Design
    Armor Level: 30
    Bonus: +1 Healing Prayers
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Wanderer's Hand wraps
    Armor Level: 30
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold
    
    Wanderer's Vestments
    Armor Level: 30
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 12 Bolts of Cloth, 3 Tanned Hide Squares, 150 Gold
    
    Wanderer's Pants
    Armor Level: 30
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 150 Gold
    
    Wanderer's Sandals
    Armor Level: 30
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold
    
    
    
    Samuka [Lion's Arch]
    
    Scalp Design
    Armor Level: 30
    Bonus: +1 Energy
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Ascetic's Arm Design
    Armor Level: 30
    Bonus: +6 Energy
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Ascetic's Chest Design
    Armor Level: 30
    Bonus: +8 Energy
    Materials & Cost: 12 Rolls of Parchment, 150 Gold
    
    Ascetic's Leg Design
    Armor Level: 30
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 8 Rolls of Parchment, 150 Gold
    
    Ascetic's Foot Design
    Armor Level: 30
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Believer's Scalp Design
    Armor Level: 30
    Bonus: None
    Materials & Cost: 4 Rolls of Parchments, 150 Gold
    
    Censor's Hand wraps
    Armor Level: 30
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold
    
    Censor's Vestments
    Armor Level: 30
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 12 Bolts of Cloth, 3 Steel Ingots, 150 Gold
    
    Censor's Pants
    Armor Level: 30
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 150 Gold
    
    Censor's Sandals
    Armor Level: 30
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold
    
    Defender's Scalp Design
    Armor Level: 30
    Bonus: +1 Protection Prayers
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Defender's Scalp Design
    Armor Level: 30
    Bonus: +1 Smiting Prayers
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Monk Hand wraps
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Monk Raiment
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Bolts of Cloth, 150 Gold
    
    Monk Pants
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 150 Gold
    
    Monk Sandals
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Prophet's Scalp Design
    Armor Level: 30
    Bonus: +1 Divine Favor
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Sacred Hand wraps
    Armor Level: 30
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 1 Bolts of Linen, 150 Gold
    
    Sacred Raiment
    Armor Level: 30
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 12 Bolts of Cloth, 3 Bolts of Linen, 150 Gold
    
    Sacred Pants
    Armor Level: 30
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 150 Gold
    
    Sacred Sandals
    Armor Level: 30
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 1 Bolts of Linen, 150 Gold
    
    Servant's Scalp Design
    Armor Level: 30
    Bonus: +1 Healing Prayers
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Wanderer's Hand wraps
    Armor Level: 30
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold
    
    Wanderer's Vestments
    Armor Level: 30
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 12 Bolts of Cloth, 3 Tanned Hide Squares, 150 Gold
    
    Wanderer's Pants
    Armor Level: 30
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 150 Gold
    
    Wanderer's Sandals
    Armor Level: 30
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold
    
    
    
    Kailan [Bergen Hot Springs]
    
    Ascetic's Scalp Design
    Armor Level: 39
    Bonus: +1 Energy
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Ascetic's Arm Design
    Armor Level: 39
    Bonus: +6 Energy
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Ascetic's Chest Design
    Armor Level: 39
    Bonus: +8 Energy
    Materials & Cost: 18 Rolls of Parchment, 3 Feathers, 200 Gold
    
    Ascetic's Leg Design
    Armor Level: 39
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 12 Rolls of Parchment, 2 Feathers, 200 Gold
    
    Ascetic's Foot Design
    Armor Level: 39
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Believer's Scalp Design
    Armor Level: 39
    Bonus: None
    Materials & Cost: 6 Rolls of Parchments, 1 Feather, 200 Gold
    
    Defender's Scalp Design
    Armor Level: 39
    Bonus: +1 Protection Prayers
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Defender's Scalp Design
    Armor Level: 39
    Bonus: +1 Smiting Prayers
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Monk Hand wraps
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Monk Raiment
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 250 Gold
    
    Monk Pants
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Bolts of Cloth, 250 Gold
    
    Monk Sandals
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Prophet's Scalp Design
    Armor Level: 39
    Bonus: +1 Divine Favor
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Sacred Hand wraps
    Armor Level: 39
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 6 Bolts of Cloth, 1 Bolts of Linen, 250 Gold
    
    Sacred Raiment
    Armor Level: 39
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 18 Bolts of Cloth, 3 Bolts of Linen, 250 Gold
    
    Sacred Pants
    Armor Level: 39
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 12 Bolts of Cloth, 2 Bolts of Linen, 250 Gold
    
    Sacred Sandals
    Armor Level: 39
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 6 Bolts of Cloth, 1 Bolts of Linen, 250 Gold
    
    Servant's Scalp Design
    Armor Level: 39
    Bonus: +1 Healing Prayers
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    
    
    Shada [Beetletun]
    
    Believer's Scalp Design
    Armor Level: 39
    Bonus: None
    Materials & Cost: 6 Rolls of Parchments, 1 Feather, 200 Gold
    
    Censor's Hand wraps
    Armor Level: 39
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 6 Bolts of Cloth, 1 Steel Ingot, 250 Gold
    
    Censor's Vestments
    Armor Level: 39
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 18 Bolts of Cloth, 3 Steel Ingots, 250 Gold
    
    Censor's Pants
    Armor Level: 39
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 12 Bolts of Cloth, 2 Steel Ingots, 250 Gold
    
    Censor's Sandals
    Armor Level: 39
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 6 Bolts of Cloth, 1 Steel Ingot, 250 Gold
    
    Defender's Scalp Design
    Armor Level: 39
    Bonus: +1 Protection Prayers
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Defender's Scalp Design
    Armor Level: 39
    Bonus: +1 Smiting Prayers
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Monk Hand wraps
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Monk Raiment
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 250 Gold
    
    Monk Pants
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Bolts of Cloth, 250 Gold
    
    Monk Sandals
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Prophet's Scalp Design
    Armor Level: 39
    Bonus: +1 Divine Favor
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Scalp Design
    Armor Level: 39
    Bonus: +1 Energy
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Servant's Scalp Design
    Armor Level: 39
    Bonus: +1 Healing Prayers
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Wanderer's Hand wraps
    Armor Level: 39
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 6 Bolts of Cloth, 1 Tanned Hide Square, 250 Gold
    
    Wanderer's Vestments
    Armor Level: 39
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 18 Bolts of Cloth, 3 Tanned Hide Squares, 250 Gold
    
    Wanderer's Pants
    Armor Level: 39
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 12 Bolts of Cloth, 2 Tanned Hide Squares, 250 Gold
    
    Wanderer's Sandals
    Armor Level: 39
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 6 Bolts of Cloth, 1 Tanned Hide Square, 250 Gold
    
    
    Saphir [Quarrel Falls]
    
    Ascetic's Scalp Design
    Armor Level: 39
    Bonus: +1 Energy
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Ascetic's Arm Design
    Armor Level: 39
    Bonus: +6 Energy
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Ascetic's Chest Design
    Armor Level: 39
    Bonus: +8 Energy
    Materials & Cost: 18 Rolls of Parchment, 3 Feathers, 200 Gold
    
    Ascetic's Leg Design
    Armor Level: 39
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 12 Rolls of Parchment, 2 Feathers, 200 Gold
    
    Ascetic's Foot Design
    Armor Level: 39
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Believer's Scalp Design
    Armor Level: 39
    Bonus: None
    Materials & Cost: 6 Rolls of Parchments, 1 Feather, 200 Gold
    
    Defender's Scalp Design
    Armor Level: 39
    Bonus: +1 Protection Prayers
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Defender's Scalp Design
    Armor Level: 39
    Bonus: +1 Smiting Prayers
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Monk Hand wraps
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Monk Raiment
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 250 Gold
    
    Monk Pants
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Bolts of Cloth, 250 Gold
    
    Monk Sandals
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Prophet's Scalp Design
    Armor Level: 39
    Bonus: +1 Divine Favor
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Scalp Design
    Armor Level: 39
    Bonus: +1 Energy
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Servant's Scalp Design
    Armor Level: 39
    Bonus: +1 Healing Prayers
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    
    
    Hanita [Ventari's Refuge]
    
    *= note, there are a couple different designs of Ascetic's
    armor in this town, as the stats are the same I have listed
    them only once.
    
    Ascetic's Scalp Design
    Armor Level: 45
    Bonus: +1 Energy
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Ascetic's Arm Design
    Armor Level: 45
    Bonus: +6 Energy
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Ascetic's Chest Design
    Armor Level: 45
    Bonus: +8 Energy
    Materials & Cost: 24 Rolls of Parchment, 6 Feathers, 300 Gold
    
    Ascetic's Leg Design
    Armor Level: 45
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 16 Rolls of Parchment, 4 Feathers, 300 Gold
    
    Ascetic's Foot Design
    Armor Level: 45
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Believer's Scalp Design
    Armor Level: 45
    Bonus: None
    Materials & Cost: 8 Rolls of Parchments, 2 Feathers, 300 Gold
    
    Censor's Hand wraps
    Armor Level: 45
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold
    
    Censor's Vestments
    Armor Level: 45
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 24 Bolts of Cloth, 6 Steel Ingots, 400 Gold
    
    Censor's Pants
    Armor Level: 45
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 16 Bolts of Cloth, 4 Steel Ingots, 400 Gold
    
    Censor's Sandals
    Armor Level: 45
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold
    
    Defender's Scalp Design
    Armor Level: 45
    Bonus: +1 Protection Prayers
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Defender's Scalp Design
    Armor Level: 45
    Bonus: +1 Smiting Prayers
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Monk Hand wraps
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Monk Raiment
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 12 Bolts of Cloth, 400 Gold
    
    Monk Pants
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 400 Gold
    
    Monk Sandals
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Prophet's Scalp Design
    Armor Level: 45
    Bonus: +1 Divine Favor
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Sacred Hand wraps
    Armor Level: 45
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Sacred Raiment
    Armor Level: 45
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold
    
    Sacred Pants
    Armor Level: 45
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold
    
    Sacred Sandals
    Armor Level: 45
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Servant's Scalp Design
    Armor Level: 45
    Bonus: +1 Healing Prayers
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Wanderer's Hand wraps
    Armor Level: 45
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold
    
    Wanderer's Vestments
    Armor Level: 45
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 24 Bolts of Cloth, 6 Tanned Hide Squares, 400 Gold
    
    Wanderer's Pants
    Armor Level: 45
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 16 Bolts of Cloth, 4 Tanned Hide Squares, 400 Gold
    
    Wanderer's Sandals
    Armor Level: 45
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold
    
    
    
    Alemeth [Henge of Denravi]
    
    *= note, there are a couple different designs of Ascetic's
    armor in this town, as the stats are the same I have listed
    them only once.
    
    Ascetic's Scalp Design
    Armor Level: 45
    Bonus: +1 Energy
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Ascetic's Arm Design
    Armor Level: 45
    Bonus: +6 Energy
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Ascetic's Chest Design
    Armor Level: 45
    Bonus: +8 Energy
    Materials & Cost: 24 Rolls of Parchment, 6 Feathers, 300 Gold
    
    Ascetic's Leg Design
    Armor Level: 45
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 16 Rolls of Parchment, 4 Feathers, 300 Gold
    
    Ascetic's Foot Design
    Armor Level: 45
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Believer's Scalp Design
    Armor Level: 45
    Bonus: None
    Materials & Cost: 8 Rolls of Parchments, 2 Feathers, 300 Gold
    
    Censor's Hand wraps
    Armor Level: 45
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold
    
    Censor's Vestments
    Armor Level: 45
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 24 Bolts of Cloth, 6 Steel Ingots, 400 Gold
    
    Censor's Pants
    Armor Level: 45
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 16 Bolts of Cloth, 4 Steel Ingots, 400 Gold
    
    Censor's Sandals
    Armor Level: 45
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold
    
    Defender's Scalp Design
    Armor Level: 45
    Bonus: +1 Protection Prayers
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Defender's Scalp Design
    Armor Level: 45
    Bonus: +1 Smiting Prayers
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Monk Hand wraps
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Monk Raiment
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 12 Bolts of Cloth, 400 Gold
    
    Monk Pants
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 400 Gold
    
    Monk Sandals
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Prophet's Scalp Design
    Armor Level: 45
    Bonus: +1 Divine Favor
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Sacred Hand wraps
    Armor Level: 45
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Sacred Raiment
    Armor Level: 45
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold
    
    Sacred Pants
    Armor Level: 45
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold
    
    Sacred Sandals
    Armor Level: 45
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Servant's Scalp Design
    Armor Level: 45
    Bonus: +1 Healing Prayers
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Wanderer's Hand wraps
    Armor Level: 45
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold
    
    Wanderer's Vestments
    Armor Level: 45
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 24 Bolts of Cloth, 6 Tanned Hide Squares, 400 Gold
    
    Wanderer's Pants
    Armor Level: 45
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 16 Bolts of Cloth, 4 Tanned Hide Squares, 400 Gold
    
    Wanderer's Sandals
    Armor Level: 45
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold
    
    
    
    Crafter [Stingray Strand]
    
    *= note, there are a couple different designs of Ascetic's
    armor in this area, as the stats are the same I have listed
    them only once.
    
    
    Ascetic's Scalp Design
    Armor Level: 57
    Bonus: +1 Energy
    Materials & Cost: 11 Rolls of Parchment, 3 Feathers, 600 Gold
    
    Ascetic's Arm Design
    Armor Level: 57
    Bonus: +6 Energy
    Materials & Cost: 11 Rolls of Parchment, 3 Feathers, 600 Gold
    
    Ascetic's Chest Design
    Armor Level: 57
    Bonus: +8 Energy
    Materials & Cost: 33 Rolls of Parchment, 9 Feathers, 600 Gold
    
    Ascetic's Leg Design
    Armor Level: 57
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 22 Rolls of Parchment, 6 Feathers, 600 Gold
    
    Ascetic's Foot Design
    Armor Level: 57
    Bonus: Energy +1, Energy Regeneration +1
    Materials & Cost: 11 Rolls of Parchment, 3 Feathers, 600 Gold
    
    Monk Hand wraps
    Armor Level: 57
    Bonus: +5 Energy
    Materials & Cost: 9 Bolts of Cloth, 1000 Gold
    
    Monk Raiment
    Armor Level: 57
    Bonus: +5 Energy
    Materials & Cost: 27 Bolts of Cloth, 1000 Gold
    
    Monk Pants
    Armor Level: 57
    Bonus: Energy Regeneration +1
    Materials & Cost: 18 Bolts of Cloth, 1000 Gold
    
    Monk Sandals
    Armor Level: 57
    Bonus: Energy Regeneration +1
    Materials & Cost: 9 Bolts of Cloth, 1000 Gold
    
    Sacred Hand wraps
    Armor Level: 57
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 11 Bolts of Cloth, 3 Bolts of Linen, 1000 Gold
    
    Sacred Raiment
    Armor Level: 57
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 33 Bolts of Cloth, 9 Bolts of Linen, 1000 Gold
    
    Sacred Pants
    Armor Level: 57
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 22 Bolts of Cloth, 6 Bolts of Linen, 1000 Gold
    
    Sacred Sandals
    Armor Level: 57
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 11 Bolts of Cloth, 3 Bolts of Linen, 1000 Gold
    
    
    
    Kathir [Amnoon Oasis]
    
    *= note, there are a couple different designs of Ascetic's
    armor in this town, as the stats are the same I have listed
    them only once.
    
    Ascetic's Scalp Design
    Armor Level: 51
    Bonus: +1 Energy
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Ascetic's Arm Design
    Armor Level: 51
    Bonus: +6 Energy
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Ascetic's Chest Design
    Armor Level: 51
    Bonus: +8 Energy
    Materials & Cost: 27 Rolls of Parchment, 9 Feathers, 400 Gold
    
    Ascetic's Leg Design
    Armor Level: 51
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 18 Rolls of Parchment, 6 Feathers, 400 Gold
    
    Ascetic's Foot Design
    Armor Level: 51
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Believer's Scalp Design
    Armor Level: 51
    Bonus: None
    Materials & Cost: 9 Rolls of Parchments, 3 Feathers, 400 Gold
    
    Censor's Hand wraps
    Armor Level: 51
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 9 Bolts of Cloth, 3 Steel Ingots, 700 Gold
    
    Censor's Vestments
    Armor Level: 51
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 27 Bolts of Cloth, 9 Steel Ingots, 700 Gold
    
    Censor's Pants
    Armor Level: 51
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 18 Bolts of Cloth, 6 Steel Ingots, 700 Gold
    
    Censor's Sandals
    Armor Level: 51
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 9 Bolts of Cloth, 3 Steel Ingots, 700 Gold
    
    Defender's Scalp Design
    Armor Level: 51
    Bonus: +1 Protection Prayers
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Defender's Scalp Design
    Armor Level: 51
    Bonus: +1 Smiting Prayers
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Monk Hand wraps
    Armor Level: 51
    Bonus: +5 Energy
    Materials & Cost: 8 Bolts of Cloth, 700 Gold
    
    Monk Raiment
    Armor Level: 51
    Bonus: +5 Energy
    Materials & Cost: 24 Bolts of Cloth, 700 Gold
    
    Monk Pants
    Armor Level: 51
    Bonus: Energy Regeneration +1
    Materials & Cost: 16 Bolts of Cloth, 700 Gold
    
    Monk Sandals
    Armor Level: 51
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Bolts of Cloth, 700 Gold
    
    Prophet's Scalp Design
    Armor Level: 51
    Bonus: +1 Divine Favor
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Sacred Hand wraps
    Armor Level: 51
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold
    
    Sacred Raiment
    Armor Level: 51
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 27 Bolts of Cloth, 9 Bolts of Linen, 700 Gold
    
    Sacred Pants
    Armor Level: 51
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 18 Bolts of Cloth, 6 Bolts of Linen, 700 Gold
    
    Sacred Sandals
    Armor Level: 51
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold
    
    Servant's Scalp Design
    Armor Level: 51
    Bonus: +1 Healing Prayers
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Wanderer's Hand wraps
    Armor Level: 51
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 9 Bolts of Cloth, 3 Tanned Hide Squares, 700 Gold
    
    Wanderer's Vestments
    Armor Level: 51
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 27 Bolts of Cloth, 9 Tanned Hide Squares, 700 Gold
    
    Wanderer's Pants
    Armor Level: 51
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 18 Bolts of Cloth, 6 Tanned Hide Squares, 700 Gold
    
    Wanderer's Sandals
    Armor Level: 51
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 9 Bolts of Cloth, 3 Tanned Hide Squares, 700 Gold
    
    
    
    Morgren [Droknar's Forge]
    
    Both dealers carry the same gear.
    
    *= note, there are a couple different designs of Ascetic's
    armor in this town, as the stats are the same I have listed
    them only once.
    
    Ascetic's Scalp Design
    Armor Level: 60
    Bonus: +1 Energy
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Ascetic's Arm Design
    Armor Level: 60
    Bonus: +6 Energy
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Ascetic's Chest Design
    Armor Level: 60
    Bonus: +8 Energy
    Materials & Cost: 75 Rolls of Parchment, 12 Feathers, 800 Gold
    
    Ascetic's Leg Design
    Armor Level: 60
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 50 Rolls of Parchment, 8 Feathers, 800 Gold
    
    Ascetic's Foot Design
    Armor Level: 60
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Believer's Scalp Design
    Armor Level: 60
    Bonus: None
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Censor's Hand wraps
    Armor Level: 60
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 25 Bolts of Cloth, 4 Steel Ingots, 1500 Gold
    
    Censor's Vestments
    Armor Level: 60
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 75 Bolts of Cloth, 12 Steel Ingots, 1500 Gold
    
    Censor's Pants
    Armor Level: 60
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 50 Bolts of Cloth, 8 Steel Ingots, 1500 Gold
    
    Censor's Sandals
    Armor Level: 60
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 25 Bolts of Cloth, 4 Steel Ingots, 1500 Gold
    
    Defender's Scalp Design
    Armor Level: 60
    Bonus: +1 Protection Prayers
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Defender's Scalp Design
    Armor Level: 60
    Bonus: +1 Smiting Prayers
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Monk Hand wraps
    Armor Level: 60
    Bonus: +5 Energy
    Materials & Cost: 11 Bolts of Cloth, 1500 Gold
    
    Monk Raiment
    Armor Level: 60
    Bonus: +5 Energy
    Materials & Cost: 33 Bolts of Cloth, 1500 Gold
    
    Monk Pants
    Armor Level: 60
    Bonus: Energy Regeneration +1
    Materials & Cost: 22 Bolts of Cloth, 1500 Gold
    
    Monk Sandals
    Armor Level: 60
    Bonus: Energy Regeneration +1
    Materials & Cost: 11 Bolts of Cloth, 1500 Gold
    
    Prophet's Scalp Design
    Armor Level: 60
    Bonus: +1 Divine Favor
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Sacred Hand wraps
    Armor Level: 60
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold
    
    Sacred Raiment
    Armor Level: 60
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 75 Bolts of Cloth, 12 Bolts of Linen, 1500 Gold
    
    Sacred Pants
    Armor Level: 60
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 50 Bolts of Cloth, 8 Bolts of Linen, 1500 Gold
    
    Sacred Sandals
    Armor Level: 60
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold
    
    Servant's Scalp Design
    Armor Level: 60
    Bonus: +1 Healing Prayers
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Wanderer's Hand wraps
    Armor Level: 60
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 25 Bolts of Cloth, 4 Tanned Hide Squares, 1500 Gold
    
    Wanderer's Vestments
    Armor Level: 60
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 75 Bolts of Cloth, 12 Tanned Hide Squares, 1500 Gold
    
    Wanderer's Pants
    Armor Level: 60
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 50 Bolts of Cloth, 8 Tanned Hide Squares, 1500 Gold
    
    Wanderer's Sandals
    Armor Level: 60
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 25 Bolts of Cloth, 4 Tanned Hide Squares, 1500 Gold
    
    
    
    Karl [Marhan's Grotto]
    
    Saintly Hand wraps
    Armor Level: 60
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold
    
    Saintly Raiment
    Armor Level: 60
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 150 Bolts of Cloth, 15 Bolts of Damask, 15000 Gold
    
    Saintly Pants
    Armor Level: 60
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 100 Bolts of Cloth, 10 Bolts of Damask, 15000 Gold
    
    Saintly Sandals
    Armor Level: 60
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold
    
    
    
    Hagen [The Granite Citadel]
    
    Ascetic's Arm Design
    Armor Level: 60
    Bonus: +6 Energy
    Materials & Cost: 50 Rolls of Velium, 5 Feathers, 8000 Gold
    
    Ascetic's Chest Design
    Armor Level: 60
    Bonus: +8 Energy
    Materials & Cost: 150 Rolls of Velium, 15 Feathers, 8000 Gold
    
    Ascetic's Leg Design
    Armor Level: 60
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 100 Rolls of Velium, 10 Feathers, 8000 Gold
    
    Ascetic's Foot Design
    Armor Level: 60
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 25 Rolls of Velium, 4 Feathers, 800 Gold
    
    Judge's Hand wraps
    Armor Level: 60
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 50 Bolts of Cloth, 5 Deldrimor Steel Ingots, 15000 Gold
    
    Judge's Vestments
    Armor Level: 60
    Bonus: +4 Energy, +10 AL vs Physical
    Materials & Cost: 150 Bolts of Cloth, 15 Deldrimor Steel Ingots, 15000 Gold
    
    Judge's Pants
    Armor Level: 60
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 100 Bolts of Cloth, 10 Deldrimor Steel Ingots, 15000 Gold
    
    Judge's Sandals
    Armor Level: 60
    Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical
    Materials & Cost: 50 Bolts of Cloth, 5 Deldrimor Steel Ingots, 15000 Gold
    
    Wanderer's Hand wraps
    Armor Level: 60
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 50 Bolts of Cloth, 5 Tanned Hide Squares, 15000 Gold
    
    Wanderer's Vestments
    Armor Level: 60
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 150 Bolts of Cloth, 15 Tanned Hide Squares, 15000 Gold
    
    Wanderer's Pants
    Armor Level: 60
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 100 Bolts of Cloth, 10 Tanned Hide Squares, 15000 Gold
    
    Wanderer's Sandals
    Armor Level: 60
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 50 Bolts of Cloth, 5 Tanned Hide Squares, 15000 Gold
    
    
    
    The Eternal Forgemaster [Fissure of Woe]
    
    Note: I do not recall the exact figures for each piece.  For the entire set of
    Saintly it would be 105 Globs of Ectoplasm, 105 Obsidian Shards, 35 Bolts of
    Damask and something like 800 Bolts of Cloth.  I'll make sure to get back down
    there.
    
    Saintly Hand wraps
    Armor Level: 60
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost:15000 Gold
    
    Saintly Raiment
    Armor Level: 60
    Bonus: +5 Energy, +5 AL vs Elemental
    Materials & Cost: 15000 Gold
    
    Saintly Pants
    Armor Level: 60
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 15000 Gold
    
    Saintly Sandals
    Armor Level: 60
    Bonus: Energy Regeneration +1, +5 AL vs Elemental
    Materials & Cost: 15000 Gold
    
    ----
    10. Necromancer Armor
    ----
    
    Necromancers have the same armor as other casters.  Their Bonelace is effective
    against ranged attackers.  Necrotic has ten more defense than any of the other
    armor, which can come in quite handy, but comes at the cost of taking
    substantially more damage from holy attacks.  Scar Patterns provide more energy
    than the other armors.
    
