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    FAQ/Walkthrough by limraz

    Version: 1.3 | Updated: 05/16/09 | Search Guide | Bookmark Guide

    
     Limona Razvan 
    limona_razvan@yahoo.com
                              
      Legal note
    This faq/walkthrough belong to me. Feel free to use it,except one situation.
    If you obtain money from him,send some to a humanitarian foundation(Children 
    Care, Green Peace, fight against antipersonnel mines,etc.). If posted, mail
    me to keep track on him.                         
    
    
                                   Drakensang The Dark Eye
    
                                        Walkthrough
                                         
                                        Version 1.3
    
    
        
     Update: 18.04.2009 - Completed side quests t and u in Ferdok. Added 
    Moorbridge Marshes area missions.
     Update: 20.04. 2009 - Everything is up to date. There are a couple
    of missing things (Neisbeck side on A handful of ducats side quest,
    Praios side in Blood Mountain area, trainers in Blood Mountains,
    Tallon and Murolosh) who will be included when I finish my 
    spellweaver playthrough. 
     Update: 16.05.2009 - I made some changes :
     - Added elsellel discovery on Ice Cold Warrior glitch. 
     - Expanded the miscelaneous information and put the monsters/creatures
    compendium. 
     - Rearanged the tips to cover the party, melee, magic, thievery and
    miscelaneous domains
     - Added - finally ! - all the trainers
     - New sidequests ( The Elven Trainer, A charitable donation, The
    bewitched barstool) in Ferdok and a split by quarters to maintain
    some order
    
    
      
      1. Introduction
      2. Strategy tips
      3. Main story
      4. Side quests
      5. Miscelaneous information
      6. Game Basics (read carefully for better understanding of gameplay) 
      7. Archetypes
      8. Companions
      9. Attributes, talents and base values 
     10. Bonuses and penalties
     11. Combat Talents
     12. Special Abilities
     13. Spells and limitations (full mage, half mage, races)
     14. Trainers
     15. Recipes
     16. Monsters/creatures
     17. Useful glitches 
     18. Credits
     
    
      1. INTRODUCTION
    
     A long time ago elder and young dragons fought a great war for power. As
    result, the elves choose to live close to the nature, leaving behind their
    cities, dwarfs become bitter enemies of dragons and humans rose to power.
    Now, unseen forces are on the move - cultists, goblins, orcs, dragon kin,etc.
    Your destiny, the destiny of a Dragon Quest Champion, lie behind fighting,
    treachery and honor.
    
    
     WARNING : This walkthrough is based on a dwarf Anvil mercenary avatar aka
    smashing/clubbing/mano - a - mano approach. Second on a spear/fencing 
    spellweaver and a two-handed sword ranger, an oportunity to try out the 
    buffs first hand. 
     
     NOTE : I decided to put the quests up front, because many people, me 
    included, don`t like to scroll all those faq pages for the one essential, 
    important, decisive, etc. ... piece of advice. 
    
     2. STRATEGY TIPS
    
     a. Party :
    
     - The most efficient party I played included a Two handed sword ranger,
    Forgrimm, Rhulana and Ancoron. Add a 5`th one ( A helpful paw spell) 
    and you`re life will be easier, presuming you cast a lot Attribute
    Strength, Lightness of Body, Ice Cold Warrior, Pshychic Focus,etc.
    
     - One mage or one thief in a party is enough. Let the three other
    be from melee background to enhance the damage  
    
     b. Melee : 
    
     - You can parry only one attack each round (2 with a shield). This is why 
    damage is relatively low in a one-to-one fight, but get heavily wounded when 
    outnumbered.
    
     - Use Knockdown or a similar effect from spells to put down fast the 
    mages. They are weak, but damage heavily with fire or lightning.
    
     - Always watch your back. He is the least protected for everyone in
    this game and the main reason you`ll see so many monsters and enemies
    enduring grievous wounds just to get behind your avatar. So, move alot
    and avoid having more than two bad guys behind.
    
     - The combat is clunky in the beginning of every fight. To minimize
    the problems, attack enemies one by one to get all damage possible
    from all team members. Of course, mobs are difficult to fight, so move 
    around, changing enemies.
    
     - Use different strategies, potions and spells. In Drakensang even
    humble rats can do a lot of damage.
     
     - There are no uber weapons, except maybe Traldar 2 handed sword. The only
    truly magical armor set is reserved for the hero. 
    
     - Buff your tanks properly before a fight. Gladys, Jost, Gwendala or
    Ancoron use some powerfull spells to increase strength or resistance to 
    magic and potions can be made or pay it.
    
      - No tank only party will survive the game
    
     - A high willpower reduce the risk of being wounded and loose the ability
    to use special combat moves.
    
     - Remember that feeling of crushing superiority when your avatar had reached
    a certain level ? (I`m looking at you, Kaze no Kama !). In here you are 
    always weaker than most big races. Accept and compensate.
    
     - Tough enemies should be attacked from behind by at least two of your 
    team members, while the tank keep him ocupied in front. 
    
     - The party leader need to be a tank, since he`s going to endure the
    punishment, with a shield. Two handed are flankers and the mage/thief
    stay back throwing spells, bolts, arrows or throwing weapons. 
    
     - Armor do not cover the entire body, like in Neverwinter. There are
    parts who need protection (chest, belly, arms, legs, back) with
    specific types of armor, greaves, boots, etc. The best armor is a
    a leather one or Armor of Fire because using spells like Lightness of 
    Body and Ice Cold Warrior your AR rating is 2 or 3 times better in
    comparation to a mercenary or warrior type.
    
     
     c. Magic :
    
     - Raising attribute potions have additional immunity against spells.
    Use them properly.
    
     - The area damage spells require a long in-game time to cast and
    affect everyone, friends and enemies alike. It`s better to concentrate
    on buffs and a spell who lower the enemy attributes like Corpofrigo
    or Lightning find you !
    
     - There are no spells who let you paralyze an opponent and attack
    him while helpless. The close by effect is stopping the enemy in
    the battle and finishing him after you dust all the other critters.
    
     - Foramen Foraminor spell make the need for a thief/rogue companion
    no longer necessary
     
    
     d. Thievery :
    
     - Three failures in a talent check mean nothing. If the four try fail to, 
    is time to increase those stats.
    
     - Pickpocket everyone, especially in the beginning
    
     - Have prepared a secondary weapon (bow, throwing weapons), especially
    for weak characters (rogues, mages) who stay in the back
    
     - Without Gladys/Dranor in the party the shaddy characters from Ferdok
    will ignore you
    
    
    
     e. Miscelaneous :
    
     - Read and study the rules. Drakensang is based on the Pen and Paper 
    rules, the most important ones mentioned below at game basics. Don`t rush 
    it. I did and asked myself 20 hours in the game why my dwarf mercenary 
    get wounded so often and what`s that formula when you right click on 
    the attack value. 
    
     - Explore first the map, then get inside dungeons.
    
     - Be warned - your character will have low vitality (aka health points).
    I beat the game with 68 points + 10 points from a ring of life on a 
    dwarf mercenary.
    
     - Use Expert Mode in the beginning to customize the avatar. Get points 
    out of skills, weapons and spells you don`t use to increase others or 
    save it for later.
    
     - Only 3 places stay unlocked in the entire game - Ferdok, Tallon and
    Murolosh. The rest will be locked, so resolve every available quest
    before leaving.
    
     - Click on the quest (journal) and the destination (place, person) will
    be on the map with a green icon.
    
     - Get first the companions and after that start resolving quests.This way
    they will get the necessary points.
    
     - Whenever the camera go `nuts` click right, keep pushing and move
    the mouse to revert to a normal view.
    
       
    
     
     3. MAIN STORY
    
             AVESTRUE ( This part is the equivalent of a tutorial )
    
      a. An invitation from an old friend : Ardo of Boarstock sent an invitation
    to visit him in Ferdok. Create your character, use Expert Mode and play. On
    the bridge Sergeant Erland mention the city of Ferdok being closed to those
    that do not have two important people to vouch for them. Ask further question
    and he note the presence of Mage Rakorium at inn and some bandits in the wood
    (see side quests). In the middle of market Salina, Queen of Mountebanks need 
    help. Her heirloom was stolen by Dranor and she will vouch for you in return 
    of her jewelry.Enlist Rhulana from the inn, then speak with Runkel Bagthumper 
    and the innkeeper to get a place on the map. On the way two apprentices, 
    called Rufus and Nottel, mention their master being missing. Move where the
    bandits are. On the road you`ll meet two bandits,Botho and Lund, guarding a 
    chest. Dust them, loot, go up, buff and enter. In a cutscene a dragonling 
    order his men to kill Dranor and teleport away. Help him, enlist his aide, 
    loot the place and go back to Salina who will never get her heirloom, but
    you get the rewards. One voucher obtain. See The bear sidequest to know where 
    to find and help mage Rakorium. Second voucher. After that go to Nandor, 
    receive the reward for killing the bandits and get the pass to Ferdok.
    
    NOTE : Ignore the sidequests untill you get Rhulana and Dranor to join.
    This way they get the EP.
    
    NOTE : After you give Bredo Bento his oneberies in the sidequest,
    came back and pickpocket him a couple of times. The amount of
    Oneberry juics in the inventory will raise big time !
    
           FERDOK
    
     a. An invitation from an old friend : The gate guard in Ferdok make some 
    note about Ardo`s house and gruesome murders who closed the city. In front 
    of the house another guard inform you about Ardo murder and the next person 
    to contact.
    
     b. Murders in Ferdok : Speak  with Guard Captain Barla Borkensmith to 
    get more info and a deputy in order to investigate . 
     b.1. Investigate Ardo`s Murder : First task is to find Ardo`s bodyguard, 
    Forgrimm and a friend Gladys Shladromir. Visit The Silver Pitcher in Praios 
    and speak with the innkeeper for a plant remedy against Forgrim`s drunkness. 
    Give it to him, put some questions and enlist his help. He is a great tank 
    if you protect his back and cast some buffing spells. Next stop Wagoner`s 
    Home. Fight 3 robbers, lead by Boris and enter The Serene Sow inn. The 
    innkeeper Ibrom Soapstone (?) and 3 shaddy customer called Cripple Reto, 
    Goldtooth Yallik and Fourfinger Sam ignore you. Exit, go left and notice 
    that Yallik is following you. Keep going down and Gladys show up. Enlist 
    her help and start investigating the murders. Visit Ugdan Docks and the 
    place where Ardo had been killed. The guard there tell about Ardo`s body, 
    discovered by head guard Tashman. Speak with Tashman who doesn`t know 
    anything, except Ardo efforts to uncover some criminal element in the docks.
    
     b.2. Investigate Eelko murder : Go to Eelko murder place. A neighbor present 
    the night of murder and Eelko`s lack of fortune, except one piece of precious 
    jewelry. Ask who was his closest friend. Apparently a cat called Mimi, 
    fed every month with salmon from a nearby merchant. Go to the fish merchant 
    and receive some left over salmon. Feed the cat and follow . Eventually she 
    stop near a wall and give you Eelko broche.  Report to Barla in Praios Square. 
    The guard Reuben direct you to a informant and give some code phrase. Get 
    in front of Praios temple and speak with archivist Loisane who hints about 
    a conspiration.
    
     b.3. Investigate Dragon murder : Visit Flat Footed Ferret inn or head 
    to the murder place. In the last stop break a barrel  and get another piece 
    of jewelry. Visit the inn where everyone ignore your questions. On the way 
    out Alina, Dragon`s former lover, approach and give significant information. 
    Report to Barla. Both jewelry were made from the same material and Reuben 
    place the archivist behind the Hesinde temple. Speak with her and find out 
    that Dragon and Eelko are descendents from dragon slayers and the next victim 
    Jessica is in Wagoner`s Home. On spot maid Lana scream about Jessica being 
    kidnapped. Use the metal door on left. Walk. Jessica`s body lie on the floor. 
    Take the list of victims from her body and explore. Left – rats and a hidden 
    wall with a dwarfnose check. Right – another hidden wall and a bunch of 
    cultists running in distance. Eventually you caught them. One fight, 
    five run. He is a dangerous dodger and target the mage, if any or the tank. 
    Loot his body and follow the rest. Kill rats, break 2 wooden walls and reach 
    Kastan house. Save, buff, enter. Kastan run away and let you fight 2 cultist 
    plus his henchmen Finn. Deal with the footsoldiers, go up and engage Finn. 
    His resilience to magic and dodge\parry abilities can serious damage anyone. 
    Use all you get. Once defeated, the head of Praios church Da Vanya show up 
    and stop the fight. Exit and speak with Barla who get your team nefore 
    count Growin. Don`t forget to pickpocket all people in the room and go 
    visit the Ducal citadel and your new home, inherited from Ardo. 
    
     b.4. Kastan Gamblack : Track down and punish him for Ardo. See Blood 
    Mountain area main quest.
    
     c. Preparation for the Dragon quest : Enter Ardo`s house after b.3. The 
    caretaker delay a message from arch mage Rakorium asking to help Dorion of 
    Kuslik prepare for the Dragon quest. Go to Hesinde temple and make the novice
    open the door. Dorion need the lower parts of the temple cleared and retrieve
    three stones aka 3 parts from the Hesinde`s statue. Get the cellar key from
    the novice below and a new quest - finding a book called Magica Luminosus
    ( the book is on the last room below, on a shelf). The caves below had been
    infested with amoebas who can poison, knockdown and put fear in your mind.
    Use buffs and a pet to attract their damage, while the tanks use special
    attacks and the mage cast Thunderbold or Lighting find you ! The amoebas
    from level I and III have 70 vitality with low resilience. Those on
    level II get 100 vitality and tough `jelly skin`. The wings are floating 
    on two pedestals in level II and the body of the statue lie 
    below, in a cave infested with emerald spiders, near the body to a red 
    butcher who planted the infestation of amoebas. Go up, give the book to 
    the novice and the statue`s part to Dorion. This is how the dragon quests 
    start.
    
         MOORBRIDGE MARSHES
    
     NOTE : I suggest you explore the map before doing main or side quests.
    First free Gwendala, allowing her to get some EP needed in case you 
    want to replace one of the companions. Second visit the crypts because 
    later a side quest will require their cleansing and you`ll lose
    some extra EP. Third clean the islands and make Bottan Card quest easier
    to acomplish. 
    
     a. The Addled Mind in Moorbridge : Find Archmage Rakorium. Next to the
    entrance a group of locals, lead by the bailiff Burgess Sheffler, try to 
    kill Bredo Bento, accused to be a undead creature. With Fast Talk the 
    situation will difuse peacefully, while Intimidation trigger an attack 
    from the bailiff later. Ask around the inn about Rakorium who decided
    to `visit the marches` ?! Move ahead and in the Three Pine area Rufus
    and his donkey, now undead, start attacking. Dust them fast, since this
    creatures punch hard. Receive Rakorium`s recipe book and move N. Near
    Valonion`s ruin the archmage is under attack from 3 undead and 2 skeletons.
    Defeat them and start asking questions. In the end 5 more skeletons show
    up and you`ll get 2 quests :
    
     a.1. A magician`s worries: Rakorium want to put a stop to the undead 
    infestation coming NW from his position. In there a necromancer is
    summoning, using the crypts around, dozens of undead. This is a good
    place to earn additional EP by dusting the neverending wave of his
    minions, retreating from time to time to restore vitalitaty, endurance and
    astral points. When bored attack the necromancer from the E side. Ignore his
    footsoldiers, use knockdown and special abilities to avoid the damage from
    his spells. Everyone around will go down with him. Loot the trapped chest 
    and his body, report the succes.
    
     a.2. Gather the ingredients: Rakorium want to boil a new recipe and
    he need a goblin tooth, a harpie`s egg and a mandrake. Follow the 
    indications on the map. The goblin is inside a crypt and the mandrake 
    south on the island with the evil tree. Buff before handing the items.
    
     When the potion is made he use it to retrieve a crystal from Valonion`s
    staff.Suddenly the dragonling awake, shoot Rakorium and turn his
    attention to you ( No, thank you !). Pshychic Focus spell cast on your
    avatar/party leader will do wonder against his lightning. Cast debilitating
    spells on him, slash with every special abilities you can muster, 
    especially knockdown and throw Thunderbolts. He will give in and Rakorium, 
    back to the livings, mumble some thanks and teleport away. Finish all your
    bussines in the marshes, because the place will be locked and enjoy 
    the first piece of magical armor from the Dragon quest (Greaves of Fire).
    
        BLOOD MOUNTAINS
    
     a. Stolen Knowledge: Return from Moorbridge to receive another Dragon
    quest. Find the Book of Serpent in the castle ruin located in Blood 
    Mountains. 
    
    NOTE: I suggest to do only a and c side quest and move to the main mission
    right away. In the castle reside, so to speak, a future companion (Jost
    the battlemage) and he will need as much EP to make him effective. 
    
    TIP: Buy as soon possible spells and recipes from the witches or special
    melee abilities from Praios worshippers. Still the options implemented 
    by devs make no sense, splitting your choice far to wide. 
    
    Enter the area and choose between two possible options : 
    
      b. Side with the witches:
    
     b.1. Help Yasmina the Witch: Down on the road to the castle this witch ask
    for your help in return of her sisters support to lower down the shield
    protecting the castle. First task - retrieve a bottle of wine from the
    Praios Camp. Move there and Warina (remember her from Kastan House ?)
    will ask a couple of questions. Choose the traveler answer and agree
    to kill Yasmina in order to get acces. With a Fast Talk/Persuade check you 
    could convince the quartermaster to let you in or could open the chicken
    pen NW of the camp and tell him they run away. Open the chest and go back
    to find out she only needed the wine for a quick drink(!?). Accept to help
    further and Warina plus 2 crusaders engage you in battle. She carry a nice
    Ravensbeak axe and some gold. 
    
     b.2. Save the witch trees: Yasmina need a proof of your alegiance. Protect
    3 witch tree. One advice is to avoid the Praios patrol because they could
    trigger the battle before you reach the target. Pause and note the Praios
    disposition. Two or three chop the trees, while 3 - 4 more stand guard.
    Engage fast the choppers, then move to their guards. Report back to 
    Yasmina.
    
     b.3. The witches of the Dark Forest: the other 3 witches want a proof
    before helping with the main quest.
           - Alvina : Her former lover Danos need to be convinced to
    put on an enchanted bracelet. Use Fast Talk and he will turn into a
    toad, while Alvina will show up and make some nasty remarks. 
           - Morla: Take back his toad Knowall. Knowall can be found near 
    the salmon pool under attack by Berndrik team. If you did the first side
    quest, he will give up and leave. If not ... Pick the toad and head to
    Alvina`s spot on the map. NOTE: 5 - 6 rays of light, called by Danos
    lover in Dark Forest Manor, will ambush the team before speaking
    with Morla.
           - Saphira: The cook from Dark Forest Manor lost her magic pot to 
    the Praios. She need a clean retrieval aka no killing. Send two companions
    home and sneak up in the camp (kind of glitchy!). I didn`t succeded, but 
    you can dust fast the guard avoiding the reinforcements he will call. 
    Take the pot and meet Saphira. Now she want to put some herbs into the
    cook food as `reward` for losing her pot. Use Fast Talk to convince the cook
    and leave to receive a sickle (+2 Plant Lore). 
    
      b.4. Speak with Heidruna: Go to the dancing place, buff properly, click on 
    the monuments and the oldest/wisest witch Heidruna appear. Find out Da Vanya 
    is actually a disguise for a Mantra`ke (half human, half beast), heir of
    dragons, who will keep the shield up around the castle untill he is dusted. 
    He has 160 vitality and a low resistence against knockdown. Concentrate on 
    him first, win and receive Arm Greaves of Fire. The shield is down and a 
    dragon climb the castle and run into the horizont.
    
      C. Side with the Praios: 
    
     c.1. Join the Sun Crusade: Warina from Praios camp enlist your help for
    the crusade. The first task is to kill Yasmina, the pig herder. Go back,
    buff and fight the witch plus 5 wild boars. Use knockdown to keep her
    down and after thet concentrate on boars. Return and speak to Da Vanya.
    He need your help in dealing with the other three witches.
     - Alvina: visit her place and get a diary showing her emotions for
    Danos. Get him, intimitade some robbers on the way to Praios camp, called
    by Firniane, his lover and put Danos in the prison carriage. Walk up
    from camp and Alvina will attack along with 6 wolves.
     - Morla: Speak with Berndrik to find out Morla`s affection for her toad
    pet Knowall. Attack Knowall (60 vitality!?) to make Morla appear and 
    3 waves of 6 troll toads. Engage Morla first, who uses a broom like
    a spear, then the toads.
     - Saphira: reach her place, dealing before with the witch tree up
    front (see c.2. below). Touch the brazier to get the flames eat her
    house and she will appear, summoning 5 shadows of 55 vitality each.
    
     c.2. Destroy the witch trees: there are three targets spread around Blood
    Mountains. Each of them is protected by 2 spirit bears(80 vitality) who 
    enjoy the knockdown move and Lightning find you ! spell, while the tree 
    have 60 vitality and a Curse of Crows who reduce some stats. This fights 
    are far more tough than dealing with the Praios while defending the three
    in the b.2. Report and it`s b.4. all over again 
    
    
     d. Enter the ruins: At castle base Bento will buy/sell what you need.
    The witches give 3 animals if you perform without bloodshed their quests or 
    two animals and a amulet of CN +1. Fight along the road 4 waves of cultists
    (3,5,5,7) usually composed by 1/2 archers and 3-5 figters. Enter the castle
    space after buffing and fight another 11 cultists. Go back to Brento, sell
    everything and use the door leading inside, past some stairs down. In here
    I got a new quest (Like a shadow = moving unnoticed) I happily failed. On
    the right a bunch of cultist pray and in the next room a rope. Fight them,
    click on the winch rope, loot (read Pansucculos diary for extra info)
    and start moving. Behind a wooden door show up 5 cultists from the 
    guardroom. Disarm the traps and engage other 5 enemies from another
    guardroom. Go down to attack 5 more and notice Jost`s dungeon. Loot 
    the chest and free another companion. Follow the road to another wooden 
    door and see a cultist protecting a breach in the wall. Enter. On the 
    left 5 wardogs, similar on the right plus a chest. Follow down the stairs
    and a cutscene triggers. Noldrokon leave Kastan to defend himself, but
    not alone. Run back upstairs, atracting the 7 cultists with you, while
    Kastan Gamblack will hold his position. Fight them hard. Buff, summon a
    pet and engage Kastan (250 vitality) using knockdown to keep him down
    and unable to use his special abilities. Loot his body for a great short
    sword called Snip, open the chest and click on the desk to receive the
    book. Report to Hesinde`s temple.
    