    Banoit [Ascalon City]
    
    Bonelace Gloves
    Armor Level: 15
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Bonelace Tunic
    Armor Level: 15
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 6 Tanned Hide Squares, 50 Gold
    
    Bonelace Leggings
    Armor Level: 15
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 50 Gold
    
    Bonelace Boots
    Armor Level: 15
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Crude Scar Pattern
    Armor Level: 15
    Bonus: None
    Materials & Cost: 2 Rolls of Parchment, 50 Gold
    
    Necromancer's Gloves
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 1 Tanned Hide Square, 50 Gold
    
    Necromancer's Tunic
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 3 Tanned Hide Squares, 50 Gold
    
    Necromancer's Leggings
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Necromancer's Boots
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 1 Tanned Hide Square, 50 Gold
    
    
    
    Corwen [Ascalon City]
    
    Bonelace Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold
    
    Bonelace Tunic
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 12 Tanned Hide Squares, 12 Bones, 150 Gold
    
    Bonelace Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 8 Bones, 150 Gold
    
    Bonelace Boots
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold
    
    Crude Scar Pattern
    Armor Level: 30
    Bonus: None
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Devilish Scar Pattern
    Armor Level: 30
    Bonus: +1 Soul Reaping
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Necromancer's Gloves
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Necromancer's Tunic
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Tanned Hide Squares, 150 Gold
    
    Necromancer's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Tanned Hide Squares, 150 Gold
    
    Necromancer's Boots
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Ragged Scar Pattern
    Armor Level: 30
    Bonus: +1 Blood Magic
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Vile Scar Pattern
    Armor Level: 30
    Bonus: +1 Death Magic
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Wicked Scar Pattern
    Armor Level: 30
    Bonus: +1 Curses
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    
    
    Harlan [Piken Square]
    
    Bonelace Gloves
    Armor Level: 15
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Bonelace Tunic
    Armor Level: 15
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 6 Tanned Hide Squares, 50 Gold
    
    Bonelace Leggings
    Armor Level: 15
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 50 Gold
    
    Bonelace Boots
    Armor Level: 15
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Crude Scar Pattern
    Armor Level: 15
    Bonus: None
    Materials & Cost: 2 Rolls of Parchment, 50 Gold
    
    Necromancer's Gloves
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 1 Tanned Hide Square, 50 Gold
    
    Necromancer's Tunic
    Armor Level: 15
    Bonus: +5 Energy
    Materials & Cost: 3 Tanned Hide Squares, 50 Gold
    
    Necromancer's Leggings
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Necromancer's Boots
    Armor Level: 15
    Bonus: Energy Regeneration +1
    Materials & Cost: 1 Tanned Hide Square, 50 Gold
    
    
    Breyshaw [Yak's Bend]
    
    Bonelace Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold
    
    Bonelace Tunic
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 12 Tanned Hide Square Squares, 12 Bones, 150 Gold
    
    Bonelace Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Square Squares, 8 Bones, 150 Gold
    
    Bonelace Boots
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold
    
    Crude Scar Pattern
    Armor Level: 30
    Bonus: None
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Devilish Scar Pattern
    Armor Level: 30
    Bonus: +1 Soul Reaping
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Fanatic's Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 1 Leather Square, 150 Gold
    
    Fanatic's Tunic
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 12 Tanned Hide Squares, 3 Leather Squares, 150 Gold
    
    Fanatic's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 150 Gold
    
    Fanatic's Boots
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 1 Leather Square, 150 Gold
    
    Necromancer's Gloves
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Necromancer's Tunic
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Tanned Hide Squares, 150 Gold
    
    Necromancer's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Tanned Hide Squares, 150 Gold
    
    Necromancer's Boots
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Ragged Scar Pattern
    Armor Level: 30
    Bonus: +1 Blood Magic
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Vile Scar Pattern
    Armor Level: 30
    Bonus: +1 Death Magic
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Wicked Scar Pattern
    Armor Level: 30
    Bonus: +1 Curses
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    
    Samuka [Lion's Arch]
    
    Bonelace Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold
    
    Bonelace Tunic
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 12 Tanned Hide Square Squares, 12 Bones, 150 Gold
    
    Bonelace Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Square Squares, 8 Bones, 150 Gold
    
    Bonelace Boots
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold
    
    Crude Scar Pattern
    Armor Level: 30
    Bonus: None
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Devilish Scar Pattern
    Armor Level: 30
    Bonus: +1 Soul Reaping
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Fanatic's Gloves
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 1 Leather Square, 150 Gold
    
    Fanatic's Tunic
    Armor Level: 30
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 12 Tanned Hide Squares, 3 Leather Squares, 150 Gold
    
    Fanatic's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 150 Gold
    
    Fanatic's Boots
    Armor Level: 30
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 4 Tanned Hide Squares, 1 Leather Square, 150 Gold
    
    Necromancer's Gloves
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Necromancer's Tunic
    Armor Level: 30
    Bonus: +5 Energy
    Materials & Cost: 6 Tanned Hide Squares, 150 Gold
    
    Necromancer's Leggings
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Tanned Hide Squares, 150 Gold
    
    Necromancer's Boots
    Armor Level: 30
    Bonus: Energy Regeneration +1
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Necrotic Gloves
    Armor Level: 40
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 4 Tanned Hide Squares, 1 Shell, 150 Gold
    
    Necrotic Tunic
    Armor Level: 40
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 12 Tanned Hide Squares, 3 Shells, 150 Gold
    
    Necrotic Leggings
    Armor Level: 40
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 8 Tanned Hide Squares, 2 Shells, 150 Gold
    
    Necrotic Boots
    Armor Level: 40
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 4 Tanned Hide Squares, 1 Shell, 150 Gold
    
    ----
    
    Arm Scar Pattern
    Armor Level: 30
    Bonus: +6 Energy
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Chest Scar Pattern
    Armor Level: 30
    Bonus: +8 Energy
    Materials & Cost: 12 Rolls of Parchment, 150 Gold
    
    Leg Scar Pattern
    Armor Level: 30
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 8 Rolls of Parchment, 150 Gold
    
    Foot Scar Pattern
    Armor Level: 30
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    ----
    
    Ragged Scar Pattern
    Armor Level: 30
    Bonus: +1 Blood Magic
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Vile Scar Pattern
    Armor Level: 30
    Bonus: +1 Death Magic
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    Wicked Scar Pattern
    Armor Level: 30
    Bonus: +1 Curses
    Materials & Cost: 4 Rolls of Parchment, 150 Gold
    
    
    
    Kailan [Bergen Hot Springs]
    
    Bonelace Gloves
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 6 Tanned Hide Squares, 4 Bones, 250 Gold
    
    Bonelace Tunic
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 18 Tanned Hide Squares, 12 Bones, 250 Gold
    
    Bonelace Leggings
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 12 Tanned Hide Squares, 8 Bones, 250 Gold
    
    Bonelace Boots
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 6 Tanned Hide Squares, 4 Bones, 250 Gold
    
    Crude Scar Pattern
    Armor Level: 39
    Bonus: None
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Devilish Scar Pattern
    Armor Level: 39
    Bonus: +1 Soul Reaping
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Fanatic's Gloves
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 6 Tanned Hide Squares, 1 Leather Square, 250 Gold
    
    Fanatic's Tunic
    Armor Level: 39
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 18 Tanned Hide Squares, 3 Leather Squares, 250 Gold
    
    Fanatic's Leggings
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 12 Tanned Hide Squares, 2 Leather Squares, 250 Gold
    
    Fanatic's Boots
    Armor Level: 39
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 6 Tanned Hide Squares, 1 Leather Square, 250 Gold
    
    Necromancer's Gloves
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Necromancer's Tunic
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Tanned Hide Squares, 250 Gold
    
    Necromancer's Leggings
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Tanned Hide Squares, 250 Gold
    
    Necromancer's Boots
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Ragged Scar Pattern
    Armor Level: 39
    Bonus: +1 Blood Magic
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Vile Scar Pattern
    Armor Level: 39
    Bonus: +1 Death Magic
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Wicked Scar Pattern
    Armor Level: 39
    Bonus: +1 Curses
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    
    
    Shada [Beetletun]
    
    Crude Scar Pattern
    Armor Level: 39
    Bonus: None
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Devilish Scar Pattern
    Armor Level: 39
    Bonus: +1 Soul Reaping
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Necrotic Gloves
    Armor Level: 49
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 6 Tanned Hide Squares, 1 Shell, 250 Gold
    
    Necrotic Tunic
    Armor Level: 49
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 18 Tanned Hide Squares, 3 Shells, 250 Gold
    
    Necrotic Leggings
    Armor Level: 49
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 12 Tanned Hide Squares, 2 Shells, 250 Gold
    
    Necrotic Boots
    Armor Level: 49
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 6 Tanned Hide Squares, 1 Shell, 250 Gold
    
    Necromancer's Gloves
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Necromancer's Tunic
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Tanned Hide Squares, 250 Gold
    
    Necromancer's Leggings
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Tanned Hide Squares, 250 Gold
    
    Necromancer's Boots
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    ---
    
    Arm Scar Pattern
    Armor Level: 39
    Bonus: +6 Energy
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Chest Scar Pattern
    Armor Level: 39
    Bonus: +8 Energy
    Materials & Cost: 18 Rolls of Parchment, 3 Feathers, 200 Gold
    
    Leg Scar Pattern
    Armor Level: 39
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 12 Rolls of Parchment, 2 Feathers, 200 Gold
    
    Foot Scar Pattern
    Armor Level: 39
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    ---
    
    Ragged Scar Pattern
    Armor Level: 39
    Bonus: +1 Blood Magic
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Vile Scar Pattern
    Armor Level: 39
    Bonus: +1 Death Magic
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Wicked Scar Pattern
    Armor Level: 39
    Bonus: +1 Curses
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    
    
    Saphir [Quarrel Falls]
    
    Crude Scar Pattern
    Armor Level: 39
    Bonus: None
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Devilish Scar Pattern
    Armor Level: 39
    Bonus: +1 Soul Reaping
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Necromancer's Gloves
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Necromancer's Tunic
    Armor Level: 39
    Bonus: +5 Energy
    Materials & Cost: 9 Tanned Hide Squares, 250 Gold
    
    Necromancer's Leggings
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 6 Tanned Hide Squares, 250 Gold
    
    Necromancer's Boots
    Armor Level: 39
    Bonus: Energy Regeneration +1
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Ragged Scar Pattern
    Armor Level: 39
    Bonus: +1 Blood Magic
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Tormentor's Gloves
    Armor Level: 49
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 6 Tanned Hide Squares, 1 Steel Ingot, 250 Gold
    
    Tormentor's Tunic
    Armor Level: 49
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 18 Tanned Hide Squares, 3 Steel Ingots, 250 Gold
    
    Tormentor's Leggings
    Armor Level: 49
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 12 Tanned Hide Squares, 2 Steel Ingots, 250 Gold
    
    Tormentor's Boots
    Armor Level: 49
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 6 Tanned Hide Squares, 1 Steel Ingot, 250 Gold
    
    Vile Scar Pattern
    Armor Level: 39
    Bonus: +1 Death Magic
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    Wicked Scar Pattern
    Armor Level: 39
    Bonus: +1 Curses
    Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold
    
    
    
    Hanita [Ventari's Refuge]
    
    Bonelace Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 8 Bones, 400 Gold
    
    Bonelace Tunic
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 24 Tanned Hide Squares, 24 Bones, 400 Gold
    
    Bonelace Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 16 Tanned Hide Squares, 16 Bones, 400 Gold
    
    Bonelace Boots
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 8 Bones, 400 Gold
    
    Crude Scar Pattern
    Armor Level: 45
    Bonus: None
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Devilish Scar Pattern
    Armor Level: 45
    Bonus: +1 Soul Reaping
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Fanatic's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 400 Gold
    
    Fanatic's Tunic
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 24 Tanned Hide Squares, 6 Leather Squares, 400 Gold
    
    Fanatic's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 16 Tanned Hide Squares, 4 Leather Squares, 400 Gold
    
    Fanatic's Boots
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 400 Gold
    
    Necromancer's Gloves
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 4 Tanned Hide Squares, 400 Gold
    
    Necromancer's Tunic
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 12 Tanned Hide Squares, 400 Gold
    
    Necromancer's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Tanned Hide Squares, 400 Gold
    
    Necromancer's Boots
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Tanned Hide Squares, 400 Gold
    
    Necrotic Gloves
    Armor Level: 55
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 8 Tanned Hide Squares, 2 Shells, 400 Gold
    
    Necrotic Tunic
    Armor Level: 55
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 24 Tanned Hide Squares, 6 Shells, 400 Gold
    
    Necrotic Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 16 Tanned Hide Squares, 4 Shells, 400 Gold
    
    Necrotic Boots
    Armor Level: 55
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 8 Tanned Hide Squares, 2 Shells, 400 Gold
    
    Ragged Scar Pattern
    Armor Level: 45
    Bonus: +1 Blood Magic
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    ----
    
    Arm Scar Pattern
    Armor Level: 45
    Bonus: +6 Energy
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Chest Scar Pattern
    Armor Level: 45
    Bonus: +8 Energy
    Materials & Cost: 24 Rolls of Parchment, 6 Feathers, 300 Gold
    
    Leg Scar Pattern
    Armor Level: 45
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 16 Rolls of Parchment, 4 Feathers, 300 Gold
    
    Foot Scar Pattern
    Armor Level: 45
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    
    ----
    
    Tormentor's Gloves
    Armor Level: 55
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold
    
    Tormentor's Tunic
    Armor Level: 55
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 24 Tanned Hide Squares, 6 Steel Ingots, 400 Gold
    
    Tormentor's Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 16 Tanned Hide Squares, 4 Steel Ingots, 400 Gold
    
    Tormentor's Boots
    Armor Level: 55
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold
    
    Vile Scar Pattern
    Armor Level: 45
    Bonus: +1 Death Magic
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Wicked Scar Pattern
    Armor Level: 45
    Bonus: +1 Curses
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    
    Alemeth [Henge of Denravi]
    
    Bloodstained Boots
    Armor Level: 45
    Bonus: Energy Regeneration +1, Spells which target corpses cast faster
    Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 400 Gold
    
    Bonelace Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 8 Bones, 400 Gold
    
    Bonelace Tunic
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 24 Tanned Hide Squares, 24 Bones, 400 Gold
    
    Bonelace Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 16 Tanned Hide Squares, 16 Bones, 400 Gold
    
    Bonelace Boots
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 8 Bones, 400 Gold
    
    Crude Scar Pattern
    Armor Level: 45
    Bonus: None
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Devilish Scar Pattern
    Armor Level: 45
    Bonus: +1 Soul Reaping
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Fanatic's Gloves
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 400 Gold
    
    Fanatic's Tunic
    Armor Level: 45
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 24 Tanned Hide Squares, 6 Leather Squares, 400 Gold
    
    Fanatic's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 16 Tanned Hide Squares, 4 Leather Squares, 400 Gold
    
    Fanatic's Boots
    Armor Level: 45
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 400 Gold
    
    Necromancer's Gloves
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 4 Tanned Hide Squares, 400 Gold
    
    Necromancer's Tunic
    Armor Level: 45
    Bonus: +5 Energy
    Materials & Cost: 12 Tanned Hide Squares, 400 Gold
    
    Necromancer's Leggings
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Tanned Hide Squares, 400 Gold
    
    Necromancer's Boots
    Armor Level: 45
    Bonus: Energy Regeneration +1
    Materials & Cost: 4 Tanned Hide Squares, 400 Gold
    
    Necrotic Gloves
    Armor Level: 55
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 8 Tanned Hide Squares, 2 Shells, 400 Gold
    
    Necrotic Tunic
    Armor Level: 55
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 24 Tanned Hide Squares, 6 Shells, 400 Gold
    
    Necrotic Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 16 Tanned Hide Squares, 4 Shells, 400 Gold
    
    Necrotic Boots
    Armor Level: 55
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 8 Tanned Hide Squares, 2 Shells, 400 Gold
    
    Ragged Scar Pattern
    Armor Level: 45
    Bonus: +1 Blood Magic
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    ----
    
    Arm Scar Pattern
    Armor Level: 45
    Bonus: +6 Energy
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Chest Scar Pattern
    Armor Level: 45
    Bonus: +8 Energy
    Materials & Cost: 24 Rolls of Parchment, 6 Feathers, 300 Gold
    
    Leg Scar Pattern
    Armor Level: 45
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 16 Rolls of Parchment, 4 Feathers, 300 Gold
    
    Foot Scar Pattern
    Armor Level: 45
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    ----
    
    Tormentor's Gloves
    Armor Level: 55
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold
    
    Tormentor's Tunic
    Armor Level: 55
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 24 Tanned Hide Squares, 6 Steel Ingots, 400 Gold
    
    Tormentor's Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 16 Tanned Hide Squares, 4 Steel Ingots, 400 Gold
    
    Tormentor's Boots
    Armor Level: 55
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold
    
    Vile Scar Pattern
    Armor Level: 45
    Bonus: +1 Death Magic
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    Wicked Scar Pattern
    Armor Level: 45
    Bonus: +1 Curses
    Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold
    
    
    
    Crafter [Stingray Strand]
    
    Necromancer's Gloves
    Armor Level: 57
    Bonus: +5 Energy
    Materials & Cost: 9 Tanned Hide Squares, 1000 Gold
    
    Necromancer's Tunic
    Armor Level: 57
    Bonus: +5 Energy
    Materials & Cost: 27 Tanned Hide Squares, 1000 Gold
    
    Necromancer's Leggings
    Armor Level: 57
    Bonus: Energy Regeneration +1
    Materials & Cost: 18 Tanned Hide Squares, 1000 Gold
    
    Necromancer's Boots
    Armor Level: 57
    Bonus: Energy Regeneration +1
    Materials & Cost: 9 Tanned Hide Squares, 1000 Gold
    
    
    
    Kathir [Amnoon Oasis]
    
    Bloodstained Boots
    Armor Level: 51
    Bonus: Energy Regeneration +1, Spells which target corpses cast faster
    Materials & Cost: 9 Tanned Hide Squares, 3 Scales, 700 Gold
    
    Bonelace Gloves
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 9 Tanned Hide Squares, 9 Bones, 700 Gold
    
    Bonelace Tunic
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 27 Tanned Hide Squares, 27 Bones, 700 Gold
    
    Bonelace Leggings
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 18 Tanned Hide Squares, 18 Bones, 700 Gold
    
    Bonelace Boots
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 9 Tanned Hide Squares, 9 Bones, 700 Gold
    
    Crude Scar Pattern
    Armor Level: 51
    Bonus: None
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Devilish Scar Pattern
    Armor Level: 51
    Bonus: +1 Soul Reaping
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Fanatic's Gloves
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 9 Tanned Hide Squares, 3 Leather Squares, 700 Gold
    
    Fanatic's Tunic
    Armor Level: 51
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 27 Tanned Hide Squares, 9 Leather Squares, 700 Gold
    
    Fanatic's Leggings
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 18 Tanned Hide Squares, 6 Leather Squares, 700 Gold
    
    Fanatic's Boots
    Armor Level: 51
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 9 Tanned Hide Squares, 3 Leather Squares, 700 Gold
    
    Necromancer's Gloves
    Armor Level: 51
    Bonus: +5 Energy
    Materials & Cost: 8 Tanned Hide Squares, 700 Gold
    
    Necromancer's Tunic
    Armor Level: 51
    Bonus: +5 Energy
    Materials & Cost: 24 Tanned Hide Squares, 700 Gold
    
    Necromancer's Leggings
    Armor Level: 51
    Bonus: Energy Regeneration +1
    Materials & Cost: 16 Tanned Hide Squares, 700 Gold
    
    Necromancer's Boots
    Armor Level: 51
    Bonus: Energy Regeneration +1
    Materials & Cost: 8 Tanned Hide Squares, 700 Gold
    
    Necrotic Gloves
    Armor Level: 61
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 9 Tanned Hide Squares, 3 Shells, 700 Gold
    
    Necrotic Tunic
    Armor Level: 61
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 27 Tanned Hide Squares, 9 Shells, 700 Gold
    
    Necrotic Leggings
    Armor Level: 61
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 18 Tanned Hide Squares, 6 Shells, 700 Gold
    
    Necrotic Boots
    Armor Level: 61
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 9 Tanned Hide Squares, 3 Shells, 700 Gold
    
    Ragged Scar Pattern
    Armor Level: 51
    Bonus: +1 Blood Magic
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    ----
    
    Arm Scar Pattern
    Armor Level: 51
    Bonus: +6 Energy
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Chest Scar Pattern
    Armor Level: 51
    Bonus: +8 Energy
    Materials & Cost: 27 Rolls of Parchment, 9 Feathers, 400 Gold
    
    Leg Scar Pattern
    Armor Level: 51
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 18 Rolls of Parchment, 6 Feathers, 400 Gold
    
    Foot Scar Pattern
    Armor Level: 51
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    ----
    
    Tormentor's Gloves
    Armor Level: 61
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 9 Tanned Hide Squares, 3 Steel Ingots, 700 Gold
    
    Tormentor's Tunic
    Armor Level: 61
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 27 Tanned Hide Squares, 9 Steel Ingots, 700 Gold
    
    Tormentor's Leggings
    Armor Level: 61
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 18 Tanned Hide Squares, 6 Steel Ingots, 700 Gold
    
    Tormentor's Boots
    Armor Level: 61
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 9 Tanned Hide Squares, 3 Steel Ingots, 700 Gold
    
    Vile Scar Pattern
    Armor Level: 51
    Bonus: +1 Death Magic
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    Wicked Scar Pattern
    Armor Level: 51
    Bonus: +1 Curses
    Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold
    
    
    
    Morgren [Droknar's Forge]
    
    Bloodstained Boots
    Armor Level: 60
    Bonus: Energy Regeneration +1, Spells which target corpses cast faster
    Materials & Cost: 25 Tanned Hide Squares, 4 Scales, 1500 Gold
    
    Bonelace Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 25 Tanned Hide Squares, 25 Bones, 1500 Gold
    
    Bonelace Tunic
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 75 Tanned Hide Squares, 75 Bones, 1500 Gold
    
    Bonelace Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 50 Tanned Hide Squares, 50 Bones, 1500 Gold
    
    Bonelace Boots
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 25 Tanned Hide Squares, 25 Bones, 1500 Gold
    
    Crude Scar Pattern
    Armor Level: 60
    Bonus: None
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Devilish Scar Pattern
    Armor Level: 60
    Bonus: +1 Soul Reaping
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Fanatic's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 25 Tanned Hide Squares, 4 Leather Squares, 1500 Gold
    
    Fanatic's Tunic
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 75 Tanned Hide Squares, 12 Leather Squares, 1500 Gold
    
    Fanatic's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 50 Tanned Hide Squares, 8 Leather Squares, 1500 Gold
    
    Fanatic's Boots
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 25 Tanned Hide Squares, 4 Leather Squares, 1500 Gold
    
    Necromancer's Gloves
    Armor Level: 60
    Bonus: +5 Energy
    Materials & Cost: 11 Tanned Hide Squares, 1500 Gold
    
    Necromancer's Tunic
    Armor Level: 60
    Bonus: +5 Energy
    Materials & Cost: 33 Tanned Hide Squares, 1500 Gold
    
    Necromancer's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1
    Materials & Cost: 22 Tanned Hide Squares, 1500 Gold
    
    Necromancer's Boots
    Armor Level: 60
    Bonus: Energy Regeneration +1
    Materials & Cost: 11 Tanned Hide Squares, 1500 Gold
    
    Necrotic Gloves
    Armor Level: 70
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 25 Tanned Hide Squares, 4 Shells, 1500 Gold
    
    Necrotic Tunic
    Armor Level: 70
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 75 Tanned Hide Squares, 12 Shells, 1500 Gold
    
    Necrotic Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 50 Tanned Hide Squares, 8 Shells, 1500 Gold
    
    Necrotic Boots
    Armor Level: 70
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 25 Tanned Hide Squares, 4 Shells, 1500 Gold
    
    Ragged Scar Pattern
    Armor Level: 60
    Bonus: +1 Blood Magic
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    ----
    
    Arm Scar Pattern
    Armor Level: 60
    Bonus: +6 Energy
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Chest Scar Pattern
    Armor Level: 60
    Bonus: +8 Energy
    Materials & Cost: 75 Rolls of Parchment, 12 Feathers, 800 Gold
    
    Leg Scar Pattern
    Armor Level: 60
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 50 Rolls of Parchment, 8 Feathers, 800 Gold
    
    Foot Scar Pattern
    Armor Level: 60
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    ----
    
    Tormentor's Gloves
    Armor Level: 70
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 25 Tanned Hide Squares, 4 Steel Ingots, 1500 Gold
    
    Tormentor's Tunic
    Armor Level: 70
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 75 Tanned Hide Squares, 12 Steel Ingots, 1500 Gold
    
    Tormentor's Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 50 Tanned Hide Squares, 8 Steel Ingots, 1500 Gold
    
    Tormentor's Boots
    Armor Level: 70
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 25 Tanned Hide Squares, 4 Steel Ingots, 1500 Gold
    
    Vile Scar Pattern
    Armor Level: 60
    Bonus: +1 Death Magic
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    Wicked Scar Pattern
    Armor Level: 60
    Bonus: +1 Curses
    Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold
    
    
    
    Karl [Marhan's Grotto]
    
    Necrotic Gloves
    Armor Level: 70
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 50 Tanned Hide Squares, 5 Shells, 15000 Gold
    
    Necrotic Tunic
    Armor Level: 70
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 150 Tanned Hide Squares, 15 Shells, 15000 Gold
    
    Necrotic Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 100 Tanned Hide Squares, 10 Shells, 15000 Gold
    
    Necrotic Boots
    Armor Level: 70
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 50 Tanned Hide Squares, 5 Shells, 15000 Gold
    
    ----
    
    Arm Scar Pattern
    Armor Level: 60
    Bonus: +6 Energy
    Materials & Cost: 50 Rolls of Vellum, 5 Feathers, 8000 Gold
    
    Chest Scar Pattern
    Armor Level: 60
    Bonus: +8 Energy
    Materials & Cost: 150 Rolls of Vellum, 15 Feathers, 8000 Gold
    
    Leg Scar Pattern
    Armor Level: 60
    Bonus: +2 Energy, Energy Regeneration +1
    Materials & Cost: 100 Rolls of Vellum, 10 Feathers, 8000 Gold
    
    Foot Scar Pattern
    Armor Level: 60
    Bonus: +1 Energy, Energy Regeneration +1
    Materials & Cost: 50 Rolls of Vellum, 5 Feathers, 8000 Gold
    
    ----
    
    Tormentor's Gloves
    Armor Level: 70
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 50 Tanned Hide Squares, 5 Deldrimor Steel Ingots, 15000 Gold
    
    Tormentor's Tunic
    Armor Level: 70
    Bonus: +5 Energy, Take 2x damage vs Holy
    Materials & Cost: 150 Tanned Hide Squares, 15 Deldrimor Steel Ingots, 15000
    Gold
    
    Tormentor's Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 100 Tanned Hide Squares, 10 Deldrimor Steel Ingots, 15000
    Gold
    
    Tormentor's Boots
    Armor Level: 70
    Bonus: Energy Regeneration +1, Take 2x damage vs Holy
    Materials & Cost: 50 Tanned Hide Squares, 5 Deldrimor Steel Ingots, 15000 Gold
    
    
    
    Hagen [The Granite Citadel]
    
    Bonelace Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 50 Tanned Hide Squares, 50 Bones, 15000 Gold
    
    Bonelace Tunic
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 150 Tanned Hide Squares, 150 Bones, 15000 Gold
    
    Bonelace Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 100 Tanned Hide Squares, 100 Bones, 15000 Gold
    
    Bonelace Boots
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 50 Tanned Hide Squares, 50 Bones, 15000 Gold
    
    Cultist's Gloves
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 50 Tanned Hide Squares, 5 Elonian Leather Squares, 15000 Gold
    
    Cultist's Tunic
    Armor Level: 60
    Bonus: +5 Energy, +15 AL vs Piercing
    Materials & Cost: 150 Tanned Hide Squares, 15 Elonian Leather Squares, 15000
    Gold
    
    Cultist's Leggings
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 100 Tanned Hide Squares, 10 Elonian Leather Squares, 15000
    Gold
    
    Cultist's Boots
    Armor Level: 60
    Bonus: Energy Regeneration +1, +15 AL vs Piercing
    Materials & Cost: 50 Tanned Hide Squares, 5 Elonian Leather Squares, 15000 Gold
    
    ----
    11. Ranger Armor
    ----
    
    Rangers have the second best armor in the game.  Against elemental attacks,
    they easily have the best.  Using certain ranger skills, you can also control
    the damage types done in the surrounding area.  Rangers make great tanks
    against enemies such as hydras and smoke phantoms.
    
    Banoit [Ascalon City]
    
    Fur-lined Gloves
    Armor Level: 25
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Fur-lined Vest
    Armor Level: 25
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 6 Tanned Hide Squares, 50 Gold
    
    Fur-lined Leggings
    Armor Level: 25
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 4 Tanned Hide Squares, 50 Gold
    
    Fur-lined Boots
    Armor Level: 25
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Leather Gloves
    Armor Level: 25
    Bonus: +30 AL vs Elemental
    Materials & Cost: 1 Tanned Hide Square, 50 Gold
    
    Leather Vest
    Armor Level: 25
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 3 Tanned Hide Squares, 50 Gold
    
    Leather Leggings
    Armor Level: 25
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Leather Boots
    Armor Level: 25
    Bonus: +30 AL vs Elemental
    Materials & Cost: 1 Tanned Hide Square, 50 Gold
    
    Simple Mask
    Armor Level: 25
    Bonus: +30 AL vs Elemental
    Materials & Cost: 1 Bolt of Cloth, 50 Gold
    
    
    
    Corwen [Ascalon City]
    
    Archer's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Marksmanship
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Fur-lined Gloves
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold
    
    Fur-lined Vest
    Armor Level: 40
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 12 Tanned Hide Squares, 3 Fur Squares, 150 Gold
    
    Fur-lined Leggings
    Armor Level: 40
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 150 Gold
    
    Fur-lined Boots
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold
    
    Hunter's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Expertise
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Silk, 150 Gold
    
    Leather Gloves
    Armor Level: 40
    Bonus: +30 AL vs Elemental
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Leather Vest
    Armor Level: 40
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 6 Tanned Hide Squares, 150 Gold
    
    Leather Leggings
    Armor Level: 40
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 4 Tanned Hide Squares, 150 Gold
    
    Leather Boots
    Armor Level: 40
    Bonus: +30 AL vs Elemental
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Simple Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Tamer's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Beast Mastery
    Materials & Cost: 4 Bolts of Cloth, 1 Fur Square, 150 Gold
    
    Traveler's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Wilderness Survival
    Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold
    
    
    
    Harlan [Piken Square]
    
    Fur-lined Gloves
    Armor Level: 25
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Fur-lined Vest
    Armor Level: 25
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 6 Tanned Hide Squares, 50 Gold
    
    Fur-lined Leggings
    Armor Level: 25
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 4 Tanned Hide Squares Hides, 50 Gold
    
    Fur-lined Boots
    Armor Level: 25
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Leather Gloves
    Armor Level: 25
    Bonus: +30 AL vs Elemental
    Materials & Cost: 1 Tanned Hide Square, 50 Gold
    
    Leather Vest
    Armor Level: 25
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 3 Tanned Hide Squares, 50 Gold
    
    Leather Leggings
    Armor Level: 25
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 2 Tanned Hide Squares, 50 Gold
    
    Leather Boots
    Armor Level: 25
    Bonus: +30 AL vs Elemental
    Materials & Cost: 1 Tanned Hide Square, 50 Gold
    
    Simple Mask
    Armor Level: 25
    Bonus: +30 AL vs Elemental
    Materials & Cost: 1 Bolt of Cloth, 50 Gold
    
    
    Breyshaw [Yak's Bend]
    
    Archer's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Marksmanship
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Drakescale Gloves
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 4 Tanned Hide Squares, 1 Scale, 150 Gold
    
    Drakescale Vest
    Armor Level: 40
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 12 Tanned Hide Squares, 3 Scales, 150 Gold
    
    Drakescale Leggings
    Armor Level: 40
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 150 Gold
    
    Drakescale Boots
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 4 Tanned Hide Squares, 1 Scale, 150 Gold
    
    Fur-lined Gloves
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold
    
    Fur-lined Vest
    Armor Level: 40
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 12 Tanned Hide Squares, 3 Fur Squares, 150 Gold
    
    Fur-lined Leggings
    Armor Level: 40
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 150 Gold
    
    Fur-lined Boots
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold
    
    Hunter's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Expertise
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Silk, 150 Gold
    
    Leather Gloves
    Armor Level: 40
    Bonus: +30 AL vs Elemental
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Leather Vest
    Armor Level: 40
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 6 Tanned Hide Squares, 150 Gold
    
    Leather Leggings
    Armor Level: 40
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 4 Tanned Hide Squares, 150 Gold
    
    Leather Boots
    Armor Level: 40
    Bonus: +30 AL vs Elemental
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Simple Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    Extra Armor Pieces
    
    Tamer's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Beast Mastery
    Materials & Cost: 4 Bolts of Cloth, 1 Fur Square, 150 Gold
    
    Traveler's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Wilderness Survival
    Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold
    
    
    
    Samuka [Lion's Arch]
    
    Archer's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Marksmanship
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold
    
    Drakescale Gloves
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 4 Tanned Hide Squares, 1 Scale, 150 Gold
    
    Drakescale Vest
    Armor Level: 40
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 12 Tanned Hide Squares, 3 Scales, 150 Gold
    
    Drakescale Leggings
    Armor Level: 40
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 150 Gold
    
    Drakescale Boots
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 4 Tanned Hide Squares, 1 Scale, 150 Gold
    
    Druid's Gloves
    Armor Level: 40
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 4 Tanned Hide Squares, 4 Wood Planks, 150 Gold
    
    Druid's Vest
    Armor Level: 40
    Bonus: +8 Energy, +30 AL vs Elemental
    Materials & Cost: 12 Tanned Hide Squares, 12 Wood Planks, 150 Gold
    
    Druid's Leggings
    Armor Level: 40
    Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 8 Tanned Hide Squares, 8 Wood Planks, 150 Gold
    
    Druid's Boots
    Armor Level: 40
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 4 Tanned Hide Squares, 4 Wood Planks, 150 Gold
    
    Fur-lined Gloves
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold
    
    Fur-lined Vest
    Armor Level: 40
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 12 Tanned Hide Squares, 3 Fur Squares, 150 Gold
    
    Fur-lined Leggings
    Armor Level: 40
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 150 Gold
    
    Fur-lined Boots
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold
    
    Hunter's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Expertise
    Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Silk, 150 Gold
    
    Leather Gloves
    Armor Level: 40
    Bonus: +30 AL vs Elemental
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Leather Vest
    Armor Level: 40
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 6 Tanned Hide Squares, 150 Gold
    
    Leather Leggings
    Armor Level: 40
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 4 Tanned Hide Squares, 150 Gold
    
    Leather Boots
    Armor Level: 40
    Bonus: +30 AL vs Elemental
    Materials & Cost: 2 Tanned Hide Squares, 150 Gold
    
    Simple Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental
    Materials & Cost: 2 Bolts of Cloth, 150 Gold
    
    Tamer's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Beast Mastery
    Materials & Cost: 4 Bolts of Cloth, 1 Fur Square, 150 Gold
    
    Traveler's Mask
    Armor Level: 40
    Bonus: +30 AL vs Elemental, +1 Wilderness Survival
    Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold
    
    
    
    Kailan [Bergen Hot Springs]
    
    Archer's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Marksmanship
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold
    
    Druid's Gloves
    Armor Level: 49
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 6 Tanned Hide Squares, 4 Wood Planks, 250 Gold
    
    Druid's Vest
    Armor Level: 49
    Bonus: +8 Energy, +30 AL vs Elemental
    Materials & Cost: 18 Tanned Hide Squares, 12 Wood Planks, 250 Gold
    
    Druid's Leggings
    Armor Level: 49
    Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 12 Tanned Hide Squares, 8 Wood Planks, 250 Gold
    
    Druid's Boots
    Armor Level: 49
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 6 Tanned Hide Squares, 4 Wood Planks, 250 Gold
    
    Hunter's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Expertise
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Silk, 250 Gold
    
    Leather Gloves
    Armor Level: 49
    Bonus: +30 AL vs Elemental
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Rawhide Vest
    Armor Level: 49
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 9 Tanned Hide Squares, 250 Gold
    
    Leather Leggings
    Armor Level: 49
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 6 Tanned Hide Squares, 250 Gold
    
    Leather Boots
    Armor Level: 49
    Bonus: +30 AL vs Elemental
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Simple Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Tamer's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Beast Mastery
    Materials & Cost: 6 Bolts of Cloth, 1 Fur Square, 250 Gold
    
    Traveler's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Wilderness Survival
    Materials & Cost: 6 Bolts of Cloth, 1 Scale, 250 Gold
    
    
    
    Shada [Beetletun]
    
    Archer's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Marksmanship
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold
    
    Drakescale Gloves
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 6 Tanned Hide Squares, 1 Scale, 250 Gold
    
    Drakescale Vest
    Armor Level: 49
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 18 Tanned Hide Squares, 3 Scales, 250 Gold
    
    Drakescale Leggings
    Armor Level: 49
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 12 Tanned Hide Squares, 2 Scales, 250 Gold
    
    Drakescale Boots
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 6 Tanned Hide Squares, 1 Scale, 250 Gold
    
    Fur-lined Gloves
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 6 Tanned Hide Squares, 1 Fur Square, 250 Gold
    
    Fur-lined Vest
    Armor Level: 49
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 18 Tanned Hide Squares, 3 Fur Squares, 250 Gold
    
    Fur-lined Leggings
    Armor Level: 49
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 12 Tanned Hide Squares, 2 Fur Squares, 250 Gold
    
    Fur-lined Boots
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 6 Tanned Hide Squares, 1 Fur Square, 250 Gold
    
    Hunter's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Expertise
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Silk, 250 Gold
    
    Leather Gloves
    Armor Level: 49
    Bonus: +30 AL vs Elemental
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Leather Vest
    Armor Level: 49
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 9 Tanned Hide Squares, 250 Gold
    
    Leather Leggings
    Armor Level: 49
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 6 Tanned Hide Squares, 250 Gold
    
    Leather Boots
    Armor Level: 49
    Bonus: +30 AL vs Elemental
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Simple Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Tamer's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Beast Mastery
    Materials & Cost: 6 Bolts of Cloth, 1 Fur Square, 250 Gold
    
    Traveler's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Wilderness Survival
    Materials & Cost: 6 Bolts of Cloth, 1 Scale, 250 Gold
    
    
    
    Saphir [Quarrel Falls]
    
    Archer's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Marksmanship
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold
    
    Hunter's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Expertise
    Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Silk, 250 Gold
    
    Leather Gloves
    Armor Level: 49
    Bonus: +30 AL vs Elemental
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Leather Vest
    Armor Level: 49
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 9 Tanned Hide Squares, 250 Gold
    
    Leather Leggings
    Armor Level: 49
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 6 Tanned Hide Squares, 250 Gold
    
    Leather Boots
    Armor Level: 49
    Bonus: +30 AL vs Elemental
    Materials & Cost: 3 Tanned Hide Squares, 250 Gold
    
    Simple Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental
    Materials & Cost: 3 Bolts of Cloth, 250 Gold
    
    Studded Leather Gloves
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 6 Tanned Hide Squares, 1 Steel Ingot, 250 Gold
    
    Studded Leather Vest
    Armor Level: 49
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 18 Tanned Hide Squares, 3 Steel Ingots, 250 Gold
    
    Studded Leather Leggings
    Armor Level: 49
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 12 Tanned Hide Squares, 2 Steel Ingots, 250 Gold
    
    Studded Leather Boots
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 6 Tanned Hide Squares, 1 Steel Ingot, 250 Gold
    
    Tamer's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Beast Mastery
    Materials & Cost: 6 Bolts of Cloth, 1 Fur Square, 250 Gold
    
    Traveler's Mask
    Armor Level: 49
    Bonus: +30 AL vs Elemental, +1 Wilderness Survival
    Materials & Cost: 6 Bolts of Cloth, 1 Scale, 250 Gold
    
    
    
    Hanita [Ventari's Refuge]
    
    Archer's Mask
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +1 Marksmanship
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Drakescale Gloves
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 400 Gold
    
    Drakescale Vest
    Armor Level: 55
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 24 Tanned Hide Squares, 6 Scales, 400 Gold
    
    Drakescale Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 16 Tanned Hide Squares, 4 Scales, 400 Gold
    
    Drakescale Boots
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 400 Gold
    
    Druid's Gloves
    Armor Level: 55
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 8 Tanned Hide Squares, 8 Wood Planks, 400 Gold
    
    Druid's Vest
    Armor Level: 55
    Bonus: +8 Energy, +30 AL vs Elemental
    Materials & Cost: 24 Tanned Hide Squares, 24 Wood Planks, 400 Gold
    
    Druid's Leggings
    Armor Level: 55
    Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 16 Tanned Hide Squares, 16 Wood Planks, 400 Gold
    
    Druid's Boots
    Armor Level: 55
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 8 Tanned Hide Squares, 8 Wood Planks, 400 Gold
    
    Fur-lined Gloves
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 400 Gold
    
    Fur-lined Vest
    Armor Level: 55
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 24 Tanned Hide Squares, 6 Fur Squares, 400 Gold
    
    Fur-lined Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 16 Tanned Hide Squares, 4 Fur Squares, 400 Gold
    
    Fur-lined Boots
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 400 Gold
    
    Hunter's Mask
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +1 Expertise
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold
    
    Leather Gloves
    Armor Level: 55
    Bonus: +30 AL vs Elemental
    Materials & Cost: 4 Tanned Hide Squares, 400 Gold
    
    Leather Vest
    Armor Level: 55
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 12 Tanned Hide Squares, 400 Gold
    
    Leather Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 8 Tanned Hide Squares, 400 Gold
    
    Leather Boots
    Armor Level: 55
    Bonus: +30 AL vs Elemental
    Materials & Cost: 4 Tanned Hide Squares, 400 Gold
    
    Simple Mask
    Armor Level: 55
    Bonus: +30 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Studded Leather Gloves
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold
    
    Studded Leather Vest
    Armor Level: 55
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 24 Tanned Hide Squares, 6 Steel Ingots, 400 Gold
    
    Studded Leather Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 16 Tanned Hide Squares, 4 Steel Ingots, 400 Gold
    
    Studded Leather Boots
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold
    
    Tamer's Mask
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +1 Beast Mastery
    Materials & Cost: 8 Bolts of Cloth, 2 Fur Squares, 400 Gold
    
    Traveler's Mask
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +1 Wilderness Survival
    Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold
    
    
    
    Alemeth [Henge of Denravi]
    
    Archer's Mask
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +1 Marksmanship
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold
    
    Drakescale Gloves
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 400 Gold
    
    Drakescale Vest
    Armor Level: 55
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 24 Tanned Hide Squares, 6 Scales, 400 Gold
    
    Drakescale Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 16 Tanned Hide Squares, 4 Scales, 400 Gold
    
    Drakescale Boots
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 400 Gold
    
    Druid's Gloves
    Armor Level: 55
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 8 Tanned Hide Squares, 8 Wood Planks, 400 Gold
    
    Druid's Vest
    Armor Level: 55
    Bonus: +8 Energy, +30 AL vs Elemental
    Materials & Cost: 24 Tanned Hide Squares, 24 Wood Planks, 400 Gold
    
    Druid's Leggings
    Armor Level: 55
    Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 16 Tanned Hide Squares, 16 Wood Planks, 400 Gold
    
    Druid's Boots
    Armor Level: 55
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 8 Tanned Hide Squares, 8 Wood Planks, 400 Gold
    
    Fur-lined Gloves
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 400 Gold
    
    Fur-lined Vest
    Armor Level: 55
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 24 Tanned Hide Squares, 6 Fur Squares, 400 Gold
    
    Fur-lined Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 16 Tanned Hide Squares, 4 Fur Squares, 400 Gold
    
    Fur-lined Boots
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 400 Gold
    
    Hunter's Mask
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +1 Expertise
    Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold
    
    Leather Gloves
    Armor Level: 55
    Bonus: +30 AL vs Elemental
    Materials & Cost: 4 Tanned Hide Squares, 400 Gold
    
    Leather Vest
    Armor Level: 55
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 12 Tanned Hide Squares, 400 Gold
    
    Leather Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 8 Tanned Hide Squares, 400 Gold
    
    Leather Boots
    Armor Level: 55
    Bonus: +30 AL vs Elemental
    Materials & Cost: 4 Tanned Hide Squares, 400 Gold
    
    Simple Mask
    Armor Level: 55
    Bonus: +30 AL vs Elemental
    Materials & Cost: 4 Bolts of Cloth, 400 Gold
    
    Studded Leather Gloves
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold
    
    Studded Leather Vest
    Armor Level: 55
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 24 Tanned Hide Squares, 6 Steel Ingots, 400 Gold
    
    Studded Leather Leggings
    Armor Level: 55
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 16 Tanned Hide Squares, 4 Steel Ingots, 400 Gold
    
    Studded Leather Boots
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold
    
    Tamer's Mask
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +1 Beast Mastery
    Materials & Cost: 8 Bolts of Cloth, 2 Fur Squares, 400 Gold
    
    Traveler's Mask
    Armor Level: 55
    Bonus: +30 AL vs Elemental, +1 Wilderness Survival
    Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold
    
    
    
    Kathir [Amnoon Oasis]
    
    Archer's Mask
    Armor Level: 61
    Bonus: +30 AL vs Elemental, +1 Marksmanship
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold
    
    Drakescale Gloves
    Armor Level: 61
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 9 Tanned Hide Squares, 3 Scales, 700 Gold
    
    Drakescale Vest
    Armor Level: 61
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 27 Tanned Hide Squares, 9 Scales, 700 Gold
    
    Drakescale Leggings
    Armor Level: 61
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 18 Tanned Hide Squares, 6 Scales, 700 Gold
    
    Drakescale Boots
    Armor Level: 61
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 9 Tanned Hide Squares, 3 Scales, 700 Gold
    
    Druid's Gloves
    Armor Level: 61
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 9 Tanned Hide Squares, 9 Wood Planks, 700 Gold
    
    Druid's Vest
    Armor Level: 61
    Bonus: +8 Energy, +30 AL vs Elemental
    Materials & Cost: 27 Tanned Hide Squares, 27 Wood Planks, 700 Gold
    
    Druid's Leggings
    Armor Level: 61
    Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 18 Tanned Hide Squares, 18 Wood Planks, 700 Gold
    
    Druid's Boots
    Armor Level: 61
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 9 Tanned Hide Squares, 9 Wood Planks, 700 Gold
    
    Fur-lined Gloves
    Armor Level: 61
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 9 Tanned Hide Squares, 3 Fur Squares, 700 Gold
    
    Fur-lined Vest
    Armor Level: 61
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 27 Tanned Hide Squares, 9 Fur Squares, 700 Gold
    
    Fur-lined Leggings
    Armor Level: 61
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 18 Tanned Hide Squares, 6 Fur Squares, 700 Gold
    
    Fur-lined Boots
    Armor Level: 61
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 9 Tanned Hide Squares, 3 Fur Squares, 700 Gold
    
    Hunter's Mask
    Armor Level: 61
    Bonus: +30 AL vs Elemental, +1 Expertise
    Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Silk, 700 Gold
    
    Leather Gloves
    Armor Level: 61
    Bonus: +30 AL vs Elemental
    Materials & Cost: 8 Tanned Hide Squares, 700 Gold
    
    Leather Vest
    Armor Level: 61
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 24 Tanned Hide Squares, 700 Gold
    
    Leather Leggings
    Armor Level: 61
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 16 Tanned Hide Squares, 700 Gold
    
    Leather Boots
    Armor Level: 61
    Bonus: +30 AL vs Elemental
    Materials & Cost: 8 Tanned Hide Squares, 700 Gold
    
    Simple Mask
    Armor Level: 61
    Bonus: +30 AL vs Elemental
    Materials & Cost: 8 Bolts of Cloth, 700 Gold
    
    Studded Leather Gloves
    Armor Level: 61
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 9 Tanned Hide Squares, 3 Steel Ingots, 700 Gold
    
    Studded Leather Vest
    Armor Level: 61
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 27 Tanned Hide Squares, 9 Steel Ingots, 700 Gold
    
    Studded Leather Leggings
    Armor Level: 61
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 18 Tanned Hide Squares, 6 Steel Ingots, 700 Gold
    
    Studded Leather Boots
    Armor Level: 61
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 9 Tanned Hide Squares, 3 Steel Ingots, 700 Gold
    
    Tamer's Mask
    Armor Level: 61
    Bonus: +30 AL vs Elemental, +1 Beast Mastery
    Materials & Cost: 9 Bolts of Cloth, 3 Fur Squares, 700 Gold
    
    Traveler's Mask
    Armor Level: 61
    Bonus: +30 AL vs Elemental, +1 Wilderness Survival
    Materials & Cost: 9 Bolts of Cloth, 3 Scales, 700 Gold
    
    
    
    Morgren [Droknar's Forge]
    
    Archer's Mask
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +1 Marksmanship
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold
    
    Drakescale Gloves
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 25 Tanned Hide Squares, 4 Scales, 1500 Gold
    
    Drakescale Vest
    Armor Level: 70
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 75 Tanned Hide Squares, 12 Scales, 1500 Gold
    
    Drakescale Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 50 Tanned Hide Squares, 8 Scales, 1500 Gold
    
    Drakescale Boots
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 25 Tanned Hide Squares, 4 Scales, 1500 Gold
    
    Druid's Gloves
    Armor Level: 70
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 25 Tanned Hide Squares, 25 Wood Planks, 1500 Gold
    
    Druid's Vest
    Armor Level: 70
    Bonus: +8 Energy, +30 AL vs Elemental
    Materials & Cost: 75 Tanned Hide Squares, 75 Wood Planks, 1500 Gold
    
    Druid's Leggings
    Armor Level: 70
    Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 50 Tanned Hide Squares, 50 Wood Planks, 1500 Gold
    
    Druid's Boots
    Armor Level: 70
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 25 Tanned Hide Squares, 25 Wood Planks, 1500 Gold
    
    Fur-lined Gloves
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 25 Tanned Hide Squares, 4 Fur Squares, 1500 Gold
    
    Fur-lined Vest
    Armor Level: 70
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 75 Tanned Hide Squares, 12 Fur Squares, 1500 Gold
    
    Fur-lined Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 50 Tanned Hide Squares, 8 Fur Squares, 1500 Gold
    
    Fur-lined Boots
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 25 Tanned Hide Squares, 4 Fur Squares, 1500 Gold
    
    Hunter's Mask
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +1 Expertise
    Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Silk, 1500 Gold
    
    Leather Gloves
    Armor Level: 70
    Bonus: +30 AL vs Elemental
    Materials & Cost: 11 Tanned Hide Squares, 1500 Gold
    
    Leather Vest
    Armor Level: 70
    Bonus: +5 Energy, +30 AL vs Elemental
    Materials & Cost: 33 Tanned Hide Squares, 1500 Gold
    
    Leather Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 22 Tanned Hide Squares, 1500 Gold
    
    Leather Boots
    Armor Level: 70
    Bonus: +30 AL vs Elemental
    Materials & Cost: 11 Tanned Hide Squares, 1500 Gold
    
    Simple Mask
    Armor Level: 70
    Bonus: +30 AL vs Elemental
    Materials & Cost: 11 Bolts of Cloth, 1500 Gold
    
    Studded Leather Gloves
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 25 Tanned Hide Squares, 4 Steel Ingots, 1500 Gold
    
    Studded Leather Vest
    Armor Level: 70
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 75 Tanned Hide Squares, 12 Steel Ingots, 1500 Gold
    
    Studded Leather Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 50 Tanned Hide Squares, 8 Steel Ingots, 1500 Gold
    
    Studded Leather Boots
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 25 Tanned Hide Squares, 4 Steel Ingots, 1500 Gold
    
    Tamer's Mask
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +1 Beast Mastery
    Materials & Cost: 25 Bolts of Cloth, 4 Fur Squares, 1500 Gold
    
    Traveler's Mask
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +1 Wilderness Survival
    Materials & Cost: 25 Bolts of Cloth, 4 Scales, 1500 Gold
    
    
    
    Karl [Marhan's Grotto]
    
    Drakescale Gloves
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 50 Tanned Hide Squares, 5 Scales, 15000 Gold
    
    Drakescale Vest
    Armor Level: 70
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 150 Tanned Hide Squares, 15 Scales, 15000 Gold
    
    Drakescale Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 100 Tanned Hide Squares, 10 Scales, 15000 Gold
    
    Drakescale Boots
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Fire
    Materials & Cost: 50 Tanned Hide Squares, 5 Scales, 15000 Gold
    
    Druid's Gloves
    Armor Level: 70
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 50 Tanned Hide Squares, 50 Wood Planks, 15000 Gold
    
    Druid's Vest
    Armor Level: 70
    Bonus: +8 Energy, +30 AL vs Elemental
    Materials & Cost: 150 Tanned Hide Squares, 150 Wood Planks, 15000 Gold
    
    Druid's Leggings
    Armor Level: 70
    Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental
    Materials & Cost: 100 Tanned Hide Squares, 100 Wood Planks, 15000 Gold
    
    Druid's Boots
    Armor Level: 70
    Bonus: +1 Energy, +30 AL vs Elemental
    Materials & Cost: 50 Tanned Hide Squares, 50 Wood Planks, 15000 Gold
    
    
    Hagen [The Granite Citadel]
    
    Frostbound Gloves
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 50 Tanned Hide Squares, 5 Fur Squares, 15000 Gold
    
    Frostbound Vest
    Armor Level: 70
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 150 Tanned Hide Squares, 15 Fur Squares, 15000 Gold
    
    Frostbound Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 100 Tanned Hide Squares, 10 Fur Squares, 15000 Gold
    
    Frostbound Boots
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Water
    Materials & Cost: 50 Tanned Hide Squares, 5 Fur Squares, 15000 Gold
    
    Studded Leather Gloves
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 50 Tanned Hide Squares, 5 Deldrimor Steel Ingots, 15000 Gold
    
    Studded Leather Vest
    Armor Level: 70
    Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 150 Tanned Hide Squares, 15 Deldrimor Steel Ingots, 15000
    Gold
    
    Studded Leather Leggings
    Armor Level: 70
    Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 100 Tanned Hide Squares, 10 Deldrimor Steel Ingots, 15000
    Gold
    
    Studded Leather Boots
    Armor Level: 70
    Bonus: +30 AL vs Elemental, +15 AL vs Lightning
    Materials & Cost: 50 Tanned Hide Squares, 5 Deldrimor Steel Ingots, 15000 Gold
    