      
       GRIMTOOTH CASTLE
    
     a. The Dragon Eye: A powerful artifact is hidden at Silver Falls. Speak 
    with Gerlin in Ducal citadel who reveal the existence of a secret pasage 
    plus the option to enlist Nasreddin for 200 ducats. Travel to Grimtooth 
    Castle and stumble upon mercenary Humbold. He was sent to get help, since 
    the castle had been stormed by orcs and cultists.
    
     b. The messenger: stop the orc following him. There are 3 fighters, 2 
    archers and 1 ogre. Try to dust the ogre first, then came around for orcs
    (buffs and stone\paralyze work fine).
    
     c. Captured: rescue Gondwin. Go up and fight 3 road blocks composed of 7 
    orcs, 3 orcs and a war dog and 4 orcs. At the intersection you`ll see 
    Gondwin tormented by a rather large party - 1 ogre, 4 orcs, 1 war dog. You 
    could run into the tunnel behind, where the ogre will not follow and kill 
    the nearest orcs. 
    
     d. The secret passage: free Gondwin and he is going to lead to the passage.
    Dust the 4 archers guarding the place, enter the castle vaults. At crossroads 
    take left to find 1 orc alive, 1 dead and small emerald spiders(also dead!). 
    Move ahead to the second crossroad untill you find the the spider`s nest - 
    8 small, 1 big and some eggs. Return and take the road to SE. In a room 2 
    orcs taunt an ogre. The tunnels behind will be closed after the cutscene. 
    Target first the ogre, then the orcs. Go up, left, right and fight 1 war 
    dog, 1 orc handler and  8 orc warriors. On the left is a hidden wall, a 
    spear trap and 2 chests with potions and ingredients. Then take right 
    (workbench), left (1 crate, 2 barrels), right again (hidden wall protected 
    by a fire trap), left again (guard room with 5 dead soldiers). Move up to 
    find a barred door, who open by herself to let in 1 war dog and 1 orc 
    handler. Up again into a guard room and into the  armory where 1 captain 
    and 1 orc warrior argue. Take them and loot weapons\armor. In the SE 
    guardroom there are 3 levers and 3 heraldic emblems on the wall. The center 
    one go down and the rest up. Fight 2 orc warriors and in the smity place 7 
    more plus a war dog. In the cells are 2 smugglers and a orc captain. Open 
    his cell for a tough fight. Get past the metal door with emblems above
    to find 3 dead soldiers. Watch the traps and the orcs. Shoot the orc 
    captain with arrows or magic and he will run to you, getting caught in 
    the traps. There are 2 closed doors and 4 torch brackets. Extinguish only 
    3, with the exception of the one on the right down corner as you face the 
    barred metal door. Be careful of traps, then extinguish the last one. There 
    is a big room with 4 statues. Click them in order to make all gaze in the 
    same time on the pedestal in the center. Take the Dragon Eye for 300 EP.
    Move to the training room where you have to face 1 ogre, 4 orcs, 2 war dogs 
    and a handler. The area is easy to defend, but they are hard. Put the tanks 
    on the stairs and heal them, while targeting the ogre first. Upstairs there 
    are 1 orc captain and 2 archers. Exit to courtyard, but not before buffing 
    and summonning. Outside the fight is raging between humans, orcs and ogres.
    Malgorra will ask for the eye. Give it because she will kill Gondwin and 
    you`ll cave in eventually. She leave Nalkodron behind to fight you alone.He 
    has 420 vitality and huge resistance as Bloodfang, the orc leader he 
    impersonated. When 1\2 of his vitality is gone, he will revert to his 
    dragonling skin. Beware his corpofrigo and paralysis spells. At 1\3 health 
    he changes into a close by dragon kind of creature, but he`s not that tough 
    anymore. After defeating him (40 EP !) the orcs will leave and Traldar give 
    his thanks. In reality the eye was always on him and Malgorra only got 
    a fake artifact ! Report to Hesinde`s Temple and receive a shield, then
    visit count Growin and enlist Traldar.
    
        TALLON
    
     - Prologue - Adamantine Heart: Speak with Rakorium to discover the secret 
    of the Dragon Eye. The quest will end up with you going to the dwarf
    city of Murolosh, but not before visiting the village of apples Tallon.
    
     NOTE : In Tallon the Dragon Quest is linked sometimes with the side quests, 
    so please take a look to the latest first.
    
     - The road to Murolosh: Speak with count Growin who mention the city
    of Murolosh being closed. The small town of Tallon is not and in
    there you`ll find Gerling, the man who knows how to get inside. Speak with 
    the innkeeper who mention Gerling`s departure to Prenn`s Grove. Go there,
    after a long walk and plenty of side quests, to see a dragon destroying
    the grove and the sacred apple tree. Two quests result from the dragon`s
    action: 
    
     - The Dwarve`s respect: Prince Arom will wait NW of Tallon untill
    you get the key needed to open the dwarf tower. Inquire the sister
    nearby to find out all deonts knew about Hesperia death and the 
    fact her body was buried in a cave. 
    
     - Murder of a Deont: find Hesperia remains for sanctified burial and the
    key. Fight 5 harpies on the road. Enter the cave to fight 5 emerald
    spiders. Take left and fight 4 waves of spiders(5,8,8,8). In the SE area
    there is an elevator and a skeleton with a silver key (no use ) and
    Xindan Oakbridge Laboratory. Fight 11 skeletons in the upper part and go
    down on stairs where Meredin (225 vitality) and 4-6 skeletons await. Knock
    down Merendin to stop cold her spells and slash undisturbed, then engage the 
    rest. Receive 50 EP, the key and another part of armor. On the way back
    the skeletons rise again with the armored one in the front line. On the way 
    back two spider waves (8,6) block the path. Go left from the spider`s nest 
    and follow the tunnel until the end. There, half buried in the grass, lie
    a skeleton. Move the cursor to see debris, click and go back. Hesperia will
    be buried next to the sacred apple roots, giving him life once more. 
    
     - The Dwarve`s respect: With the key and fully armed reach the dwarven
    tower. Dust some goblins on the way and go down to the place indicated 
    on map. Prince Arom offer some goodies in a chest, then follow your
    team to Japhgur`s nest. On the way show up 6 waves of harpies (10, 10, 10,
    5,5,15) who can deal a lot of damage. Use group damage, taking them
    one by one and don`t forget 3 dwarfes are helping behind.
    
    NOTE: Usually each wave have 5 harpies plus 5 spawning randomly. The last 
    wave is also the toughest.
    
    Reach Japhgur`s nest. The dwarf Dragonslayers get down in a cutscene. Use
    the burn salve, buff, summon and start hacking a 900 points vitality
    dragon with fire breath. It`s important that the first attack relate to
    the Marksman ability, then engage mano-a-mano. A bunch of potions will
    go, but is easier to fight one opponent up front than a mob. In the end
    Arom take the carbuncle and you loot the dragon`s body for a lot of 
    armor/weapon pieces. Exit and click on Murolosh. The city is down
    on map, so click left, hold and scroll up the map. 
    
           MUROLOSH
    
     a. Esteemed Guests: Prince Arom put the carbuncle in the king`s crown who 
    decide to reward your brave deeds with a magical object from his treasure.
    Exit the palace and speak with the quartermaster who offer 4 objects:
      - Marmargarashno 2 h warhammer = 2d+6, 2w+8 with ST 19, 14/2, -1/-3,
        knocking the opponents 
      - Kangrosha 1 h magical battleaxe = 1d+6, 1w+10 with ST 19, 10/2, 0/-1,
        5% chance of wounding
      - The Robe of Confusion (- 4 enemy attack)
      - Titanium ring of power (+3 ST)
     Choose one to trigger the next quest.
    
     b. The poisoning of Xolgorax: Xolgorax had been poisoned and Lugosh need
    medicinal mushrooms. Use the elevator and speak with gardener Grimbolosh.
    If your plant lore is low, take all mushrooms and he will pick the right
    one. Also he give another quest called Pest Control, in wich you`ll 
    have to clear the gardens from their scorpions infestation. At the 
    intersection take right (3 spiders), right again (3 giant scorpions), 
    then forward to fight 5 scorpions and 2 spiders. Breack the crates,
    dust the troll toads and collect all the fungus visible. The right 
    mushroom is SE of the fungus cave. Continue dusting scorpions untill
    the journal update. Leave
    
     c. Suspicion falls on a friend: Somebody started doing nasty things in 
    Murolosh and the guards arested a couple of suspects. Salina was held 
    responsible for poisoning Xolgorax, stealing an object from the vault
    and causing a tremor in the mine. Gather evidences to prove her 
    inocence :
    
     - Speak with Salina. She mention a group of young dwarves lead by
    Grimbeard, willing to defy the king`s orders and watch her dancing.
    Get his testimony with a Fast Talk check or appeal to his honor.
    
      - The plague of lice: When you exit from the throne room to 
    investigate clues in favor of Salina, a young dwatf called Grazima ask 
    for help. She is near the innkeeper and mention a plague of lices in her 
    storeroom. Enter. She will close the grate, while your team fight off
    the lices. Follow her and fight 4 waves (6,4,5,4). Next job is to 
    fight the source of infectation aka 6 stronger lices. Go upstairs for
    8 more lices and finally destroy the nest. Look around and get
    a strange yellow liquid. Speak with Grazima who mention an old
    stone missing, supposedly with questions used by Angrosh, dwarven god.
    Find Lugosh who identify the liquid as bug bait, used in Khom Desert
    to attract lices and scorpions ( Aldessia came from Khom desert).
    
     - Speak with Aldessia who simply show a lot of fake compassion, without
    really saying anything, problem noticed with a Human Nature check.
    
     - The collapsed tunnel: Orgrim, near the innkeeper, mention a collapsed 
    tunnel and the need for 5 extra miners. Find them over the city map and 
    go down from the elevator to receive a piece of dirty, colourful material 
    who belong to Salina
    
     - The scrap of cloth: with the piece of material go back and interogate
    Salina. She say someone cut a piece of her newest dress and ask to speak
    with Ungrim. Near Salina`s house a dwarf man rest in the wounded position.
    Heal him to find he was attacked trying to stop someone breaking the house.
    Get his testimony and go inside (The burglary). Ungrim confirm Salina`s story
    and present a dress without a cut out part. Get testimony and the dress.
    
     -  The poisoned beer: use Salina`s dancing to butter the innkeeper and 
    get the key to his storeroom ( You can offer to do a job for him - hilarious
    reaction !). Battle some wolf rats and straight ahead kegs of beer on 
    shelves. Click the ones called Xolgorax`s beer to find a red hair.
    
     - The juggling ball: On the crime scene the guards found some crystall
    ball pieces. Salina say the ball belong to her and was dropped by accident
    when a guard tried to inforce the king`s orders. Speak with Argrim guard,
    located on the inn area and get his testimony.
    
     There is one little catch in the trial. Once used, a testimony can`t
    be put back in discussion. I responded to the acusation of tempting
    the young dwarfs stating she is not the only stranger in town. Then I
    move to other proof like red hair, lice infestation, shards of ball
    and scrap of cloth. In the finishing argument bring the other clues
    forth and you get the job of arresting Aldessia. Enter her house,
    next to Grazima`s storehouse, up the stairs to be confronted by
    her and 2 stone golems. She is weak, but the golems ... phiu !!
    Loot the chests, sell what you don`t need, craft and use the 
    teleporter, as instructed by Xolgorax.
    
      
    
         DEEPS OF GRULDUR
    
     a.Explore the cave/Decipher the instructions: self explanatory.
    Explore te cave to find a teleport disc and decypher the instructions
    on the cyclopeian doors. Check the body of the dwarf for an artifact
    and get a new subquest (The dwarven ghost: bring back his amulet).
    Go left from the first door to find another who open and decypher the 
    inscription: `The black adamantine heart lies safely behind the Fire Falls 
    of Algormosh`. There are 3 doors to be open and a lot of exploration.
    Usually when you see a dwarf ghost fighting a grolm ghost there is a sign
    to pursue (Strange Apparitions subquest).The first door lead to a mishmash
    of tunnels where you fight rock goblins, fire spirits, emerald spiders and
    amoebas. In the N part of tunnels is the artifact you seek to open the 
    first door with the inscription: ` Great numbers of cyclops guard the heart
    from the lusting hands of the Grolm and the eyes of the evil dragon spawn`.
    Enter to fight along the way an endless wave of undead grolm (100 vitality)
    carrying blacksmith hammers and weightstones. There are also fire spirits,
    rock goblins, spiders, etc. Watch over the traps. Eventually you`ll get
    the artifact and move upstairs to the third door, inscripted with: `Only
    the wearer of the Helm of Fire will be able to pass safely through the 
    mountain fire, Find the helmet and pass through the Fire Falls`. Avoid
    the traps, open the hidden wall for a couple of weapon recipes. Fight on
    the tunnels and staircases grolms, fire spirits and skeletons, avoid
    the fire traps and get the treasure chest including a description of
    the dwarf - grolms war. There is also a switch I never bothered to
    change and a tunnel protected by a monolith shooting fireballs. This is 
    the way !
     Take left from the tunnel, rest to heal and buff. Inside a cutscene show the
    helm of fire and a cyclop skeleton get back to life, suported by 5 undead
    grolms. A tank party should run on the fire protected tunnel,letting the
    skeleton getting big damage. If you have a battlemage keep casting stone 
    spell while hacking, then turn against the grolms. Click on the little 
    monolith upstair to get the helm in hand`s reach. Use the exit behind , 
    following the path through a bridge, staircase, etc. to the teleport.Fight
    9 ghosts trying to block the way, click on the dwarf body to transfer his
    amulet and use the teleporter.
    
     
        MUROLOSH
    
     NOTE: By now you need tons of potions. Stop by and buy/craft especially 
    large potions
    
     d. Madness in Murolosh: Xolgorax mention the evil influence of the carbuncle
    on the king and his cose guards. They started to attack the other dwarfs
    and got closed inside the palace. Enter the palace where the king and his 22
    guards rush in your direction. Ignore the others and start hacking at him 
    with everything, especially knockdown. Destroy the carbuncle and he wake
    up from the evil influence. Reward - 2 objects from the treasure, one for
    saving him and one for not dusting any guard. Prepare to enter the Fire Falls
    and finaly get to pickpocket the king.
    
     e. The caves below Murolosh/Carbuncle cave: Enter the Fire Falls, On the
    right is a blocked door and forward a strange room. Click on the right 
    pillar`s base to collapse on the switch and use the previous blocked door.
    Dust every fire spirit on the way for their fire hearts. There is a half
    bridge who uses the fire hearts as fuel. Click on the last two pillars to 
    put 1 and 3 hearts. A fire path appear. Use it. On the other side the path 
    is blocked. Install 2 and 4 new hearts in the pillars to get in open. Avoid
    walking on the traps (the number/numbers who don`t corespond with the
    others) to open the hidden wall in the next chamber. Save, buff, summon 
    and start using the stairs. You`ll have to fight the grolm king, who uses
    a lot of teleportation and his hordes of ghosts, spawned by crystals. 
    Attack 4 crystals, protected by 2-3 waves of 4 ghosts on the road to the 
    carbuncle. Use the elixir who block Lighting find you spell ! , used
    by the ghosts and destroy first the crystal. There are also small 
    monoliths who gap the opening on the road if you choose the right ring. 
    Before reaching the carbuncle the king and his minions put up the last 
    fight. The king has 500 vitality and a nasty spell damage, but Psychic 
    focus and immunnity to lightning should be enough. 
     Cutscene - you get s jolt while trying to reach the carbuncle and
    move to another cave. In there the cyclop Pal`Na`Thar start telling
    the story of dragon emeperor Umbracor, killed by his son Ardakor.
    The grolms hide Umbracor`s body, leaving Ardakor in rage. Now, he
    want to `eat` his father carbuncle to become immortal and rule the
    world of Aventuria. The dragon quest was Pal`Na`Thar doing because
    he wanted to find a replacement ! Speak with him again and suggest maybe
    Umbracor can be revived based on Rakorium experiments. After a while he
    accept to give the carbuncel, but Molgorra show up and steal it.
    He believe everything is lost, but no ! You, the hero with trembling
    legs !, are going to fight more powerfull creatures to save the world. 
    Pick a weapon from his stash and use the teleeport to the throne room
    in Murolosh.
    
     f. Throne room in Murolosh: Xolgorax start telling about attacks of
    dragonling on the city. Speak with Rakorium to ger the Thesis crystal,
    buff and approach prince Arom for the next battle.
    
      
      DRAKENSANG MOUNTAIN
    
     
     a. The battle of Drakensang Mountain: outside dwarfs engage 7 cultists
    and a buch of dragonling. Help them and don`t bother to loot anything 
    else than potions and arrows.You need to reach the summit and stop
    Molgorra, plus a subquest :
      - Help the dwarven priest: help defending Malmarzrom the Hammer
    cave against 2 dragonling and 6 cultists. Angraxa tell the need to 
    destroy 2 portals used to bring dragon kin on the mountain.
    
     This is the most annoying and difficult battle in the game. Go up, 
    buffed with everything to destroy the portals located SE on map and
    NE on the map plateau. Both are protected by dragonling, scorpions,
    cultists and at least 5 stone golems. Move around a lot and try
    to attract the faster enemies (dragonling, scorpions,cultists) away
    from the slow moving golems. Also, watch out for the cleverly placed
    traps who deal at least 30 damage to your vitality. 
    
     b. Kill Malgorra`s guards: When both portals had beed disabled, move 
    to the ice spikes blocking the way to the summit. Use the margins of 
    that place, since the center is full of nasty traps. Fight 4 dragonling 
    using spears/ lightning and charge on the path to the summit. Don`t wait 
    to heal, because the game will spawn endless waves of her bodyguards 
    ( I noted 34 before deciding to storm the summit !!). On top save, use 
    potions of healing and attack first Malgorra (250 vitality). Use 
    endurance potions on tanks to keep the dragonling leaders Kssa, 
    Tersach and Chaza down the longest possible.
    
     c. Touch the heart: when every enemy is history, heal, buff, summon
    and prepare for the last battle. Click on the soulstone and Malgorra
    came to life as a hydra kind of looking dragon. She has 1200 vitality
    and she can summon 2 skeletons in the same time ( rules don`t let me
    do it !). The battle is long, but easier than fighting mobs
    because you have the time to use potions without worrying who will
    sneak up behind. She lose one arm when 400 vitality points are gone
    and teleport sometimes in the same area. Use the magic to stone,
    paralyze, debilitate her plus summmon and healing. When she`s gone,
    click on the carbuncle and Umbracor get back to life, making one
    promise : Your name will be remembered always in Adventuria`s 
    legends and stories. THE END
    
    
    
     4. SIDE QUESTS 
    
     NOTE : Keep in mind that some will appear after completion of certain 
    missions related to main quest. I can`t say when, because I kinda play
    chaotically on my first run.
    
             AVESTRUE
    
     a. Berry Hunting
    
     Bredo Bento need 10 Oneberries and pay 2 ducats. You can buy 5 from 
    Auralia, loot some random barells or take it from plants in the wood or 
    near the water. Also listen to his story for extra EP (XP in other 
    games).
    
    NOTE: Come later and pickpocket him a couple of times for extra
    Oneberry juices.
    
     b. Woodcutter Knebor
    
     Even with Human Nature 0 you`ll get 2 elm woods after praising his
    muscles (!?). 
    
     c. Owlstone the Hunter
    
     The innkeeper mention his name and when you get there he`s fighting
    a wolf. Help and get three quests:
    
     - The wild wolves of Dark Forest : walk near the rock formation and
    fight White Fur plus 2 normal wolves. A summoned pet or some magic can
    be useful, but they are no match for carefull planning. Dust one wolf
    with Mighty blow from Rhulana and Feint from Dranor, then repeat against 
    White Fur. Colect the paws and fur and return for the reward.
    
     - The bear in the Dark Forest : he lives in a cave. Enter, take left,
    open a door, moving slowly down. There are 2 traps here(caltrop, bear)
    who Dranor can detect as leader and 2 wolf rats. Loot the place, speak 
    with Archmage Rakorium (you`ll need him against the bear), return. On the 
    way out fight 3 bandits previously transformed in stones by the mage and
    4 wolf rats, explore the rest of the cave. Dust 4 rats and face the big
    bear. Put Rhulana in front if your character is a mage/thief and use
    everything plus Rakoriun spells to bring him down. Explore further the
    cave for extra bandit badges and exit. At entrance the mage will
    teleport to the bridge where his apprentices asked you to help. Visit
    Owlstone and the mage.
    
     - The prize : Hunter Owlstone ask to give the bear head to the innkeeper.
    Do it for some EP and gold.
    
     d. Erna Goodbeat
    
     Near the road to Ferdok Erna ask a question. Type (big letters) 3EXD6L
    or IM3Z91 and receive a mask of charisma. 
    
     e. A boundary dispute
    
     On the road to officer Nandor there are two farmers cursing eachother over 
    a tree. Speak with Goodbeat and choose the line where Perraine will be
    mad on them to end the quarrel. 
    
     f. A taste delicacy
    
     In the inn Gallo Frantic want someone to retrieve a parcel. With Streetwise
    he recognize the package being valuable and reward that `one god man` with
    4 silvers. The parcel with Candied Kosh Bunting Tongues is on the road to
    officer Nando, near a merchant called Brewin Rattlestone. On return Gallo
    want to pay only 2 silver. Counterattack asking more and he will settle
    for 2 ducats. You can refuse and find another buyer. Pickpocket him and
    find a letter mentioning a buyer for 10 ducats and a better posibility
    of profit with dwarfs. There are a couple of buyers - Horasian
    merchants (Ferdok, Ducal Citadel) offer 5 ducats, a nobleman near
    Mother Sweeting in Tallon 20 ducats and the dwarven quartermaster
    in Murolosh 50 ducats. Still, the quest is pointless. You get only
    2 ducats from Gallo in the beginning when money mean something and
    50 ducats near the end, but nothing compared to your pourse by then
    who reach at least 1500 ducats.
    
     g. A treasure
    
     NE on map, near some fireflies, lie a body. Take the key from him and 
    open a chest nearby, surrounded by fireflies and eggs. By dusting all of
    the fireflies plus eggs you gain EP and poison fangs needed in alchemy, 
    while the chest give some jewelry.
    
     h. The examination
    
     After helping Dranor and Salina, speak again with Runkel Bagthumper. His 
    dream is to enter the Guild of Thieves and they have 3 tests. First one - 
    open a chest near the chapel. Second open a chicken cottage. Go there
    and the lady will give a tongue lashing. Get back inside and spoke with
    her about the dog (do not pickpocket her first) and persuade to give a bone.
    Click on the fence again, give the bone to the dog and open the cottage.
    Speak with Runkel and head to the mill. Advance in the main chamber, buff
    and fight 3 wave of wolf rats (5 to 9 top). Put Dranor to open the chest
    and disarm the trap to update the quest. Runkel will give the Guild`s 
    adress, situated in Wagoner`s Home, Ferdok city. For more see the side
    quests in Ferdok.
    
     i. Friendly match
    
     West of the market mercenaries Humbold and Gondwin set camp. Speak with
    Humbold who propose a a friendly match. On the spot concentrate only
    on him and get a shortsword as reward. 
    