    ----
    12. Warrior Armor
    ----
    
    Warriors have the best defense armor in the game.  They also get an even larger
    bonus against physical damage.  Several warrior armors also come with damage
    reduced against attacks.  The amount of damage is identical to that of a
    Warrior's Rune of Major Absorption, -2 damage.  The absorption runes also stack
    with this armor.  With that mod on a shield as well, a warrior can take 7 less
    damage from all attacks.  As they start with almost no damage being taken from
    them already, this works out rather well.  Because of their great armor,
    warrior's
    
    
    Banoit [Ascalon City]
    
    Ascalon Helm
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 50 Gold
    
    Ascalon Gauntlets
    Armor Level: 35
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 50 Gold
    
    Ascalon Cuirass
    Armor Level: 35
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 50 Gold
    
    Ascalon Leggings
    Armor Level: 35
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 50 Gold
    
    Ascalon Boots
    Armor Level: 35
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 50 Gold
    
    Recruit's Cap
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 1 Iron Ingot, 50 Gold
    
    Ringmail Gauntlets
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 1 Iron Ingot, 50 Gold
    
    Ringmail Hauberk
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 50 Gold
    
    Ringmail Leggings
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 50 Gold
    
    Ringmail Boots
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 1 Iron Ingot, 50 Gold
    
    
    
    Corwen [Ascalon City]
    
    Ascalon Helm
    Armor Level: 50
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Fur Square, 150 Gold
    
    Ascalon Gauntlets
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Fur Square, 150 Gold
    
    Ascalon Cuirass
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 12 Iron Ingots, 3 Fur Squares, 150 Gold
    
    Ascalon Leggings
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 150 Gold
    
    Ascalon Boots
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Fur Squares, 150 Gold
    
    Brute's Helm
    Armor Level: 50
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Duelist's Helm
    Armor Level: 50
    Bonus: +1 Swordsmanship , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Dwarven Helm
    Armor Level: 50
    Bonus: +1 Hammer Mastery , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Executioner's Helm
    Armor Level: 50
    Bonus: +1 Axe Mastery , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Gladiator's Helm
    Armor Level: 50
    Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold
    
    Recruit's Cap
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 150 Gold
    
    Ringmail Gauntlets
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 150 Gold
    
    Ringmail Hauberk
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 150 Gold
    
    Ringmail Leggings
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 150 Gold
    
    Ringmail Boots
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 150 Gold
    
    Tactician's Helm
    Armor Level: 50
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Wyvern Helm
    Armor Level: 55
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Scale, 150 Gold
    
    
    
    Harlan [Piken Square]
    
    Ascalon Helm
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 50 Gold
    
    Ascalon Gauntlets
    Armor Level: 35
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 50 Gold
    
    Ascalon Cuirass
    Armor Level: 35
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 50 Gold
    
    Ascalon Leggings
    Armor Level: 35
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 50 Gold
    
    Ascalon Boots
    Armor Level: 35
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 50 Gold
    
    Recruit's Cap
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 1 Iron Ingot, 50 Gold
    
    Ringmail Gauntlets
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 1 Iron Ingot, 50 Gold
    
    Ringmail Hauberk
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 50 Gold
    
    Ringmail Leggings
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 50 Gold
    
    Ringmail Boots
    Armor Level: 35
    Bonus: +20 AL vs Physical
    Materials & Cost: 1 Iron Ingot, 50 Gold
    
    
    Breyshaw [Yak's Bend]
    
    Ascalon Helm
    Armor Level: 50
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Fur Square, 150 Gold
    
    Ascalon Gauntlets
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Fur Square, 150 Gold
    
    Ascalon Cuirass
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 12 Iron Ingots, 3 Fur Squares, 150 Gold
    
    Ascalon Leggings
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 150 Gold
    
    Ascalon Boots
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Fur Squares, 150 Gold
    
    Brute's Helm
    Armor Level: 50
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Duelist's Helm
    Armor Level: 50
    Bonus: +1 Swordsmanship , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Dwarven Helm
    Armor Level: 50
    Bonus: +1 Hammer Mastery , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Executioner's Helm
    Armor Level: 50
    Bonus: +1 Axe Mastery , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Gladiator's Helm
    Armor Level: 50
    Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold
    
    Gladiator's Gauntlets
    Armor Level: 50
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold
    
    Gladiator's Hauberk
    Armor Level: 50
    Bonus: +3 Energy
    Materials & Cost: 12 Iron Ingots, 12 Tanned Hide Squares, 150 Gold
    
    Gladiator's Leggings
    Armor Level: 50
    Bonus: +2 Energy, +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 150 Gold
    
    Gladiator's Boots
    Armor Level: 50
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold
    
    Recruit's Cap
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 150 Gold
    
    Ringmail Gauntlets
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 150 Gold
    
    Ringmail Hauberk
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 150 Gold
    
    Ringmail Leggings
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 150 Gold
    
    Ringmail Boots
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 150 Gold
    
    Tactician's Helm
    Armor Level: 50
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Wyvern Helm
    Armor Level: 55
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Scale, 150 Gold
    
    
    Samuka [Lion's Arch]
    
    Ascalon Gauntlets
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Fur Square, 150 Gold
    
    Ascalon Cuirass
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 12 Iron Ingots, 3 Fur Squares, 150 Gold
    
    Ascalon Leggings
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 150 Gold
    
    Ascalon Boots
    Armor Level: 50
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Fur Squares, 150 Gold
    
    Brute's Helm
    Armor Level: 50
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Duelist's Helm
    Armor Level: 50
    Bonus: +1 Swordsmanship , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Dwarven Helm
    Armor Level: 50
    Bonus: +1 Hammer Mastery , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Executioner's Helm
    Armor Level: 50
    Bonus: +1 Axe Mastery , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Gladiator's Helm
    Armor Level: 50
    Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold
    
    Gladiator's Gauntlets
    Armor Level: 50
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold
    
    Gladiator's Hauberk
    Armor Level: 50
    Bonus: +3 Energy
    Materials & Cost: 12 Iron Ingots, 12 Tanned Hide Squares, 150 Gold
    
    Gladiator's Leggings
    Armor Level: 50
    Bonus: +2 Energy, +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 150 Gold
    
    Gladiator's Boots
    Armor Level: 50
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold
    
    Recruit's Cap
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 150 Gold
    
    Ringmail Gauntlets
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 150 Gold
    
    Ringmail Hauberk
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 150 Gold
    
    Ringmail Leggings
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 150 Gold
    
    Ringmail Boots
    Armor Level: 50
    Bonus: +20 AL vs Physical
    Materials & Cost: 2 Iron Ingots, 150 Gold
    
    Tactician's Helm
    Armor Level: 50
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold
    
    Wyvern Helm
    Armor Level: 55
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Scale, 150 Gold
    
    Wyvern Gauntlets
    Armor Level: 55
    Bonus: +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Scale, 150 Gold
    
    Wyvern Hauberk
    Armor Level: 55
    Bonus: +10 AL vs Physical
    Materials & Cost: 12 Iron Ingots, 3 Scales, 150 Gold
    
    Wyvern Leggings
    Armor Level: 55
    Bonus: +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Scales, 150 Gold
    
    Wyvern Boots
    Armor Level: 55
    Bonus: +10 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 1 Scale, 150 Gold
    
    
    
    Kailan [Bergen Hot Springs]
    
    Ascalon Helm
    Armor Level: 59
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Fur Square, 250 Gold
    
    Ascalon Gauntlets
    Armor Level: 59
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Fur Square, 250 Gold
    
    Ascalon Cuirass
    Armor Level: 59
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 18 Iron Ingots, 3 Fur Squares, 250 Gold
    
    Ascalon Leggings
    Armor Level: 59
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 12 Iron Ingots, 2 Fur Squares, 250 Gold
    
    Ascalon Boots
    Armor Level: 59
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Fur Square, 250 Gold
    
    Brute's Helm
    Armor Level: 59
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Duelist's Helm
    Armor Level: 59
    Bonus: +1 Swordsmanship , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Dwarven Helm
    Armor Level: 59
    Bonus: +1 Hammer Mastery , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Executioner's Helm
    Armor Level: 59
    Bonus: +1 Axe Mastery , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Recruit's Cap
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 250 Gold
    
    Ringmail Gauntlets
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 250 Gold
    
    Ringmail Hauberk
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 250 Gold
    
    Ringmail Leggings
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 250 Gold
    
    Ringmail Boots
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 250 Gold
    
    Tactician's Helm
    Armor Level: 59
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    
    
    Shada [Beetletun]
    
    Brute's Helm
    Armor Level: 59
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Duelist's Helm
    Armor Level: 59
    Bonus: +1 Swordsmanship , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Dwarven Helm
    Armor Level: 59
    Bonus: +1 Hammer Mastery , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Executioner's Helm
    Armor Level: 59
    Bonus: +1 Axe Mastery , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Gladiator's Helm
    Armor Level: 59
    Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 6 Tanned Hide Squares, 250 Gold
    
    Gladiator's Gauntlets
    Armor Level: 59
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 6 Tanned Hide Squares, 250 Gold
    
    Gladiator's Hauberk
    Armor Level: 59
    Bonus: +3 Energy
    Materials & Cost: 18 Iron Ingots, 18 Tanned Hide Squares, 250 Gold
    
    Gladiator's Leggings
    Armor Level: 59
    Bonus: +2 Energy, +20 AL vs Physical
    Materials & Cost: 12 Iron Ingots, 12 Tanned Hide Squares, 250 Gold
    
    Gladiator's Boots
    Armor Level: 59
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 6 Tanned Hide Squares, 250 Gold
    
    Recruit's Cap
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 250 Gold
    
    Ringmail Gauntlets
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 250 Gold
    
    Ringmail Hauberk
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 250 Gold
    
    Ringmail Leggings
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 250 Gold
    
    Ringmail Boots
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 250 Gold
    
    Tactician's Helm
    Armor Level: 59
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    
    
    Saphir [Quarrel Falls]
    
    Brute's Helm
    Armor Level: 59
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Duelist's Helm
    Armor Level: 59
    Bonus: +1 Swordsmanship , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Dwarven Helm
    Armor Level: 59
    Bonus: +1 Hammer Mastery , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Executioner's Helm
    Armor Level: 59
    Bonus: +1 Axe Mastery , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Gladiator's Helm
    Armor Level: 59
    Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 6 Tanned Hide Squares, 250 Gold
    
    Recruit's Cap
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 250 Gold
    
    Ringmail Gauntlets
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 250 Gold
    
    Ringmail Hauberk
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 250 Gold
    
    Ringmail Leggings
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 250 Gold
    
    Ringmail Boots
    Armor Level: 59
    Bonus: +20 AL vs Physical
    Materials & Cost: 3 Iron Ingots, 250 Gold
    
    Tactician's Helm
    Armor Level: 59
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold
    
    Wyvern Helm
    Armor Level: 64
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Scale, 250 Gold
    
    Wyvern Gauntlets
    Armor Level: 61
    Bonus: +10 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Scale, 250 Gold
    
    Wyvern Hauberk
    Armor Level: 64
    Bonus: +10 AL vs Physical
    Materials & Cost: 18 Iron Ingots, 3 Scales, 250 Gold
    
    Wyvern Leggings
    Armor Level: 61
    Bonus: +10 AL vs Physical
    Materials & Cost: 12 Iron Ingots, 2 Scales, 250 Gold
    
    Wyvern Boots
    Armor Level: 64
    Bonus: +10 AL vs Physical
    Materials & Cost: 6 Iron Ingots, 1 Scale, 250 Gold
    
    
    
    Hanita [Ventari's Refuge]
    
    Ascalon Helm
    Armor Level: 65
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold
    
    Ascalon Gauntlets
    Armor Level: 65
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold
    
    Ascalon Cuirass
    Armor Level: 65
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 24 Iron Ingots, 6 Fur Squares, 400 Gold
    
    Ascalon Leggings
    Armor Level: 65
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 16 Iron Ingots, 4 Fur Squares, 400 Gold
    
    Ascalon Boots
    Armor Level: 65
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold
    
    Brute's Helm
    Armor Level: 65
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold
    
    Chainmail Helm
    Armor Level: 65
    Bonus: None
    Materials & Cost: 4 Iron Ingots, 400 Gold
    
    Chainmail Gauntlets
    Armor Level: 65
    Bonus: +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 400 Gold
    
    Chainmail Hauberk
    Armor Level: 65
    Bonus: +20 AL vs Physical
    Materials & Cost: 12 Iron Ingots, 400 Gold
    
    Chainmail Leggings
    Armor Level: 65
    Bonus: +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 400 Gold
    
    Chainmail Boots
    Armor Level: 65
    Bonus: +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 400 Gold
    
    Duelist's Helm
    Armor Level: 65
    Bonus: +1 Swordsmanship , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold
    
    Dwarven Helm
    Armor Level: 65
    Bonus: +1 Hammer Mastery , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold
    
    Executioner's Helm
    Armor Level: 65
    Bonus: +1 Axe Mastery , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold
    
    Gladiator's Helm
    Armor Level: 65
    Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold
    
    Gladiator's Gauntlets
    Armor Level: 65
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold
    
    Gladiator's Hauberk
    Armor Level: 65
    Bonus: +3 Energy
    Materials & Cost: 24 Iron Ingots, 24 Tanned Hide Squares, 400 Gold
    
    Gladiator's Leggings
    Armor Level: 65
    Bonus: +2 Energy, +20 AL vs Physical
    Materials & Cost: 16 Iron Ingots, 16 Tanned Hide Squares, 400 Gold
    
    Gladiator's Boots
    Armor Level: 65
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold
    
    Tactician's Helm
    Armor Level: 65
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold
    
    Wyvern Helm
    Armor Level: 70
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold
    
    Wyvern Gauntlets
    Armor Level: 70
    Bonus: +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold
    
    Wyvern Hauberk
    Armor Level: 70
    Bonus: +10 AL vs Physical
    Materials & Cost: 24 Iron Ingots, 6 Scales, 400 Gold
    
    Wyvern Leggings
    Armor Level: 70
    Bonus: +10 AL vs Physical
    Materials & Cost: 16 Iron Ingots, 4 Scales, 400 Gold
    
    Wyvern Boots
    Armor Level: 70
    Bonus: +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold
    
    
    
    Alemeth [Henge of Denravi]
    
    Ascalon Helm
    Armor Level: 65
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold
    
    Ascalon Gauntlets
    Armor Level: 65
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold
    
    Ascalon Cuirass
    Armor Level: 65
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 24 Iron Ingots, 6 Fur Squares, 400 Gold
    
    Ascalon Leggings
    Armor Level: 65
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 16 Iron Ingots, 4 Fur Squares, 400 Gold
    
    Ascalon Boots
    Armor Level: 65
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold
    
    Brute's Helm
    Armor Level: 65
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold
    
    Chainmail Helm
    Armor Level: 65
    Bonus: None
    Materials & Cost: 4 Iron Ingots, 400 Gold
    
    Chainmail Gauntlets
    Armor Level: 65
    Bonus: +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 400 Gold
    
    Chainmail Hauberk
    Armor Level: 65
    Bonus: +20 AL vs Physical
    Materials & Cost: 12 Iron Ingots, 400 Gold
    
    Chainmail Leggings
    Armor Level: 65
    Bonus: +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 400 Gold
    
    Chainmail Boots
    Armor Level: 65
    Bonus: +20 AL vs Physical
    Materials & Cost: 4 Iron Ingots, 400 Gold
    
    Duelist's Helm
    Armor Level: 65
    Bonus: +1 Swordsmanship , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold
    
    Dwarven Helm
    Armor Level: 65
    Bonus: +1 Hammer Mastery , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold
    
    Executioner's Helm
    Armor Level: 65
    Bonus: +1 Axe Mastery , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold
    
    Gladiator's Helm
    Armor Level: 65
    Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold
    
    Gladiator's Gauntlets
    Armor Level: 65
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold
    
    Gladiator's Hauberk
    Armor Level: 65
    Bonus: +3 Energy
    Materials & Cost: 24 Iron Ingots, 24 Tanned Hide Squares, 400 Gold
    
    Gladiator's Leggings
    Armor Level: 65
    Bonus: +2 Energy, +20 AL vs Physical
    Materials & Cost: 16 Iron Ingots, 16 Tanned Hide Squares, 400 Gold
    
    Gladiator's Boots
    Armor Level: 65
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold
    
    Lieutenant's Helm
    Armor Level: 60
    Bonus: Shortens duration of hexes cast on you, +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Bolts of Silk, 400 Gold
    
    Stonefist Gauntlets
    Armor Level: 60
    Bonus: Lengthens target's knockdown time, +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Granite Slabs, 400 Gold
    
    Tactician's Helm
    Armor Level: 65
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold
    
    Wyvern Helm
    Armor Level: 70
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold
    
    Wyvern Gauntlets
    Armor Level: 70
    Bonus: +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold
    
    Wyvern Hauberk
    Armor Level: 70
    Bonus: +10 AL vs Physical
    Materials & Cost: 24 Iron Ingots, 6 Scales, 400 Gold
    
    Wyvern Leggings
    Armor Level: 70
    Bonus: +10 AL vs Physical
    Materials & Cost: 16 Iron Ingots, 4 Scales, 400 Gold
    
    Wyvern Boots
    Armor Level: 70
    Bonus: +10 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold
    
    
    
    Kathir [Amnoon Oasis]
    
    Ascalon Helm
    Armor Level: 71
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Fur Squares, 700 Gold
    
    Ascalon Gauntlets
    Armor Level: 71
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Fur Squares, 700 Gold
    
    Ascalon Cuirass
    Armor Level: 71
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 27 Iron Ingots, 9 Fur Squares, 700 Gold
    
    Ascalon Leggings
    Armor Level: 71
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 18 Iron Ingots, 6 Fur Squares, 700 Gold
    
    Ascalon Boots
    Armor Level: 71
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Fur Squares, 700 Gold
    
    Brute's Helm
    Armor Level: 71
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold
    
    Chainmail Helm
    Armor Level: 71
    Bonus: None
    Materials & Cost: 8 Iron Ingots, 700 Gold
    
    Chainmail Gauntlets
    Armor Level: 71
    Bonus: +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 700 Gold
    
    Chainmail Hauberk
    Armor Level: 71
    Bonus: +20 AL vs Physical
    Materials & Cost: 24 Iron Ingots, 700 Gold
    
    Wyvern Leggings
    Armor Level: 71
    Bonus: +20 AL vs Physical
    Materials & Cost: 16 Iron Ingots, 700 Gold
    
    Chainmail Boots
    Armor Level: 71
    Bonus: +20 AL vs Physical
    Materials & Cost: 8 Iron Ingots, 700 Gold
    
    Duelist's Helm
    Armor Level: 71
    Bonus: +1 Swordsmanship , +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold
    
    Dwarven Helm
    Armor Level: 71
    Bonus: +1 Hammer Mastery , +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold
    
    Executioner's Helm
    Armor Level: 71
    Bonus: +1 Axe Mastery , +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold
    
    Gladiator's Helm
    Armor Level: 71
    Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 9 Tanned Hide Squares, 700 Gold
    
    Gladiator's Gauntlets
    Armor Level: 71
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 9 Tanned Hide Squares, 700 Gold
    
    Gladiator's Hauberk
    Armor Level: 71
    Bonus: +3 Energy
    Materials & Cost: 27 Iron Ingots, 27 Tanned Hide Squares, 700 Gold
    
    Gladiator's Leggings
    Armor Level: 71
    Bonus: +2 Energy, +20 AL vs Physical
    Materials & Cost: 18 Iron Ingots, 18 Tanned Hide Squares, 700 Gold
    
    Gladiator's Boots
    Armor Level: 71
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 9 Tanned Hide Squares, 700 Gold
    
    Soldier's Helm
    Armor Level: 71
    Bonus: +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold
    
    Soldier's Gauntlets
    Armor Level: 71
    Bonus: +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold
    
    Soldier's Cuirass
    Armor Level: 71
    Bonus: +20 AL vs Physical
    Materials & Cost: 27 Iron Ingots, 9 Steel Ingots, 700 Gold
    
    Soldier's Leggings
    Armor Level: 71
    Bonus: +20 AL vs Physical
    Materials & Cost: 18 Iron Ingots, 6 Steel Ingots, 700 Gold
    
    Soldier's Boots
    Armor Level: 71
    Bonus: +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold
    
    Stonefist Gauntlets
    Armor Level: 66
    Bonus: Lengthens target's knockdown time, +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Granite Slabs, 700 Gold
    
    Tactician's Helm
    Armor Level: 71
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold
    
    Wyvern Helm
    Armor Level: 76
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Scales, 700 Gold
    
    Wyvern Gauntlets
    Armor Level: 76
    Bonus: +10 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Scales, 700 Gold
    
    Wyvern Hauberk
    Armor Level: 76
    Bonus: +10 AL vs Physical
    Materials & Cost: 27 Iron Ingots, 9 Scales, 700 Gold
    
    Wyvern Leggings
    Armor Level: 76
    Bonus: +10 AL vs Physical
    Materials & Cost: 18 Iron Ingots, 6 Scales, 700 Gold
    
    Wyvern Boots
    Armor Level: 76
    Bonus: +10 AL vs Physical
    Materials & Cost: 9 Iron Ingots, 3 Scales, 700 Gold
    
    
    
    Morgren [Droknar's Forge]
    
    Ascalon Helm
    Armor Level: 80
    Bonus: +1 Tactics , Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Fur Squares, 1500 Gold
    
    Ascalon Gauntlets
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Fur Squares, 1500 Gold
    
    Ascalon Cuirass
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 75 Iron Ingots, 12 Fur Squares, 1500 Gold
    
    Ascalon Leggings
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 8 Fur Squares, 1500 Gold
    
    Ascalon Boots
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Fur Squares, 1500 Gold
    
    Brute's Helm
    Armor Level: 80
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold
    
    Duelist's Helm
    Armor Level: 80
    Bonus: +1 Swordsmanship , +20 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold
    
    Dwarven Helm
    Armor Level: 80
    Bonus: +1 Hammer Mastery , +20 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold
    
    Executioner's Helm
    Armor Level: 80
    Bonus: +1 Axe Mastery , +20 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold
    
    Gladiator's Helm
    Armor Level: 80
    Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 16 Tanned Hide Squares, 1500 Gold
    
    Gladiator's Gauntlets
    Armor Level: 80
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 16 Tanned Hide Squares, 1500 Gold
    
    Gladiator's Hauberk
    Armor Level: 80
    Bonus: +3 Energy
    Materials & Cost: 75 Iron Ingots, 48 Tanned Hide Squares, 1500 Gold
    
    Gladiator's Leggings
    Armor Level: 80
    Bonus: +2 Energy, +20 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 32 Tanned Hide Squares, 1500 Gold
    
    Gladiator's Boots
    Armor Level: 80
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 16 Tanned Hide Squares, 1500 Gold
    
    Knight's Helm
    Armor Level: 80
    Bonus: +1 Strength , +20 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold
    
    Knight's Gauntlets
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Leather Squares, 1500 Gold
    
    Knight's Cuirass
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 75 Iron Ingots, 12 Leather Squares, 1500 Gold
    
    Knight's Leggings
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 8 Leather Squares, 1500 Gold
    
    Knight's Boots
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Leather Squares, 1500 Gold
    
    Platemail Helm
    Armor Level: 85
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold
    
    Platemail Gauntlets
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold
    
    Platemail Cuirass
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 75 Iron Ingots, 12 Steel Ingots, 1500 Gold
    
    Platemail Leggings
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 8 Steel Ingots, 1500 Gold
    
    Platemail Boots
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold
    
    Stonefist Gauntlets
    Armor Level: 75
    Bonus: Lengthens target's knockdown time, +20 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Granite Slabs, 1500 Gold
    
    Tactician's Helm
    Armor Level: 80
    Bonus: +1 Tactics , +20 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold
    
    Wyvern Helm
    Armor Level: 85
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Scales, 1500 Gold
    
    Wyvern Gauntlets
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Scales, 1500 Gold
    
    Wyvern Hauberk
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 75 Iron Ingots, 12 Scales, 1500 Gold
    
    Wyvern Leggings
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 8 Scales, 1500 Gold
    
    Wyvern Boots
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 25 Iron Ingots, 4 Scales, 1500 Gold
    
    
    
    Karl [Marhan's Grotto]
    
    Ascalon Helm
    Armor Level: 80
    Bonus: +1 Tactics , Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 5 Fur Squares, 15000 Gold
    
    Ascalon Gauntlets
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 5 Fur Squares, 15000 Gold
    
    Ascalon Cuirass
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 150 Iron Ingots, 15 Fur Squares, 15000 Gold
    
    Ascalon Leggings
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 100 Iron Ingots, 10 Fur Squares, 15000 Gold
    
    Ascalon Boots
    Armor Level: 80
    Bonus: Reduces damage from attacks, +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 5 Fur Squares, 15000 Gold
    
    Gladiator's Gauntlets
    Armor Level: 80
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 16 Tanned Hide Squares, 15000 Gold
    
    Gladiator's Hauberk
    Armor Level: 80
    Bonus: +3 Energy
    Materials & Cost: 150 Iron Ingots, 48 Tanned Hide Squares, 15000 Gold
    
    Gladiator's Leggings
    Armor Level: 80
    Bonus: +2 Energy, +20 AL vs Physical
    Materials & Cost: 100 Iron Ingots, 32 Tanned Hide Squares, 15000 Gold
    
    Gladiator's Boots
    Armor Level: 80
    Bonus: +1 Energy, +20 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 16 Tanned Hide Squares, 15000 Gold
    
    
    
    Hagen [Granite Citadel]
    
    Dragon Helm
    Armor Level: 85
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 5 Scales, 15000 Gold
    
    Dragon Gauntlets
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 5 Scales, 15000 Gold
    
    Dragon Hauberk
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 150 Iron Ingots, 15 Scales, 15000 Gold
    
    Dragon Leggings
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 100 Iron Ingots, 10 Scales, 15000 Gold
    
    Dragon Boots
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 5 Scales, 15000 Gold
    
    Platemail Helm
    Armor Level: 85
    Bonus: +1 Strength , +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 5 Deldrimor Steel Ingots, 15000 Gold
    
    Platemail Gauntlets
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 5 Deldrimor Steel Ingots, 15000 Gold
    
    Platemail Cuirass
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 150 Iron Ingots, 15 Deldrimor Steel Ingots, 15000 Gold
    
    Platemail Leggings
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 100 Iron Ingots, 10 Deldrimor Steel Ingots, 15000 Gold
    
    Platemail Boots
    Armor Level: 85
    Bonus: +10 AL vs Physical
    Materials & Cost: 50 Iron Ingots, 5 Deldrimor Steel Ingots, 15000 Gold
    
    
    *******************************************************************************
                                  v) Collector List
    *******************************************************************************
    
    Armor collectors trade only armor pieces, non-armor collectors give weapons,
    foci and various other objects.  This list contains collectors for Post Searing
    only.
    
    Full credit for the data and typing up of this list goes to Hahnsoo.  Hahnsoo
    has contributed several other guides, mostly character guides which are all
    quite detailed and recommended if you are looking for working builds.
    
    These lists are compiled alphabetically by major map area [Ascalon, Northern
    Shiverpeaks, Kryta, Maguuma Jungle, Crystal Desert, Southern Shiverpeaks].
    
    1) Non-armor Collectors
    2) Armor Collectors
    3) Pre-Searing Collectors
    4) Ring of Fire Collectors
    5) Sorrow's Furnace Collectors
    
    -----
    1. Non-Armor Collectors
    -----
    
    ===========
    = Ascalon =
    ===========
    
    Ascalon City
    ============
    
    Calissa Sedgwick
    ----------------
    Location: At the end of Merchant Row
    Collects: 4 Charr Hides
    * Belt Pouch
    * Fur Square
    
    Ascalon Foothills
    =================
    
    Dael
    ----
    Location: Near Grenth shrine
    Collects: 3 Leathery Claws
    * Belt Pouch
    
    The Breach
    ==========
    
    Sally Kaugie
    ------------
    Location: Far west of the Ascalon entrance to The Breach
    Collects: 3 Scorched Seeds
    * Jeweled Chalice, Energy +6 (req. 5 Illusion Magic)
      Armor +5 (vs. physical attacks)
    * Truncheon, Cold Dmg: 3-4 (req. 5 Death Magic)
      Damage +10% (while Health is below 50%)
      Energy +5 (while Health is below 40%)
      Armor +5 (while Health is below 30%)
    * Scroll, Energy +6 (req. 5 Energy Storage)
      Energy +15, Energy Regeneration -1
      Health +50
    * Divine Symbol, Energy +6 (req. 5 Divine Favor)
      Health +15
    * Holy Staff, Energy +4, Fire Dmg: 3-4 (req. 4 Divine Favor)
    * Ascalon Bow,  Piercing Dmg: 9-13 (req. 3 Marksmanship)
      Damage +10% (while Hexed)
      Damage +10% (while Health is below 40%)
    
    Diessa Lowlands
    ===============
    
    Lenerd Aberold
    --------------
    Location: Just outside of Grendich Courthouse
    Collects: 3 Singed Gargoyle Skulls
    * Belt Pouch
    
    Wain Hughes
    -----------
    Location: Just outside of Nolani Academy
    Collects: 3 Charr Carvings
    * Jeweled Charkarm, Energy +6 (req. 5 Inspiration Magic)
      Armor +10 (vs. Charr)
      Health +5
    * Cruel Staff of Fortitude, Energy +4, Shadow Dmg: 3-4 (req. 4 Blood Magic)
      Health +20
      Damage +25% (vs. Charr)
    * Fire Wand, Fire Dmg: 3-4 (req. 5 Fire Magic)
      Attack speed +10%
      Damage -10%
      Energy +5
      Damage +25% (vs. Charr)
    * Ascalon Battle Staff, Energy +4, Lightning Dmg: 3-4, (req. 4 Smiting Prayers)
      Armor +5 (while casting)
      Damage +25% (vs. Charr)
    * Earth Staff, Energy +4,  Earth Dmg: 3-4 (req. 4 Earth Magic)
    * Ascalon Bow, Piercing Dmg: 9-13 (req. 3 Marksmanship)
    
    Dragon's Gullet
    ===============
    
    Nazag Fenn
    ----------
    Location: Southeast of the entrance on a peninsula
    Collects: 9 Gruesome Ribcages
    * Bag
    
    Ashram Fenn
    -----------
    Location: West of the entrance
    Collects: 3 Scar Behemoth Jaws
    * Inscribed Charkarm, Energy +6 (req. 5 Fast Casting)
      Improves skill recharge (Chance: 10%)
    * Grim Cesta, Energy +6 (req. 5 Blood Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Scroll, Energy +6 (req. 5 Energy Storage)
      Energy +5 (while enchanted)
    * Shocking Plasma Blade, Lightning Dmg: 7-10 (req. 4 Swordsmanship)
      Damage +10% (while in a stance)
    * Grim Cesta, Energy +6 (req. 5 Death Magic)
      Death Magic +1 (20% chance while using skills)
      Health +30
    * Ascalon Bow  Piercing Dmg: 9-13 (req. 3 Marksmanship)
    
    Eastern Frontier
    ================
    
    Fytch
    -----
    Location: Halfway between Serenity Temple and the Frontier Gate
    Collects: 3 Fetid Carapaces
    * Jeweled Charkarm, Energy +6 (req. 5 Inspiration Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Truncheon,  Cold Dmg: 3-4 (req. 5 Death Magic)
    * Flame Artifact, Energy +6 (req. 5 Fire Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Divine Symbol, Energy +6 (req. 5 Divine Favor)
      Improves Casting speed using Divine Favor skills (Chance: 20%)
      Improves skill recharge using Divine Favor skills (Chance: 20%)
    * Runic Shield, Energy +5, Armor: 6  (req. 4 Tactics)
    * Water Wand, Cold Dmg: 3-4 (req. 3 Water Magic)
    
    Guardsman Noell
    ---------------
    Location: Right outside Frontier Gate
    Collects: 3 Ornate Grawl Necklaces
    * Inscribed Staff, Energy +4, Chaos Dmg: 3-4 (req. 4 Domination Magic)
    * Cruel Staff, Energy +4, Dark Dmg: 3-4 (req. 4 Blood Magic)
    * Earth Staff, Energy +4,  Earth Dmg: 3-4 (req. 4 Earth Magic)
      Armor +5 (vs. Lightning attacks)
      Armor +3 (while casting)
      Armor +3 (while enchanted)
      Armor +3 (while hexed)
    * Wicked Staff, Energy +4, Dark Dmg: 3-4, (req. 4 Curses)
    * Crimson Carapace Shield, Armor: 6  (req. 4 Tactics)
      Armor +5 (while attacking)
      Armor -5 (while casting)
    * Air Wand, Lightning Dmg: 3-4 (req. 5 Air Magic)
    
    Paige Osbourne
    --------------
    Location: Northeast of Frontier Gate
    Collects: 3 Charr Carvings
    * Inscribed Staff, Energy +4, Chaos Dmg: 3-4 (req. 4 Domination Magic)
      Damage +25% (vs. Charr)
    * Bone Staff, Energy +4, Cold Dmg: 3-4 (req. 4 Death Magic)
    * Water Staff, Energy +4, Cold Dmg: 3-4 (Req. 3 Water Magic)
      Armor +7 (vs. Fire attacks)
      Damage +10% (vs. hexed foes)
      Damage +25% (vs. Charr)
    * Protective Icon, Energy +6 (req. 5 Protection Prayers)
      Armor +15 (vs. Charr)
      Health +5
    * Ascalon Maul of Fortitude, Blunt Dmg: 11-17 (req. 3 Hammer Mastery)
      Health +20
      Damage +25% (vs. Charr)
    * Fire Wand, Fire Dmg: 3-4 (Req. 5 Fire Magic)
    
    Raymon Elsworth
    ---------------
    Location: Canyon leading to the exit to Pockmark Flats
    Collects: 3 Stormy Eyes
    * Jeweled Staff, Energy +4, Chaos Dmg: 3-4 (req. 4 Illusion Magic)
      Damage +10% (vs. hexed foes)
      Armor +5 (while hexed)
    * Cruel Staff, Energy +4, Dark Dmg: 3-4 (req. 4 Blood Magic)
      Energy +10 (while Health is below 50%)
    * Frost Artifact, Energy +6 (req. 5 Water Magic)
      Water Magic +1 (20% chance while using skills)
      Health +30
    * Healing Ankh, Energy +6 (req. 5 Healing Prayers)
      Energy +15, Energy Regeneration -1
      Health +30
    * War Hammer of Fortitude, Blunt Dmg: 11-17 (req. 3 Hammer Mastery)
      Health +20
      Damage +25% (vs. Charr)
    * Earth Wand, Earth Dmg: 3-4 (req. 5 Earth Magic)
    
    Old Ascalon
    ===========
    
    Dreaz Bowen
    -----------
    Location: Southwest of Ascalon City
    Collects: 3 Fetid Carapaces
    * Inscribed Charkarm, Energy +6 (req. 5 Domination Magic)
      Domination Magic +1 (20% chance while using skills)  Health +30
    * Truncheon, Dark Dmg: 3-5 (req. 5 Curses)
    * Armor - Gloves
      * Elementalist - Elementalist's Gloves (AL 21)
      * Mesmer - Stylish Gloves (AL 21)
      * Monk - Monk Handwraps (AL 21)
      * Necromancer - Necromancer's Gloves (AL 21)
      * Ranger - Leather Gloves (AL 31)
      * Warrior - Ringmail Gauntlets (AL 41)
    
    Innis the White
    ---------------
    Location: West of Ascalon City in Ambassador Zain's camp
    Collects: 4 Singed Gargoyle Skulls
    * Fire Staff, Energy +4, Fire Dmg: 3-4 (req. 4 Fire Magic)
      Armor +7 (vs. Cold attacks)
      Improves skill recharge (Chance: 10%)
    * Diessa Icon, Energy +6 (req. 5 Smiting Prayers)
      Improves Casting speed (Chance: 10%)
    * War Hammer, Blunt Dmg: 11-17 (req. 3 Hammer Mastery)
      Health +20
      Damage +25% (vs. Charr)
    * Air Staff, Energy +4,  Lightning Dmg: 3-4 (req. 4 Air Magic)
    
    Penelope Hoode
    --------------
    Location: near the statue of Balthazar
    Collects: 3 Scorched Seeds
    * Inscribed Charkarm, Energy +6 (req. 5 Fast Casting)
      Improves Casting speed using Fast Casting skills (Chance: 20%)
      Improves skill recharge using Fast Casting skills (Chance: 20%)
    * Bone Staff, Energy +4, Cold Dmg: 3-4 (req. 4 Death Magic)
    * Frost Artifact, Energy +6 (req. 5 Water Magic)
      Improves Casting speed (Chance 10%)
    * Holy Staff, Energy +4,  Fire Dmg: 3-4 (req. 4 Divine Favor)
      Armor +5 (while casting)
      Damage +25% (vs. Charr)
    * Rinblade, Slashing: 7-10 (req. 4 Swordsmanship)
    * Ascalon Bow, Piercing Dmg: 9-13 (req. 3 Marksmanship)
    
    Saba Blackstone
    ---------------
    Location: Just outside Sardelac Sanitarium
    Collects: 3 Scorched Lodestones
    * Jeweled Staff, Energy +4, Chaos Dmg: 3-4  (req. 5 Illusion Magic)
    * Grim Cesta, Energy +6 (req. 5 Death Magic)
      Armor +7 (vs. physical attacks)
    * Scroll, Energy +6 (req. 5 Earth Magic)
      Earth Magic +1 (20% chance while using skills)
      Health +30
    * Holy Staff, Energy +4, Fire Dmg: 3-4 (req. 4 Divine Favor)
      Armor +7 (while Health is below 50%)
      Improves Casting speed (Chance: 10%)
      Critical hit -5%
    * Ascalon Aegis, Armor: 6 (req. 4 Tactics)
      +10 Armor (vs. elemental attacks)
      +10 Armor (vs. Charr)
    * Shocking Diessa Flatbow, Lightning Dmg: 9-13 (req. 3 Marksmanship)
      Energy +5
      Armor penetration +10% (Chance: 10%)
    
    Piken Square
    ============
    
    Louise Haup
    -----------
    Location: Piken Square
    Collects: 3 Charr Carvings
    * Cane  Chaos Dmg: 3-4 (req. 5 Illusion Magic)
      Armor +7 (while attacking)
      Damage +25% (vs. Charr)
    * Grim Cesta, Energy +6 (req. 5 Soul Reaping)
      Armor +15 (vs. Charr)
      Health +5
    * Storm Artifact, Energy +6 (req. 5 Air Magic)
      Armor +10 (vs. Charr)
      Health +5
    * Air Wand, Lightning Dmg: 3-4 (req. 5 Air Magic)
      Armor penetration +10% (Chance: 10%)
    * Barbed Ascalon Razor of Charrslaying, Slashing Dmg:7-10 (req. 4
    Swordsmanship)
      Lengthens Bleeding duration on foe
      Damage +25% (vs. Charr)
    * Ascalon Bow, Energy +5, Piercing Dmg: 9-13 (req. 3 Marksmanship)
      Damage +25% (vs. Charr)
    
    Pockmark Flats
    ==============
    
    Ouran Odwin
    -----------
    Location: Just outside Serenity Temple
    Collects: 3 Stormy Eyes
    * Cane, Chaos Dmg: 3-4 (req. 5 Domination Magic)
      Damage +33%
      Attack Speed -67%
      Health +20
    * Idol, Energy +6 (req. 5 Curses)
      Armor +7 (while hexed)
    * Water Wand  Cold Dmg: 3-4 (req. 3 Water Magic)
      Damage +10% (vs. hexed foes)
      Energy +5 (while enchanted)
    * Smiting Staff, Energy +4, Lightning Dmg: 3-4 (req. 4 Smiting Prayers)
      Damage +10% (while hexed)
      Damage +10% (while Health is below 50%)
    * Ascalon Axe of Fortitude, Dmg: 5-12 (req. 3 Axe Mastery)
      Health +25
    * Diessa Flatbow of Fortitude, Piercing Dmg: 9-13 (req. 3 Marksmanship)
      Damage +33%
      Attack Speed -67%
      Health +25
    
    Nicanor Gannel
    --------------
    Location: South of Serenity Temple, directly east of Fort Ranik
    Collects: 3 Scorched Lodestones
    * Inscribed Charkarm, Energy +6 (req. 5 Domination Magic)
      Energy +5 (while Health is above 75%)
    * Idol, Energy +6 (req. 5 Curses)
      Improves Casting speed using Curses skills (Chance: 20%)
      Improves skill recharge using Curses skills (Chance: 20%)
    * Earth Wand, Earth Dmg: 3-4 (req. 5 Earth Magic)
      Health +10
    * Smiting Staff, Lightning Dmg: 3-4 (req. 4 Smiting Prayers)
    * Fiery Flame Spitter, Dmg: 5-12 (req. 3 Axe Mastery)
      Improves skill recharge (Chance: 15%)
      Armor -10 (while attacking)
    * Ascalon Bow, Piercing Dmg: 9-13 (req. 3 Marksmanship)
    
    Regent Valley
    =============
    
    Corwin Luceinne
    ---------------
    Location: On a ledge south of Old Ascalon exit
    Collects: 3 Ornate Grawl Necklaces
    * Cane, Chaos Dmg: 3-4 (req. 5 Domination Magic)
      Energy +15, Energy regeneration -1
    * Truncheon, Dark Dmg: 3-4 (req. 5 Curses)
      Improves Skill Recharge (chance: 10%)
      Improves Casting Speed (Chance: 10%)
      Armor -10 (while casting)
    * Flame Artifact, Energy +6 (req. 5 Fire Magic)
      Improves skill recharge (Chance: 10%)
    * Healing Ankh, Energy +6 (req. 5 Healing Prayers)
      Improves skill recharge (Chance: 8%)
    * Runic Hammer, Energy +5, Blunt Dmg: 11-17 (req. 3 Hammer Mastery)
      Damage +15% (while hexed)
    * Air Staff, Energy +4, Lightning Dmg: 3-4 (req. 4 Air Magic)
      Armor +7 (vs. Earth attacks)
      Improves casting speed (chance: 10%)
    
    Valeria Benes
    -------------
    Location: Just outside Fort Ranik
    Collects: 3 Singed Gargoyle Skulls
    * Cane,  Chaos Dmg: 3-4 (req. 5 Illusion Magic)
    * Grim Cesta, Energy +6 (req. 5 Soul Reaping)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Storm Artifact, Energy +6 (req. 5 Air Magic)
      Improves Casting speed using Air Magic skills (Chance: 20%)
      Improves skill recharge using Air Magic skills (Chance: 20%)
    * Fire Staff, Energy +4, Fire Dmg: 3-4 (req. 4 Fire Magic)
    * Bulwark of Balthazar, Armor: 6 (req. 4 Tactics)
      Armor +5 (while attacking)
      Armor -5 (while casting)
    * Longbow of Warding,  Piercing Dmg: 9-13 (req. 3 Marksmanship)
      Damage +10% (while in stance)
      Armor +7 (vs. elemental attacks)
    
    Sir Nyman
    ---------
    Location: At Pockmark Flats exit
    Collects: 3 Rawhide Belts
    * Belt Pouch
    
    
    =========
    = Kryta =
    =========
    
    Bergen Hot Springs
    ==================
    
    Milny Samhammil
    ---------------
    Location: Bergen Hot Springs
    Collects: 4 Mergoyle Skulls
    * Jeweled Chalice, Energy +8 (req. 6 Illusion Magic)
      Improves Casting speed using Illusion Magic skills (Chance: 20%)
      Improves skill recharge using Illusion Magic skills (Chance: 20%)
    * Grim Cesta, Energy +8 (req. 6 Soul Reaping)
      Energy +15, Energy regeneration -1
      Health +30
    * Water Wand, Cold Dmg: 5-10 (req. 6 Water Magic)
      Energy +15, Energy regeneration -1
    * Holy Rod, Fire Dmg: 5-10 (req. 6 Divine Favor)
      Improves skill recharge using Divine Favor skills (Chance: 20%)
    * Crimson Carapace Shield, Armor: 9 (req. 6 Tactics)
      Health +45 (while hexed)
      Received Damage -2 (while hexed)
    * Air Wand, Lightning Dmg: 5-10 (req. 6 Air Magic)
      Improves skill recharge using Air Magic skills (Chance: 20%)
    
    The Black Curtain
    =================
    
    Lyris the Sage
    --------------
    Location: Northwest of the Temple of the Ages
    Collects: 4 Bog Skale Fins
    * Jeweled Charkarm, Energy +8 (req. 6 Inspiration Magic)
      Energy +15, Energy regeneration -1
      Health +30
    * Cruel Staff, Energy +6, Dark Dmg: 5-10 (req. 6 Blood Magic)
      Improves Casting speed using Blood Magic skills (Chance: 20%)
      Improves skill recharge using Blood Magic skills (Chance: 20%)
    * Water Staff, Energy +6, Cold Dmg: 5-10 (req. 6 Water Magic)
      Improves Casting speed using Water Magic skills (Chance: 20%)
      Improves skill recharge using Water Magic skills (Chance: 20%)
    * Smiting Rod, Light Dmg: 5-10 (req. 6 Smiting Prayers)
      Improves skill recharge using Smiting Prayers skills (Chance 20%)
    * Truncheon, Dark Dmg: 5-10 (req. 6 Curses)
      Improves skill recharge using Curses skills (Chance 20%)
    * Ascalon Bow, Piercing Dmg: 12-21 (req. 6 Marksmanship)
      Damage +15% (while Health is above 50%)
    
    Sir Robert
    ----------
    Location: South of the Temple of the Ages
    Collects: 4 Abnormal Seeds
    * Jeweled Staff, Energy +6, Chaos Dmg: 5-10 (req. 6 Illusion Magic)
      Improves Casting speed using Illusion Magic skills (Chance: 20%)
      Improves skill recharge using Illusion Magic skills (Chance: 20%)
    * Grim Cesta, Energy +8 (req. 6 Death Magic)
      Death Magic +1 (20% chance while using skills)
      Health +30
    * Earth Wand, Earth Dmg: 5-10 (req. 6 Earth Magic)
      Energy +15, Energy regeneration -1
    * Healing Ankh, Energy +8 (req. 6 Healing Prayers)
      Energy +15, Energy regeneration -1
      Health +30
    * Long Sword, Slashing Dmg: 12-18 (req. 6 Swordsmanship)
      Damage +20% (while hexed)
    * Flame Artifact, Energy +8 (req. 6 Fire Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    
    Fisherman's Haven
    =================
    
    Delves the Dodgy
    ----------------
    Collects: 5 Gargantuan Jawbones
    * Armor - Headgear
      * Elementalist - Flame's Eye (AL 39) (Fire Magic)
      * Mesmer - Animal Mask (AL 39) (Inspiration Magic)
      * Monk - Zealot's Scalp Design (AL 39) (Smiting Prayers)
      * Necromancer - Devilish Scar Pattern (AL 39) (Soul Reaping)
      * Ranger - Traveler's Mask (AL 49) (Wilderness Survival)
      * Warrior - Brute's Helm (AL 59) (Strength)
    
    Kessex Peak
    ===========
    
    Bryon Elston
    ------------
    Location: On a ledge Northeast of the bog exit
    Collects: 5 Forest Minotaur Horns
    * Cane, Chaos Dmg: 5-10 (req. 6 Domination Magic)
      Improves skill recharge using Domination Magic skills (Chance: 20%)
    * Truncheon, Cold Dmg: 5-10 (req. 6 Death Magic)
      Improves skill recharge using Death Magic skills (Chance: 20%)
    * Frost Artifact, Energy +8 (req. 6 Water Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Smiting Rod, Light Dmg: 5-10 (req. 6 Smiting Prayers)
      Energy +15, Energy regeneration -1
    * War Hammer, Blunt Dmg: 14-23 (req. 6 Hammer Mastery)
      Damage +15% (while in a stance)
    
    William Pennington
    ------------------
    Location: Near exit to The Black Curtain
    Collects: 4 Ivory Troll Tusks
    * Jeweled Charkarm, Energy +8 (req. 6 Inspiration Magic)
      Improves Casting speed using Inspiration Magic skills (Chance: 20%)
      Improves skill recharge using Inspiration Magic skills (Chance: 20%)
    * Cruel Staff, Energy +6, Dark Dmg: 5-10 (req. 6 Blood Magic)
      Improves Casting speed using Blood Magic skills (Chance: 20%)
      Improves skill recharge using Blood Magic skills (Chance: 20%)
    * Earth Wand, Earth Dmg: 5-10 (req. 6 Earth Magic)
      Improves skill recharge using Earth Magic skills (Chance: 20%)
    * Divine Symbol, Energy +8 (req. 6 Divine Favor)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Long Sword, Slashing Dmg: 12-18 (req. 6 Swordsmanship)
      Damage +15% (while in a stance)
    
    Brynden Cromwell
    ----------------
    Location: directly east of Wizard's Tower (floating castle)
    Collects: 4 Gargantuan Jawbones
    * Inscribed Staff, Energy +6, Chaos Dmg: 5-10 (req. 6 Domination Magic)
      Improves Casting speed using Domination Magic skills (Chance: 20%)
      Improves skill recharge using Domination Magic skills (Chance: 20%)
    * Idol, Energy +8 (req. 6 Curses)
      Curses +1 (20% chance while using skills)
      Health +30
    * Earth Staff, Energy +6, Earth Dmg: 5-10 (req. 6 Earth Magic)
      Improves Casting speed using Earth Magic skills (Chance: 20%)
      Improves skill recharge using Earth Magic skills (Chance: 20%)
    * Holy Staff, Energy +6, Fire Dmg: 5-10 (req. 6 Divine Favor)
      Improves Casting speed using Divine Favor skills (Chance: 20%)
      Improves skill recharge using Divine Favor skills (Chance: 20%)
    * Water Staff, Energy +6, Cold Dmg: 5-10 (req. 6 Water Magic)
      Improves Casting speed using Water Magic skills (Chance: 20%)
      Improves skill recharge using Water Magic skills (Chance: 20%)
    * Ascalon Bow, Piercing Dmg: 12-21 (req. 6 Marksmanship)
      Damage +15% (while Health is above 50%)
    
    Lion's Arch
    ===========
    
    Alton Thorne
    ------------
    Collects: 4 Leather Belts
    * Jeweled Chalice, Energy +8 (req. 6 Illusion Magic)
      Energy +15, Energy Regeneration -1
      Health +30
    * Grim Cesta, Energy +8 (req. 6 Soul Reaping)
      Improves casting speed using Soul Reaping skills (Chance: 20%)
      Improves skill recharge using Soul Reaping skills (Chance: 20%)
    * Fire Wand, Fire Dmg: 5-10 (req. 6 Fire Magic)
      Improves skill recharge using Fire Magic skills (Chance: 20%)
    * Smiting Staff, Energy +6, Light Dmg: 5-10 (req. 6 Smiting Prayers)
      Improves casting speed using Smiting Prayers skills (Chance: 20%)
      Improves skill recharge using Smiting Prayers skills (Chance: 20%)
    * Crimson Carapace Shield, Armor: 9 (req. 6 Tactics)
      Received Damage -2 (while in a stance)
    
    Majesty's Rest
    ==============
    
    Isabeaux Navarre
    ----------------
    Location: On the Dock
    Collects: 5 Thorny Carapaces
    * Jeweled Chalice, Energy +10 (req. 8 Illusion Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Truncheon, Cold Dmg: 7-13 (req. 8 Death Magic)
      Energy +15, Energy regeneration -1
    * Water Wand, Cold Dmg: 7-13 (req. 8 Water Magic)
      Energy +15, Energy regeneration -1
    * Holy Staff, Energy +8, Fire Dmg: 7-13 (req. 8 Divine Favor)
      Improves Casting speed using Divine Favor skills (chance: 20%)
      Improves skill recharge using Divine Favor skills (chance:20%)
    * Battle Axe, Slashing Dmg: 6-21 (req. 8 Axe Mastery)
      Damage +15% (while enchanted)
    
    Nebo Terrace
    ============
    
    Beldon the Blade
    ----------------
    Location: North of Dwayna shrine
    Collects: 4 Mergoyle Skulls
    * Inscribed Staff, Energy +6, Chaos Dmg: 5-10 (req. 6 Domination Magic)
      Improves Casting speed using Domination Magic skills (chance: 20%)
      Improves skill recharge using Domination Magic skills (chance: 20%)
    * Wicked Staff, Energy +6, Shadow Dmg: 5-10 (req. 6 Curses)
      Improves Casting speed using Curses skills (chance: 20%)
      Improves skill recharge using Curses skills (chance: 20%)
    * Frost Artifact, Energy +8 (req. 6 Water Magic)
      Improves Casting speed using Water Magic skills (chance: 20%)
      Improves skill recharge using Water Magic skills (chance: 20%)
    * Storm Artifact, Energy +8 (req. 6 Air Magic)
      Armor +5 (vs. undead)
    * Grim Cesta, Energy +8 (req. 6 Death Magic)
      Improves Casting speed using Death Magic skills (chance: 20%)
      Improves skill recharge using Death Magic skills (chance: 20%)
    * Ascalon Bow, Piercing Dmg: 12-21 (req. 6 Marksmanship)
      Damage +15% (when Health is above 50%)
    