       
            FERDOK
    
            1. Praios Square
    
     a. The Luckless tailor: On the way to Ardo`s house Grosso the Tailor 
    complain about tripping over a chicken and loosing his lucky stone. Enter 
    the sewers and follow the rat who bring company (5)plus 6 more on the way 
    out. 
    
     b. The Worried old woman: An old woman is worried about 
    her husband who fell from a wall. Visit the disciple of Perraine in
    Ducal citadel who suggest using a Golmoon tea and ignore the old woman,
    proved to be a over-the-top worrying person.
    
     c. The Mactaleanata: While going away an amazon called Aydan got inside 
    Ardo`s house. She is a friend of Rhulana and ask for her help against
    The Black Amazons. Go to Ducal Citadel and find Aydan in front of Rhondra`s
    temple. She ask to leave 2 companion behind. You or a mage should summon
    a pet ( see useful glitches). Buff properly and speak with Aydan. Inside 
    The Golden Lance inn she prove to be a traitor to amazons. Dust Aydan first
    and concentrate on the Mactalaenata leader. After that her 2 sidekicks 
    are easy. Loot, open the chest and give Rhulana a set of Kurkumian
    armor.
    
     d. The Trolls: In front of Silver Pitcher a couple of guards speak nervously
    about big monsters inside the inn. 3 trolls ask for food and drink, 
    oblivious to the concept of paying (Yeah, baby !). Use Fast Talk, Human 
    Nature or Haggle to make Traldan more sympathetic to their needs aka
    2 ale barrels and 1 roasted pig. Humba, Bumba and Dunba are now happy (Never
    seen them again, even if their conversation hint to that. Pitty !)
    
     e. The Escaped dancing bear: Fluffy the bear got restless and his master
    ask for help. Cast Meek spell from near by, several times if needed because
    the spell tend to fail often.
    
     f. Salina`s Request: Near Hesinde`s Temple Salina ask to rescue Dranor
    from the prison. She mention a secret entrance beneath the brewery,
    used befoe as smuggling route. Go in Ugdan docks and speak with the
    caretaker Moddlemush and his brother Middlemish(!?), related to your
    caretaker. To gain acces you`ll have to find out and eradicate
    the plague of rats affecting the brewery (see next quest). Walk and fight
    6 normal wolf rats until a crossing. Take right, click on the wall, ignore
    the guards and reach Dranor. He refuse to leave, stating his inocence! Also,
    he is sick and tired by the prison conditions and direct your path to 
    merchant Wulfir Harpel in Ducal Citadel. Interogate Wulfir and his daughter
    to find out he misplaced the cronograph and forget to call the guards. Take
    his testimony to Barla and send Dranor to Ardo`s house.
    
     g. The Elven trainer: After Blood Mountain Laurelin show up in front
    of Hesinde`s Temple. He needs a special wood delivery on docks. 
    Go there to find out a huge Maskaran giant crab (157 vitality) 
    ingested a lot of crates, including the tiik tok wood. Take him
    out and return to receive 1 wood and a recipe.
    
    
           2. Wagoner`s Home
    
      a. The Examinations : the thief guild hall is in front of Serene Sow inn, 
    behind a wooden door. Inside speak the password and meet Cano, guildmaster.  
    He offer training, tools and some fun aka quests : 
    
      a. 1. The Guild of thieves obstacle course: there are locked chest below 
    containing 9 emblems Cano want. Be careful– chest are locked and trapped, 
    some hidden in crates or behind wooden doors who need to be broken, one 
    inside a thief who asked to be pickpocketed, etc.
    
      a.2. A Question of honor: Dark Eye group stole Count Growin`s hammer from 
    Thief guilds hand. Go there, keep only Gladys, speak with Goldtooth and enter. 
    Open the chests on the right and left in sneak mode, use the ladder to 
    acces the upper part. Bring down the planks upstairs, getting the man behind 
    the counter to leave, go down in his spot, open the chest, use the same route 
    back, exit. I did it with 1 point in sneak, so …
    
     b. The Giant firefly eggs : After completing some dragon quests visit 
    Wagoner`s Home and find some eggs. Destroy one and a local ask to do the same 
    with three more.
    
     c. The Bar brawl: Innkeeper Soapstone from Serene Sow in Wagoner`s Home
    need someone to stop a brawl. Whatever you choose (persuasion, attack)
    they will leave before being dusted. 
    
     d. A Cockroach in the tavern: A magician complained about the sordid
    conditions inside Serene Sow (Wagoner`s Home) and enhanced a cockroach
    to epic proportion. Get inside and fight a crypt lice of 270 vitality(?)
    
     e. A Charitable donation: give 1 ducat to the beggar near Serene Sow
    inn and he`ll spill the beans about some thieves. It`s best to give
    up the team members with low Sneak. Go on the places, let them
    discover you and run back to the inn. The thieves will go up to
    the fountain. Let him walk, watching their advance on the map and
    follow far from behind. Sneak close by when they stop and see where
    the loot is. Open the chest for some jewelry. 
    
    
    
          3. Ugdan Docks
    
     a. Street fights : In NE corner of Ugdan Docks a man take bets for a fight. 
    The combat is fixed and you can spot this with a skill check, but nothing 
    else.
    
     b. The Dine and the dasher : The innkeeper from the docks offer a 
    reward to find a dwarf who don`t pay his tabs. Visit Silver Pitcher in
    Praios square, speak with the innkeeper there to get the general
    description and find the man(dwarf, red bear, well dressed, a hat with
    a white feather) near Bunny the Bar wench. Speak with him to
    find out he is a bored nobleman, trying to escape his life of rules
    and proper behaviour. He promise to pay his debts. Go back to docks
    for reward.
    
     c. The Wealthy man: A man in Ugdan docks lost his box while visiting a ...
    less than reputable woman. When you reach her, she`s been harrased by a 
    sleazy fellow. Fight him to get appreciation and the box. Reach the 
    man, accompanied by the wife this time and you have 3 options - fun, 
    fun, boring !
    
     d. Investigation at the Harbor (received after dealing with the murders
    in Ferdok)
     
     Regent Darina want to know more about the feud between the merchant 
    companies Neisbeck and Stoerrebrandt, feud who got Ardo killed. Approach
    one of them in the docks. From here the quest split in two possible 
    options :
    
     d.1. Side with Stoerrebrandt:
     
    NOTE : When they ask to come later it means after completing Dragon
    quests. After the second dragon mission a Neisbeck worker will offer
    20 ducats to change sides. With a Haggle check you can ask for more, 
    if interested in a darker approach to things.. 
    
       A handful of ducats: 
    
     - Running Errands: Larran Dykemiller have an order for Traldan in Silver 
    Pitcher. Speak with him and return 
    
     - Hops and Malt: deliver some goods to Ferdok Brewery. Speak with one of the
    workers, wait for him to put the special ingredient on the cart, take it
    and fight 3 Dark Eye on the way.
    
     - Problem with the beer: speak with head guard Tashman and report the 
    attacks on Stoerrebrandt`s property. You`ll need high Fast Talk or Haggle to
    make him investigate.Follow. He pick two bussines partners of low stature
    and make you fight them. Report.
    
     - An exclusive deal: The company want an exclusive contract with the 
    brewery. Escort a a negociator. Buff before reaching the brewery owner
    to fight 3 Dark Eye, while your man hide inside the building. Escort him
    back. 
    
     - The new general: Reginald Stoerrebrandt, the youngest son, came into
    the city. Pick him up. Reginald want to speak with some people and it`s
    your job to protect him. Eventually his path will lead to Wagoner`s Home.
    Fight Radulf Kramer for the ket to Wagoner`s Home, leave the team go
    and enter the place (don`t forget to pickpocket Reginald for 10 ducats).
    The job is to sneak past Dark Eyes guards into good places for 
    surveillance. Go right on stairs, break the barrels and sneak in front of 
    the sleeping guard at first point. Continue to Chandler`s market, past the 
    inn, down the alley to second point (use the fog, loose the armor and be 
    always in sneak mode. I did it with 1 to sneak ). Watch Ulwina Neisbeck, 
    Tashman, Bravethor and a creepy mage speak. Sneak back by the same route.
    
     - Testing times: a war broke between the companies and 3 Stoerrebrandt
    workers need to be protected. You`ll be always late, but can fight 3
    Dark Eye at each place (Flat Footed Ferret, docks, bridge). Be carefull
    at the bridge and heal/buff before - it`s an ambush with 6 more enemies
    striking from back and front.Report.
    
     - The way of things: Reginald has been killed by the former guard Tashman. 
    Find him. Speak with merchant Cupinez who point to a smuggler Ennko in 
    Wagoner`s Home. Fight there 2 of Tashman`s bodyguards and squeeze the 
    smuggler to get the a ship name - `Horasia`. Return to the docks, buff
    (against magic too) and find out who really killed Ardo - Yandric the mage. 
    Engage full force, since his fire spell is quite devastating. Report.
    The quest ends here and you get a new one :
    
     - Revenge for Ardo
    
     Apprehend Ulwina Neisbeck. Her place is in Praios square. Buff against
    everything, raise attributes, summon pets, buy anti fire salve,this is 
    going to be tougher than fighting Mother rat (Unbelievable, right ?!). 
    Ignore, for now, the guards and concentrate on Yandric (fake death, 
    huh?). Use knockdown and paralyse/stone spell, if available and slash 
    him fast. After death a fire spirit will emerge from his body with 400 
    vitality !?. Try to attract the spirit and the rest of the enemies in 
    the bushes/trees situated in NW part of the court, avoiding this way 
    to be surrounded. This is an endurance test, designed for tanks/fighters. 
    Use potions, change position and keep hacking wave after wave (I counted
    26 enemies in the end !) of guards and workers, some really good with
    spears and dodge. Go upstairs where Ulwina rave about having godlike
    powers, until a lighting strike and burst her over. 
    
     d.2 Side with Neisbeck: 
    
     - Running Errands: Palgo Babek have an order for Traldan in Silver 
    Pitcher. Speak with him and return.
    
     - Hops and malt: find the Stoerrebrandt messenger near Flat Footed
    Ferret and get the note from him. The messenger is trying to charm
    Juicy Lucy and with Intimidate he will cave in. Get the note, watch Juicy
    Lucy laugh on him and report.
    
     - Problem with the beer: You receive 60 ducats to bribe Head Guard Tashman.
    Pay and follow to watch him pin the thefts on two drunks, apparently
    former associates.
    
     - An exclusive deal: prevent the negociator from Stoerrebrandt house to
    reach an exclusive agreement with the brewery owner. Take out him and 2
    Stoerrebrandt workers, then `convince` the owner.
    
     NOTE: I don`t like `evil quests` and Neisbeck side proved to me so far
    a killing rampage is on the route. So, i stopped here, without 
    completing the rest of the quests, but the responses can be found
    over the net (drakensang.com, game spot forum, guides.gamepressure.com)  
     
    
     e. The Plague of rats: 
    
    NOTE : This mission is the hardest `till far and  only the Grolm king and the
    last boss proved to be annoying like this ! The difficulty increase if your 
    party is fighters/tanks only, with Gladys acting as half mage. Use 
    Middlemish services and buff at each level (a shield meat aka pet will do 
    wonder !). 
    
     NOTE: It`s not compulsory to finish the quest. If the rats are to strong, 
    you can come back later. At level 8 - 10 the rat is manageable (!)
    
    At the crossing mention in Salina`s quest to free Dranor take left. 
    Notice the orange crystal formation - from them will be spawned mobs of 
    rats who try to ambush you, so take it easy and be ready to return and 
    face them quickly.
    First level - 3 gray rats, followed by 8 - 12 in the next cave, some 
    spawned from the crystals. Run back, select your team and crush them one by 
    one. Second level - three waves composed by 7,6 and 7 rats.Sometimes 2 rats
    from a wave stay behind their group, his being the reason why the attack icon 
    is still in use while nobody can be seen.Third level - new and more
    powerful enemies (black wolf rats) attack in 3 waves of 7,7 and 5.At four
    level a pack of blackies (7) attack on site, followed, as you move ahead,by 
    3 other waves of 7 rats each. Mother`s Lair = before reaching the lair 
    entrace you got to fight 4 waves (5,7,6,7) of strong, determined opponents.
    Park the team outside and use one character to slowly move in the nest.This
    way you`ll attract already spawned rats who will engage in sight. Repeat 
    untill no one show up and prepare for the big battle against Mother
    Ratzinsky (?), a mutant rat and pack leader. The moment you advance in the 
    cave, the road back is closed. Use Gladys to install 3 bear traps near the
    orange crystals blocking the exit. Put the tanks up front and the mages
    behind. Buff, use weapon balm or whetstone and give Rhulana a shot or two
    with her bow against the `big rat`. The mother rat will rush it. Get Rhulana
    behind the traps, change her weapon, summon a pet, wait for the trap`s damage 
    to kick in and ... fight a long time. Cast Fandango of Fireflies on Forgrim
    and use him as front line tank. Make the others damage dealers go behind her
    (the back, remember ?) and Gladys shoot arrows, bolts or throwing weapons.
    Heal Forgrim when necessary and slash away. At 1/3 damage taken she will
    summon a new wave. Kill al of them, except one, to avoid a new call
    and concentrate on the mother rat. Use plenty of potions and magic
    only to heal and summon new pets. After at least 20 min., real time, she
    will cave in.Clear the cave, loot the ring of life out of her(plus a SMALL 
    60 EP reward ?!) and speak with the dwarf brothers. Congratulations! She
    is the toughest boss ever !
    
     f. The Devious boat mercant: In Ugdan Docks, opposite to merchant 
    Cupinez, a man sell a ship for 1000 ducats. Actually the ship is a 
    small boat and he start running to Praios Square. Get near the
    shaddy character in Praios and you`ll pick up a conversation. Click
    on the `boat merchant` and receive back the 1000 ducats. 
    
     g. The Bewitched barstool: Step inside Flat - Footed Ferret to met
    Sylvene and her husband Orlan. Sylvene enraged some old witch who
    cast a spell, deviated against Orlan`s barstool. Now he float in the 
    air without no chance to go down. Speak with Rakorium and buy 1 cloth
    shirt, 1 Ferdok ale and 1 mandrake powder. Rakorium will make a
    cure from the powder and use the other 2 items for himself. Well,
    at this point I already feed and cloth 10 people in Ardo`s house, so 
    no problemo !
     
    
            4. Ducal Citadel
    
     a. The House : While exiting Growin`s palace Muddlemosh, the caretaker 
    of Ardo`s house offer his services. Take it, visit the house, ask about the 
    closed door, etc. 
    
     b. The Recipe for the potion of power : In Ducal Citadel Auralia need help 
    with a special potion. In Tallon, much later in the game, you`ll find a 
    leprechaun, part of a local quest, who knows what should be done. Auralia 
    will join and the leprechaun take her place, offering trainer services 
    and alchemist goods.
    
     c. The Broken fountain : In ducal citadel a guard is raving about the 
    fountain not working. Go down, pull lever 1 and 4 up and the rest down, 
    click on the rope – easy EP.
    
     d. The False beard : Near Master Fluxosh in Ducal Citadel a dwarf hide
    behind a bush with a barrel on the head. He lost his pride aka beard
    in a fight with a wild dog and he want that dog skin. Take the dog skin and
    give it to him - he has now a new beard !
    
     e. Dwarf triplets: Behind count Growin palace three dwarf brothers play
    an attention game. Of course you`ll win the first try and get duped the
    second time without a Human Nature check.If you catch them and start
    hinting at calling the guards they will accept the scolding and run.
    
     f. Changing the guard: the guard in the south exit of Ducal citadel need
    a short break ... He offers some information about known criminals who
    could enter the city. Use Gladys skill to pick Vixen, a women thief.
    Since you belong also to the thieves guild, she can be released or
    detained if bored.
    
     g. Rock goblin: Crooked Otto from Duval Citadel sell a rock goblin.Buy it
    for 50 ducats and place him in the cellar. He will break the wall, giving
    acces to a couple of funny items : grab bag, Aloha shirt (!!!) and 
    Forgrim`s false beard. 
     
    
     
          MOORBRIDGE MARSHES
    
      a. Bottan Card Trick : Once you exit the temple of Hesinde, innkeeper
    Soapstone approach and ask the retrieval of a box, stolen by a cheater called 
    Thalya di Ravendor. She is inside Muddy Boot inn of Moorbridge under the 
    name Rogue. The innkeeper mention her arrival and strange cough, but 
    witheld info about hitting at her. Talk with Rogue who understand fast the
    reason behind. She tell the story about a heist going wrong 3 years ago and 
    a partner left for dead in a tomb. After that mistake she was subject to a
    curse, one who can be lifted by putting back the items stolen. The tomb
    is not far away, but she want the area cleared. Inside the skeleton of her 
    former partner, called Ailric Farfara, show up and ask 27 ducats to lift 
    the curse. He refuse any other option, so pay up and loot his body for a 
    great rapier with 25% wounding chance. Outside she`s going ahead. Visit
    the innkeeper Pebblebeer who mention her going away, after robbing him 
    too ! (The subject may not appear the first time you click on him, so do 
    it a second time). Follow her trail near the mill, get back the box 
    (without anything  inside, `cause of the curse) and return. The innkeeper 
    give you the necklass who dissapeared from her neck before. Reach Serene Sow 
    where you could give to Soapstone only the box, since this was the deal. 
    
     b. The Boron Deont of Moorbridge: The Deont dissaperead in a effort to
    find out where the undead came from. After killing the necromancer from the 
    main quest, go on a island right from where you killed the undead apprentice. 
    Open the crypt and let her go, then visit again for your reward. Go to
    Bento and mention the new situation, urging him to see the Deont.
    
     c. The burial jewelry: East of Three Pine lie a crypt. Inside two grave
    robbers, Trastian and Flint, try to kill you using the help of 3 - 4
    `local` skeletons. Loot them and later speak with the Boron Deont who
    is going to put the jewelry back, thanking for your concern.
    
     d. The cleansing of the crypt: The Deont need someone to cleanse the
    crypts, providing 2 bottles of holy water. You need to finish Bottan Card 
    Trick first to open the last crypt, fight skeletons or goblins and
    click on the altar to get 10 EP plus journal update.
    
     e. An elf in distress: East of Three Pine an elf girl had been captured
    by an evil tree. I suggest to attack first, before speaking with her, all
    the fireflies and firefly eggs around. They will keep coming when you
    fight the tree, making things more difficult. The elf Gwendala ask to fight 
    and suddenly the tree and his dragon plants become hostile. Engage first
    the plants around for extra EP. Soft up the tree (230 vitality) with spells 
    and arrows/bolts, then engage mano - a - mano. He can only be hit from 
    left/right side, while someone parked in front will do nothing, just stay 
    here. His attacks can and will knockdown anyone, so do a little replacing 
    when those 2 fighters start loosing vitality points. Even in victory the 
    tree still keep the elf girl under his grip. Get inside with the flute - 
    already in the inventory, don`t go looking for it ! - and give the flute 
    to the elf ghost. Also, you can attack him (200 vitality) for 20 EP and the 
    soul instrument, a medallion with + 2 CH. Loot the skeleton close by, exit, 
    speak with Gwendala and a new companion is on your team.
    
     f. The wolf rats of Moorbridge: The innkeeper Pebblebear want a pack of 
    wolf rats removed from behind his place. Just dust them ...
    
     g. An old treasure map: Speak with Wigur in the inn who let it slip a
    hint about a treasure. Krobbler will accept the help after you`ve done
    b. and offer a 50/50 deal. Take the bottle from her hidding place
    (there is a small cave below the deont place who can`t be seen if you
    look from above) and read the rhymes :
     1.`Follow only the hilt where the three swords lie, No matter how high 
    the obstacles may rise, continue straight on as the crow flies, at the 
    fourth then stay and understand the words`. Beneath the harpies`s place lie
    three tombs.  
     2.`What is most obvious should not be heard,but the true wisdom is revealed 
    on the frame. Upon finishing in this space, contemplates wheels in a 
    new place. Halves are whole, remember this friend, else your journey 
    will soon find an end`. From there go north and click on a tomb called The
    Unnamed Mercenary, around the inner edge. 
     3.`The pearly snake on the naked stone writhes venom-soaked. In the right 
    place softly stroked, she smiles at the brave. But touching her brings 
    death to the knave`. Left on the Valonion`s place there is a tomb with
    buttons. Click the bottom one (the others will just poison you) and 
    receive a key and the fourth rhyme :
     4.` Follow along the sword-lined road,Not the first door leads to the goal,
    Feed the warrior eternally on guard, And golden rewards shall be rewarded
    to all`. Return to number 1, enter the second tomb and move the cursor next 
    to the warrior lying on the sarchopag head until a `stone mouth` appear. 
    Click, endure the poisoning and get a interesting recipe of Tenobaal arrow.
    Krobbler hoped the poison will finish your team and leave, cursing.
    
     h. The shovel: In the process of fighting undead and skeletons in 
    the crypt you find a shovel. Bring it back to blacksmith Leadfinger who
    will make a broadsword out of her. He also mention one improved shovel,an
    item I never found, to create a better weapon (I`m not 100% sure, but i
    believe this was not mention in the journal)
      
           BLOOD MOUNTAINS
    
     a. Spirit attack: S from castle Berndrik camp is under attack by six
    nature spirits aka big, nasty bear spirits. They use knockdown and
    lightning, but helping Brendrik is useful in the long run, no matter
    the side. NOTE: The help will not appear in the jornal.
    
     b. The woodcutter lunch: Two woodcutters near Alvina`s place need their
    fellow return with the food. Holdwin is under attack by 6 Ronkwar`s thugs N
    of main Praios camp (the one with the altar wine). Help him and get back 
    the food to the camp.
    
     c. The giant firefly meat: Knowall will give this quest before and after
    doing Morla`s biding. If you plan on using Praios help, do it before
    choosing a side. Basically he wants a giant firefly meat and offer a
    ring + 1 AG,DE.
    
     d. The frog prince: Firniane is unhappy with Dranos transformation on a
    toad. Beside calling 5-6 rays of light to punish you, he ask to bring
    Danos back. Speak with Alvina, using Fast Talk and give the toad to
    Firniane.
    
     e. Robbers and bandits: On the way to Praios camp two band suddenly
    ask for money. Side with Humbert to get the bigger reward on Ronkwar`s 
    head. Speak with Humbert and go to his enemy camp. Ronkwar is a big
    fellow with a Brabak mace and 120 vitality, surrounded by 5 cronies.
    He is resilient to knockdown and use a lot of roundhouses. It`s better
    to stun/paralyze or reduce his stats or just run to attract his cronies
    away. Keep the reward poster on him and receive 60 ducats from count
    Growin.  
    