    Kira Thorne
    -----------
    Location: East of Beetletun, by the windmill
    Collects: 4 Glowing Hearts
    * Inscribed Charkarm, Energy +8 (req. 6 Fast Casting)
      Energy +15, Energy regeneration -1
      Health +30
    * Deadly Cesta, Shadow Dmg: 5-10 (req. 6 Blood Magic)
      Energy +15, Energy regeneration -1
    * Earth Staff, Energy +6, Earth Dmg: 5-10 (req. 6 Earth Magic)
      Improves Casting speed using Earth Magic skills (chance: 20%)
      Improves skill recharge using Earth Magic skills (chance: 20%)
    * Healing Ankh, Energy +8 (req. 6 Healing Prayers)
      Healing Prayers +1 (20% chance while using skills)
      Health +30
    * Wicked Staff, Energy +6, Shadow Dmg: 5-10 (req. 6 Curses)
      Improves Casting speed using Curses skills (chance: 20%)
      Improves skill recharge using Curses skills (chance: 20%)
    * Air Wand, Lightning Dmg: 5-10 (req. 6 Air Magic)
      Energy +15, Energy regeneration -1
    
    North Kryta Province
    ====================
    
    Helton Wills
    ------------
    Location: In Ascalon Settlement
    Collects: 4 Hardened Humps
    * Jeweled Staff, Energy +6, Chaos Dmg: 5-10 (req. 6 Illusion Magic)
      Improves Casting speed using Illusion Magic skills (Chance: 20%)
      Improves skill recharge using Illusion Magic skills (Chance: 20%)
    * Idol, Energy +8 (req. 6 Curses)
      Energy +15, Energy regeneration -1
      Health +30
    * Scroll, Energy +8 (req. 6 Earth Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Holy Rod, Fire Dmg: 5-10 (req. 6 Divine Favor)
      Energy +15, Energy regeneration -1
    * Storm Artifact, Energy +8 (req. 6 Air Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Ascalon Bow, Piercing Dmg: 12-21 (req. 6 Marksmanship)
      Damage +15% (while in a stance)
    
    Leighton Cranford
    -----------------
    Location: Farm to the northwest of Lion's Arch (Duties of a Lionguard quest)
    Collects: 4 Bog Skale Fins
    * Cane, Chaos Dmg: 5-10 (req. 6 Illusion Magic)
      Energy +15, Energy regeneration  -1
    * Bone Staff, Energy +6, Cold Dmg: 5-10 (req. 6 Death Magic)
      Improves Casting speed using Death Magic skills (Chance: 20%)
      Improves skill recharge using Death Magic skills (Chance: 20%)
    * Fire Wand, Fire Dmg: 5-10 (req. 6 Fire Magic)
      Energy +15, Energy regeneration  -1
    * Smiting Staff, Energy +6  Light Dmg: 5-10 (req. 6 Smiting Prayers)
      Improves Casting speed using Smiting Prayers skills (Chance: 20%)
      Improves skill recharge using Smiting Prayers skills (Chance: 20%)
    * Battle Axe of Fortitude, Dmg: 7-19 (req. 6 Axe Mastery)
      Health +25
      Damage +3 (vs. undead)
    
    Wintun the Black
    ----------------
    Location: South of Ascalon Settlement, at a farmhouse near Tengu groups
    Collects: 4 Feathered Caromi Scalps
    * Inscribed Charkarm, Energy +8 (req. 6 Domination Magic)
      Energy +15,  Energy regeneration -1
      Health +30
    * Grim Cesta, Energy +8 (req. 6 Blood Magic)
      Energy +15, Energy regeneration -1
      Health +30
    * Scroll, Energy +8 (req. 6 Energy Storage)
      Improves casting speed using Energy Storage skills (chance: 20%)
      Improves skill recharge using Energy Storage skills (chance:20%)
    * Protective Icon, Energy +8 (req. 6 Protection Prayers)
      Protection Prayers +1 (20% chance while using skills)
      Health +30
    * Fire Staff, Energy +6  Fire Dmg: 5-10 (req. 6 Fire Magic)
      Improves casting speed using Fire Magic skills (chance: 20%)
      Improves skill recharge using Fire Magic skills (chance:20%)
    
    Scoundrel's Rise
    ================
    
    Camryn Jamison
    --------------
    Location: Just outside Gates of Kryta
    Collects: 4 Decayed Orr Emblems
    * Cane, Chaos Dmg: 5-10 (req. 6 Domination Magic)
      Energy +15, Energy regeneration -1
    * Truncheon, Cold Dmg: 5-10 (req. 6 Death Magic)
      Energy +15, Energy regeneration -1
    * Air Staff, Energy +6, Lightning Dmg: 5-10 (req. 6 Air Magic)
      Improves Casting speed using Air Magic skills (Chance: 20%)
      Improves skill recharge using Air Magic skills (Chance: 20%)
    * Holy Staff, Energy +6, Fire Dmg: 5-10 (req. 6 Divine Favor)
      Improves Casting speed using Divine Favor skills (chance: 20%)
      Improves skill recharge using Divine Favor skills (chance: 20%)
    * Cruel Staff, Energy +6, Shadow Dmg: 5-10 (req. 6 Blood Magic)
      Improves Casting speed using Blood Magic skills (chance: 20%)
      Improves skill recharge using Blood Magic skills (chance:20%)
    * Flame Artifact, Energy +8 (req. 6 Fire Magic)
      Fire Magic +1 (20% chance while using skills)
      Health +30
    
    ==========================
    = Maguuma Jungle (gwcg6) =
    ==========================
    
    Maguuma Stade
    =============
    
    Ingrid Larson
    -------------
    Location: Behind the merchant
    Collects: 5 Mossey Mandibles
    * Inscribed Staff, Energy +8, Chaos Dmg: 7-13 (req. 8 Domination Magic)
      Improves Casting speed using Domination Magic skills (chance: 20%)
      Improves skill recharge using Domination Magic skills (chance: 20%)
    * Grim Cesta, Energy +10 (req. 8 Death Magic)
      Death Magic +1 (20% chance while using skills)
      Health +30
    * Fire Wand, Fire Dmg: 7-13 (req. 8 Fire Magic)
      Energy + 15  Energy Regeneration -1
    * Healing Ankh, Energy +10 (req. 8 Healing Prayers)
      Healing Prayers +1 (20% chance while using skills)
      Health +30
    * Long Sword, Slashing Dmg: 14-20 (req. 8 Swordsmanship)
      Damage +15% (while Health is above 50%)
    
    Mamnoon Lagoon
    ==============
    
    Vargil the White
    ----------------
    Location: Northwest corner nearby the Artisan
    Collects: 5 Ancient Eyes
    * Cane, Chaos Dmg: 7-13 (req. 8 Domination Magic)
      Energy +15, Energy regeneration -1
    * Grim Cesta, Energy +10 (req. 8 Blood Magic)
      Blood Magic +1 (20% chance while using skills)
      Health +30
    * Storm Artifact, Energy +10 (req. 8 Air Magic)
      Air Magic +1 (20% chance while using skills)
      Health +30
    * Healing Ankh, Energy +10 (req. 8 Healing Prayers)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Crimson Carapace Shield, Armor: 12 (req. 8 Tactics)
      Health +45 (while enchanted)
      Received damage -2 (while enchanted)
    * Ascalon Bow, Piercing Dmg: 13-25 (req. 8 Marksmanship)
      Damage +15% (while in a stance)
    
    Silverwood
    ==========
    
    Crispin Bryllis
    ---------------
    Location: Just outside of Bloodstone Fen
    Collects: 5 Jungle Troll Tusks
    * Inscribed Charkarm, Energy +10 (req. 8 Domination Magic)
      Domination Magic +1 (chance: 20%)
      Health +30
    * Deadly Cesta, Dark Dmg: 7-13 (req. 8 Blood Magic)
      Energy +15, Energy regeneration -1
    * Frost Artifact, Energy +10 (req. 8 Water Magic)
      Water Magic +1 (chance: 20%)
      Health +30
    * Protective Icon, Energy +10 (req. 8 Protection Prayers)
      Protection Prayers +1 (chance: 20%)
      Health +30
    * Battle Axe, Slashing Dmg: 6-21 (req. 8 Axe Mastery)
      Damage +15% (while in a stance)
    
    Farmer Conklin
    --------------
    Location: Eastern section of Silverwood
    Collects: 5 Mossy Mandibles
    * Jeweled Charkarm, Energy +10 (req. 8 Inspiration Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Idol, Energy +10 (req. 8 Curses)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Earth Wand, Earth Dmg: 7-13 (req. 8 Earth Magic)
      Energy +15, Energy regeneration -1
    * Smiting Staff, Energy +8, Light Dmg: 7-13 (req. 8 Smiting Prayers)
      Improves Casting speed using Smiting Prayers skills (chance: 20%)
      Improves skill recharge using Smiting Prayers skills (chance: 20%)
    * Ascalon Bow, Piercing Dmg: 13-25 (req. 8 Marksmanship)
      Damage +15% (while Health is above 50%)
    
    Lady Engelram
    -------------
    Location: Just outside of Quarrel Falls
    Collects: 5 Maguuma Manes
    * Cane, Chaos Dmg: 7-13 (req. 8 Illusion Magic)
      Energy +15, Energy regeneration -1
    * Grim Cesta, Energy +10 (req. 8 Death Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Flame Artifact, Energy +10 (req. 8 Fire Magic)
      Fire Magic +1 (chance: 20%)
      Health +30
    * Holy Rod, Fire Dmg: 7-13 (req. 8 Divine Favor)
      Energy +15, Energy regeneration -1
    * Long Sword, Slashing Dmg: 14-20 (req. 8 Swordsmanship)
      Damage +20% (while hexed)
    
    Tangle Root
    ===========
    
    Orson Cooper
    ------------
    Location: North of Old Joness
    Collects: 5 Ancient Eyes
    * Jeweled Charkarm, Energy +10 (req. 8 Inspiration Magic)
      Inspiration Magic +1 (20% chance while using skills)
      Health +30
    * Idol, Energy +10 (req. 8 Curses)
      Curses +1 (20% chance while using skills)
      Health +30
    * Water Staff, Energy +8  Cold Dmg: 7-13 (req. 8 Water Magic)
      Improves Casting speed using Water Magic skills (chance: 20%)
      Improves skill recharge using Water Magic skills (chance: 20%)
    * Holy Rod  Holy Dmg: 7-13 (req. 8 Divine Favor)
      Improves Casting speed using Divine Favor skills (chance: 20%)
    * War Hammer, Blunt Dmg: 16-30 (req. 8 Hammer Mastery)
      Damage +15% (while Health is above 50%)
    
    Serah Shaes
    -----------
    Location: By Old Joness, Riverside entrance
    Collects: 5 Jungle Skale Fins
    * Inscribed Charkarm, Energy +10 (req. 8 Fast Casting)
      Energy +15, Energy regeneration -1
      Health +30
    * Grim Cesta, Energy +10 (req. 8 Blood Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Storm Artifact, Energy +10 (req. 8 Air Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Divine Symbol, Energy +10 (req. 8 Divine Favor)
      Divine Favor +1 (20% chance while using skills)
      Health +30
    * War Hammer, Blunt Dmg: 16-30 (req. 8 Hammer Mastery)
      Damage +20% (while Health is below 50%)
    
    Tully Blackvine
    ---------------
    Location: Just outside of Maguuma Stade
    Collects: 5 Tangled Seeds
    * Jeweled Staff, Energy +8, Chaos Dmg: 7-13 (req. 8 Illusion Magic)
      Improves Casting speed using Illusion Magic skills (chance: 20%)
      Improves skill recharge using Illusion Magic skills (chance: 20%)
    * Cruel Staff, Energy +8, Shadow Dmg: 7-13 (req. 8 Blood Magic)
      Improves Casting speed using Blood Magic skills (chance: 20%)
      Improves skill recharge using Blood Magic skills (chance: 20%)
    * Scroll, Energy +10 (req. 8 Earth Magic)
      Earth Magic +1 (20% chance while using skills)
      Health +30
    * Divine Symbol, Energy +10 (req. 8 Divine Favor)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Ascalon Bow, Piercing Dmg: 13-25 (req. 8 Marksmanship)
      Damage +15% (while enchanted)
    
    Adam Solstrum
    -------------
    Collects: 5 White Mantle Emblems
    * Cane, Chaos Dmg: 7-13 (req. 8 Illusion Magic)
      Improves Casting speed using Illusion Magic skills (chance: 20%)
    * Grim Cesta, Energy +10 (req. 8 Soul Reaping)
      Soul Reaping +1 (20% chance while using skills)
      Health +30
    * Fire Staff, Energy +8, Fire Dmg: 7-13 (req. 8 Fire Magic)
      Improves Casting speed using Fire Magic skills (chance: 20%)
      Improves skill recharge using Fire Magic skills (chance: 20%)
    * Smiting Staff, Energy +8, Light Dmg: 7-13 (req. 8 Smiting Prayers)
      Improves Casting speed using Smiting Prayers skills (chance: 20%)
      Improves skill recharge using Smiting Prayers skills (chance: 20%)
    * Crimson Carapace Shield, Armor: 12 (req. 8 Tactics)
      Armor +5 (while attacking)
      Armor -5 (while casting)
    
    Loreen Cranford
    ---------------
    Collects: 5 Jungle Troll Tusks
    * Jeweled Chalice, Energy +10 (req. 8 Illusion Magic)
      Illusion Magic +1 (20% chance while using skills)
      Health +30
    * Bone Staff, Energy +8, Cold Dmg: 7-13 (req. 8 Death Magic)
      Improves Casting speed using Death Magic skills (chance: 20%)
      Improves skill recharge using Death Magic skills (chance: 20%)
    * Earth Staff, Energy +8, Earth Dmg: 7-13 (req. 8 Earth Magic)
      Improves Casting speed using Earth Magic skills (chance: 20%)
      Improves skill recharge using Earth Magic skills (chance: 20%)
    * Protective Icon, Energy +10 (req. 8 Protection Prayers)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    
    Thyfir Greenleaf
    ----------------
    Collects: 5 White Mantle Emblems
    * Inscribed Charkarm, Energy +10 (req. 8 Domination Magic)
      Armor +5 (while enchanted)
      Health +45 (while enchanted)
    * Truncheon, Dark Dmg: 7-13 (req. 8 Curses)
      Energy +15, Energy regeneration -1
    * Air Wand, Lightning Dmg: 7-13 (req. 8 Air Magic)
      Energy +15, Energy regeneration -1
    * Holy Staff, Energy +8, Fire Dmg: 7-13 (req. 8 Divine Favor)
      Improves Casting speed using Divine Favor skills (chance: 20%)
      Improves skill recharge using Divine Favor skills (chance: 20%)
    * Ascalon Bow, Piercing Dmg: 13-25 (req. 8 Marksmanship)
      Damage +15% (while enchanted)
    
    
    ==================
    = Crystal Desert =
    ==================
    
    
    
    The Arid Sea
    ============
    
    Sir Pohl Sanbert
    ----------------
    Location: South of the Skyward Reach exit
    Collects: 5 Dune Burrower Jaws
    * Cane, Chaos Dmg: 11-22 (req. 9 Illusion Magic)
      Improves skill recharge using Illusion Magic skills (20% chance)
    * Grim Cesta, Energy +12 (req. 9 Death Magic)
      Improves casting speed using Death Magic Skills (20% chance)
      Improves skill recharge using Death Magic skills (20% chance)
    * Flame Artifact, Energy +12 (req. 9 Fire Magic)
      Improves Casting speed using Fire Magic Skills (20% chance)
      Improves skill recharge using Fire Magic skills (20% chance)
    * Divine Symbol, Energy +12 (req. 9 Divine Favor)
      Energy +15, Energy Regeneration -1
      Health +30
    * Battle Axe, Slashing Dmg: 6-28 (req. 9 Axe Mastery)
      Damage +15% (while in a stance)
    * Ascalon Bow (Longbow), Piercing Dmg: 15-28 (req. 9 Marksmanship)
      Damage +15% (while Health is above 50%)
    
    
    
    Diviner's Ascent
    ================
    
    Cinder Linnwood
    ---------------
    Location: Desert Camp Northeast of Elona Reach
    Collects: 5 Bleached Carapaces
    * Jeweled Staff, Energy +10, Chaos Dmg: 11-22 (req. 9 Illusion Magic)
      Improves Casting speed using Illusion Magic skills (20% chance)
      Improves skill recharge using Illusion Magic skills (20% chance)
    * Idol, Energy +12 (req. 9 Curses)
      Improves Casting speed using Curses skills (20% chance)
      Improves skill recharge using Curses skills (20% chance)
    * Storm Artifact, Energy +12 (req. 9 Air Magic)
      Improves Casting speed using Air Magic skills (20% chance)
      Improves skill recharge using Air Magic skills (20% chance)
    * Divine Symbol, Energy +12 (req. 9 Divine Favor)
      Improves Casting speed using Divine Favor skills (20% chance)
      Improves skill recharge using Divine Favor skills (20% chance)
    * Long Sword, Slashing Dmg: 15-22 (req. 9 Swordsmanship)
      Damage +15% (while in a stance))
    
    Luven Underwood
    ---------------
    Location: Just outside Elona Reach
    Collects: 5 Minotaur Horns
    * Cane, Chaos Dmg: 11-22 (req. 9 Domination Magic)
      Improves skill recharge using Domination Magic skills (20% chance)
    * Bone Staff, Energy +10, Cold Dmg: 11-22 (req. 9 Death Magic)
      Improves casting speed using Death Magic skills (20% chance)
      Improves skill recharge using Death Magic skills (20% chance)
    * Fire Wand, Fire Dmg: 11-22 (req. 9 Fire Magic)
      Improves skill recharge using Fire Magic skills (20% chance)
    * Smiting Staff, Energy +10, Light Dmg: 11-22 (req. 9 Smiting Prayers)
      Improves Casting speed using Smiting Prayers skills (20% chance)
      Improves skill recharge using Smiting Prayers skills (20% chance)
    * War Hammer, Blunt Dmg: 19-35 (req. 9 Hammer Mastery)
      Damage +15% (while enchanted)
    * Ascalon Bow (Flatbow), Piercing Dmg: 15-28 (req. 9 Marksmanship)
      Damage +15% (while enchanted)
    
    The Scar
    ========
    
    Lord Dorn Lendrigen
    -------------------
    Location: Mid-eastern edge of the Scar
    Collects: 5 Bleached Shells
    * Cane, Chaos Dmg: 11-22 (req. 9 Illusion Magic)
      Improves casting speed using Illusion Magic Skills (20% chance)
    * Idol, Energy +12 (req. 9 Curses)
      Energy +15, Energy Regeneration -1
      Health +30
    * Air Staff, Energy +10, Lightning Dmg: 11-22 (req. 9 Air Magic)
      Improves Casting speed using Air Magic Skills (20% chance)
      Improves skill recharge using Air Magic skills (20% chance)
    * Holy Rod, Fire Dmg: 11-22 (req. 9 Divine Favor)
      Improves skill recharge using Divine Favor Skills (20% chance)
    * Crimson Carapace Shield, Armor: 16 (req. 9 Tactics)
      Health +45 (while in a stance)
      Received Damage -2 (while in a stance)
    
    Skyward Reach
    =============
    
    Arliss Vaughn
    -------------
    Location: Near the exit to The Scar
    Collects: 5 Iridescent Griffon Wings
    * Jeweled Chalice, Energy +12 (req. 9 Illusion Magic)
      Improves Casting speed using Illusion Magic skills (20% Chance)
      Improves skill recharge using Illusion Magic skills (20% Chance)
    * Truncheon, Cold Dmg: 11-22 (req. 9 Death Magic)
      Improves skill recharge using Death Magic skills (20% Chance)
    * Frost Artifact, Energy +12 (req. 9 Water Magic)
      Improves Casting speed using Water Magic skills (20% Chance)
      Improves skill recharge using Water Magic skills (20% Chance)
    * Smiting Rod, Lightning Dmg: 11-22 (req. 9 Smiting Prayers)
      Improves Casting speed using Smiting Prayers skills (20% Chance)
    
    John Verado
    -----------
    Location: Just outside Augury Rock
    Collects: 5 Topaz Crests
    * Inscribed Staff, Energy +10, Chaos Dmg: 11-22 (req. 9 Domination Magic)
      Improves casting speed using Domination Magic skills (20% chance)
      Improves skill recharge using Domination Magic skills (20% chance)
    * Cruel Staff, Energy +10, Shadow Dmg: 11-22 (req. 9 Blood Magic)
      Improves casting speed using Blood Magic skills (20% chance)
      Improves skill recharge using Blood Magic skills (20% chance)
    * Earth Wand,  Earth Dmg: 11-22 (req. 9 Earth Magic)
      Improves skill recharge using Earth Magic skills (20% chance)
    * Protective Icon, Energy +12 (req. 9 Protection Prayers)
      Energy +15, Energy Regeneration -1
      Health +30
    * Ascalon Bow (Composite Bow), Piercing Dmg: 15-28 (req. 9 Marksmanship)
      Damage +15% (while Health is above 50%)
    
    Mourn Drakespur
    ---------------
    Location: Southwest of Destiny's Gorge near teleporter
    Collects: 5 Desiccated Hydra Claws
    * Jeweled Charkarm, Energy +12 (req. 9 Inspiration Magic)
      Improves casting speed using Inspiration skills (20% chance)
      Improves skill recharge using Inspiration skills (20% chance)
    * Wicked Staff, Energy +10, Shadow Dmg: 11-22 (req. 9 Curses)
      Improves casting speed using Curses skills (20% chance)
      Improves skill recharge using Curses skills (20% chance)
    * Air Wand, Lightning Dmg: 11-22 (req. 9 Air Magic)
      Improves skill recharge using Air Magic skills (20% chance)
    * Healing Ankh, Energy +12 (req. 9 Healing Prayers)
      Improves casting speed using Healing Prayers skills (20% chance)
      Improves skill recharge using Healing Prayers skills (20% chance)
    * Ascalon Bow (Short Bow), Piercing Dmg: 15-28 (req. 9 Marksmanship)
      Damage +15% (while Health is above 50%)
    
    Rylan Paval
    -----------
    Location: Just south of Augury Rock
    Collects: 5 Spiny Seeds
    * Inscribed Charkarm, Energy +12 (req. 9 Domination Magic)
      Improves Casting speed using Domination skills (20% Chance)
      Improves skill recharge using Domination skills (20% Chance)
    * Grim Cesta, Energy +12 (req. 9 Soul Reaping)
      Improves Casting speed using Soul Reaping skills (20% Chance)
      Improves skill recharge using Soul Reaping skills (20% Chance)
    * Water Staff, Energy +10, Cold Dmg: 11-22 (req. 9 Water Magic)
      Improves Casting speed using Water Magic skills (20% Chance)
      Improves skill recharge using Water Magic skills (20% Chance)
    * Holy Staff, Energy +10, Fire Dmg: 11-22 (req. 9 Divine Favor)
      Improves Casting speed using Divine Favor skills (20% Chance)
      Improves skill recharge using Divine Favor (20% Chance)
    
    Vulture Drifts
    ==============
    
    Brandon Harlin
    --------------
    Location: Near teleporter to the North of Dunes of Despair
    Collects: 5 Encrusted Loadstones
    * Jeweled Chalice, Energy +12 (req. 9 Illusion Magic)
      Energy +15, Energy Regeneration -1
      Health +30
    * Grim Cesta, Energy +12 (req. 9 Blood Magic)
      Energy +15, Energy Regeneration -1
      Health +30
    * Scroll, Energy +12 (req. 9 Earth Magic)
      Improves Casting speed using Earth Magic skills (20% chance)
      Improves skill recharge using Earth Magic skills (20% chance)
    * Protective Icon, Energy +12 (req. 9 Protection Prayers)
      Improves Casting speed using Protection Prayers skills (20% chance)
      Improves skill recharge using Protection Prayers skills (20% chance)
    * Battle Axe, Slashing Dmg: 6-28 (req. 9 Axe Mastery)
      Damage +15% (while enchanted)
    
    Karl Jakobs
    -----------
    Location: Near exit to the Arid Sea
    Collects: 5 Massive Jawbones
    * Inscribed Staff, Energy +10, Chaos Dmg: 11-22 (req. 9 Domination Magic)
      Improves Casting speed using Domination Magic skills (20% chance)
      Improves skill recharge using Domination Magic skills (20$ chance)
    * Deadly Cesta, Shadow Dmg: 11-22 (req. 9 Blood Magic)
      Improves skill recharge using Blood Magic skills (20% chance)
    * Fire Staff, Energy +10, Fire Dmg: 11-22 (req. 9 Fire Magic)
      Improves Casting speed using Fire Magic skills (20% chance)
      Improves skill recharge using Fire Magic skills (20% chance)
    * Holy Rod, Fire Dmg: 11-22 (req. 9 Divine Favor)
      Improves skill recharge using Divine Favor skills (20% chance)
    * Crimson Carapace Shield, Armor: 16 (req. 9 Tactics)
      Health +45 (while hexed)
      Received Damage -2 (while hexed)
    * Ascalon Bow (Horn bow), Piercing Dmg: 15-28 (req. 9 Marksmanship)
      Damage +15% (while enchanted)
    
    Kraviec the Cursed
    ------------------
    Location: Near teleporter to Northeast of Dunes of Despair
    Collects: 5 Iridescent Griffon Wings
    * Jeweled Charkarm, Energy +12 (req. 9 Inspiration Magic)
      Energy +15, Energy regeneration -1
      Health +30
    * Grim Cesta, Energy +12 (req. 9 Soul Reaping)
      Energy +15, Energy regeneration -1
      Health +30
    * Scroll, Energy +12 (req. 9 Energy Storage)
      Improves Casting speed using Energy Storage skills (20% chance)
      Improves skill recharge using Energy Storage skills (20% chance)
    * Healing Ankh, Energy +12 (req. 9 Healing Prayers)
      Energy +15, Energy regeneration -1
      Health +30
    * War Hammer, Blunt Dmg: 19-35 (req. 9 Hammer Mastery)
      Damage +15% (while in a stance)
    
    Uderit Ignis
    ------------
    Location: Just outside of Dunes of Despair
    Collects: 5 Jade Mandibles
    * Inscribed Charkarm, Energy +12 (req. 9 Fast Casting)
      Improves Casting speed using Fast Casting Skills (20% chance)
      Improves skill recharge using Fast Casting skills (20% chance)
    * Truncheon  Shadow Dmg: 11-22 (req. 9 Curses)
      Improves skill recharge using Curses skills (20% chance)
    * Water Wand, Cold Dmg: 11-22 (req. 9 Water Magic)
      Improves skill recharge using Water Magic skills (20% chance)
    * Smiting Staff, Energy +10, Light Dmg: 11-12 (req. 9 Smiting Prayers)
      Improves Casting speed using Smiting Prayers Skills (20% chance)
    * Long Sword, Slashing Dmg: 15-22 (req. 9 Swordsmanship)
      Damage +15% (while enchanted)
    