     
        TALLON
    
     TIP: The Tallon`s inn is the best place to get information
    
     a. The noblewoman: On the way to Talos a noblewoman near a wrecked
    carriage demands(!) to find her coachman. NE from her the coachman
    is dead and 4 goblins attack. Return and she ask to ensure her protection 
    untill Tallon. Fight 2 - 3 waves of goblins (watch out the shaman !),
    loot a nice axe called Molokdeschnaga and reach the gates. With her 
    help the guard will allow your team to go in. 
    
     b. The marauders: You can only get outside from Tallon using the west
    gate. Unfortunately, the head guard will permited after you`ll help
    him against the marauders who keep the town under siege. Buff and
    get out to fight 2 waves of 9 and 5 goblins. Always target the shamans
    first, using knockdown and debilitating spells.
       
     c. The marauders camp: another quest given by the captain who wants to 
    know where their camp is. Along the way to Prenn`s Grove you`ll meet an  
    elven fighter (Ancoron) who want to revenge his family death at the 
    hand of the ogres leading the marauders. Tell him to direct the anger
    toward the enemies, not against your people and receive the camp location.
    Return and inform the captain, but his hands are tied. The three member 
    of the council refuse to be involved in such dangerous adventure like 
    cleaning the camp, while the city remain unprotected. Speak with each 
    to change their mind:
    
      c.1. Merchant Oakridge: he want back his son, `seduced` by a girl
    without name or fortune (trumpet !!!). Speak with Mother Sweetings and
    find out the lover`s meeting place - Oakridge crypt !? . Investigate.
    Enter the crypt to face 2 - 3 skeletons. Open the 4 closed/trapped
    door on the left and right side to fight 5 enemies and obtain a 
    diary in 4 parts. From the readings the first Oakridge was a necromancer
    who made a lot of mistakes after relocating to Tallon. He did establish
    a commercial route using the famous local apple wine, but he corupted
    a priest, killed as accomplice another one and lost his wife plus himself
    to a plague. Enter Dhana`s vault to find the girl inside. Suddenly the 
    crypts wil start spawning 6 - 10 skeletons and a mage. Follow
    the kid trail. Inside there are one undead necromancer (200 vitality) 
    and 5 skeletons with 80 vitality. No matter what conversional choice
    you pick, he`s determided to fight. The necro is the only target. Use
    plenty of knockdown, arrows/spells and special abilities to dust him,
    because the skeletons will go down withn him. Don`t leave before looting.
    
     c.2. Mayor Dipwidge: A leprechaun stole ivory depictions of the Twelvegods
    and he can be found outside the city. Speak with him. Be polite. Accept
    to persuade the nearby woodcutters to a game. Upon return he will transform
    them in chickens and ask to play a game - when touched they will turn in
    cat, dog, pig, baby deer and cat again. Of course there is a catch. When 
    one turn the others revert to the previous form. The whole point is to make
    them cats in the same time. Answer- first one deer, second dog, third cat.
    Don`t forget, when everything is fine, about Auralia`s potion of power.
    
     c.3. Deont: He simply want a mandrake who can be found N from the west
    gate.
    
     Notice the captain, buy some abilities and head to the camp. There are
    3 waves of goblins (1 shaman and 6 goblins, 2 shamans and 5 goblins, 
    5 goblins). As always target the shamans and let the footsoldiers
    to the guards. Once defeated a cutscene show 3 ogres down the road.
    Don`t rush it. Place some bear/fire traps on their way and attract
    them where the guards stand for extra help. The chief got 400 vitality
    and the other two 250. Tough fight for tanks, but a mage with stone, 
    paralysis or aerofugo will debilitate them quickly. Ancoron will join
    the ranks of your companion.
    
     d. A broken tooth: Speak with wagoner Rilke in Tallon`s inn to receive 
    a rather bloody description of the beast`s deeds around the town and one
    big teeth. A dragon teeth ! 
    
     e. Rattle Farm: On the way to Prenn`s Grove, after a bridge, I notticed
    a man on the ground. Heal him to find out a huge wyrm destroyed Rattle
    Farm and scatered the workforce. Follow to the farm and speak with
    farmer Groat. He need two things from you:
    
       - Rescue the workers: Under dragon`s attack the workers hid into a
    gorge nearby. They slip under the domination of a small goblin tribe
    lead by shaman Treesha Suula. They fled from the ogres and need 5 pigs to 
    leave the area for good ( 3 pigs if mentioned the ogres are dead). There
    are 2 options here - go back for the pigs from the farm or dust them.
     I choosed the second and fought 14 goblins. Click one of the workers
    and they`ll gone to the farm.
    
       - Speak with Prancelot and destroy the dragon: On the spot Prancelot
    is under attack by 2 wolfs. He rattle about his prowess, but run while 
    you fight 9 goblins on the way to the dragon`s cave. Eventually I
    reached the entrance - blocked ?!. Go back and ask for help to Groat.
    Return and see Prancelot is nowhere to be seen. New enemies inside - 
    crypt lices. Taking left you`ll fight 4 waves of 5 lices each and on
    the right amoebas (7). Take the route forward and see a fierce battle
    between lices and amoebas in 2 points. Follow the road and watch a cutscene
    with Prancelor challenge. The dragon simply breathe on him and he is
    unconscious. Linnorm have 500 vitality, a lot of toughness and 
    a pestilence breath, but he is not immun to debilitating spells. Dust
    him for 150 EP and 120 ducats from Groat with a haggle check of 10.
    Leave the farm before Prancelot rave to much about the way HE killed 
    the Linnorm.
    
     f. Archon Megalon: from time to time he appear using strange phrases.
    Don`t go `paladin` on him. Save before, think what he mean and answer 
    accordingly to receive good albeit double edged information. 
    
     g. A virgin for the dragon: Use the pilgrim`s bridge from Prenn`s
    Grove to reach Tallon. Speak with the workers to find out the
    mayor and other citizens plan to give a virgin to the dragon.Speak
    with the maiden and the mayor, using your deeds as means to calm his fear
    and release the girl.
    
           MUROLOSH
    
     a. Drink the dwarf under the table: near the innkeeper Angraxa of 
    Stone challenge to a drinking contest. Use beer and after 3 CN test
    you could use Haggle to make her loose.
    
     b. The travel guide: Simbeard ask to visit 6 merchants and share the 
    impressions on Murolosh. I did and gave a raving review - be nice
    to the dwarfs! Honestly, Murolosh is a great city.
    
     c. Unfortunate inheritance: The four Groshna Marimrosha sister didn`t 
    speak for decades, crazed about how their mother decided to split
    her jewerly. They want to swap, but no one have enough trust to start
    first the exchange. The only one who will start the swaping can be
    found on the SE part of town. She ask for a 10 ducats deposit, but
    with a Haggle check give in. Swap the jewelry and receive the recipe
    for the Marimrosha`s Ironwood crossbow.
    
     d. Rest in peace: the cyclop skull found in Gruldur can be handed to
    Lugosh for sanctified burial.
    
    
     5. MISCELANEOUS INFORMATION 
    
     - Each of the months in the Aventurian year is named after one of 
    the Twelfgods. Every month has 30 days and the year has 365 days. The year 
    begins with Praios, the King of the Gods. It is the hottest month of the 
    year and is followed by the other Gods. The extra five days are called 
    the nameless days and are considered cursed days.Divine cycle: 1 year 
    (12 months / 365 days), Moon: 1 month (30 days),  Sun cycle: 1 day. 
    The months of the year : Firun - January,Tsa - February, Phex - March, 
    Peraine - April, Ingerimm - May, Rahja - June, Praios - July, 
    Rondra - August, Effert - September, Travia - October, Boron - November, 
    Hesinde - December.
    
     - The fall of the metropolis of Bosparan, capital of the former 
    Bosparan Empire, marks Aventuria's most important dating system 
    Bosparan's Fall or BF. This is written today in the year of 1032 BF 
    
     - Barrels and chest can be smashed/open for relative low value items. The
    best chests can be found near alchemists, weaponers and armorers, but
    do not expect magical items.The rewards are random.
    
     - The Ducat (D) is the currency of the Middenrealm and the Horasian 
    Empire and for this reason the most common means of payment of Aventuria.
    Ducats are gold coins. They are the largest unit of payment in Drakensang.
    1 gold Ducat (1D) = 10 silver Thalers (10 T) = 100 copper Farthings (100 F).
    Aventurian money also has weight; one ducat or five thalers or ten farthings 
    each weigh one ounce. However, in Drakensang money is stored in the 
    Quest Bag and therefore in effect "has no weight".  
    
     - The Thaler (T) is a silver coin.1 silver Thaler = 0,1 Ducat = 10 
    Farthings or 1 gold Ducat (1D) = 10 silver Thalers (10 T) = 100 copper 
    Farthings(100 F)
     
     - The Farthing (F) is a copper coin. It is the smallest unit of payment in 
    Drakensang. 1 copper Farthing = 0,1 silver Thaler = 0,01 gold Ducat or
    1 gold Ducat (1D) = 10 silver Thalers (10 T) = 100 copper Farthings(100 F).
    
     - The Threat Value (TH) is a value assigned to each opponent, indicating 
    how dangerous the opponent is. The value ranges from 0 (harmless) to 
    20 (absolute lethal). 
    
     - Aventuria
    
    Aventuria is a large continent that measures some 3000 miles from north 
    to south, and some 2000 miles from east to west at the widest point.However, 
    the land mass tapers considerably towards the southern extreme.
    Beginning with the icy wastes of the extreme north, inhabited by ice elves, 
    yetis, goblins and white-furred orks the climate shifts gradually to the 
    Nivesian steppes with its gentle hills and open woodlands. This region is 
    home to the nomadic folk of the Nivese who share the cold and bleak land 
    with the travelling traders of the Norbards.Some miles to the south begin 
    the everlasting forests of the elves, commonly known as Elfland. Even though 
    some humans are to be found here alongside the steppe elves, silvan elves 
    and lea elves, it is only the lea elves who may sometimes show a genuine 
    interest in the humans - which has from time to time resulted in a few 
    halfelves... To the west, Elfland is bordered both by the territory of the 
    infamous Thorwal with his belligerent and hard-drinking clans and by 
    the mountain-ringed Orkland with its far-from-friendly inhabitants.
    As if all this weren't bad enough, Fountland in the east is surrounded 
    by enemies and must struggle every day anew for its independence.In Fountland 
    the winters are just as hard and tough as the customs of the humans who live 
    there. They must spend every day in fear of the neighbouring Dark Lands: 
    the Ice Realm of Glorania to the north and Dark Tobria ton the south, either 
    of which could stretch out its demonic fingers at any time to seize power 
    in Fountland. The Middenrealm is an extensive area that encompasses a large 
    part of Central Aventuria. Dominated by a feudal system of rule with the 
    Emperor at its head, the Middenrealm and its numerous provinces is the 
    most diverse region of the continent in cultural terms. But if one looks 
    behind the lustre of its flourishing trade, fertile fields and a highly 
    developed faith based on twelve gods, then one finds many developments 
    that jar with the seemingly ideal world suggested by the fine landscapes. 
    One sign of this is the conspicuous Demons' Waste to the south of the 
    capital city Gareth, a result of the first Battle of Demons and still 
    in existence today. Horasia is a technically and culturally advanced realm 
    on the western coast, also known by the name of "The Fairfield". This 
    aristocratically dominated society has been engaged in constant neighbourly 
    competition with the Middenrealm for many years. Finally, the Caliphate of 
    the Khom Desert marks the beginning of southern Aventuria. It was 250 years 
    ago in the middle of the scorching desert, and in the great Keft Oasis 
    to be precise, that the god Rastullah manifested himself to the Novadis 
    and announced his 99 Commandments. Since then the faith has been spreading 
    and has already been accepted by some Tulamides. The culture of the Novadis 
    and Tulamides can be roughly compared to Oriental cultures and combines a 
    moneyed aristocracy and cultural richness with pure zest for life and a 
    growing sympathy for Rastullah, although the majority of the Tulamides 
    still adhere to the Twelvegod faith. The southern tip of the continent 
    comprises the Dark Alliance of Al´Anfa, the jungles of the Forest People 
    and the colonial cities of the south. The now almost traditional trade 
    in slaves and fit weed, together with the liking for bloodthirsty 
    entertainments in the arenas of the cities, has lent this part of 
    Aventuria, and above all Al'Anfa, the title of "Plague-Spot of the 
    South". Due to the totally different customs and practices here, 
    Middenrealmers can quickly come into conflict with the merciless laws.
    
     - Ferdork
    
    The famous trading city on the Great River, south of Angbar Lake, is the 
    center of activity in The Dark Eye: Drakensang. The trading city in the 
    County of Ferdok in the Principality of Kosh is an important economic 
    and political center at the heart of Middlerealm. The city itself is 
    well-known throughout Aventuria. Dwarfs make up a significant portion of 
    the population and therefore many Dwarfen goods are on sale here. It is 
    also home to the famous “Ferdok Pale Ale” brewery – a well-known and 
    popular beer across the entire continent. The “Ferdok Lancers” were also 
    once stationed here by order of the Emperor to ensure the security of 
    Middlerealm. The all-female military unit was annihilated at the 
    terrible Battle of Warkhome, and no lancers are to be found in Ferdok 
    to this day. The everyday life of the city is a colorful mixture of busy 
    citizens, established aristocrats and rough-necked Anvil Dwarfs. The city 
    can boast of the hearty fare in its inns, wide and varied trading goods 
    from far-off lands and exceptional Dwarfen metalwork. But a recent series 
    of murders has shattered the carefree life of the city and cast a dark 
    shadow over the festive preparations of the Church of Hesinde on the 
    tenth anniversary of the Dragon Quest. Nowadays there are almost more 
    guards than citizens. But these sinister events still haven’t been 
    cleared up... 
    
     - Grimtooth Castle 
    
    Grimtooth Castle is an ancient fortress on the mountain of the same name 
    in the Windhag Mountains on the west coast of Aventuria, south of the port 
    city of Havena. It belongs to the Margraviate of Windhag. Originally 
    constructed in the days of the Bosparan Empire, it now servers as a 
    bulwark of the Middlerealmian Empire. The sparsely inhabited mountainous 
    region around the castle is dominated by the peaks of the “Grimmtooth” and 
    the even higher “Stormhorn” and harbors all kinds of ruffians and dangerous 
    creatures. As well as bandits and smugglers, the area is also home to 
    Orc and Goblin tribes, Grolms, Rock Goblins, all kinds of wild animals 
    and not least of all West Wind Dragons and Harpies, led by ancient 
    Harpy Queen “Wiltrut”. These tough conditions explain the sizeable 
    garrison of Grimmtooth Castle, which includes numerous guard troops from 
    Middlerealm, as well as a congregation of the infamous Draconite Order of 
    the Church of Hesinde. Some traders have recently reported the arrival of 
    a few high-ranking scholars… 
    
     - The Dark Wood 
    
    The Dark Wood is a forest between Ferdok, Moorbridge, Nadoret and Salmingen 
    in the Principality of Kosh. Its tough and thick vegetation has withstood 
    several attempts to clear it and creates a dismal and gloomy atmosphere 
    within the forest itself – hence its name. The Dark Wood is usually 
    avoided by those living around it, for good reason! Many myths and legends 
    speak of dark and sinister figures and sinister, magical acts deep in 
    the woods. They say that witches also live deep in the shadows of the 
    trees... But witches are not the only sinister inhabitants of the Dark 
    Wood. Bandits, Orks, or even fouler creatures are said to lurk in the 
    Blood Mountain castle ruins.
    
     - Murolosh  
    
    Even the name of the Dwarfen city in the Anvil Mountains evokes powerful 
    images: ancient stone halls, weapons forged by the finest Dwarf masters, 
    magnificent Dwarfen revelries. Very few Elfs and humans – the Dwarfs 
    call them “Biglings” – have even seen Murolosh. Only true dragonslayers 
    can expect a welcome there from the wise Mountain King Arombolosh. The 
    Dwarfen Tosh Mur mountain reaches, also called Woodwatch by humans, stretch 
    far beneath the Ambossgebirge. The extensive mountain kingdom is home to 
    the rough and warlike Ambosszwerge. Once founded as a bulwark against the 
    dragons, it has now become their ancestral home. As well as the overground 
    mountain reach of Woodwatch (also called "Upper Anvil"), wide-ranging, 
    mostly underground parts of the Baronies of Lûr, Roterz and the south of 
    Hammerblow also belong to the mountain kingdom. There are also individual 
    mountain outposts in the south of the Baronies of Bragahn and Drift. The 
    Baronies that cover the ground above the mountain kingdom are also 
    considered part of Anvil territory, and therefore under the influence of 
    the Mountain King of Anvil, a fact no doubt disputed by the resident 
    human nobility. There are also close historic ties to the County of Almada 
    in the south, which was also originally part of the mountain kingdom. This 
    area originally supplied the wood with which the Dwarfs constructed their 
    mineshaft. To this very day, there are many old laws and rights harking back 
    to the days when Dwarfs ruled the region. Murolosh is the capital of the 
    mountain kingdom and is located in “Upper Anvil” in the Anvil Mountains.
    
    - Middlerealm
    The New Holy Empire from Griffinthrone to Gareth – known as Middlerealm,
    The New Empire or the Raulian Empire – is the largest realm in Aventuria. 
    It takes up most of the northern half of the continent and stretches from 
    Havena in the West on the delta of the Great River to Perricum on the Pearl 
    Sea – an important bastion against the Dark Lands. Middlerealm arose from the 
    Bosparan Empire after the second Demon Battle. Its leader is Empress Rohaja 
    of the Dynasty of the House of Gareth.
    
     - Principality of Kosh
    The Principality of Kosh is a peaceful province at the heart of Middlerealm. 
    The Principality is bordered by the mighty Kosh Mountains to the west and the 
    Anvil Mountains to the south. It is home to 80,000 humans and 16,000 Dwarves 
    who have lived here in harmony for time immemorial.The area is known for good
    craftsmanship and its people love beer, good food and comfortable living.They
    tend to trust in the traditions and do not interest themselves much in events 
    beyond the borders of their own province. The capital Angbar is governed by 
    Prince Blasius of Boarstock.
    
     - Avestrue
    Avestrue is a small village not far from Ferdok that provides a welcome 
    rest for travelers and waggoners alike. There is a small temple dedicated 
    to the God Aves – protector of travelers.
    
     - Moorbridge Marsh
    Moorbridge Marsh was created by evil sorcery during a dark battle in the time
    of the Mage Wars. Formerly the fruitful Barony of Ferngrove, it is now a 
    blemish in the good land of Kosh. The marsh covers wide areas of what is now 
    known as the Barony of Moorbridge. It is said to harbor many a horror – some 
    speak of the Moorbridge Monster or “the Creature”.
    
     - Tallon
    Tallon is a small place of pilgrimage dedicated to Peraine.It is located near 
    the holy site of Prenn’s Grove with its holy apple tree. The region is one 
    of the main producers of the famous Kosh apples and apple wine.The 
    inhabitants have a deep-seated fear of all dragon-like creatures.This is 
    why the barons of the area always stay in ‘cave strongholds’, even when 
    traveling outside the region.
    
     - The Kosh Mountains
    The mighty Kosh Mountains range from Andergast in the north to the gates of
    the Dwarven realm by the Great River in the south. Some of the highest 
    mountains – such as the Godfist and the Pinecone – tower over 4,000 
    paces into the sky. Griffin Pass is the main route through the Kosh 
    Mountains, and the only one accessible to strangers. The superstitious and 
    poor mountain folk live in fear of mountain spirits, sinister mountain 
    kobolds, weather witches, wind chimes and avalanches. They pray to the 
    Twelfgods for protection. Strangers are viewed with suspicion, including 
    the traveling peddlers who are often the only people to visit the 
    remote villages and homesteads with their large panniers full of
    wares.
    
     - The Anvil Mountains
    The Anvil Mountains are an ore-rich range of mountains in the south of Kosh
    that are home to the Anvil Dwarves. Its southern slopes form the border 
    between the County of Ferdok and the neighboring province of Almada. Some of
    its offshoots in the west extend as far as the Northmarks. Its highest 
    peaks are battered by storms and shrouded in eternal snow. The dark valleys 
    are dotted with the smokestacks of smelting works and echo with the hammer 
    blows of Dwarven smiths. As well as the 4,000 pace high Overtop, the Old 
    Father and the Trolltooth, one of the highest mountains in the Anvil range 
    is Mount Drakensang. Just below the peak is the entrance to the holy Hammer 
    Cave of Malmarzrom from which a loud rhythmic booming sound can be heard. 
    The Dwarves believe this to be the booming of Malmar, the heavenly 
    smithy hammer of Angrosh.
    
     - The Great River (Dwarfish: Grolomthûr)
    The Great River is the longest river in Aventuria and is the result 
    of the confluence of the Ange and the Breite north of Angbar. It flows 
    past Ferdok, Albenhus,Elenvina and Kyndoch and opens into the Sea of 
    the Seven Winds near Havena,over 1,000 miles further west. Many worship 
    the river as the divine incarnation of the River Father. The Great River 
    is navigable as far as Ferdok – this is where goods are unloaded for land 
    transport.
    
     - Empress Rohaja
    Rohaja of Gareth has been empress since 1029 BF. The young empress of the 
    New Empire also bears the title of Queen of Kosh. As such, she followed the 
    ancient tradition of carving her name into the plaque at the Place of 
    Fire in Angbar, to confirm the Eternal Alliance with the Dwarves.
    
    - Prince Blasius of Boarstock
    Blasius of Boarstock, born 968 BF, is a jovial and benevolent local lord. 
    He loves to relax with a good meal and recount his exploits from the 
    Orc Wars.His stalwart, good-natured and caring style of government has 
    made him popular throughout Kosh and the rest of the Empire. Along with 
    Jast Gorsam of the Great River, Duke of the Northmarks, he is the last of 
    the old guard of provincial lords and he is greatly valued for his 
    unbreakable loyalty and clear morals.
    
     -Ardo of Boarstock
    A seasoned adventurer,Ardo (born 975 BF) of the Kosh noble line of Boarstock 
    is Burgrave of Oxblood.In 1011, he followed his father, Hlûthar of Boarstock, 
    in taking on this title. As Burgrave,Ardo is a member of the Cedar Cabinet. 
    He is a famous horseman,fighter, curmudgeon and veteran and is more 
    comfortable with a knife than a fork and with a bastard sword than a rapier. 
    The Burgrave took great pains to learn how to write, but he considers bathing 
    more than once a month to be foolish, if not heresy. He was badly wounded at 
    the Battle of Gareth. While he was being nursed back to health by the good 
    Badalicans of Rosskuppel, he was long believed to be dead.
    
     - Count Growin
    Count Growin is also the First Chamberlain of Middlerealm.He enjoys Ferdok’s
    famous Pale Ale and prefers to travel by coach rather than horseback. 
    Nevertheless, he abhors any other unnecessary expenses (even if his treasure 
    chests are full) and is more often found at his anvil than at his desk. But 
    the situation in the county has become more difficult and more dangerous 
    recently. Other nobles are already secretly complaining about the Count and 
    speculating on his possible successor. His popularity with the people, 
    however, remains unbroken and there are still many knights who stand 
    by him in these difficult times.
    
     - Arombolosh, King of Murolosh
    Arombolosh, Son of Agam – Mountain King of Wood Watch – has ruled the Anvil 
    Dwarves for many years and is considered the wisest of all Dwarves among his 
    people. He was long considered the favorite for the office of High King, but 
    he relinquished that post to his brother Albrax. He is also the High Priest 
    of the Anvil Dwarves with the title “Weapon Master of Angrosh”, an excellent 
    blacksmith and bearer of the red Simia Flame of the Fire.
    
     - Rakorium Muntagonis
    An arch mage and former Dean of the Hall of Quicksilver in Festum. Although
    recently beset plagued by insane and paranoid delusions, Rakorium Muntagonus
    is a brilliant master of transformational magic, a keeper of the Codex Sauris 
    and owner of the Compendium Drakomagia. He knows many ancient languages and
    lizard dialects.After many years studying lizard lore (he led an expedition 
    to Maraskan, where he tracked down the hatcheries of the Skrechu) and guarding 
    the Codex Sauris, he is now convinced that everything and everybody is part 
    of a lizard conspiracy. Rakorium Muntagonus is currently on an expedition 
    through Kosh in order to further his research into communication with the 
    spirits in carbuncle stones of dragon-like origin.
    
    
     6. GAME BASICS ( the majority of info had been taken from Drakensang 
               English Wiki)
    
     - Adventure Points (AP) reflect the sum of the experience the hero has 
    accumulated. For example, you can be awarded AP for defeating opponents 
    and completing quests. The character receives Adventure Points (short AP), 
    after successfully completing an assignment. This includes especially the 
    completion of Quests, a successful Talent Test during a conversation or 
    the killing of opponents. When a character has collected sufficient AP, 
    he can advance one Level and thus increase the maximum value of his Talents 
    and Spells.Adventure Points will only increase, while Experience Points can 
    be consumed in exchange for the increase of character specific attributes.
    Every character can have at most 24000 Adventure Points, which corresponds 
    with Level 20.
    
     - Experience Points (or EP) are useable Adventure Points.Experience Points 
    are used to increase character values, attributes, talents, spells, or 
    to learn new abilities. You earn 1 Experience Point for each Adventure 
    Point earned. In other words, every time a character receives an Adventure 
    Point, he also receives an Experience Point, which he can spend as he 
    pleases. With Experience Points the Attributes, Talents, Spells, as well 
    as Vitality and Astral Energy of a character can be raised. The higher 
    their current values are,the more expensive it becomes to raise them further.
    At Trainers the character is able spend Experience Points in exchange for 
    learning Special Abilities, and eventually also new Spells and Talents. 
    
     - Armor Rating (AR) absorbs damage; it is determined by the type of 
    armor worn. Armor Rating is subtracted from the amount of Hit Points (HP) 
    scored by the attacker. The resulting difference are known as Damage Points 
    (DP). All characters and opponents have different hit zones which each have 
    their own Armor Rating. can be protected by armor in order to reduce damage 
    to these zones.The following hit zones exist: Head, Chest, Back, Belly,
    Left Arm, Right Arm, Left Leg, Right Leg. By means of armor these hit 
    zones can be protected and their Armor Rating increased. 
    
     - All magically gifted beings have Astral Energy (AE) at their disposal. 
    This value provides information on how much magic the respective hero can 
    perform before this potential is depleted, and he or she has to take a 
    break from casting spells. The Astral Energy is subdivided into individual 
    Astral Points (AsP). Calculation : (Courage + Intuition + Charisma) / 2 ± 
    Character modification + Increase. 
    
     - The Attack (AT) is an offensive combat action that is executed with 
    a melee weapon and is meant to inflict damage on the opponent. Usually 
    there is one test roll on the Attack value per combat round. The value 
    depends on the equipped melee weapon and its utilized weapon talent.
    Calculation: AT base value - 1/2 Effective Encumbrance + Weapon Talent 
    value +/- weapon modifier.
    
     - When defending against an attack, the hero's Parry (PA) skill is applied. 
    The hero attempts to ward off the opponent's attack with his own weapon 
    and and escape damage in doing so. The value depends on the equipped 
    melee weapon and its utilized weapon talent. Calculation: Base Parry 
    Value (BPV) - 1/2 Effective Encumbrance + Weapon Talent value +/- 
    weapon modifier. 
    
     - In contrast to a melee attack, the hero can also participate in a 
    battle from a safe distance. To do so requires a Ranged Combat Value, 
    and tests are rolled for that instead of the Attack Value. The value 
    depends on the equipped ranged combat weapon and its utilized weapon 
    talent. Calculation: Base Ranged Value (BRV) - Effective Encumbrance + 
    Weapon talent value.  
    
     - Base Attack Value, also called Attack Base Value (short BAV or 
    AT base) determines the chance of hitting an opponent in melee combat. 
    The actual Attack Value also depends on the equipped weapon and 
    its utilized Melee Combat Talent. Calculation: (Courage + Agility + 
    Strength) / 5  
    
     - Base Parry Value - also called Parry Base Value - (short BPV or 
    PA Base), determines the chance of parrying an attack with a weapon or 
    a shield. The actual Parry Value also depends on the equipped weapon 
    and its utilized Melee Combat Talent and the shield. Calculation: 
    (Intuition + Agility + Strength) / 5 
    
     - Base Ranged Value - also called Ranged Combat base value (short BRV or 
    RC base) - determines the chance of hitting an opponent in ranged combat. 
    The actual Ranged Combat Value also depends on the equipped weapon and 
    its utilized Ranged Combat Talent. Calculation: (Intuition + Dexterity + 
    Strength) / 5 
    
     - Damage Points (DP) is the actual amount of damage dealt to an opponent 
    in one specific attack. This amount is based on the calculation of Hit 
    Points (HP). Hit Points specify the amount of the damage that can be 
    inflicted by a successful and unparried attack with the currently 
    equipped weapon. This damage is reduced by the opponent's Armor Rating 
    value and the remaining value is then deducted from their Vitality 
    as Damage Points. Calculation: Weapon Damage + possible Strength Bonus - 
    opponent's Armor Rating.
    
     - Instead of parrying a blow with a weapon, a hero can also try a 
    skillful DODGE maneuver. Especially when there isn't a suitable weapon 
    at hand. If the Dodge Value (DV) is higher than the Parry Value, then 
    a test is automatically rolled for Dodge instead of Parry. Calculation: 
    Base Parry Value (BPV) - full Encumbrance + Special Ability Dodge I-III.
    
     - Effective Encumbrance (EEC) is a value that represents the effects of 
    (the weight of) a hero's armor and the items she carries in her inventory 
    on the various Talents. Think of it like this: Heavy armor is more 
    cumbersome to a Burglar trying to Sneak, than to a Warrior attacking a 
    band of raiders. Thus, each type of armor comes with a value for 
    Encumbrance (EC), telling you how much this armor restricts your hero in 
    certain situations. The higher EC is, the harder actions like climbing, 
    swimming or fighting in this type of armor get. Example :
    The EEC of the Spears Talent is: EC-3. So if our hero were wearing a 
    long chain-mail shirt (EC 4) while fighting with a spear without any 
    other Combat Talents, her EEC is calculated as: EEC= 4 - 3 = 1.If,however, 
    she were wearing only ordinary street clothes (EC1,like a Burglar's outfit), 
    her EEC equals 1 - 3 = -2 (=0).EEC is automatically subtracted from your 
    hero's Talent Prowess (TP) just before rolling any Tests. A positive total 
    EEC value results in a Difficulty Increase for these Tests, but a negative 
    total EEC value does not result in a Difficulty Decrease! In fact, 
    a negative EEC does not have any effects whatsoever; for all gaming 
    purposes, EEC values below 0 are treated as EEC 0. However, the resulting 
    TP after subtracting the EEC and other modifications, CAN drop below 
    zero. If that is the case, the hero needs to add this amount to all of 
    her three subtest rolls (while still trying to beat her Attribute Values). 
    So a negative TP always leads to Difficulty Increases on all three Tests. 
    
     - The Encumbrance (EC) factor has a negative influence on the hero's 
    Combat Values. The Encumbrance increases by one point for each 50% of 
    weight that the player is carrying in his inventory in excess of the 
    Carrying Capacity Value. The weight of equipped armor only counts as 
    half weight. For each Encumbrance point there is a one point Difficulty 
    Decrease (DD) on Dodge and a 50% chance of a one-point penalty on the 
    Attack and Parry Values. Depending on the weapon type, there can be 
    additional Encumbrance value modifications. Calculation: Carrying Capacity 
    in Stones = Strength x 5 
    
     - Hit Points (HP) specify the amount of the damage that can be inflicted 
    by a successful and unparried attack with the currently equipped weapon. 
    This damage is reduced by the opponent's Armor Rating value and the 
    remaining value is then deducted from their Vitality as Damage Points. The 
    "Strength Bonus" is different for each weapon and further increases the 
    hit points inflicted. A value of 12/4 means that the hit points inflicted 
    are increased by 1 point for every 4 points of Strength after ST 12.
    Calculation: Weapon Damage + possible Strength Bonus 
    
     - The Spell Prowess (or SP) indicates, how well a hero can cast a certain 
    Spell. If the hero does not have any knowledge of a spell, he also does 
    not have a Spell Prowess for it. Such spells can be obtained from Trainers 
    in exchange for Experience Points and Ducats. A spell prowess of 0 means, 
    that the hero has learned the corresponding spell and that he can raise 
    his spell prowess by spending Experience Points on it. The maximum spell 
    prowess to which a hero can raise a certain spell, is limited:
    Spells: base value + Level + 3 ; No spell may be raised higher than 
    the highest Attribute involved +3. The base value is the value which 
    is displayed in Expert Mode of the character creation screen, after 
    resetting the distribution of all the Experience Points. 
    
     - Many close combat weapons can be applied extremely brutally.The Strength 
    Bonus represents increased weapon damage due to sheer physical strength. A 
    Khunchom sabre has a strength bonus of 12/3. The first value (12) indicates 
    the ST that is required in order to benefit from the bonus. The second 
    value (3) indicates the strength increments at which the additional damage 
    increases by 1. Remember that reaching the first value (in this case 12) 
    does not give a bonus. Example : A hero with ST 17 no longer inflicts 
    1D+4, but 1D+5, as his strength is greater than the first increment 
    of 12 + 3 = 15. If the hero's strength increases to 18, he inflicts 
    1D+6, as he reaches the second increment: 12 + (3 + 3) = 18. 
    
     - The Talent Prowess (or TP) indicates, how well a hero can perform a 
    certain Talent. If the hero does not possess a talent, he also does not 
    have a Talent Prowess for it. Such talents can be obtained from Trainers 
    in exchange for Experience Points and Ducats. A talent prowess of 0 means, 
    that the hero has learned the corresponding talent and that he can raise 
    his talent prowess by spending Experience Points on it. The maximum talent 
    prowess to which a hero can raise a certain talent, is limited:
    Spells and Combat talents: base value + level + 3 ; Talents: Base value + 
    2 * level + 3 ; No talent or spell may be raised higher than the highest 
    attribute involved +3. For melee combat talents, the used attributes are 
    AG, ST, for ranged talents it's DE, AG or ST. The base value is the 
    value which is displayed in Expert Mode of the character creation 
    screen, after resetting the distribution of all the Experience Points. 
    
     - Talent Test - The TDE rules set uses two kinds of dice: six-sided dice, 
    for things like weapon damage and twenty-sided dice for tests. In 
    Drakensang the same shortcuts for these kinds of dice are used 
    that are also common in P&P: a six-sided die is referred to as "D6" or 
    simply "D", and a twenty-sided die is called "D20". So, for example, 
    if the game tells you that a certain sword causes D+5 damage, this means 
    that the computer "rolls" with a normal six-sided die and adds an 
    additional 5 to the result. If the weapon tooltip would state "W6+6", 
    that also means that the same six-sided die is used for determining 
    the damage. Rolling two six-sided dice would be represented by "2D6". 
    
     - The Weapon Bonus is a modifier of the Attack and Parry values. The 
    first value is added to the effective Attack value, the second is added 
    to the effective Parry value. For example due to the speed a Foil (Weapon 
    Bonus 1/-1) makes it a little easier to hit the opponent (a bonus of 1 
    to the Attack value), but as it's a very light weapon it makes parrying 
    harder (Decrease of 1 on the Parry value). A Wooden shield (Weapon Bonus 
    -1/3) will restrict the fighter slightly when striking (a Decrease of 1 
    on the Attack value), but instead it will noticeably improve the Parry 
    (bonus of 3). 
    
     - Weapon talents can't be raised over AG +3 or ST +3 (whichever is 
    the highest). Other talents and spells can't be raised over highest 
    involved attribute + 3.
    
    
      7. ARCHETYPES 
    
     The game choosed to present the archetypes related to their race or
    specialization. I decided to put them in four category, each archetype 
    with attributes,base values, bonuses and penalties, talents, combat talents, 
    special abilities, spells, recipe books and equipment (if any).Note that using
    expert mode in the beginning you could reduce some stats, freeing up
    points :
    
     a. Weapon specialist ( Me smash things good !) :
    
     - AMAZONS are women who have dedicated their lives to the goddess Rondra. 
    They consider discipline and obedience to be the highest virtues. Their 
    minimal armor reflects their preference for speed and mobility :
    
    1. Courage 14, Cleverness 10, Intuition 12, Charisma 13, Dexterity 10,
       Agility 13, Constitution 14, Strength 14 
    2. Vitality 33, Astral Energy 0, Endurance 37, Resist Magic 5 
    3. Melee Bonus, Social Talents Penalty 
    4. Sneak 0, Willpower 2, Perception 0, Treat Wounds 0, Human Nature -2
       Fast Talk 1 
    5. Daggers 5 (3+2), Axes and Maces 4 (3+1), Sabers 9 (5+4), Spears 3 (1+2)
       Brawling 6 (3+3), Bow 4 (2+2), Throwing Weapon 2 
    6. Feint, Armor Use I, Shield Fighting I 
    7. none 
    8. none 
    9. Cutlass, Short Bow, 20 x Arrow, Amazonian Helmet, Amazon Armor, Steel 
       Arm Greaves, Greaves, 5 x Simple bandages
    
     - The Elven FIGHTER is primarily specialized in close combat. He is 
    familiar with the bow, but it plays a secondary role. The Elves word for 
    fighter is 'Thara', after the deadly weapon they wield in battle. Like all 
    elves, he feels uncomfortable in human company :
    
    1. Courage 14, Cleverness 10, Intuition 11, Charisma 13, Dexterity 11,
       Agility 16, Constitution 12, Strength 13 
    2. Vitality 25, Astral Energy 31, Endurance 33, Resist Magic 5 
    3. Danger Sense, Slow AE-Regeneration, Social Talents Penalty 
    4. Sneak 2, Willpower 2, Perception 6, Animal Lore 1, Plant Lore 4(2+2)
       Survival 4, Treat Wounds 2, Human Nature -2, Fast Talk -2 
    5. Daggers 5 (3+2), Fencing Weapons 5 (2+3), Axes and Maces 0, Sabers 0,
       Spears 8 (4+4), Brawling 4 (3+1), Bow 4, Throwing Weapon 2 (0+2) 
    6. Feint
    7. Eye of Eagle, Ear of Lynx 0, Attributio Strength 6 (5+1), Light in 
       the Darkness 6, Meek You Be 4 (2+2) 
    8. none 
    9. Spear, Knife, 10 x Throwing Knife, 5 x Whirlweed, Elven Leather Armor
       Leather Arm Greaves, Padded Buckskin Pants, Leather Greaves, 
       Buckskin Boots 
    
     - The dwarven MERCENARY loves battle and a well-fitting mail shirt. 
    The favored weapons of these gruff fellows are simple axes and maces, 
    together with a shield. He has experienced excellent martial training 
    and is a fearless and fearsome fighter :
    
    1. Courage 13, Cleverness 10, Intuition 12, Charisma 9, Dexterity 13
       Agility 11, Constitution 16, Strength 16 
    2. Vitality 37, Astral Energy 0, Endurance 40, Resist Magic 4 
    3. Axes and Maces Bonus 
    4. Sneak -1 (-3+1), Willpower 4,Perception 0, Dwarfnose 4,Streetwise 3(2+1)
       Treat Wounds 0, Human Nature -2, Fast Talk 0, Blacksmith 1 
    5. Daggers 5 (1+4), Axes and Maces 10 (6+4), Sabers 2 (0+2), Two-handed 
       Axes/Maces 4 (2+2), Brawling 5 (4+1), Throwing Weapon 3 
    6. Mighty Blow, armor Use I, Shield Fighting I 
    7. none 
    8. none 
    9. Battle Axe, Knife, Wooden shield, Mercenary's Helmet,Shirt of Chain Mail,
       Red Leather Pants, Laced Boots, 5 x Simple bandages
    
     NOTE : My first archethype choice. Strong, dependable, but less versatile. 
    Weak in the back, because his dodge remained low and slow with his mace/axe.
    The lack of magic and self buff make easy to get wounded by mobs. Move 
    him around in combat to protect the back. Looking back I wish I picked 
    the sapper or prospector dwarf who have more to offer in the skills area 
    and almost the same stats. 
    
     - The PIRATE has decided to leave his ship and seek his fortune far from 
    home. Tough and incredibly strong, he skillfully fights with Skraja and 
    shield. He is also well-versed in the use of throwing weapons. Etiquette 
    is an alien concept to him, and he feels out of place in high society :
    
    1. Courage 15, Cleverness 8, Intuition 12, Charisma 10, Dexterity 12
       Agility 13, Constitution 15, Strength 15 
    2. Vitality 37, Astral Energy 0, Endurance 34, Resist Magic 0 
    3. Vitality Bonus, Low Resistance to Magic 
    4. Sneak 2, Willpower 0, Perception 2, Treat Wounds 1, Human Nature 2
       Fast Talk -2 
    5. Daggers 3 (2+1), Axes and Maces 8 (4+4), Sabers 5 (3+2), Brawling 6(3+3)
       Throwing Weapon 6 (4+2) 
    6. Mighty Blow, Aimed Throw, Shield Fighting I 
    7. none 
    8. none 
    9. Skraja, 10 x Throwing Axe, Spangen Helmet, Thorwalian roundshield,
       Toad Vest, Thorwalian Pants, Thorwalian Water Boots, 5 x Simple bandages,
       Ferdok pale ale 
    
     - The SOLDIER may not have enjoyed his long training at the war academy, 
    but he learned all about the tough life of a soldier in an Aventurian army. 
    He is an expert with a two-handed sword and is feared by his enemies. The 
    finer points of etiquette are a mystery to him, but he is skilled in 
    finding his way around a strange city :
    
    1. Courage 14, Cleverness 10, Intuition 12, Charisma 10, Dexterity 12,
       Agility 14, Constitution 14, Strength 14 
    2. Vitality 31, Astral Energy 0, Endurance 33, Resist Magic 4 
    3. Lore Penalty 
    4. Sneak 0, Willpower 2, Perception 1, Survival 2, Streetwise -2,
       Treat Wounds 2 (1+1), Human Nature 2, Fast Talk 1, Blacksmith 1 
    5. Daggers 5 (3+2), Axes and Maces 4 (2+2), Sabers 4(2+2), Swords 3(1+2),
       Two-handed Swords 6 (3+3), Brawling 5 (4+1), Throwing Weapon 2 
    6. Mighty Blow, Armor Use I 
    7. none 
    8. none 
    9. Hand-and-a-Halfer, Knife, Leather Cap, Leather Doublet, Soldier's 
       Gloves, Black Woolen Pants, Soldier's Boots, 5 x Simple bandages
    
     - The WARRIOR is the archetypal hero, highly respected by the common people 
    and bound to follow an elaborate code of honor. He completed his training 
    at an academy where he learned the arts of heavy weapons and armor, as well 
    as how to dance at the royal court :
    
    1. Courage 15, Cleverness 9, Intuition 11, Charisma 12, Dexterity 12,
       Agility 13, Constitution 14, Strength 14 
    2. Vitality 33, Astral Energy 0, Endurance 34, Resist Magic 4 
    3. Swords Bonus 
    4. Sneak 0, Willpower 2, Perception 1, Treat Wounds 4 (3+1), Etiquette 6,
       Human Nature 1, Fast Talk 2 
    5. Daggers 5 (3+2), Axes and Maces 4 (2+2), Sabers 4 (2+2), Swords 10 
       (6+4), Two-Handed Swords 2 (0+2), Brawling 5 (4+1), Throwing Weapon 0 
    6. Mighty Blow, Armor Use I, Shield Fighting I 
    7. none 
    8. none 
    9. Short Sword, Knife, Wooden shield, Shirt of Chain Mail and Surcoat,
       Brown Leather Pants, Leather Boots, 5 x Simple bandages
    
     NOTE : I played him `till Blood Mountains. Versatile and faster with
    his sword, despite the rather limited combat moves available to the weapon. 
    
     b. Spell specialist ( Burn, baby, burn !) :
    
     - The BATTLEMAGE completed his training at the Andergast battle school, 
    practically-oriented acadademy that specializes in training warrior wizards. 
    He wreaks fiery devastation on his enemies, but he also knows how to defend 
    himself with a staff :
    
    1. Courage 11, Cleverness 14, Intuition 13, Charisma 13, Dexterity 12
       Agility 11, Constitution 14, Strength 12 
    2. Vitality 31, Astral Energy 37, Endurance 30, Resist Magic 6 
    3. Willpower Bonus, Social Talents Penalty 
    4. Sneak 0, Willpower 7, Perception 1, Animal Lore 1, Plant Lore 1,
       Treat Wounds 1, Arcane Lore 6, Etiquette 2, Human Nature -1,
       Fast Talk -2 
    5. Daggers 3 (0+3), Axes and Maces 2, Sabers 0, Staves 6 (0+6),
       Brawling 3 (2+1), Throwing Weapon 0 
    6. none 
    7. Fastness of Body 4 (2+2), Attributio Dexterity 6 (5+1), Attributio 
       Agility 6 (5+1), Plumbumbarm Heavy Arm 6 (3+3), iron Rust Rot 6(3+3),
       Thunderbolt 6 (5+1), Ignifaxus Burst of Flame 8 (5+3), Light in 
       the Darkness 6 
    8. none 
    9. Fighting Staff, Knife, Battle Mage's Cap, Andergastian Magician's Robe,
       Orange Woolen Pants, Light Leather Boots, 5 x Simple bandages 
    
     - The ELEMENTALIST completed his training at the 'Pentagram Academy of 
    Rashdul'. He is a master of the elements and can summon powerful fiery 
    companions from the elemental planes :
    
    1. Courage 15, Cleverness 13, Intuition 12, Charisma 14, Dexterity 13,
       Agility 10, Constitution 13, Strength 10 
    2. Vitality 27, Astral Energy 42, Endurance 26, Resist Magic 6 
    3. Astral Power, Endurance Penalty 
    4. Sneak 0, Willpower 3, Perception 0, Treat Wounds 0, Arcane Lore 6,
       Human Nature 0, Fast Talk 2 
    5. Daggers 1 (0+1), Axes and Maces0, Sabers0, Staves 4(0+4), Brawling 1(0+1)
       Throwing Weapon 0 
    6. Aimed Throw, Dodge I, Dodge II 
    7. Attributio Intuition 6 (5+1), Attributio Agility 6 (5+1), Lightning 
       Find You 6 (3+3), Ignifaxus Burst of Flame 7 (5+2), Light in the 
       Darkness 6, Elemental Minion 8 (6+2) 
    8. none 
    9. Horasian Fighting Staff, Knife, Turban, Tulamidian Robe, Black Pantaloons,
       Poulaines, 5 x Simple bandages
    
     NOTE : I put one and his fire minion against the mercenaries in Avestrue. 
    It didn`t impress me, especially because the description of his minion
    mention enemies close by going in flames. Nep, didn`t happened ! Still,
    I never played him past this point .... 
    