    ========================
    = Southern Shiverpeaks =
    ========================
    
    Droknar's Forge
    ===============
    
    Ornhelm Brightaxe
    -----------------
    Collects: 5 Stone Summit Badges
    * Grim Cesta, Energy +12 (req. 9 Soul Reaping)
      Improves Casting speed using Soul Reaping skills (20% Chance)
      Improves skill recharge using Soul Reaping skills (20% Chance)
    * Storm Artifact, Energy +12 (req. 9 Air Magic)
      Improves Casting speed using Air Magic skills (20% Chance)
      Improves skill recharge using Air Magic skills (20% Chance)
    * Smiting Rod, Light Dmg: 11-22 (req. 9 Smiting Prayers)
      Improves skill recharge using Smiting Prayers skills (20% Chance)
    
    Lornar's Pass
    =============
    
    Nord Stonegrimm
    ---------------
    Location: At the entrance to the Grenth temple (south end)
    Collects: 5 Frozen Shells
    * Truncheon, Dark Dmg: 11-22 (req. 9 Curses)
      Improves skill recharge using Curses skills (20% Chance)
    * Smiting Staff, Energy +10, Light Dmg: 11-22 (req. 9 Smiting Prayers)
      Improves Casting speed using Smiting Prayers skills (20% Chance)
      Improves skill recharge using Smiting Prayers skills (20% Chance)
    * Battle Axe, Slashing Dmg: 6-28 (req. 9 Axe Mastery)
      Damage +15% (while in a stance)
    * Ascalon Bow (Longbow),  Piercing Dmg: 15-28 (req. 9 Marksmanship)
      Damage +15% (while health is above 50%)
    
    Mineral Springs
    ===============
    
    Bariel Darkroot
    ---------------
    Location: Mid-Eastern edge of Mineral Springs near Resurrection shrine
    Collects: 5 Alpine Seeds
    * Jeweled Charkarm, Energy +12 (req. 9 Inspiration Magic)
      Improves Casting speed using Inspiration Magic skills (Chance: 20%)
      Improves skill recharge using Inspiration Magic skills (Chance: 20%)
    * Earth Staff, Energy +10, Earth Dmg: 11-22 (req. 9 Earth Magic)
      Improves Casting speed using Earth Magic skills (Chance: 20%)
      Improves skill recharge using Earth Magic skills (Chance: 20%)
    * Jeweled Chalice, Energy +12 (req. 9 Illusion Magic)
      Improves Casting speed using Illusion Magic skills (Chance: 20%)
      Improves skill recharge using Illusion Magic skills (Chance: 20%)
    * Scroll, Energy +12 (req. 9 Earth Magic)
      Improves Casting speed using Earth Magic skills (Chance: 20%)
      Improves skill recharge using Earth Magic skills (Chance: 20%)
    * Ascalon Bow (Composite bow), Piercing Dmg: 15-28 (req. 9 Marksmanship)
      Damage +15% (while Health is above 50%)
    
    Goran Grimyak
    -------------
    Location: West end of Mineral Springs
    Collects: 5 Feathered Avicara Scalps
    * Inscribed Charkarm, Energy +12 (req. 9 Domination Magic)
      Improves Casting speed using Domination Magic skills (Chance: 20%)
      Improves skill recharge using Domination Magic skills (Chance: 20%)
    * Idol, Energy +12 (req. 9 Curses)
      Improves Casting speed using Curses skills (Chance: 20%)
      Improves skill recharge using Curses skills (Chance: 20%)
    * Flame Artifact, Energy +12 (req. 9 Fire Magic)
      Improves Casting speed using Fire Magic skills (Chance: 20%)
      Improves skill recharge using Fire Magic skills (Chance: 20%)
    * Water Wand, Cold Dmg: 11-22 (req. 9 Water Magic)
      Improves skill recharge using Water Magic skills (Chance: 20%)
    
    Trego Stonebreaker
    ------------------
    Location: near a bridge in the mid-northern half of Mineral Springs
    Collects: 5 Mountain Troll Tusks
    * Inscribed Charkarm, Energy +12 (req. 9 Fast Casting)
      Improves skill recharge using Fast Casting skills (Chance: 20%)
      Improves Casting speed using Fast Casting skills (Chance: 20%)
    * Deadly Cesta, Shadow Dmg: 11-22 (req. 9 Blood Magic)
      Improves skill recharge using Blood Magic skills (Chance: 20%)
    * Protective Icon, Energy +12 (req. 9 Protection Prayers)
      Improves skill recharge using Protection Prayers skills (Chance: 20%)
      Improves Casting speed using Protection Prayers skills (Chance: 20%)
    * Ascalon Bow (Short bow), Piercing Dmg: 15-28 (req. 9 Marksmanship)
      Damage +15% (while Health is above 50%)
    
    Snake Dance
    ===========
    
    Hagon Warblade
    --------------
    Location: Just Outside of Camp Rankor
    Collects: 5 Frosted Griffon Wings
    * Cane, Chaos Dmg: 11-22 (req. 9 Illusion Magic)
      Improves skill recharge using Illusion Magic skills (20% Chance)
    * Frost Artifact, Energy +12 (req. 9 Water Magic)
      Improves Casting speed using Water Magic skills (20% Chance)
      Improves skill recharge using Water Magic skills (20% Chance)
    * Crimson Carapace Shield, Armor: 16 (req. 9 Tactics)
      Health +45 (while in a stance)
      Received Damage -2 (while in a stance)
    * Air Staff, Energy +10, Lightning Dmg: 11-22 (req. 9 Air Magic)
      Improves Casting speed using Air Magic skills (20% Chance)
      Improves skill recharge using Air Magic skills (20% Chance)
    
    Hoknil the Lesser
    -----------------
    Location: Mid-eastern edge of Snake Dance
    Collects: 5 Azure Remains
    * Inscribed Staff, Energy +10, Chaos Dmg: 11-22 (req. 9 Domination Magic)
      Improves Casting speed using Domination Magic skills (20% Chance)
      Improves skill recharge using Domination Magic skills (20% Chance)
    * Wicked Staff, Energy +10, Shadow Dmg: 11-22 (req. 9 Curses)
      Improves Casting speed using Curses skills (20% Chance)
      Improves skill recharge using Curses skills (20% Chance)
    * Holy Rod, Fire Dmg: 11-22 (req. 9 Divine Favor)
      Improves skill recharge using Divine Favor skills (20% Chance)
    * Ascalon Bow (Horn Bow), Piercing Dmg: 15-28 (req. 9 Marksmanship)
      Damage +15% (while enchanted)
    
    Merrin Trollsbane
    -----------------
    Location: Eastern edge of Snake Dance, quarter of the way up from Camp Rankor
    Collects: 5 Mountain Troll Tusks
    * Jeweled Staff, Energy +10, Chaos Dmg: 11-22 (req. 9 Illusion Magic)
      Improves Casting speed using Illusion Magic skills (20% Chance)
      Improves skill recharge using Illusion Magic skills (20% Chance)
    * Bone Staff, Energy +10, Cold Dmg: 11-22 (req. 9 Death Magic)
      Improves Casting speed using Death Magic skills (20% Chance)
      Improves skill recharge using Death Magic skills (20% Chance)
    * Water Staff, Energy +10, Cold Dmg: 11-22 (req. 9 Water Magic)
      Improves Casting speed using Water Magic skills (20% Chance)
      Improves skill recharge using Water Magic skills (20% Chance)
    * Long Sword, Slashing Dmg: 15-22 (req. 9 Swordsmanship)
      Damage +15% (while in a stance)
    
    Radamon
    -------
    Location: Western edge of Snake Dance, quarter of the way down from North exit
    Collects: 5 Huge Jawbones
    * Cane, Chaos Dmg: 11-22 (req. 9 Domination Magic)
      Improves skill recharge using Domination Magic skills (20% Chance)
    * Truncheon, Cold Dmg: 11-22 (req. 9 Death Magic)
      Improves skill recharge using Death Magic skills (20% Chance)
    * Fire Wand, Fire Dmg: 11-22 (req. 9 Fire Magic)
      Improves skill recharge using Fire Magic skills (20% Chance)
    * Healing Ankh, Energy +12  9 Healing Prayers
      Improves Casting speed using Healing Prayers skills (20% Chance)
      Improves skill recharge using Healing Prayers skills (20% Chance)
    * War Hammer  Blunt Dmg: 19-35  9 Hammer Mastery  Dmg: +15% (while in a stance)
    
    Talus Chute
    ===========
    
    Cember Goreaxe
    --------------
    Location: Just outside Ice Caves of Sorrow
    Collects: 5 Frigid Hearts
    * Fire Staff, Energy +10, Fire Dmg: 11-22 (req. 9 Fire Magic)
      Improves Casting speed using Fire Magic skills (20% Chance)
      Improves skill recharge using Fire Magic skills (20% Chance)
    * Divine Symbol, Energy +12 (req. 9 Divine Favor)
      Improves Casting speed using Divine Favor skills (20% Chance)
      Improves skill recharge using Divine Favor skills (20% Chance)
    * Earth Wand, Earth Dmg: 11-22 (req. 9 Earth Magic)
      Improves skill recharge using Earth Magic skills (20% Chance)
    
    Volsung Stoneketil
    ------------------
    Location: Just outside Droknar's Forge
    Collects: 5 Feathered Avicara Scalps
    * Grim Cesta, Energy +12 (req. 9 Blood Magic)
      Improves Casting speed using Blood Magic skills (20% Chance)
      Improves skill recharge using Blood Magic skills (20% Chance)
    * Air Wand, Lightning Dmg: 11-22 (req. 9 Air Magic)
      Improves skill recharge using Air Magic skills (20% Chance)
    * Grim Cesta, Energy +12 (req. 9 Death Magic)
      Improves Casting speed using Death Magic skills (20% Chance)
      Improves skill recharge using Death Magic skills (20% Chance)
    
    Witman's Folly
    ==============
    
    Mag Ironwall
    ------------
    Location: Just outside Port Sledge
    Collects: 5 Intricate Grawl Necklaces
    * Cruel Staff, Energy +10, Shadow Dmg: 11-22 (req. 9 Blood Magic)
      Improves Casting speed using Blood Magic skills (20% Chance)
      Improves skill recharge using Blood Magic skills (20% Chance)
    * Scroll, Energy +12 (req. 9 Energy Storage)
      Improves Casting speed using Energy Storage skills (20% Chance)
      Improves skill recharge using Energy Storage skills (20% Chance)
    * Holy Staff, Energy +10, Fire Dmg: 11-22 (req. 9 Divine Favor)
      Improves Casting speed using Divine Favor skills (20% Chance)
      Improves skill recharge using Divine Favor skills (20% Chance)
    * Ascalon Bow (Flatbow), Piercing Dmg: 15-28 (req. 9 Marksmanship)
      Damage +15% (while enchanted)
    
    -----
    2. Armor Collectors
    -----
    
    ===========
    = Ascalon =
    ===========
    
    Diessa Lowlands
    ===============
    
    Gil Morridan
    ------------
    Location: ?
    Collects: 4 Leathery Claws
    * Armor - Chest
      * Elementalist - Elementalist Robes (AL 21)
      * Mesmer - Stylish Attire (AL 21)
      * Monk - Monk Raiment (AL 21)
      * Necromancer - Necromancer Tunic (AL 21)
      * Ranger - Leather Vest (AL 31)
      * Warrior - Ringmail Hauberk (AL 41)
    
    Grendich Courthouse
    ===================
    
    Graine Hathorn
    --------------
    Collects: 4 Fetid Carapaces
    * Armor - Footgear
      * Elementalist - Elementalist's Shoes (AL 21)
      * Mesmer - Stylish Footwear (AL 21)
      * Monk - Monk Sandals (AL 21)
      * Necromancer - Necromancer's Boots (AL 21)
      * Ranger - Leather Boots (AL 31)
      * Warrior - Ringmail Boots (AL 41)
    
    Old Ascalon
    ===========
    
    Palben Tunne
    ------------
    Collects: 4 Ornate Grawl Necklaces
    * Armor - Legs
      * Mesmer - Stylish Hose (AL 21)
      * Monk - Monk Pants (AL 21)
      * Ranger - Leather Leggings (AL 31)
      * Warrior - Ringmail Leggings (Al 41)
    
    
    
    ========================
    = Northern Shiverpeaks =
    ========================
    
    Anvil Rock
    ==========
    
    Maccus Ironjaw
    --------------
    Location: Just outside of the Ice Tooth Cave
    Collects: 5 Curved Minotaur Horns
    * Armor - Chest
      * Elementalist - Elementalist's Robes (AL 27)
      * Mesmer - Stylish Attire (AL 27)
      * Monk - Monk Raiment (AL 27)
      * Necromancer - Necromancer Tunic (AL 27)
      * Ranger - Leather Vest (AL 37)
      * Warrior - Ringmail Hauberk (AL 47)
    
    Sander the Gray (INCOMPLETE)
    ---------------
    Location: Just outside of Frost Gate
    Collects: 5 Frostfire Fangs
    * Armor - Leggings
      * Elementalist - ?? Glacier's Eye (AL 27) (Water Magic)
      * Monk - Monk Pants (AL 27)
      * Ranger - Leather Leggings (AL 37)
    
    Deldrimor Bowl
    ==============
    
    Lenn Giantsbane (INCOMPLETE)
    ---------------
    Location: East side of Deldrimor Bowl
    Collects: 5 Icy Humps
    * Armor - Headgear
      * Elementalist - ?? Nothing
      * Ranger - Archer's Mask (AL 37)
    
    Rothgar Hoffsplitter (INCOMPLETE)
    --------------------
    Location: East side of Deldrimor Bowl
    Collects: 5 Shiverpeak Manes
    * Armor - Headgear
      * Elementalist - Stone's Eye (AL 27) (Earth Magic)
      * Ranger - Traveler's Mask (AL 37) (Wilderness Survival)
    
    Iron Horse Mines
    ================
    
    Norin Stonegrimm
    ----------------
    Location: Near Anvil Rock exit
    Collects: 5 Frostfire Fangs
    * Armor - Headgear
      * Elementalist - Storm's Eye (AL 27) (Air Magic)
      * Mesmer - Imposing Mask (AL 27) (Domination Magic)
      * Monk - Prophet's Scalp Design (AL 27) (Divine Favor)
      * Necromancer - Ragged Scar Pattern (AL 27) (Blood Magic)
      * Ranger - Tamer's Mask (AL 37) (Beast Mastery)
      * Warrior - Soldier's Helm (AL 47) (Axe Mastery)
    
    Traveler's Vale
    ===============
    
    Asgrim Brightaxe
    ----------------
    Collects: 5 Stone Summit Badges
    * Armor - Gloves
      * Elementalist - Elementalist's Gloves (AL 27)
      * Mesmer - Stylish Gloves (AL 27)
      * Monk - Monk Handwraps (AL 27)
      * Necromancer - Necromancer's Gloves (AL 27)
      * Ranger - Leather Gloves (AL 37)
      * Warrior - Ringmail Gauntlets (AL 47)
    
    Pyrs Harven
    -----------
    Collects: 5 Shiverpeak Manes
    * Armor - Headgear
      * Elementalist - All-Seeing Eye (AL 27) (Energy Storage)
      * Mesmer - Costume Mask (AL 27) (Illusion Magic)
      * Monk - Prophet's Scalp Design (AL 27) (Divine Favor)
      * Necromancer - Vile Scar Pattern (AL 27) (Death Magic)
      * Ranger - Hunter's Mask (AL 37) (Expertise)
      * Warrior - Duelist's Helm (AL 47) (Swordsmanship)
    
    Yak's Bend
    ==========
    
    Sadira Powell
    -------------
    Collects: 5 Alpine Seeds
    * Armor - Footgear
      * Elementalist - Elementalist's Shoes (AL 27)
      * Mesmer - Stylish Footwear (AL 27)
      * Monk - Monk Sandals (AL 27)
      * Necromancer - Necromancer's Boots (AL 27)
      * Ranger - Leather Boots (AL 37)
      * Warrior - Ringmail Boots (AL 47)
    
    
    Lion's Arch
    ===========
    
    Robin Neils
    -----------
    Location: On the Dock
    Collects: 5 Shadowy Remnants
    * Armor - Headgear
      * Elementalist - All-Seeing Eye (AL 39) (Energy Storage)
      * Mesmer - Costume Mask (AL 39) (Illusion Magic)
      * Monk - Defender's Scalp Design (AL 49) (Protection Prayers)
      * Necromancer - Vile Scar Pattern (AL 49) (Death Magic)
      * Ranger - Hunter's Mask (AL 49) (Expertise)
      * Warrior - Duelist's Helm (AL 59) (Swordsmanship)
    
    
    Stingray Strand
    ===============
    
    Jamora the Wise
    ---------------
    Collects: 5 Glowing Hearts
    * Armor - Legs
      * Elementalist - Elementalist's Leggings (AL 39)
      * Mesmer - Stylish Hose (AL 39)
      * Monk - Monk Pants (AL 39)
      * Necromancer - Necromancer's Leggings (AL 39)
      * Ranger - Leather Leggings (AL 49)
      * Warrior - Ringmail Leggings (AL 59)
    
    Vardis
    ------
    Collects: 5 Spiked Crests
    * Armor - Headgear
      * Elementalist - All-Seeing Eye (AL 39) (Energy Storage)
      * Mesmer - Costume Mask (AL 39) (Illusion Magic)
      * Monk - Defender's Scalp Design (AL 49) (Protection Prayers)
      * Necromancer - Vile Scar Pattern (AL 49) (Death Magic)
      * Ranger - Hunter's Mask (AL 49) (Expertise)
      * Warrior - Duelist's Helm (AL 59) (Swordsmanship)
    
    Talmark Wilderness
    ==================
    
    Julianna Furst
    --------------
    Collects: 5 Glowing Hearts
    * Armor - Footgear
      * Elementalist - Elementalist's Shoes (AL 39)
      * Mesmer - Stylish Footwear (AL 39)
      * Monk - Monk Sandals (AL 39)
      * Necromancer - Necromancer's Boots (AL 39)
      * Ranger - Leather Boots (AL 49)
      * Warrior - Ringmail Boots (AL 59)
    
    Twin Serpent Lakes
    ==================
    
    Falhurst
    --------
    Collects: 5 Mergoyle Skulls
    * Armor - Gloves
      * Elementalist - Elementalist's Gloves (AL 39)
      * Mesmer - Stylish Gloves (AL 39)
      * Monk - Monk Handwraps (AL 39)
      * Necromancer - Necromancer's Gloves (AL 39)
      * Ranger - Leather Gloves (AL 49)
      * Warrior - Ringmail Gauntlets (AL 59)
    
    Gruhn the Fisher
    ----------------
    Collects: 5 Bog Scale Fins
    * Armor - Gloves
      * Elementalist - Elementalist's Gloves (AL 39)
      * Mesmer - Stylish Gloves (AL 39)
      * Monk - Monk Handwraps (AL 39)
      * Necromancer - Necromancer's Gloves (AL 39)
      * Ranger - Leather Gloves (AL 49)
      * Warrior - Ringmail Gauntlets (AL 59)
    
    
    Watchtower Coast
    ================
    
    Ian Sturmme
    -----------
    Collects: 5 Feathered Caromi Scalps
    * Armor - Headgear
      * Elementalist - Stone's Eye (AL 39) (Earth Magic)
      * Mesmer - Sleek Mask (AL 39) (Fast Casting)
      * Monk - Servant's Scalp Design (AL 39) (Healing Prayers)
      * Necromancer - Wicked Scar Pattern (AL 39) (Curses)
      * Ranger - Archer's Mask (AL 49) (Marksmanship)
      * Warrior - Dwarven Helm (AL 59) (Hammer Mastery)
    
    Tenlach Silverhand
    ------------------
    Collects: 5 Abnormal Seeds
    * Armor - Headgear
      * Elementalist - Storm's Eye (AL 39) (Air Magic)
      * Mesmer - Imposing Mask (AL 39) (Domination Magic)
      * Monk - Prophet's Scalp Design (AL 39) (Divine Favor)
      * Necromancer - Ragged Scar Pattern (AL 39) (Blood Magic)
      * Ranger - Tamer's Mask (AL 49) (Beast Mastery)
      * Warrior - Soldier's Helm (AL 59) (Axe Mastery)
    
    
    ==========================
    = Maguuma Jungle (gwcg6) =
    ==========================
    
    Druid's Overlook
    ================
    
    Mosreh the Exile
    ----------------
    Collects: 5 Ebon Spider Legs
    * Armor - Gloves
      * Elementalist - Elementalist's Gloves (AL 51)
      * Mesmer - Stylish Gloves (AL 51)
      * Monk - Monk Handwraps (AL 51)
      * Necromancer - Necromancer's Gloves (AL 51)
      * Ranger - Leather Gloves (AL 61)
      * Warrior - Ringmail Gauntlets (AL 71)
    
    Ettin's Back
    ============
    
    Hember
    ------
    Collects: 5 Thorny Carapaces
    * Armor - Chest
      * Elementalist - Elementalist's Robes (AL 51)
      * Mesmer - Stylish Attire (AL 51)
      * Monk - Monk Raiment (AL 51)
      * Necromancer - Necromancer Tunic (AL 51)
      * Ranger - Leather Vest (AL 61)
      * Warrior - Ringmail Hauberk (AL 71)
    
    Horton Longsnout
    ----------------
    Collects: 5 White Mantle Emblems
    * Armor - Chest
      * Elementalist - Elementalist's Robes (AL 51)
      * Mesmer - Stylish Attire (AL 51)
      * Monk - Monk Raiment (AL 51)
      * Necromancer - Necromancer Tunic (AL 51)
      * Ranger - Leather Vest (AL 61)
      * Warrior - Ringmail Hauberk (AL 71)
    
    Lord Engelram
    -------------
    Collects: 5 Maguuma Manes
    * Armor - Footgear
      * Elementalist - Elementalist's Shoes (AL 51)
      * Mesmer - Stylish Footwear (AL 51)
      * Monk - Monk Sandals (AL 51)
      * Necromancer - Necromancer's Boots (AL 51)
      * Ranger - Leather Boots (AL 61)
      * Warrior - Ringmail Boots (AL 71)
    
    The Falls
    =========
    
    Agrippa Stonehands
    ------------------
    Collects: 5 Behemoth Jaws
    * Armor - Headgear
      * Ranger - Hunter's Mask (AL 61)
    
    Llourdes the Arcane
    -------------------
    Collects: 5 Jungle Scale Fins
    * Armor - Legs
      * Ranger - Leather Leggings (AL 61)
    
    Meghan the Bright
    -----------------
    Collects: 5 Jungle Troll Tusks
    * Armor - Legs
      * Elementalist - Elementalist's Leggings (AL 51)
      * Mesmer - Stylish Hose (AL 51)
      * Monk - Monk Pants (AL 51)
      * Necromancer - Necromancer's Leggings (AL 51)
      * Ranger - Leather Leggings (AL 61)
      * Warrior - Ringmail Leggings (AL 71)
    
    Slayton Redblade
    ----------------
    Collects: 5 Tangled Seeds
    * Armor - Headgear
      * Elementalist - Flame's Eye (AL 51) (Fire Magic)
      * Mesmer - Animal Mask (AL 51) (Inspiration Magic)
      * Monk - Zealot's Scalp Design (AL 51) (Smiting Prayers)
      * Necromancer - Devilish Scar Pattern (AL 51) (Soul Reaping)
      * Ranger - Traveler's Mask (AL 61) (Wilderness Survival)
      * Warrior - Brute's Helm (AL 71) (Strength)
    
    
    Reed Bog
    ========
    
    Elene the Vigilant
    ------------------
    Collects: 5 Ebon Spider Legs
    * Armor - Gloves
      * Elementalist - Elementalist's Gloves (AL 51)
      * Mesmer - Stylish Gloves (AL 51)
      * Monk - Monk Handwraps (AL 51)
      * Necromancer - Necromancer's Gloves (AL 51)
      * Ranger - Leather Gloves (AL 61)
      * Warrior - Ringmail Gauntlets (AL 71)
    
    Sage Lands
    ==========
    
    Aaron Fletcher
    --------------
    Location: East of Druid's Overlook
    Collects: 5 Ancient Eyes
    * Armor - Headgear
      * Elementalist - Storm's Eye (AL 51) (Air Magic)
      * Mesmer - Imposing Mask (AL 51) (Domination Magic)
      * Monk - Prophet's Scalp Design (AL 51) (Divine Favor)
      * Necromancer - Ragged Scar Pattern (AL 51) (Blood Magic)
      * Ranger - Tamer's Mask (AL 61) (Beast Mastery)
      * Warrior - Executioner's Helm (AL 71) (Axe Mastery)
    
    Elwynn Kirby
    ------------
    Location: North of Druid's Overlook
    Collects: 5 Tangled Seeds
    * Armor - Headgear
      * Elementalist - Stone's Eye (AL 51) (Earth Magic)
      * Mesmer - Sleek Mask (AL 51) (Fast Casting)
      * Monk - Servant's Scalp Design (AL 51) (Healing Prayers)
      * Necromancer - Wicked Scar Pattern (AL 51) (Curses)
      * Ranger - Archer's Mask (AL 61) (Marksmanship)
      * Warrior - Dwarven Helm (AL 71) (Hammer Mastery)
    
    Ventari's Refuge
    ================
    
    Jaden Fletcher
    --------------
    Collects: 5 Ancient Eyes
    * Armor - Footgear
      * Elementalist - Elementalist's Shoes (AL 51)
      * Mesmer - Stylish Footwear (AL 51)
      * Monk - Monk Sandals (AL 51)
      * Necromancer - Necromancer's Boots (AL 51)
      * Ranger - Leather Boots (AL 61)
      * Warrior - Ringmail Boots (AL 71)
    
    
    ==================
    = Crystal Desert =
    ==================
    
    Amnoon Oasis
    ============
    
    Ardenoth Oakenshield
    --------------------
    Collects: 5 Bleached Shells
    * Armor - Headgear
      * Elementalist - All-Seeing Eye (AL 60) (Energy Storage)
      * Mesmer - Costume Mask (AL 60) (Illusion Magic)
      * Monk - Defender's Scalp Design (AL 60) (Protection Prayers)
      * Necromancer - Vile Scar Pattern (AL 60) (Death Magic)
      * Ranger - Hunter's Mask (AL 70) (Expertise)
      * Warrior - Duelist's Helm (AL 80) (Swordsmanship)
    