     - The HEALING MAGE completed his education at the Donnerbach academy, an 
    Elfish-influenced school that focuses on the healing arts. Healing mages 
    are poor fighters, but compensate for this with their advanced skills in 
    healing and boosting the powers of other members of the party ... :
    
    1. Courage 11, Cleverness 15, Intuition 13, Charisma 14, Dexterity 11,
       Agility 13, Constitution 13, Strength 10 
    2. Vitality 28, Astral Energy 37, Endurance 26, Resist Magic 6 
    3. Rapid AE-Regeneration, Endurance Penalty 
    4. Sneak 0, Willpower 3, Perception 1, Animal Lore 4, Plant Lore 8,
       Survival 4, Treat Poisons 6, Treat Wounds 8, Arcane Lore 5, Human 
       Nature 4, Fast Talk 3, Alchemy 4 (2+2) 
    5. Daggers 1 (0+1), Axes and Maces 2, Sabers 0, Staves 4 (0+4), 
       Brawling 2 (1+1), Throwing Weapon 0 
    6. none 
    7. Fastness of Body 2 (0+2), Attributio Intuition 6, Attributio Charisma 6,
       Plumbumbarm Heavy Arm 6 (4+2), Thunderbolt 4 (3+1), Light in the 
       Darkness 6, Balm of Healing 8 (6+2), Clarum Purum 6 (5+1), Calm Body, 
       Calm Spirit 8 (5+3) 
    8. Recipe for Golmoon Tea, Recipe for Wound Powder 
    9. Mage's Stick, Knife, 10 x Simple bandages, 3 x Golmoon tea, Salve 
       of healing, Wound powder, 5 x Golmoon leaf, Spring water, Mandrake 
       powder, Oneberry, 2 x Whirlweed, Pointy Hat, Green Magician's Robe,
       Red Leather Pants, Raw Leather Boots 
    
     - METAMAGES specialize in manipulating magical matrices, making them some 
    of the most powerful necromancers in Aventuria. Metamages prefer to stay in 
    their laboratories, only leaving them if they think they might discover yet 
    more powerful spells :
    
    1. Courage 14, Cleverness 13, Intuition 13, Charisma 14, Dexterity 12,
       Agility 12, Constitution 11, Strength 11 
    2. Vitality 27, Astral Energy 39, Endurance 31, Resist Magic 9 
    3. High Resistance to Magic, Artisan Talents Penalty 
    4. Sneak 0, Willpower 5, Perception 3, Treat Wounds 1, Arcane Lore 6,
       Human Nature 1, Fast Talk 1 
    5. Daggers 2 (0+2), Axes and Maces 0, Sabers 5 (3+2), Brawling 1 (0+1),
       Throwing Weapon 0 
    6. none 
    7. Attributio Charisma 6 (5+1), Attributio Agility 6 (5+1), Corpofrigo 
       Cold Shock 8 (5+3), Light in the Darkness 6, Skeletarius 8 (5+3) 
    8. none 
    9. Cleaver, Knife, Keffiyeh, Cloth Coat, Pantaloons, Poulaines, 5 x 
       Simple bandages 
    
     NOTE : Played one in Tutorial. The Skeletarius is a nice addition and the
    animals around Avestrue didn`t pose a real challenge. 
    
     - The SPELLWEAVER is the keeper of Elven magic. He understands better than 
    any other how to use his magic to soothe wild animals and summon them 
    from the depths of the forests. Like all elves, spellweavers feel ill at 
    ease in human company : 
    
    1. Courage 13, Cleverness 13, Intuition 16, Charisma 13, Dexterity 11,
       Agility 12, Constitution 12, Strength 10 
    2. Vitality 23, Astral Energy 36, Endurance 31, Resist Magic 6 
    3. Rapid AE-Regeneration, Social Talents Penalty 
    4. Sneak 4, Willpower 3, Perception 3 (2+1), Animal Lore 6 (3+3),
       Plant Lore 6 (3+3), Survival 7 (3+4), Treat Poisons 1, Treat Wounds 2,
       Arcane Lore 2, Human Nature -2, Fast Talk -2 
    5. Daggers 2, Fencing Weapons 0, Axes and Maces 0, Sabers 0, Brawling 2 
       (1+1), Bow 3 (1+2), Throwing Weapon 0 
    6. none 
    7. Eye of Eagle, Ear of Lynx 2, Attributio Intuition 6 (5+1), Attributio 
       Charisma 6 (5+1), Thunderbolt 6 (4+2), Light in the Darkness 6,
       Balm of Healing 5, A Helpful Paw 6, Meek You Be 6 (4+2) 
    8. none 
    9. Knife, 5 x Whirlweed, 5 x Golmoon leaf, Elven Robe, Baggy Pants, 
       Elven Buckskin Boots 
    
    NOTE : As a flanker to Forgrim or Rhulana performed good. Still, I didn`t
    fight yet the rats beneath Ferdok and their `Mother` and his array of
    useful skills is limited. 
    
     C. Thievery specialist ( Watch me in the eye !) :
    
     - The Horasian BURGLAR is a self-declared master in the art of wealth 
    redistribution. He steals because he loves the challenge and the danger. He 
    has dedicated his life to cracking locks and outsmarting traps. His 
    sharp senses and nose for danger are second to none :
    
    1. Courage 15, Cleverness 11, Intuition 14, Charisma 10, Dexterity 14
       Agility 14, Constitution 11, Strength 11 
    2. Vitality 27, Astral Energy 0, Endurance 30, Resist Magic 3 
    3. Haggle Bonus, Danger Sense 
    4. Sneak 8 (5+3), Willpower 0, Perception 11 (10+1), Pick Pocket 4,
       Traps 6, Streetwise 8, Treat Wounds 0, Arcane Lore 2, Seduce 2,
       Haggle 7, Human Nature 2, Fast Talk 4, Pick Locks 8, Disarm Traps 8 
       (7+1) 
    5. Daggers 4 (2+2), Axes and Maces 4 (2+2), Sabers 7 (4+3),
       Brawling 4 (3+1), Throwing Weapon 5 (2+3) 
    6. Feint, Dodge I 
    7. none 
    8. none 
    9. Crowbar, Knife, Locksmith knife, 5 x Caltrops, 10 x Throwing Knife, 
       Burglar's Jacket, Leather Gloves, Cloth Pants, Top Boots, 5 x 
       Simple bandages  
    
     - The ROGUE grew up in the back alleys of the big city. He is an expert in 
    urban survival but a fish out of water in the wilderness. Charismatic and 
    skilled in the art of persuasion, he is an expert at judging a person's 
    character and intentions quickly and accurately. His preferred weapon is 
    the dagger :
    
    1. Courage 13, Cleverness 13, Intuition 13, Charisma 15, Dexterity 13,
       Agility 12, Constitution 11, Strength 11 
    2. Vitality 27, Astral Energy 0, Endurance 28, Resist Magic 3 
    3. Good Looking, Nature Talents Penalties 
    4. Sneak 3, Willpower 0, Perception 2, Pick Pocket 4 (3+1), Streetwise 
       8 (5+3), Treat Wounds 2, Seduce 8 (6+2), Etiquette 6 (4+2),
       Haggle 6 (4+2), Human Nature 6, Fast Talk 8 (6+2), Pick Locks 2 
    5. Daggers 4 (2+2), Fencing Weapons 8 (5+3), Axes and Maces 0,
       Sabers 4 (3+1), Brawling 2 (1+1), Throwing Weapon 2 
    6. Feint, Dodge I 
    7. none 
    8. none 
    9. Épée, Knife, 2 x Hair pin, Wanderer's Hat, Fencing Shirt, Dress Gloves,
       Lace-up Leather Pants, Soldier's Boots, 5 x Simple bandages 
    
     - The pickpocket (THIEF) is proud of his Phex-pleasing handiwork. He is 
    agile and skillful, relieving richer citizens of their heavy purses. He 
    knows his way around the city and is skilled at setting traps, helping 
    him to shake off pursuers and avoid ending up in a prison cell :
    
    1. Courage 14, Cleverness 11, Intuition 15, Charisma 11, Dexterity 14,
       Agility 15, Constitution 10, Strength 10 
    2. Vitality 25, Astral Energy 0, Endurance 32, Resist Magic 3 
    3. Daggers Bonus, Perception Bonus 
    4. Sneak 8 (5+3), Willpower 0, Perception 9 (8+1), Pick Pocket 8,
       Traps 8 (7+1), Streetwise 8, Treat Wounds 0, Arcane Lore 2,
       Seduce 2, Haggle 4, Human Nature 4, Fast Talk 4, Pick Locks 6,
       Disarm Traps 6 
    5. Daggers 10 (6+4), Axes and Maces 0, Sabers 0, Brawling 2 (1+1),
       Throwing Weapon 8 (6+2) 
    6. Aimed Throw, Dodge I, Dodge II 
    7. none 
    8. none 
    9. Dagger, 5 x Caltrops, Locksmith knife, 20 x Throwing Dagger,
       Rough Cloth Shirt, Woolen Pants, Half-Boot, 5 x Simple bandages 
    
     d. Multiclass specialists ( They do a little from EVERYTHING, with mixed 
    reaction from the player. Gladys, for example, have good skills as rogue 
    and a bunch of spells, nothing major tho) :
    
     - The ALCHEMIST is a highly educated and versatile scholar of secret skills, 
    who travels the world in search of new recipes and hidden knowledge. 
    Alchemists also know a little magic. They usually fight with clubs :
    
    1. Courage 14, Cleverness 14, Intuition 13, Charisma 12, Dexterity 14,
       Agility 11, Constitution 12, Strength 10 
    2. Vitality 27, Astral Energy 23, Endurance 29, Resist Magic 5 
    3. Alchemy Bonus 
    4. Sneak 0, Willpower 2, Perception 0, Animal Lore 4, Plant Lore 6, 
       Survival 4, Treat Poisons 4, Treat Wounds 3, Arcane Lore 7,
       Haggle 4, Human Nature 2, Fast Talk 3, Alchemy 11 
    5. Daggers 2 (0+2), Axes and Maces 5 (3+2), Sabers 0, Brawling 1 (0+1),
       Throwing Weapon 0 
    6. none 
    7. Attributio Agility, Lightning Find You, Iron Rust Rot, Light in 
       the Darkness, Balm of Healing 
    8. Recipe for Golmoon Tea, Recipe for Wound Powder, Recipe for 
       Courage Elixir, Recipe for Weapon Balm, Recipe for Salve of 
       Healing 
    9. Cudgel, 3 x Wound powder, Weapon balm, 3 x Salve of healing, 
       6 x Golmoon leaf, Spring water, Mandrake powder, Oneberry, 
       7 x Whirlweed, Finage, 2 x Brimstone water, 4 x Salve fat,
       Poison fang, Alchemist's Hat, Alchemist's Apron, Alchemist's 
       Gloves, Pantaloons, Poulaines, 5 x Simple bandages 
    
     - The CHARLATAN dropped out of his training at a magic academy and does not 
    possess the full repertoire of an Aventurian wizard. He is a master of 
    trickery and illusion with excellent dexterity and sleight of hand. He
    is charismatic and knows how to look after himself with an Épée :
    
    1. Courage 13, Cleverness 13, Intuition 14, Charisma 13, Dexterity 14,
       Agility 11, Constitution 12, Strength 10 
    2. Vitality 27, Astral Energy 26, Endurance 28, Resist Magic 5 
    3. Social Chameleon, Nature Talents Penalties 
    4. Sneak 3, Willpower 2, Perception 0, Pick Pocket 4 (2+2),
       Streetwise 6 (4+2), Treat Wounds 0, Arcane Lore 4, Seduce 6,
       Etiquette 2, Haggle 6, Human Nature 4, Fast Talk 8, Pick Locks 2 
    5. Daggers 4 (2+2), Fencing Weapons 5 (4+1), Axes and Maces 0,
       Sabers 0, Brawling 2 (1+1), Throwing Weapon 1 
    6. Feint 
    7. See True and Pure 6 (4+2), Lightning Find You! 6 (3+3), Light in 
       the Darkness 6, Fandango of Fireflies 8 (5+3) 
    8. none 
    9. Magician's Épée, 2 x Wound powder, 5 x Hair pin, Robe, Black Cloth 
       Pants, Half-Shoes, 5 x Simple bandages 
      
     - The PROSPECTOR is a well trained fighter with a keen sense for the hunt 
    and for rare plants. He is at home in the wilderness and knows how to 
    defend himself with crossbow and axe. He fears neither death nor ghosts 
    and often seems rather whimsical to humans :
    
    1. Courage 13, Cleverness 14, Intuition 14, Charisma 9, Dexterity 13,
       Agility 10, Constitution 14, Strength 13 
    2. Vitality 33, Astral Energy 0, Endurance 37, Resist Magic 4 
    3. Nature Talents Bonus, Social Talents Penalty 
    4. Sneak -1 (-3+1), Willpower 4, Perception 6, Dwarfnose 8,
       Animal Lore 7 (6+1), Plant Lore 7 (6+1), Survival 7 (6+1), Traps 10,
       Treat Wounds 0, Haggle 0, Human Nature -2, Fast Talk -2, Bowyer 4 
       (2+2), Disarm Traps 4 
    5. Daggers 3 (0+3), Axes and Maces 4 (2+2), Sabers 2 (0+2), Two-handed 
       Axes/Maces 6 (3+3), Brawling 5 (4+1), Crossbow 8 (5+3), Throwing 
       Weapon 2 
    6. Mighty Blow, Armor Use I 
    7. none 
    8. Instructions for Hunting Bolts, Instructions for Snare Trap 
    9. Light Crossbow, 40 x Bolt, Pickaxe, Knife, Bear trap, Elm wood,
       Wood glue, Bolt heads, Goose feathers, Sinews, 2 x Leather strips,
       Prospector's Cap, Wagoner's Coat, Laborer's Gloves, Work Pants,
       Walking Boots, 5 x Simple bandages 
    
     - The RANGER is skilled in the arts of survival. Like all Elves, he is born 
    with magical powers. He is almost unbeatable with the bow and arrow. The 
    ranger avoids human settlements and their inhabitants. What the ranger does 
    not know about the wilderness is not worth knowing :
    
    1. Courage 10, Cleverness 12, Intuition 14, Charisma 13, Dexterity 13,
       Agility 13, Constitution 11, Strength 12 
    2. Vitality 23, Astral Energy 31, Endurance 29, Resist Magic 5 
    3. Nature Talents Bonus, Social Talents Penalty 
    4. Sneak 6, Willpower 2, Perception 8, Animal Lore 8 (7+1), Plant Lore 
       8 (7+1), Survival 8 (7+1), Traps 10 (9+1), Treat Poisons 0, Treat 
       Wounds 2, Human Nature -2, Fast Talk -2, Bowyer 1, Disarm Traps 4 
    5. Daggers 5 (3+2), Fencing Weapons 0, Axes and Maces 0, Sabers 0,
       Brawling 2 (1+1), Bow 8 (5+3), Throwing Weapon 0 
    6. Aimed Shot, Dodge I 
    7. Eye of Eagle, Ear of Lynx 4, Attributio Courage 6 (5+1), Hawkeye 
       Marksmanship 4, Light in the Darkness 6, Balm of Healing 4, Meek 
       You Be 6 (4+2) 
    8. Instructions for Hunting Arrows 
    9. Short Bow, 20 x Arrow, Knife, 5 x Whirlweed, 2 x Noose snare,
       Elm wood, Wood glue, Arrow heads, Goose feathers, Ranger's Tunic,
       Ranger's Pants, Buckskin Boots 
    
     NOTE: Perfect with a TH sword and a lot of useful skills who make a
    thief no longer a must. Unfortunately they capped the CN and ST far
    to soon, but the ring of ST from Murolosh and the Armor of Fire 
    somehow outset the decision.
    
     - The SAPPER is an extremely versatile mercenary. He is familiar with axes 
    and maces and knows how to forge all kinds of useful items. He usually wears 
    a long leather apron over his chain mail, like a second skin :
    
    1. Courage 13, Cleverness 10, Intuition 12, Charisma 9, Dexterity 13,
       Agility 11, Constitution 16, Strength 16 
    2. Vitality 36, Astral Energy 0, Endurance 40, Resist Magic 4 
    3. Blacksmith Bonus, Ranged Combat Penalty 
    4. Sneak -1 (-3+1), Willpower 4, Perception 4, Dwarfnose 6, Traps 6,
       Streetwise 0, Treat Wounds 0, Human Nature -2, Fast Talk 0, 
       Blacksmith 11 (9+2), Pick Locks 4 (3+1), Disarm Traps 6 
    5. Daggers 3 (0+3), Axes and Maces 4 (2+2), Sabers 2 (0+2), 
       Two-handed Axes/Maces 6 (5+1), Brawling 5 (4+1), Throwing Weapon 1 
    6. Mighty Blow, Armor Use I 
    7. none 
    8. Instructions for Throwing Knives, Instructions for Spear, Instructions 
       for Whetstone, Instructions for Bear Trap 
    9. Sledgehammer, Knife, Bear trap, 4 x Sandstone, 3 x Leather strips,
       2 x Steel, Charcoal, Iron Cap, Blacksmith's Apron, Laborer's Gloves,
       Work Pants, Work Boots, 5 x Simple bandages 
    
     8. COMPANIONS 
    
     Like other RPG Drakensang throw the companion to a fixed level, making
    the first ones, subject of your careful planning, better than the
    rest. In my opinion is better to get them at level 1 or allow for the
    redistribution of levels and points, creating the perfect companion
    for you, not for the game pourposes. I hope the devs will take this in
    consideration.  
    
     - Rhulana the Amazon
     Rhulana is a proficient close combat fighter who packs a heavy punch. She 
    is also skilled with the bow. She is used to living in the wilderness and 
    an expert in plant and animal lore. Social skills are not her strong point.
    “I walk the path of Rondra. That is all you need know of me!” (Manual)
     
    NOTE: At parr with Traldar because you can customize her from beginning.
    If Ancoron is not a game choice, she can be fitted after Tallon with 
    a very good Saber of the Wyrm
    
     -  Dranor the Handsome
     Dranor has nimble fingers and is no stranger to locks and traps.Although 
    he knows how to use a rapier, he prefers to get through a tricky situation 
    by charming or talking his way out of it rather than resorting to violence.
    “Please allow me to introduce myself: I am Dranor of Belhanka,a noble of 
    the bluest blood.” (Manual). You`ll get him in Avestrue, part of the
    quest Salina wanted solved. I used him only for tutorial and he is your
    everyday thief, but not as good in comparation to Gladys charlatan.
    
    NOTE: Train him in Bowyery and Blacksmith to craft everything nedeed
    and save Forgrimm`s points.
    
     -  Forgrimm, son of Ferolax
     Forgrimm is a tough Dwarven warrior who can take a fair amount of 
    punishment and also knows how to hand it out. He is not keen on ranged 
    weapons and prefers to rely on his axe, which he also uses to stun or knock 
    his enemies to the ground.“Leave it to Forgrimm… !” (Manual). 
    
    NOTE: The dedicated tank. Weak back, low dodge, but not as much like 
    my mercenary avatar. With Attribute Strength, Pshyic Focus and Ice
    Cold Warrior on him he will carve through enemies. 
    
     - Gladys Shladromir
    Charlatan, part of Ferdok quest to find Ardo`s murderer. Ask for her at
    Serene Sow inn in Wagoner`s Home, get out and take left on stairs. She
    will reveal herself and join your party.
    
    NOTE: Good as halfmage and social skill user in the beginning. Her
    limited array of spells and so-so melee skills make for a rather
    weak companion in tough fights.
    
     - Gwendala
    Elf spellweaver. Trapped by a evil tree in Moorbridge Marshes. Help her
    and gain a useful companion, capable of minimum offensive magic and
    summoning a pet.
    
    NOTE: The pet and Ice Cold Warrior spell are the only reason to
    keep her in the team, if your avatar is not capable to summon.
    
     - Alchemist Auralia
     As a member of the Red Salamander, the 53 year - old alchemist and maker
    of magic ingredients, Auralia spends her time buying and selling resources
    She is available after completing The potion of power quest, later 
    in the game when Tallon village is open.
    
    NOTE: Alchemy and buffer. I prefer Gwendala or Jost for fullmage 
    abilities.
    
     - Jost
    Battlemage trapped in Blood Mountains Castle. Free him. 
    
    NOTE: The best choice for summoning Djinn and Skeletarius, open locks 
    and deal magical damage. Since the damage from area spells have been 
    downsized or hampered a lot in the game, he`s to weak in melee
    to add real damage in combat.
    
     - Nasreddin
    Thief, located in Ugdan Docks. Available when Grimtooth Castle quest is
    enabled. 
    
    NOTE: Great armor for spellcaster and a poisoned dagger.
    
     - Thaldar
    Knight of Grimtooth Castle, descendent from a Dragon Quest champion.
    Available after Grimtooth Castle main quest. Report to Hesinde temple
    the success of your quests, then head to Count Growin court to enlist
    Thaldar.
    
    NOTE: My choice for replacing Rhulana, mainly for the damage he is
    capable to inflict using his TH sword Tuskar.
    
     - Ancoron 
    Elf fighter. He can be found outside Tallon, part of The Marauders quest
    and will join later, after defeating the ogre chief.
    
    NOTE: He can cast Ice Cold Warrior, Attribute Strength and Pshyic Focus
    and deal a lot of damage with his Spear of the Wyrm, available
    recipe after Tallon. He needs a lot of pampering in the beginning,
    because he has only 8(!) at willpower.
     
    
    
     9. ATTRIBUTES, TALENTS AND BASE VALUES 
    
     a. Attributes :
    
     - Courage (CO) : This is the ability to act quickly and decisively in 
    critical situations and also to act boldly and without fear when confronted 
    with new or risky situations. When applied passively, courage stands for 
    willpower and mental toughness, as well as resistance to sorcery and the 
    ability to look horror in the face. 
    
     - Cleverness (CL) : This includes intelligence and the capacity for logical 
    thought, the ability to analyze a situation and draw relevant conclusions 
    and to quickly recognize and understand worldly and magical situations. A 
    high cleverness score requires a high level of book learning and a good 
    memory.  
    
     - Intuition (IN) : This is the ability to make the right decisions without 
    long deliberations and to assess people and situations quickly and correctly 
    even without having access to all the facts and information. Intuition also 
    helps a character to understand other people’s motivations and allows them 
    to harmonize with astral powers.  
    
     - Charisma (CH) : This represents a person’s appeal, eloquence and 
    leadership qualities. It is your character’s ability to successfully and 
    convincingly apply their voice, body language and powers of mimicry. 
    Charisma is also linked to the power of a magical aura.  
    
     - Dexterity (DE) : This represents the skilled use of fingers, general 
    manual skills and good handeye coordination, especially in complicated 
    tasks such as writing, drawing, disarming traps and picking locks. 
    
     - Agility (AG) : This represents general physical mobility, quick 
    reactions and reflexes, correct assessment of reach, jumping skills and 
    the ability to perform acrobatic and gymnastic feats. 
    
     - Constitution (CN) : This almost entirely passive ability represents 
    physical toughness and resistance, the ability to resist illness and 
    poisons, as well as the basis for life force and endurance.
    
     - Strength (ST) : This represents sheer muscle power, especially the 
    ability to apply it effectively. Together with Constitution, it represents 
    the basis for a hero’s overall health.  
    
     b. Talents ( note that all your party members contribute to a situation. If,
    for example, the quest require a Fast Talk or Sneak check, Gladys or Dranor
    points in that talents will be used if your avatar doesn`t have it or it`s
    lower than necessary ) 
      
      b.1. Artisan Talents :
    
     - Alchemy (CO/CL/DE) : Alchemy is a branch of magic with similarities to 
    many nonmagical crafts. As well as being a lucrative source of income for
    alchemy associations and schools of magic, it is also a challenging and
    time-consuming pastime for many non-magicians. This talent can be used to 
    create all kinds of potions, salves and other items from a wide range of 
    ingredients, provided you have the required talent value and the right 
    recipes. Item creation is based on your actual talent value – no roll is 
    made. You cannot create potions without an alchemist’s workbench.
    
     - Blacksmithing (DE/CN/ST) : The blacksmithing special talent is used to 
    construct all kinds of close combat and throwing weapons. A good blacksmith 
    can also create simple and complex tools. Provided you have the required
    talent value, the right instructions and the necessary ingredients, you
    can use this talent to make improved weapons, whetstones, lockpicks and
    even traps. Item creation is based on your actual talent value – no roll 
    is made. You need an anvil in order to forge items using your blacksmithing 
    talent.
    
     - Bowyer (CL/IN/DE) : Bowyers and crossbow makers build missile weapons and 
    are the only people who can construct tension-based ranged weapons and the 
    corresponding projectiles, provided they have the required talent value, 
    the right instructions and the necessary ingredients. Item creation is 
    based on your actual talent value – no roll is made. You cannot create 
    these items without a bowyer’s workbench.
    
     - Disarm Traps (IN/DE/DE) : Whether it’s a spear trap, a booby-trapped 
    chest or a door locked with a poison trap – traps can really make your 
    hero’s life difficult. It is therefore very useful if you know how to 
    disarm these traps and avoid their negative effects.
    
     - Pick Locks (IN/DE/DE) : This talent is the basis for all the arts of 
    burglary. To open a lock without the right key, your character will 
    always need suitable tools such as a lockpick, hairpins, a small knife, 
    or similar. Picking a lock that is combined with a trap will not trigger 
    the trap. In most cases, failing the test will break the lockpick or the 
    improvised lock-picking tool and the character will suffer from the 
    ‘Shaky Hands’ status effect for five combat rounds. A penalty will 
    be applied to any attempts to pick a lock made during this time. Hairpins 
    and lockpicks must be activated via the quick slot bar and they are used 
    up with each attempt. If you do not use any tools, a -10 penalty
    is applied to the test.
    
      b.2. Lore Talent :
    
     - Arcane Lore (CL/IN/IN) : Is this ring magical? If so, what kind of 
    magic was used to enchant it? Arcane lore means that your hero has spent 
    many hours studying the arcane arts and can accurately identify 
    magical artifacts, potions and enchanted items.
    
     - Streetwise (CL/IN/CH) : You can use this talent to find your feet 
    quickly in a strange town. This talent value may make certain people more 
    talkative and it will be easier for your hero to find merchants and 
    entrances than for strangers without similar talent values. Any discoveries 
    are displayed on the minimap.
    
     - Treat Poison (CO/CL/IN) : Venomous spiders and snakes or poisoned arrows 
    and blades can all inflict serious damage, causing lasting effects that 
    reduce your hero’s values. Only a successful Treat Poison test can stop
    the poisoning and cure the negative effects. You will need various
    ingredients that you can acquire either from merchants or via Plant Lore in
    order to heal poisoning more successfully.
    
     - Treat Wounds (CL/CH/DE) : This talent is used to heal lost vitality 
    points, wounds and critical wounds. The healer needs equipment such as 
    bandages and healing salves. Upon a successful talent test, the healer 
    heals vitality points equal to their TaP*, plus the bonus for the item 
    used over a given amount of time. The effect is immediately negated if 
    the patient is wounded again during this period. It is not possible to 
    attempt another Treat Wounds test on the patient during this period. One 
    wound is healed per successful test as well as an additional wound for 
    every three TaP*s. A successful test can also turn a critical wound
    into a normal wound. The test for a critical would is always successful.
    
      b.3. Nature Talent :
    
     - Animal Lore (CO/CL/IN) : A successful hunter must know a lot about the 
    habits and behavior of the most common types of animals. Animal Lore enables
    your hero to successfully gut and skin a slain animal in order to obtain 
    valuable leather, sinew or other body parts. Many of these items are further 
    processed using talents such as Alchemy, Bowyery or Blacksmithing.
    
     - Plant Lore (CL/IN/DE) : An expert in Plant Lore knows where to look for 
    specific plants and is also able to assess unknown plants by comparing them
    with those already familiar to him. The Plant Lore talent also governs the 
    ability to extract poisons or medicines from plants. Many of these plants 
    are used as basic materials in alchemy in order to brew rare and precious 
    potions.
    
     - Survival (IN/AG/CN) : Four-leafed oneberries often grow at the edges of 
    woods, while golmoon prefers to grow in the shady heart of the wood. Bears
    are loners, wolves hunt in packs. A hero with the “Survival” talent
    knows these things and finds it easy to make his or her way in the 
    wilderness. This talent value governs how easily your hero can find rare
    plants and useful animals. Any discoveries are displayed on the minimap.
    
     - Traps (CL/DE/ST) : This talent encompasses the skilled placing and 
    disguising of up to three traps and requires a suitable tool such as 
    prepared noose traps or mechanical traps such as bear traps. Traps of 
    this kind can be discovered if a modified (more difficult) Perception 
    test is made. A high Perception value is useful in this case. Traps 
    can either be acquired or manufactured using the Bowyery or Blacksmithing 
    talents.
    
     b.4. Physical Talent :
    
     - Dwarfnose (DE/IN/IN) : Your hero has developed an almost supernatural 
    instinct for identifying secret passageways, hidden doors or secret rooms 
    behind walls and stone, even if these things are so well hidden that no 
    Perception test would be possible. Any discoveries are displayed on 
    the minimap.
    
     - Perception (CL/IN/IN) : Perception does not only mean possessing good 
    senses, but also knowing how to use them and when to rely on them. A 
    good Perception value reduces your chances of being ambushed or walking
    into a trap. Your Perception value can increase your visibility range 
    on the minimap.
    
     - Pick Pockets (CO/IN/DE) : Whether they are cutting purses or pilfering 
    an object from someone’s bag, many heroes of low repute make use of 
    this talent. The main drawbacks are that you must get very close to your 
    victim and a pickpocket attempt can be made difficult or even prevented if 
    the victim has a good perception value. Once you have been detected,
    you cannot make another attempt. Fortunately, failure does not have 
    consequences any more serious than a loss in trust and lost loot.
    
     - Sneak (CO/IN/AG) : Successful sneaking is not only a question of physical 
    control, but also of being aware of possible sources of noise (such as 
    creaking floorboards or dry twigs) in order to identify and avoid them. A
    Sneak test can be countered with a successful “Perception” test. A group 
    that is sneaking is only ever as good as the member with the lowest talent 
    value.
    
     - Willpower (CO/CN/ST) : Willpower is the ability to withstand severe pain. 
    A hero with high willpower will not be distracted even by the heaviest of 
    blows during combat and will be able to complete his special attack or
    spell. Willpower is also used when your hero is attempting to resist
    temptation or to suppress a laugh or a sarcastic comment.
    
      b.5. Social Talent :
    
     - Etiquette (CL/IN/CH) : Some heroes may suddenly find themselves mixing 
    in high society. Maybe they will be invited to a court ball with a 
    royal audience as a reward for a brave deed, or perhaps they will want to
    spy on a rogue at the Duke’s palace. But does your hero know the correct 
    way to address the daughter of a Margrave and what coat of arms belongs 
    to the House of Stormfield-Mersingen? Do they know which wines are currently 
    all the rage? Is it a faux pas to reach for the pastries after a mutton 
    stew? Because there is no way you, the player, can know all these things,
    your hero should be able to hold their own in the field of etiquette. 
    Etiquette merely uses the existing talent value – no talent test roll 
    needs to be made.
    
     - Fast Talk (CO/IN/CH) : Whether you’re lying, cajoling or begging, this 
    talent helps your hero to confuse and overwhelm others with such a hail 
    of words that they can at least temporarily convince them to agree to 
    certain actions. Different bonuses and penalties can be applied to the 
    talent test, depending on how simple minded or astute the target is.
    
     - Haggle (CO/CL/CH) : You can use this talent to manipulate prices and 
    situations with clever negotiating skills. This helps you to get better 
    prices from merchants. A good Haggle value could also help you get through
    a few tricky conversations.
    
     - Human Nature (CL/IN/CH) : Do you know when you’re being lied to? Can 
    we trust the guide taking us through the dangerous marshes? Is this 
    merchant trying to con me? You need good knowledge of human nature to
    judge these situations correctly and reach the right conclusions.
    
     - Seduce (IN/CH/CH) : This talent evaluates your hero’s effect on the 
    opposite sex. A successful talent test means that the target becomes more 
    attracted to your hero. What the “seduced” individual is prepared to do for 
    your hero, however, is another matter and mainly depends on the situation. 
    Penalties are added to this test for tough-hearted types of either gender.
    
      c. Base Values :
    
     - Vitality (VI) shows the maximum number of injuries the hero can sustain 
    before he dies. It's easy to lose Vitality through fights,traps or poisons, 
    but more difficult to regain it. Potions, healing magic, healing arts 
    knowledge or a recovery period are required for that.Vitality is subdivided 
    into individual Vitality Points (VP). Calculation : (Constitution + 
    Constitution + Strength) / 2 ± Character modifications + increase 
    
     - All magically gifted beings have Astral Energy (AE) at their disposal. 
    This value provides information on how much magic the respective hero 
    can perform before this potential is depleted, and he or she has to 
    take a break from casting spells. The Astral Energy is subdivided into 
    individual Astral Points (AsP). Calculation : (Courage + Intuition + 
    Charisma) / 2 ± Character modification + Increase 
    
     - The Endurance (ED) rating shows when a hero gets out of breath, and 
    how often he or she can carry out special abilities in combat before 
    fatigue sets in. The Endurance rating decreases faster than Vitality, 
    but it also regenerates faster in exchange. Endurance is subdivided into 
    individual Endurance Points (EP). Calculation : (Courage + Constitution 
    + Agility) / 2 +/- Character modifications + Special Abilities 
    Endurance I, II and III.
    
     - Resistance to Magic (or, as it is called in Drakensang's character 
    screen: Resist Magic) determines whether or not a hero is easy or 
    difficult to enchant, whereby Willpower, a robust Constitution and an 
    alert mind ensure that the latter is more likely. Resistance to Magic is 
    relevant if your hero tries to dominate another character by means of 
    spells (most likely a Domination type spell). In those situations the 
    Arcane Test that is taken for this spell, will incur a Difficulty Increase 
    that equals the RM value of the spell target. Calculation : (Courage + 
    Cleverness + Constitution) / 5 +/- Character modifications 
    
    
    
     10. BONUSES AND PENALTIES (DEW)
    
     a. Bonuses :
    
     - Alchemy Bonus: +3, Astral Power: + 3 astral points, Axes and Maces Bonus:
       + 2, Blacksmith Bonus: + 3, Daggers Bonus: + 2, Danger Sense: + 3 
       perception, Endurance Bonus: + 3 endurance points, Good Looking: + 1
       Charisma, Haggle Bonus: +3 haggle, High Resistance to Magic: + 3 
       resistance to magic, Judge Distance: + 2 ranged combat talents, Lore 
       Penalty: - 2 to all lore talents, Low Resistance to Magic: - 3 to
       resist magic, Melee Bonus: + 1 all melee talents, Nature Talents 
       Bonus: + 2 all nature talents, Perception Bonus: + 3 perception,
       Rapid AE-Regeneration: + 1 astral regeneration, Social Chameleon:
       +2 to Seduce, Etiquette, Haggle and Fast Talk, Swords Bonus: + 2
       to swords, Vitality Bonus: + 3 vitality points, Willpower Bonus: + 2
       willpower. 
     
     b. Penalties :
        
     - Artisan Talents Penalty : - 2, Endurance Penalty: - 3 endurance points,
       Melee Penalty: - 1 all melee talents, Nature Talents Penalties: - 2
       all nature talents, Ranged Combat Penalty: - 3 all ranged combat talents,
       Slow AE-Regeneration: - 1 astral regeneration, Social Talents Penalty:
       -2 all social talents.
    
     
      11. COMBAT TALENTS 
    
     - Axes and Maces: This category includes all those one-handed axes,hammers 
    and maces, which do damage primarily through weighty impact. All of these 
    weapons are particularly well-suited to crushing armor and breaking bones. 
    The maximum length of such weapons is around one pace, the maximum weight 
    around three greatpounds. Anything above that is a two-handed weapon.
    Combat Talent Type - Melee, Talent Group - Base, Effective Encumbrance - 
    EC-4, Upgrade Category - D. 
    
     - Bows are the weapon of choice for the inhabitants of steppes, deserts 
    and meadows, which is why Elves and Orcs, Meadowians and Novadis alike are 
    known for their bow skills. The size of these ranged weapons ranged from 
    the compact Short Bow of the Novadis to the Meadowian Longbow. The correct 
    handling of bows and arrows takes some practice. Ranged,Special, EC-3, D.
    
     - Brawling : the skill of defending yourself using swinging blows and 
    punches. In this type of weaponless combat, parrying is replaced by 
    dodging. Melee, Basic, EC0, C.
     
     - Crossbows are a dwarven invention and basically resemble a bow mounted 
    horizontally on a central post. They are propelled by tensioned sinews or 
    mechanical springs. Crossbow-like weapons have a tiller, a trigger and a 
    drawing mechanism and are fired by aiming at the target and pulling the 
    trigger. The string locking mechanism absorbs the strain, enabling the 
    marksman to take long and careful aim. Ammunition takes the form of rigid 
    bolts with various different attachments or, in the case of stone-bows, 
    stone or metal balls. Ranged, Special, EC-5, C. 
    
     - Daggers : This category includes all bladed weapons used almost 
    exclusively for piercing and almost never for parrying, with a maximum 
    total length of half a pace. These weapons run the gamut from simple knives 
    to dirks. Almost all daggers have a straight, double-edged blade.Base, 
    EC-1, D.
    
     - Fencing Weapons : slim weapons of just under a pace long. They are 
    designed almost exclusively for piercing. They often have richly ornate 
    hilt baskets, parrying bars or intricately turned crossguards. They are 
    elegant and fast and, while they are considered by some to be exceedingly 
    modern, others feel they are foolishly foppish. Melee, Special, EC-1, E.
    
     - Sabers : In contrast to swords, these weapons are used primarily for 
    slashing and rarely for piercing. Unlike swords, they usually have only 
    a single-edged blade, perhaps with a sharpened tip. This weapon category 
    encompasses everything from short cleavers to elegant cavalry swords.
    Melee, Base, EC-2, D. 
    
     - Spears : With this type of weapon, a short blade is attached to a long 
    shaft, whereby the blade is usually suited to both thrusting and piercing. 
    This weapon category includes all types of pikes, halberds and spears. 
    Spears are two-handed weapons and cannot be used in combination with 
    shields. Melee, Special,EC-3, D.
    
     - Staves : A simple wooden staff, eight spans in length, can be an 
    extremely effective weapon in the hands of a master of the art. Most 
    fighting staves are not, however, simple wooden weapons; instead, they 
    are specially hardened, reinforced with metal bands, or even fitted 
    with blades on both ends. Staves are two-handed weapons and cannot 
    be used in combination with shields. Melee, Special, EC-2, D.
    
     - Swords : These are bladed weapons with a total length of half a pace 
    to one and a quarter pace, at least three-quarters of which is made up of 
    a double-edged blade. While swords are designed for hacking and stabbing, 
    their crossguards also permit more sophisticated defensive moves. 
    Melee, Special, EC-2, E. 
    
     - Throwing Weapon : While knives and daggers are the most popular 
    throwing weapons, not every knife or dagger is suitable for throwing. 
    Only specially balanced weapons, which usually have particularly light 
    hilts, can be thrown. Throwing stars and axes also come under this 
    category. Ranged, Base, EC-2, C.
    
     - Two-handed Axes/Maces : With this type of weapon, it is important to 
    bring the heavy and sometimes sharp striking surface into contact with the 
    target with great force and precision, as the weapon's handle does next 
    to no damage. This weapon is not designed for piercing or jabbing, and 
    its parrying capabilities are restricted. This weapon cannot be used in 
    combination with a shield. Melee, Special, EC-3, D.
    
     - Two-handed Swords : This talent covers all particularly long bladed 
    weapons which are designed predominantly for thrusting. They are, 
    however, also adequate parrying weapons, even though these actions 
    may take somewhat longer to perform. Melee, Special, EC-2, E.  
    
    
      12. SPECIAL ABILITY 
    
     a. Special Abilities (Melee): Offensive Combat Line
     
            Offensive Combat I
    Effect: +2 AV, Endurance Cost: 2 EP per attack, Requires: Base AV 7, 
    Leveling Points: 100. Description: The outcome of a battle often depends 
    on the combatants' choice of tactics. A hero who adopts an offensive combat 
    style will try to pound his opponent into submission by landing as many 
    blows as possible within a short period of time. Selecting Offensive Combat 
    I will give your hero a bonus to its Attack Value (AV).An aggressive 
    fighting style is strenuous and each attack will cost endurance points. 
    It is not possible to activate a defensive stance simultaneously.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, 
    Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, Two-handed Swords
    
    	Offensive Combat II
    Effect: +4 AV, Endurance Cost: 4 EP per attack, Requires: Base AV 8, 
    Offensive Combat I, Leveling Points: 200. Description: A hero who adopts an 
    offensive combat style will try to pound his opponent into submission by 
    landing as many blows as possible within a short period of time. Selecting 
    Offensive Combat II will give your hero a bonus to its Attack Value (AV). 
    An aggressive fighting style is strenuous and each attack will cost 
    endurance points. It is not possible to activate a defensive stance 
    simultaneously.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, 
    Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords
    
    	Offensive Combat III
    Effect: +6 AV, Endurance Cost: 6 EP per attack, Requires: Base AV 9, 
    Offensive Combat II, Leveling Points: 300. 
    Description: A hero who adopts an offensive combat style will try to 
    pound his opponent into submission by landing as many blows as possible 
    within a short period of time. Selecting Offensive Combat III will give 
    your hero a bonus to its Attack Value (AV). An aggressive fighting style 
    is strenuous and each attack will cost endurance points. It is not possible 
    to activate a defensive stance simultaneously. 
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, 
    Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords.
    
     b. Special Abilities (Melee): Defensive Combat Line 
    	
    	Defensive Combat I
    Effect: +2 PA, Endurance Cost: 2 EP per parry, Requires: Base PA 6,
    Leveling Points: 100. Description: The outcome of a battle often depends on 
    the combatants' tactics and fighting styles. Adopting a defensive combat 
    stance will enable your hero to protect himself from attacks, while he 
    studies his opponent's tactics and develops an effective counter-strategy. 
    Selecting a defensive stance will give your hero a bonus to their Parry 
    Value (PA). The defensive combat stance is strenuous and the defender 
    will expend a number of endurance points per parry. It is not possible 
    to activate an offensive combat style simultaneously.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, 
    Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, Two-handed Swords.
    
    	Defensive Combat II
    Effect: +4 PA, Endurance Cost: 4 EP per parry, Requires: Base PA 7, 
    Defensive Combat I, Leveling Points: 200. Description: Adopting this stance 
    will enhance your hero's abilities in defensive combat. Warriors selecting 
    a defensive combat style receive a bonus to their Parry Value (PA). The 
    defensive combat style is strenuous and the defender will lose a number 
    of endurance points per parry. It is not possible to select an offensive 
    combat stance simultaneously.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, 
    Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords.
    
    	Defensive Combat III
    Effect: +6 PA, Endurance Cost: 6 EP per parry, Requires: Base PA 8, 
    Defensive Combat II, Leveling Points: 300. Description: The Warrior is a 
    master in the art of defensive combat. Warriors selecting a defensive 
    combat style receive a bonus to their Parry Value (PA). The defensive 
    combat style is strenuous and the defender will lose a number of 
    endurance points per parry. It is not possible to select an offensive 
    combat stance simultaneously.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, 
    Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords.
    
     c. Special Abilities (Melee): Mighty Blow Line
    
           Mighty Blow
    Effect: DP x 2, Endurance Cost: 20 EP, Requires: Strength 12, 
    Leveling Points: 200. Description: The Mighty Blow is a massive strike 
    aimed at the opponent's head which can cause severe damage. Heroes 
    must have Endurance Points available to carry out a Mighty Blow.
    
    Usable Weapon Talents: Axes and Maces, Sabers, Swords, Staves, 
    Two-handed Axes and Maces, Two-handed Swords
    
    	Knock Down
    Effect: Test ST/2 or 2 CR thrown, Endurance Cost: 14 EP, Requires: AV 8, 
    Mighty Blow, Offensive Combat I, Leveling Points: 100. Description: This 
    is an extremely powerful blow - its sheer force throws the opponent to 
    the ground. The defender can test against half of its Strength (ST) 
    to prevent a fall.
    
    Usable Weapon Talents: Axes and Maces, Sabers, Swords, Staves, 
    Two-handed Axes and Maces, Two-handed Swords
    
    	Roundhouse
    Effect: Attacks multiple foes, Endurance Cost: 25 EP, Requires: Strength 15, 
    Courage 12, Mighty Blow, Offensive Combat I, Leveling Points: 100
    Description: The Roundhouse Blow is a defensive strike against multiple 
    attackers.
    
    Usable Weapon Talents: Axes and Maces, Sabers, Swords, Staves, 
    Two-handed Axes and Maces, Two-handed Swords
    
    	Strike of Wrath
    Effect: DP x 3, opponent must test Strength or be knocked down, Endurance 
    Cost: 30 EP, Requires: Courage 15, Base AV 9, Mighty Blow, Throw Down, 
    Offensive Combat II, Leveling Points: 200. Description: The Strike of 
    Wrath is the most powerful attack. It causes massive damage but 
    requires considerable strength and endurance.
    
    Usable Weapon Talents: Axes and Maces, Sabers, Staves, 
    Two-handed Axes and Maces, Two-handed Swords
    
     d. Special Abilities (Melee): Master Parry Line
    
          Master Parry
    Effect: All Parry and Dodge maneuvers successful for 15 rounds, Endurance 
    Cost: 15 EP, Requires: Base PA 8, Leveling Points: 200. Description: This 
    is a simple parry that will prevent an opponent from striking the hero 
    in the next combat round.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, 
    Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, 
    Two-handed Swords
    
    	Wall of Blades
    Effect: Four extra parries over 15 CR, Endurance Cost: 20 EP, Requires: 
    Master Parry, Defensive Combat I, Leveling Points: 100. Description: The 
    Wall of Blades is an advanced parrying technique enabling the hero 
    to carry out an additional 4 parries over the next 15 combat rounds 
    and defend himself against superior numbers.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, 
    Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, 
    Two-handed Swords
    
    	Windmill
    Effect: All Parries and Dodges successful for 15 rounds, can't parry 
    counter-attack 	Endurance Cost: 25 EP, Requires: Base PA 9, Wall of Blades, 
    Defensive Combat II, Leveling Points: 200. Description: This advanced 
    fighting technique channels the force of an opponent's blow back into a 
    powerful counter-attack. The force of the opponent's blade is absorbed 
    and channeled back towards the opponent in one fluid and devastating 
    movement.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, 
    Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, 
    Two-handed Swords
    
     e. Special Abilities (Melee): Feint Line
    
            Feint
    Effect: Parry -4, AR -2, Endurance Cost: 13 EP, Requires: Agility 12,  	
    Leveling Points: 100. Description: This is a deceptive strike in which 
    the attacker shifts the angle of attack in order to slip past the 
    opponent's guard. A feint reduces the defender's armor value and 
    hinders them from parrying.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Axes and Maces, 
    Sabers, Swords, Spears, Staves, Two-handed Swords
    
    	Lunge
    Effect: Parry -4, Ignore AR, +1 Wound, Endurance Cost: 19 EP, Requires: 
    Feint, Leveling Points: 100. Description: The Lunge is a thrust directed 
    at a vulnerable and preferably unprotected part of the opponent's body. 
    The only defense against a Lunge is to parry.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Swords, Spears
    
    
    	Stormblade
    Effect: Three attacks, only first can be parried, Endurance Cost: 21 EP,
    Requires: Base AV 8, Feint, Offensive Combat I 	Leveling Points: 100.
    Description: This aggressive combat technique allows the hero to carry 
    out three consecutive strikes, only one of which can be parried.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Sabers, Swords, 
    Spears, Staves
    
    	Rush
    Effect: Test AG/2 or 2 CR thrown, cannot be parried, Endurance Cost: 22 EP
    Requires: Strength 12, Feint, Offensive Combat I, Leveling Points: 100.
    Description: Rushing an opponent can force him to lose his balance. 
    It does not cause any damage. The defender can use half of their 
    Agility (AG) to prevent a fall.
    