    Ekimeel Trueshot
    ----------------
    Collects: 5 Forgotten Seals
    * Armor - Headgear
      * Elementalist - Stone's Eye (AL 60) (Earth Magic)
      * Mesmer - Sleek Mask (AL 60) (Fast Casting)
      * Monk - Servant's Scalp Design (AL 60) (Healing Prayers)
      * Necromancer - Wicked Scar Pattern (AL 60) (Curses)
      * Ranger - Archer's Mask (AL 70) (Marksmanship)
      * Warrior - Dwarven Helm (AL 80) (Hammer Mastery)
    
    
    The Arid Sea
    ============
    
    Sir Kaufman
    -----------
    Location: Near toppled statue bridging two cliffs
    Collects: 5 Massive Jawbones
    * Armor - Footgear
      * Elementalist - Elementalist's Shoes (AL 60)
      * Mesmer - Stylish Footwear (AL 60)
      * Monk - Monk Sandals (AL 60)
      * Necromancer - Necromancer's Boots (AL 60)
      * Ranger - Leather Boots (AL 70)
      * Warrior - Ringmail Boots (AL 80)
    
    Destiny's Gorge
    ===============
    
    Barton Smallwood
    ----------------
    Collects: 5 Shriveled Eyes
    * Armor - Headgear
      * Elementalist - Flame's Eye (AL 60) (Fire Magic)
      * Mesmer - Animal Mask (AL 60) (Inspiration Magic)
      * Monk - Zealot's Scalp Design (AL 60) (Smiting Prayers)
      * Necromancer - Devilish Scar Pattern (AL 60) (Soul Reaping)
      * Ranger - Traveler's Mask (AL 70) (Wilderness Survival)
      * Warrior - Brute's Helm (AL 80) (Strength)
    
    Prophet's Path
    ==============
    
    Fenster the Golden
    ------------------
    Location: Near Augury Rock
    Collects: 5 Minotaur Horns
    * Armor - Gloves
      * Elementalist - Elementalist's Gloves (AL 60)
      * Mesmer - Stylish Gloves (AL 60)
      * Monk - Monk Handwraps (AL 60)
      * Necromancer - Necromancer's Gloves (AL 60)
      * Ranger - Leather Gloves (AL 70)
      * Warrior - Ringmail Gauntlets (AL 80)
    
    Gustov the Silent
    -----------------
    Collects: 5 Dune Burrower Jaws
    * Armor - Footgear
      * Elementalist - Elementalist's Shoes (AL 60)
      * Mesmer - Stylish Footwear (AL 60)
      * Monk - Monk Sandals (AL 60)
      * Necromancer - Necromancer's Boots (AL 60)
      * Ranger - Leather Boots (AL 70)
      * Warrior - Ringmail Boots (AL 80)
    
    Kyle the Rich
    -------------
    Location: In oasis canyon
    Collects: 5 Losaru Manes
    * Armor - Chest
      * Elementalist - Elementalist's Robes (AL 60)
      * Mesmer - Stylish Attire (AL 60)
      * Monk - Monk Raiment (AL 60)
      * Necromancer - Necromancer Tunic (AL 60)
      * Ranger - Leather Vest (AL 70)
      * Warrior - Ringmail Hauberk (AL 80)
    
    Winfield Michelson
    ------------------
    Location: Just outside of Heroes' Audience
    Collects: 5 Bleached Carapaces
    * Armor - Chest
      * Elementalist - Elementalist's Robes (AL 60)
      * Mesmer - Stylish Attire (AL 60)
      * Monk - Monk Raiment (AL 60)
      * Necromancer - Necromancer Tunic (AL 60)
      * Ranger - Leather Vest (AL 70)
      * Warrior - Ringmail Hauberk (AL 80)
    
    Salt Flats
    ==========
    
    Kelsay Pradist
    --------------
    Location: East of Seeker's Passage
    Collects: 5 Jade Mandibles
    * Armor - Headgear
      * Elementalist - Storm's Eye (AL 60) (Air Magic)
      * Mesmer - Imposing Mask (AL 60) (Domination Magic)
      * Monk - Prophet's Scalp Design (AL 60) (Divine Favor)
      * Necromancer - Ragged Scar Pattern (AL 60) (Blood Magic)
      * Ranger - Tamer's Mask (AL 70) (Beast Mastery)
      * Warrior - Executioner's Helm (AL 80) (Axe Mastery)
    
    Sir Norrington
    --------------
    Collects: 5 Shriveled Eyes
    * Armor - Gloves
      * Elementalist - Elementalist's Gloves (AL 60)
      * Mesmer - Stylish Gloves (AL 60)
      * Monk - Monk Handwraps (AL 60)
      * Necromancer - Necromancer's Gloves (AL 60)
      * Ranger - Leather Gloves (AL 70)
      * Warrior - Ringmail Gauntlets (AL 80)
    
    The Scar
    ========
    
    Cedrick Rogers
    --------------
    Location: Just outside of Thirsty River
    Collects: 5 Losaru Manes
    * Armor - Legs
      * Elementalist - Elementalist's Leggings (AL 60)
      * Mesmer - Stylish Hose (AL 60)
      * Monk - Monk Pants (AL 60)
      * Necromancer - Necromancer's Leggings (AL 60)
      * Ranger - Leather Leggings (AL 70)
      * Warrior - Ringmail Leggings (AL 80)
    
    Jamie the Wanderer
    ------------------
    Location: Alcove near Sand Giants
    Collects: 5 Dune Burrower Jaws
    * Armor - Legs
      * Elementalist - Elementalist's Leggings (AL 60)
      * Mesmer - Stylish Hose (AL 60)
      * Monk - Monk Pants (AL 60)
      * Necromancer - Necromancer's Leggings (AL 60)
      * Ranger - Leather Leggings (AL 70)
      * Warrior - Ringmail Leggings (AL 80)
    
    ========================
    = Southern Shiverpeaks =
    ========================
    
    Frozen Forest
    =============
    
    Kagan Treesplitter
    ------------------
    Location: West of Iron Mines of Moladune
    Collects: 7 Alpine Seeds
    * Armor - Gloves
      * Elementalist - Elementalist's Gloves (AL 60)
      * Mesmer - Stylish Gloves (AL 60)
      * Monk - Monk Handwraps (AL 60)
      * Necromancer - Necromancer's Gloves (AL 60)
      * Ranger - Leather Gloves (AL 70)
      * Warrior - Ringmail Gauntlets (AL 80)
    
    Ice Floe
    ========
    
    Turlo Oakenspear
    ----------------
    Location: Just outside Marhan's Grotto
    Collects: 7 Frigid Hearts
    * Armor - Legs
      * Elementalist - Elementalist's Leggings (AL 60)
      * Mesmer - Stylish Hose (AL 60)
      * Monk - Monk Pants (AL 60)
      * Necromancer - Necromancer's Leggings (AL 60)
      * Ranger - Leather Leggings (AL 70)
      * Warrior - Ringmail Leggings (AL 80)
    
    Talus Chute
    ===========
    
    Hoknil the Greater
    ------------------
    Location: Northwest of Droknar's Forge near Artisan
    Collecting: 7 Huge Jawbones
    * Armor - Chest
      * Elementalist - Elementalist's Robes (AL 60)
      * Mesmer - Stylish Attire (AL 60)
      * Monk - Monk Raiment (AL 60)
      * Necromancer - Necromancer Tunic (AL 60)
      * Ranger - Leather Vest (AL 70)
      * Warrior - Ringmail Hauberk (AL 80)
    
    Witman's Folly
    ==============
    
    Vania Sewell
    ------------
    Location: On a hill in mid-Northern Edge of Witman's Folly
    Collects: 7 Azure Remains
    * Armor - Footgear
      * Elementalist - Elementalist's Shoes (AL 60)
      * Mesmer - Stylish Footwear (AL 60)
      * Monk - Monk Sandals (AL 60)
      * Necromancer - Necromancer's Boots (AL 60)
      * Ranger - Leather Boots (AL 70)
      * Warrior - Ringmail Boots (AL 80)
    
    -----
    3. Pre-Searing Collectors
    -----
    
    The Catacombs
    =============
    
    Karleen
    -------
    Location: At the entrance of The Catacombs
    Collects: 5 Gargoyle Skulls
    * Armor - Footgear
      * Elementalist - Elementalist's Shoes (AL 7)
      * Mesmer - Stylish Footwear (AL 7)
      * Monk - Monk Sandals (AL 7)
      * Necromancer - Necromancer Boots (AL 7)
      * Ranger - Leather Boots (AL 12)
      * Warrior - Ringmail Boots (AL 27)
    
    Gwynn
    -----
    Location: At the entrance of The Catacombs
    Collects: 3 Skeletal Limbs
    * Cane, Chaos Dmg: 2-4
    * Frost Artifact, Energy +3
    * Holy Staff, Energy +3, Fire Dmg: 2-4
    * War Hammer, Blunt Dmg: 6-9
    
    Lakeside County
    ===============
    
    Brownlow
    --------
    Location: Just outside Ascalon City
    Collects: 5 Skale Fins
    * Belt Pouch
    * Devourer Egg
    
    Jacobs
    ------
    Location: Outside of the Ashford Village near the Ashford Abbey
    Collects: 3 Baked Husks
    * Idol, Energy +3
    * Flame Artifact, Energy +3
    * Healing Ankh, Energy +3
    * Armor - Footgear
      * Elementalist - Elementalist's Shoes (AL 7)
      * Mesmer - Stylish Footwear (AL 7)
      * Monk - Monk Sandals (AL 7)
      * Necromancer - Necromancer Boots (AL 7)
      * Ranger - Leather Boots (AL 12)
      * Warrior - Ringmail Boots (AL 27)
    
    Kaylee
    ------
    Location: Near the entrance to Regent Valley
    Collects: 3 Grawl Necklaces
    * Armor - Chest
      * Elementalist - Elementalist's Robes (AL 7)
      * Mesmer - Stylish Attire (AL 7)
      * Monk - Monk Raiment (AL 7)
      * Necromancer - Necromancer Tunic (AL 7)
      * Ranger - Leather Vest (AL 12)
      * Warrior - Ringmail Hauberk (AL 27)
    
    Humphreys
    ---------
    Location: Ashford Village
    Collects:  5 Worn Belts
    * Belt Pouch
    * Inscribed Staff, Energy +3, Chaos Dmg: 2-4
    * Battle Axe, Slashing Dmg: 4-8
    * Holy Rod, Fire Dmg: 2-4
    * Crimson Carapace Shield, AL: 4
    * Fire Wand, Fire Dmg: 2-4
    
    Walden
    ------
    Location: Ashford Village
    Collects: 3 Unnatural Seeds
    * Bone Staff, Energy: +3, Cold Dmg: 2-4
    * Truncheon, Dark Dmg: 2-4
    * Scroll, Energy +3
    * Water Staff, Cold Dmg: 2-4
    * Battle Axe, Slashing Dmg: 4-8
    * Ascalon Bow, Piercing Dmg: 7-10
    
    Fort Ranik
    ==========
    
    Hatcher
    -------
    Collects: 3 Unnatural Seeds
    * Armor - Chest
      * Elementalist - Elementalist's Robes (AL 7)
      * Mesmer - Stylish Attire (AL 7)
      * Monk - Monk Raiment (AL 7)
      * Necromancer - Necromancer Tunic (AL 7)
      * Ranger - Leather Vest (AL 12)
      * Warrior - Ringmail Hauberk (AL 27)
    
    Varis
    -----
    Collects: 3 Spider Legs
    * Water Staff, Energy +3, Cold Dmg: 2-4
    * Smiting Staff, Energy +3, Light Dmg: 2-4
    * Earth Wand, Earth Dmg: 2-4
    * Fire Wand, Fire Dmg: 2-4
    * Armor - Legs
      * Elementalist - Elementalist's Leggings (AL 7)
      * Mesmer - Stylish Hose (AL 7)
      * Monk - Monk Pants (AL 7)
      * Necromancer - Necromancer Leggings (AL 7)
      * Ranger - Leather Leggings (AL 12)
      * Warrior - Ringmail Leggings (AL 27)
    
    Regent Valley
    =============
    
    Hatcher
    -------
    Collects: 3 Unnatural Seeds
    * Armor - Chest
      * Elementalist - Elementalist's Robes (AL 7)
      * Mesmer - Stylish Attire (AL 7)
      * Monk - Monk Raiment (AL 7)
      * Necromancer - Necromancer Tunic (AL 7)
      * Ranger - Leather Vest (AL 12)
      * Warrior - Ringmail Hauberk (AL 27)
    
    Rownan
    ------
    Location: South of the Lakeside County exit
    Collects: 3 Dull Carapaces
    * Devourer Egg
    * Grim Cesta, Energy +3
    * Storm Artifact, Energy +3
    * Smiting Staff, Energy +3, Light Dmg: 2-4
    * Earth Wand, Earth Dmg: 2-4
    * Ascalon Bow, Piercing Dmg: 7-10
    
    Varis
    -----
    Location: Southeast of the Lakeside County exit; Fort Ranik
    Collects: 3 Spider Legs
    * Water Staff, Energy +3, Cold Dmg: 2-4
    * Smiting Staff, Energy +3, Light Dmg: 2-4
    * Earth Wand, Earth Dmg: 2-4
    * Fire Wand, Fire Dmg: 2-4
    * Armor - Legs
      * Elementalist - Elementalist's Leggings (AL 7)
      * Mesmer - Stylish Hose (AL 7)
      * Monk - Monk Pants (AL 7)
      * Necromancer - Necromancer Leggings (AL 7)
      * Ranger - Leather Leggings (AL 12)
      * Warrior - Ringmail Leggings (AL 27)
    
    Wizard's Folly
    ==============
    
    Mindle
    ------
    Location: Fishing Village in Wizard's Folly
    Collects: 3 Enchanted Lodestones
    * Cane, Chaos Dmg: 2-4
    * Grim Cesta, Energy +3
    * War Hammer, Blunt Dmg: 6-9
    * Ascalon Bow, Piercing Dmg: 7-10
    * Armor - Gloves
      * Elementalist - Elementalist's Gloves (AL 7)
      * Mesmer - Stylish Gloves (AL 7)
      * Monk - Monk Handwraps (AL 7)
      * Necromancer - Necromancer Gloves (AL 7)
      * Ranger - Leather Gloves (AL 12)
      * Warrior - Ringmail Gauntlets (AL 27)
    
    Savich (INCOMPLETE)
    ------
    Location: Just outside Foible's Fair
    Collects: 3 Icy Lodestones
    * Ascalon Bow, Piercing Dmg: 7-10
    
    My Old data on this one, for completeness.
    Savich - Wizards Folly, just outside of Foible's Fair
    Wants: 3 Icy Lodestones
    Has: Bone Staff [2-4 Cold Damage, +3 energy], Battle Axe [4-8 damage], Ascalon
    Bow [7-10 damage], Elementalist Leggings [armor 7, energy recovery +1],
    Stylish Attire [Mesmer Armor, armor 7, energy +5], Monk's Sandals [armor 7,
    energy recovery +1]
    
    ---
    4. Ring of Fire Collectors
    ---
    SCROLLS
    
    ---
    5. Sorrow's Furnace Collectors
    ---
    SCROLLS
    
    
    Again, a huge thanks to Hahnsoo for allowing me to use this list.
    
    *******************************************************************************
                                  vi)  FAQ & Misc
    *******************************************************************************
    
    1) What is a -50 offhand?
    There is a focus item from the "cities of Ascalon" quest given as a reward,
    which gives -50 health, this is common for a 105/55 build.
    
    2) What's a 105/55 build?
    This is a Mo/W build designed to bring health very low, to 105 or 55, by using
    five superior runes and a -50 offhand.  The trick is, to use protective bond so
    you only take 2 [or 5] damage from any attack.  This way, a +4 mending can more
    or less keep you alive forever while you smite the hell out of anything.  This
    is a common farming build, though any enchantment buster will cream it.
    
    Patch Note: This build is now virtually a thing of the past, it requires
    thinking now to make it work.  Do not email me about this.  Basically, you
    will be using protective spirit now.
    
    3) Is 15k armor better than the 1.5k armors?
    Nope, just looks nicer.
    
    4) What about fissure armor?  How much does it cost?
    Fissure armor is no better than Droknar's armor, it just looks MUCH better.
    The secondary ingredients are the ingredients for the 15k armor in the grotto
    and citadel.  The primaries are Globs of Ectoplasm and for most, obsidian
    shards.  The chest takes 45, pants 30, hands, head and feet 15 each.  Bringing
    you to 105/120 ectos/shards.  Ectoplasm and Shards only fall in the underworld
    and fissure respectively... with a few rare exceptions.
    
    5) What skills do henchmen use?  Where do they appear at?  How do I make them
    function better?
    
    Henchmen are found in every town in post-searing, often near the door.  Stefan,
    Reyna, Alesia, and Orion are the only four you can choose from, until you reach
    Yak's Bend.  At that point, you can choose from Dunham, Claude and Little Thom
    as well.  You'll be able to use Lina once you reach the Amnoon Oasis.  Mhenlo,
    Cynn, Eve, Devona and Aidan replace Stefan, Alesia, Orion, Reyna and Claude
    once you reach Thunderhead Keep.
    
    Henchmen use the following skills [Thanks to ShadowZone for posting this]
    
    Stefan
    Healing signet
    Griffon's Sweep
    Sprint (lvl 3-17, switches to charge at 20)
    Resurrection Signet
    Power Attack
    Balanced Stance
    "Charge!" (lvl 20 only)
    
    Orion/Cynn
    Fire Storm
    Incendiary bonds (lvl 8-20 only)
    Aura of restoration
    Mind burn (lvl 20 only)
    Fireball
    Fire attunement
    Resurrection signet
    
    Alesia/Mhenlo
    Orison of healing
    Heal other (lvl 8-17 only, switches to word of healing)
    Healing touch (lvl 15-20 only)
    Healing breeze
    Word of healing (lvl 20 only)
    Restore life
    
    Reyna/Aidan
    Kindle Arrows
    Dual shot
    Resurrection signet
    Power Shot
    Troll Unguent
    Practiced Stance (lvl 20 only)
    
    Dunham
    Imagined burden (lvl 8-17 only, switches to crippling anguish at lvl 20)
    Shatter hex
    Crippling anguish (lvl 20 only)
    Drain enchantment
    Empathy
    Distortion
    Resurrection signet
    
    Little Thom
    Healing Signet
    Executioner's strike
    Resurrection signet
    Wild Blow
    Sprint (lvl 8-17 only, switches to charge at lvl 20)
    Swift chop
    "Charge!" (lvl 20 only)
    
    Claude/Eve
    Shadow Strike
    Deathly Swarm
    Resurrection Signet
    Vampiric Gaze
    Blood Ritual
    Grenth's balance (lvl 20 only)
    
    Lina
    Aegis
    Shield Hands (lvl 17 only)
    Protective Spirit
    Shield of Regeneration (lvl 20 only)
    Restore Life
    Reversal of Fortune
    
    Devona
    Mighty blow
    Counter Blow
    Resurrection Signet
    Healing Signet
    Irresistible Blow
    "Charge!"
    
    
    Henchmen will not attack anything unless they are attacked or you attack it
    first.  They will attack a target if you call it and at least move towards it
    as though you are going to attack.  Because they will try to attack things
    attacking them, they are difficult to run through areas with, because they
    will constantly stop to swing at something, before trying to run again, which
    often gets them stuck.
    
    Henchmen will use a resurrection signet if no one in the party has a res spell.
    In my own personal experience, Reyna has the best survival ability, and Alesia
    dies quite quickly, as does Orion.  Lina is probably the most useful of them,
    as she can keep people alive for a good while with her spells.
    
    Henchmen take drops and split gold as well as experience, thus, the more you
    bring along, the less loot you will get.  Henchmen can not enter the Underworld
    or Fissure of Woe.
    
    *******************************************************************************
                                vii) Version History
    *******************************************************************************
    
    6-27-05 - Walkthrough section completed up TO Riverside Province.  No work done
    with the professions section as of yet.  Also have made maps for the first 12
    missions to help out with this guide.
    
    6-28-05 - Walkthrough section completed through all of the quests in the
    Crystal Desert.  Wrote walkthroughs for all of the missions in the area as well
    except for Elona Reach.  Not yet to the Secondary profession changing quests
    yet either.
    
    6-29-05 - Walkthrough section completed partially through the Southern
    Shiverpeaks, have not yet actually written up the missions for these.  Went
    back and did the skill trainer missions for the Necromancer and Elementalist
    classes as well, leaving only Ranger and Warrior to still do.  Maps are done
    through Elona Reach, I at this point have opted not to make one for either
    Thirsty River or Dunes of Despair as they both seem straight forward, I may
    change my mind on that regarding Dunes of Despair though.  Added a fairly
    brief basics section.  Did the new quests in the over world in hopes of
    keeping pace with the patches.
    
    6-30-05 - Done through Ice Caves of sorrow.  Also added Ring of fire mission
    and bonus, bonuses for Hell's Precipice and Thunderhead keep.  I'll do the main
    mission when I do the maps for them.  Intend to do all the class specific
    quests for Warrior and Ranger tomorrow as well, to get them out of the way.
    Hopefully I'll be able to begin the skills and armor listing this weekend.
    
    ...  Okay, did all the Warrior and Ranger quests now.  Will likely finish the
    main objectives for the Southern Shiverpeak Missions tonight.  Hopefully I will
    get maps up for them as well as they are rather hard to navigate.
    
    All missions now laid out.  I intend to be more specific on: Thunderhead Keep,
    Abaddon's Mouth and Hell's Precipice, but decided to give half assed
    explanations right now so in the event this is not updated again until Monday,
    you at least have something to go on.
    
    7-1-05 - Added all of the Monk's Armor.  Intend to work on Monk's skills
    tonight.  The armor and skills sections may take quite a while as I have zero
    experience with a necromancer, and very little with a Warrior or Elementalist.
    I'll do the Mesmer sections next, followed by the ranger.  I have no real time
    table for the other three.  Hopefully I get some better advice for missions
    starting at Thunderhead Keep as well.
    
      ... Did Mesmer armor too.  Finally advanced my "playing" character to
    Thunderhead Keep so I can pretend it is the first time all over again!
    
    bloops... did Elementalist too..  I'm bored.  Someone make me get a life.
    Anyway, playing character now up to Abaddon's mouth, hopefully I will get the
    maps for those done by Tuesday, as well as a more specific set of directions in
    the main walkthrough.
    
    7-2-05  All the armors finally done.  Hoping to at least do some monk skills
    today, maybe some maps, too.
    
    7-6-05 - Not much work on missions, skills are taking a lot longer than I had
    anticipated.  Finished the monk skills... aside from where to get them, I'll be
    doing that probably all night.  Damnit.  Damnit.
    
    7-7-05 - Well, that's out of the way.  I have no intention of setting a time
    table to when I'll have skills for other classes done.  Other than monks, most
    of my experience is with Mesmer's, so I'm sure I'll do that one soon.  Maybe I
    can talk someone into writing the other ones, hmmm.
    
    7-11-05 - Finally typed up a real explanation of Abaddon's mouth as well as get
    my map for the area posted.  Next step is to do Hell's Precipice, which should
    be tonight, I hope.  I'll have all next week to contemplate my existence in
    dial-up land, so hopefully I'll do some work on some of the skills, Mesmer and
    Ranger being the most likely options.
    
    7-13-05 - Hell's Precipice.  Also, just one more Mesmer skill to snag so I can
    do that as well, probably tomorrow.
    
    7-16-05 - Added full Mesmer skill list and comments.  Added a Druid's quest
    which I had not had in here before, thanks Rico Liu.  Game progress, I'm seven
    Ranger skills from having them all, though five elites still.  Been doing
    several underworld and fissure runs per day to get the skill points on my monk
    in order to do this [approaching ten million experience!].  Maybe I should add
    a section for those, as well, though I've only completed the fissure.  Thinking
    about adding where you would get skills from quests at, but that would be
    simple as the information is already in here somewhere.
    
    8-2-05 - Elementalist skills.  Updated several minor things which have been
    changed with patches.  Ranger skills are coming next, as well as a collector
    list which is hopefully accurate, based on random people sending me random
    collector information. Also added about 2/3s of the quests in the fissure, the
    rest will come soon when I actually don't do them from memory :P.
    
    8-8-05 - Updated a few fissure things, added the first few collectors.
    
    8-12-05 - Now have a virtually complete collectors list thanks to the data
    provided by Hahnsoo.
    
    8-20-05 - Added more collectors, Necromancer Skills, and minor changes to a few
    changed quests. [monk hit 47 million experience today]
    
    8-23-05 - Added the Ranger skills, bringing me down to only one class left.
    Luckily, I got word today that many of the skills are going to be revamped,
    joy!
    
    8-24-05 I put in the warrior skill listings, just not the descriptions yet.
    That will take, most likely, until the end of the day.  Im also planning on
    Adding in a henchman guide, and perhaps a weapon crafter list section as well.
    Also, hopefully I'll get around to doing the underworld section sometime soon.
    
    ---
    
    Finished the warrior skills.  Added some terminology to the basics section as
    well as a few ranger quest rewards.  Still planning on underworld, henchmen,
    adding quests you earn skills from, to the skills section.  Scraped the idea
    of weapons crafters, as there's only a few items worth crafting, anyway.
    
    ---
    
    Added Henchmen help.  Looks like I'll have a lot of changing to do from the
    coming skill adjustments.
    
    8-26-05 - Updated skills to correspond with patch, may need to update my
    comments on them.
    
    ---
    
    10-31-05 - Added formatting for the remaining [new] quests.  Fixed some details
    which were changed thanks to patches.  I'll probably leave the skill chart as
    is, since the *main* changes are just the display value being level 15 instead
    of level 12
    
    -----
    
    11/28/05 - Added more UW and Titan information.
    
    *******************************************************************************
                                  viii) Credits
    *******************************************************************************
    CJayC - Founder of GameFAQs.com for hosting a wonderful website.
    
    Sailor Bacon - aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa   <_<
    
    Hahnsoo - All of the data in the collectors section of this guide.
    
    Greg - Alternate Method of A Gift for Althea Quest
    
    PJ - Warrior skill reward for the undead hordes.
    
    Rico Liu - Information on the Wisdom of the Druids quest.
    
    Gwonline.net & Guildwarsguru.com - For the help they will certainly be when I
    start doing the skills for classes I know next to nothing about.  Also, to
    gwonlnie.net for helping me complete my list of armors for Necromancers and
    Warriors.  Both of these are great sites for Guild Wars information and I
    strongly encourage you to check them out.
    
    ShadowZone - For posting the Henchmen skill data, which is apparently from the
    Prima Guide.
    
    ----
    
    ----
    Quest Starter:
    Objective:
    Reward:
    Reward Giver:
    Difficulty and Comments:
    
    _____________________________________
    Copyright, 2005  Apathetic Aardvark |
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