    Usable Weapon Talents: Spears, Staves
    
    	Mortal Blow
    Effect: Parry -6, DP x2, Ignore AR, +2 Wounds, Endurance Cost: 30 EP,
    Requires: Courage 15, Feint, Thrust, Offensive Combat I, Leveling 
    Points: 200. Description: The Mortal Blow is a massive blow aimed at 
    an unprotected part of the opponent's body. The Mortal Blow is almost 
    impossible to parry and causes massive damage. It is a strenuous 
    attack and costs Endurance Points.
    
    Usable Weapon Talents: Daggers, Fencing Weapons, Spears
    
     f. Special Abilities (Ranged): Aimed Shot Line
    
           Aimed Shot
    Effect: AR/2, Endurance Cost: 15 EP, Requires: Base RC 7, Leveling 
    Points: 150. Description: Aimed Shot enables an archer to focus his 
    attention on a target and to aim his shot at a vulnerable point 
    in the target's armor. Aimed Shot halves the target's Armor 
    Rating (AR).
    
    Usable Weapon Talents: Bow, Crossbow
    
    	Master Crossbowman
    Effect: Crossbow reload costs one action less, Endurance Cost: None,
    Requires: Base RC 8, Aimed Shot, Leveling Points: 200. Description: Thanks 
    to his long years of experience, the Master Crossbowman can reload a 
    crossbow very quickly. This skill does not cost any Endurance Points 
    and is permanently activated once purchased.
    
    Usable Weapon Talents: Crossbow
    
    	Rain of Arrows
    Effect: Shoots 2 arrows, opponent has -4 to DV, Endurance Cost: 20 EP,
    Requires: Base RC 8, Aimed Shot, Leveling Points: 200. Description: This 
    attack enables the archer to fire two arrows at a target at once. 
    The accuracy of the shots is checked individually, as is 
    the damage incurred.
    
    Usable Weapon Talents: Bow
    
    	Marksman
    Effect: Ignore AR, +1 Wound, Endurance Cost: 22 EP, Requires: Base RC 8, 
    Aimed Shot, Leveling Points: 300. Description: Marksman enables an archer 
    to focus his attention on a target and to aim his shot at a vulnerable 
    and unprotected part of the target's body. Marksman ignores the target's 
    Armor Rating (AR) and automatically inflicts a wound.
    
    Usable Weapon Talents: Bow, Crossbow
    
    	Master Marksman
    Effect: DP x2, ignore AR, +2 Wounds, Endurance Cost: 27 EP, Requires: 
    Base RC 9, Marksman, Leveling Points: 300. Description: Master Marksman 
    enables an archer to focus his entire attention on a target and to 
    aim his shot at a vulnerable and unprotected part of the target's 
    body. The Master Marksman is an all-or-nothing shot which is capable 
    of killing an opponent on the spot, but which also robs the archer 
    of his energy reserves.
    
    Usable Weapon Talents: Bow, Crossbow
    
     g. Special Abilities (Ranged): Aimed Throw Line
    
          Aimed Throw
    Effect: AR/2, Endurance Cost: 10 EP, Requires: Base RC 7, Leveling 
    Points: 150. Description: The attacker takes careful aim and attempts 
    to hit an unprotected area of his target's body. The defender's Armor 
    Rating is reduced by half.
    
    Usable Weapon Talents: Throwing Weapons
    
    	Rain of Iron
    Effect: 4 throwing knife attacks, opponent has -8 DV, Endurance 
    Cost: 19 EP, Requires: Agility 14, Dexterity 14, Base RC 8, Aimed Throw,
    Leveling Points: 200. Description: This attack enables the hero to 
    cast up to four throwing knives or throwing stars at a target. 
    Success and the damage incurred is checked on a per throw basis.
    
    Usable Weapon Talents: Throwing Weapons
    
    	Power Throw
    Effect: DP x2, Endurance Cost: 19 EP, Requires: Strength 15, Base 
    RC 8, Aimed Throw, Leveling Points: 200. Description: The attacker 
    puts all his strength into this massive ranged attack, which causes 
    double damage if successful.
    
    Usable Weapon Talents: Throwing Weapons
    
    	Master Throw
    Effect: DP x2, Strength check or be thrown for 2 CR, Endurance 
    Cost: 25 EP, Requires: Strength 15, Base RC 8, Power Throw,
    Leveling Points: 200. Description: The Master Throw is an extremely 
    powerful attack - the sheer force of the blow can hurl a target 
    to the ground. The attack inflicts severe damage and the 
    target is thrown to the ground if it is unable to prevent 
    the fall with a test against half of their Strength (ST). The 
    Master Throw is an all-or-nothing throw. While it can be lethal, 
    it also robs the thrower of his energy reserves.
    
    Usable Weapon Talents: Throwing Weapons
    
     h. Special Abilities (Defensive): Endurance Line
    
         Endurance I
    Effect: +6 to max Endurance, Endurance Cost: N/A, Requires: Constitution 12,
    Leveling Points: 150. Description: Endurance is a crucial factor in 
    battle. If a warrior's Endurance reaches 0, he will be unable to 
    perform any special attack. This passive special ability gives hero's 
    a bonus to their maximum Endurance.
    
    	Endurance II
    Effect: +12 to max Endurance, Endurance Cost: N/A, Requires: Constitution 
    13, Endurance I, Leveling Points: 300. Description: Endurance is a crucial 
    factor in battle. If a warrior's Endurance reaches 0, he will be unable 
    to perform any special attack. This passive special ability gives warriors
    a medium bonus to their maximum Endurance.
    
    	Endurance III
    Effect: +18 to max Endurance, Endurance Cost: N/A, Requires: Constitution 
    14, Endurance II, Leveling Points: 450. Description: Endurance is a 
    crucial factor in battle. If a warrior's Endurance reaches 0, he will 
    be unable to perform any special attack. This passive special ability 
    gives warriors a large bonus to their maximum Endurance.
    
     i. Special Abilities (Defensive): Dodge Line
    
            Dodge I
    Effect: +2 DV, Endurance Cost: N/A, Requires: Agility 12, Leveling Points: 
    150. Description: A hero with this special ability has learned to move 
    more effectively in combat and can dodge most attacks instead of parrying 
    with his sword or shield.
    
    	Dodge II
    Effect: +4 DV 	Endurance Cost: N/A, Requires: Agility 13, Dodge I, 
    Leveling Points: 300. Description: A hero with this special ability has 
    learned to move more effectively in combat and can dodge most attacks 
    instead of parrying with his sword or shield.
    
    	Dodge III
    Effect: +6 DV 	Endurance Cost: N/A, Requires: Agility 14, Dodge II, 
    Leveling Points: 450. Description: A hero with this special ability is 
    a master in the art of using movement to one's advantage in combat. The hero 
    can dodge most attacks instead of parrying with his sword or shield.
    
     j. Special Abilities (Defensive): Armor Use Line
    
           Armor Use I
    Effect: -1 Encumbrance, Endurance Cost: N/A, Requires: Strength 12, 
    Leveling Points: 150. Description: While heavy armor protects its wearer 
    from physical harm, it can also severely impair a warrior's agility and his 
    ability to fight. Fighting effectively in armor is a skill that must be 
    learned. Warriors with this passive special ability will receive a small 
    bonus to their encumbrance value.
    
    	Armor Use II
    Effect: -2 Encumbrance, Endurance Cost: N/A, Requires: Strength 13, Armor 
    Use I, Leveling Points: 300. Description: While heavy armor protects its 
    wearer from physical harm, it can also severely impair a warrior's agility 
    and his ability to fight. Fighting effectively in armor is a skill that 
    must be learned. Warriors with this passive special ability will receive a 
    medium bonus to their encumbrance value.
    
    	Armor Use III
    Effect: -3 Encumbrance, Endurance Cost: N/A, Requires: Strength 14, Armor 
    Use II, Leveling Points: 450. Description: While heavy armor protects its 
    wearer from physical harm, it can also severely impair a warrior's agility 
    and his ability to fight. Fighting effectively in armor is a skill that must 
    be learned. Warriors with this passive special ability will receive a large 
    bonus to their encumbrance value.
    
     k. Special Abilities (Defensive): Shield Fighting Line
    
            Shield Fighting I
    Effect: +2 Shield Parry, hero can parry 2 attacks, Endurance Cost: N/A,
    Requires: Base PA 6, Leveling Points: 150. Description: This special ability 
    enables heroes to fight using a single-handed weapon and a shield. Your 
    hero can use the shield to deflect, parry and block enemy attacks.
    
    	Shield Fighting II
    Effect: +4 Shield Parry, hero can parry 2 attacks, Endurance Cost: N/A,
    Requires: Base PA 7, Shield Fighting I, Leveling Points: 300. Description: 
    This special ability enables heroes to fight using a single-handed weapon 
    and a shield. Your hero is experienced in the art of using a shield to 
    deflect, parry and block enemy attacks.
    
    	Shield Fighting III
    Effect: +6 Shield Parry, hero can parry 2 attacks, Endurance Cost: N/A,
    Requires: Base PA 8, Shield Fighting II, Leveling Points: 450.
    Description: Heroes with this special ability are masters in the art 
    of fighting with a single-handed weapon and a shield. Your hero can use 
    a shield to deflect, parry and block enemy attacks.
    
    
     13. SPELLS AND LIMITATIONS (full mage, half mage, races) 
    
     a. Attribute Spell :
    
     - Attributio Courage (CO/CL/CH) : The spellcaster calls on mystical 
    support from the astral plane to increase their courage for a limited 
    period of time. It is only possible to maintain one attribute increase 
    per person. If you increase a second attribute magically, the first 
    one expires.
    
     - Attributio Cleverness (CL/CL/CH) : The spellcaster calls on mystical 
    support from the astral plane to increase their cleverness for a limited 
    period of time. 
    
     - Attributio Intuition (CL/CH/IN) : The spellcaster calls on mystical 
    support from the astral plane to increase their intuition for a limited 
    period of time. 
    
     - Attributio Charisma (CL/CH/CH) : The spellcaster calls on mystical 
    support from the astral plane to increase their charisma for a limited 
    period of time. 
    
     - Attributio Dexterity (CL/CH/ST) : The spellcaster calls on mystical 
    support from the astral plane to increase their dexterity for a limited 
    period of time. 
    
     - Attributio Agility (CL/CH/AG) : The spellcaster calls on mystical 
    support from the astral plane to increase their agility for a limited period 
    of time. 
    
     - Attributio Constitution (CL/CH/CN) : The spellcaster calls on mystical 
    support from the astral plane to increase their constitution for a limited 
    period of time. 
    
     - Attributio Strength (CL/CH/ST) : The spellcaster calls on mystical 
    support from the astral plane to increase their strength for a limited 
    period of time. NOTE : EXTRA DAMAGE
    
     - Eye of Eagle, Ear of Lynx (CL/IN/DE) : This spell improves the 
    spellcaster’s senses so that all perception-related tests are improved by 
    the caster’s remaining spell points.
    
     - Elfenword Silkenspeech (CL/IN/CH) : This spell convinces its victim to 
    give the spellcaster information with less resistance.
    
     - Fastness of Body (IN/AG/CN) : The spellcaster receives steel skin, 
    increasing their natural armor rating. NOTE : The only spell capable to 
    make an elf in leather armor at least two times better protected than 
    a dwarf in chain mail. 
    
      - Gardianum Magic Shield (CL/IN/CN) : This spell creates a pulsating, 
    protective dome around the magician, protecting them from hostile spells. 
    All beings within the range of the dome benefit from this protection for
    the duration of the spell.
    
     - Hawkeye Marksmanship (IN/DE/AG) : The magician creates a spiritual 
    link between the spell‘s target and the ranged combat target.
     
     - Ice Cold Warrior (CO/IN/CN) : The Elf is sent into a battle frenzy. His 
    armor rating and willpower are increased and he ignores all damage. When 
    the spell wears off, however, he suffers all the damage inflicted during 
    the frenzy. NOTE : Put this, Fastness and Psychic Focus on your elf, 
    plus a 2 h weapon and watch him dance. Also, can be cast on others, a good
    thing since Fastness can`t and one summons like Skeletarius or a 
    Helpful Paw.
    
     - Move as the Lightening (CL/AG/CN): This spell allows the target to 
    significantly accelerate their movements. The target’s movements appear 
    graceful but slightly blurry to others.
    
     - Plumbumbarum Heavy Arm (CH/AG/ST) : This spell disables the spell 
    caster’s enemies, reducing their speed and attack values.
    
     - Psychic Focus (CO/CL/CN) : The magician increases the confidence and 
    integrity of the target’s physical aura, thereby increasing their 
    resistance to magic. NOTE : Best protection against magical attacks.
    
      - See True and Pure (CL/IN/CH) : The target can sense the feelings and 
    mood of their opponent.
    
     b. Battle Magic :
    
     - Aerofugo Vacuum (CO/CN/ST) : The spellcaster creates a vacuum sphere 
    devoid of air. All beings within the area of influence suffer damage from 
    suffocation and become in danger of losing consciousness.Note: Apparently
    he knockdown the enemies around for 2 rounds ! 
    
     - Corpofrigo Cold Shock (CH/AG/CN) : This spell suddenly drains the 
    body heat from a living creature, drastically reducing its combat 
    values and attributes.
    
     - Culminatio Ball of Lightning (CO/IN/DE) : The spellcaster channels the 
    power of a raging thunderstorm between their hands,forms it into a glowing 
    ball of lightning and hurls it at their opponent. NOTE : Long time to
    cast
    
     - Ignifaxius Burst of Flame (CL/ST/CN) : A ray of elemental fire shoots 
    from the spell caster’s hands. This lance of fire and light strikes the 
    targeted opponent.
    
     - Ignisphaero Fireball (CO/IN/CN) : The magician creates a mighty 
    fireball and hurls it at his or her opponent. NOTE : Very long time to
    cast and affects both friendly and enemies.
    
     - Iron Rust Rot (CL/CH/AG) : The magician gathers their powers to make 
    their opponents‘ weapons flawed and brittle for a limited period of time.
    NOTE : 180 seconds. Great to disarm enemies !
    
     - Lightening Find You! (CL/IN/AG) : The target of the spell is bewildered 
    with a wild lightning storm that drastically reduces their combat values 
    and attributes for a limited period of time. NOTE : Low damage, but
    reduce a lot of enemy attributes, attack, parry, etc.
       
     - Paralysis Stiff as Stone (IN/CH/ST) : The magician turns his or her 
    enemies to stone for a certain period of time. The petrified opponent 
    is impervious to attack during this period. NOTE : Perfect against
    bosses and bosses surounded by helpful hands.
    
     - Thunderbolt (IN/AG/CN) : This spell creates a targeted bolt of magical 
    damage that pierces any armor.
    
     c. Domination Spell :
    
     - Horriphobus Phantasm (CO/IN/CH) : The magician appears to his or her 
    opponents as a terrifying figure, causing fear in the spell’s target‘s 
    eyes.
    
     - Master of Animals (CO/CO//CH) : This spell can be used to render 
    attacking animals calm and docile.
    
     - Meek You Be (CO/CH/CH) : This spell placates enraged animals, temporarily 
    making them lethargic and not inclined to attack.
    
     - Sleep of a Thousand Sheep (CL/CH/CH) : This spell places a living being 
    in a deep magical sleep. The target awakes immediately if attacked. NOTE :
    Good in theory, bad in practice. An enemy who can`t be attacked while
    sleeping is bad for your health and a waste of astral points.
    
     d. Healing Spell : 
    
     - Balm of Healing (CL/IN/CH) : Depending on the astral energy used, this 
    powerful spell can heal all the target’s wounds and damage.
    
     - Calm Body, Calm Spirit (CL/CH/CN) : The target falls into a deep, 
    recuperative sleep. They awake soon after, completely recovered from their 
    wounds. NOTE : Great way to avoid Treat Wounds checks.
    
     - Clarum Purum (CL/CL/CH) : All poisonous substances in the patient’s 
    blood are magically dissolved, halting the effects of the poison. NOTE :
    Great way to avoid Treat Poison checks.
     
     e. Special Magic :
    
     - Analytica Arcana (CL/CL/IN) : The magician analyses the influence 
    matrix of a magical object and is thus able to identify it.
    
     - Restore Attributes (CL/IN/CH) : The magician restores attributes reduced 
    by wounds or magic. NOTE : Perfect spell for all type of problems.
    
     - Foramen Foraminor (CL/CL/DE) : This spell uses arcane powers to open 
    locked chests and locks. NOTE : Pick lock is boring and take to much.
    This is the perfect replacement.
    
     - Light in the Darkness (CL/CL/DE) : The magician uses their astral 
    energy to collect ambient light and bind it in a moving, light blue sphere.
    NOTE : Can only be cast on the mage !?
    
     f. Summoning Spell : 
     
     - A Helpful Paw (CO/IN/CH) : The Elf summons animal aid from the 
    immediate environment. The creature will not leave their side and will 
    fight with them. 
    
    NOTE : Level 1-2: Wolf Rat, Level 3-4: Wolf, Level 5-6: Black Wolf, Level 
    7-8: Boar, Level 9-10: Wild Boar (at this point the summon began quite 
    powerful but still not as much than the skeletons but quite close 
    depending of the opponents), Level 11-12: Bear, Level 13-14: Black Bear 
    (that's when it becomes the most powerful summon), Level 14-17: Spirit Bear 
    (quite strong then but will require  some healing support for the best 
    efficiency, quite stronger than any other summons I tried) (Thanks to 
    Dasale for posting on http://www.rpgwatch.com/forums)
    
    NOTE: Powerfull. By pressing . and click on a targety you can keep him
    concentrating on one enemy, avoiding his rather random knockdowns on
    the other critters. 
    
     - Duplicatus Double Vision (CL/CH/AG) : This spell creates an illusory 
    copy of the target. This ‘doppelganger’ moves and mirrors the target’s 
    movements, constantly rejoining with and separating from it. This confuses
    possible attackers who find it difficult to determine which is the real 
    target and which is the doppelganger.
    
     - Eclipsus Shadow Force (CO/CL/CN) : The magician’s shadow is imbued 
    with its own life force and loyally defends him or her. NOTE : Weak.
    
     - Elemental Minion (CO/CL/CH) : The summoner calls a fire elemental that 
    fights loyally by their side. This powerful spell briefly melds the 
    surrounding area with the elemental plane. NOTE : Weak at lower levels,
    never tried at high ones.
    
     - Dancing Sparkle Swarm (IN/CH/DE) : Small, dancing sparks in all 
    colors of the rainbow engulf the target, distracting possible opponents 
    and making it more difficult for them to land a blow.NOTE : The spell
    has a different name in english variant aka Fandango of Fireflies
     
     - Skeletarius (CO/CO/CH) : This spell allows the caster to harness the 
    forces of darkness and summon undead help from the realm of the dead.
    NOTE : Until level 11 he is a strong melee character. After that a 
    weak kind of mage. The melee fighter is strong and uses special
    combat attacks (Strike of Wrath ?)
    
     - Summon Djinn (CO/CL/CH) : The summoner calls on a powerful Djinn to 
    aid them in battle. NOTE : He fights with a iatagan and cast 
    lightning spells at 18 points investment.
    
     - Tlaluc’s Pestilential Breath (CO/IN/AG) : The spellcaster creates a cloud 
    of stinking gas. All beings within the area of influence suffer damage from 
    poison and become in danger of losing consciousness.
        
           NOTE  
    
     Spellcasters are divided into 4 types :
     - fullmage (human) : Battlemage, Healing Mage, Metamage, Elementalist
     - halfmage (human) : Alchemist,Charlatan
     - fullmage (elves) : Spellweaver, Ranger
     - halfmage (elves) : Fighter
    
    All spells are divided into 5 types:
    
     1.Common (all spellcasters can learn): Eye of Eagle, Ear of Lynx, Fastness 
       of Body, Attributio Charisma/Dextery/Agility/Intuition/Strength/
       Cleverness/Constitution/Courage, Move as Lightning, Balm of Healing, 
       Lightning Find You!, Attribute Restoration, Hawkeye Marksmanship, Light 
       in the Darkness, Thunderbolt, Master of Animals, Clarum Purum, 
       Plumbumbarm Heavy Arm, Psychic Focus, Calm Body, Calm Spirit, See True 
       and Pure, Sleep of a Thousand Sheep
     2.Human (all human can learn): Analytica Arcana, Corpofrigo Cold Shock,
       Duplicatus Double Vision, Iron Rust Rot, Fandango of Fireflies, 
       Horriphobus Phantasm, Ignifaxus Burst of Flame, Culminatio Ball of 
       Lightning, Paralysis Stiff as Stone
     3. Human, fullmages: Aerofugo Vacuum, Summon Djinn, Eclipsus Shadow Force,
        Elemental Minion, Foramen Foraminor, Gardianum Magic Shield, 
        Ignisphaero Fireball, Skeletarius, Tlaluc's Pestilential Breath
     4. Elves (all elves can learn): Ice Cold Warrior, Meek You Be, Elfenword 
        Silken Speech
     5. Elves, fullmages : A Helpful Paw 
        (Thanks to Nard who posted on http://www.rpgwatch.com/forums)
    
    
     14. TRAINERS   
    
               AVESTRUE 
    
      - Hunter Owlstone (Bowyer, Survival, Traps, Animal Lore, Spears, Bow,
         Aimed Shot)
    
      - Auralia (Alchemy, Plant Lore, Balm of Healing, Light in the Darkness)
    
      - Engerim (Blacksmith)
    
      - Humbold (Swords, Feint, Mighty Blow, Aimed Throw)
    
      - Devotee of Perraine (Treat poison)
    
              FERDOK 
    
      - Magistra Elysmira (Alchemy, Arcane Lore, Treat Poison, Etiquette, 
        Fastness of Body, Atributo Courage/Cleverness/Intuition/Charisma/
        Dexterity/Agility/Constitution/Strength, Move as the lighting,
        Balm of Healing, Lighting find you, Iron Rust Rot, Thunderbolt,
        Guardianum Magic Shield, Ignifaxus Burst of Flame, Plumbumbarum
        heavy arm, Psychic Focus, See true and pure (PRAIOS SQUARE)
    
      - Rod Effner (Swords, Spears, Staves, Two h axes/maces, Two h swords,
        Offensive Combat I, Defensive Combat I, Feint, Mighty Blow, Roundhouse,
        Master Parry, Aimed Throw, Endurance I, Dodge I, Armor Use I, Shield
        Fighthing I  (PRAIOS SQUARE)
    
      - Hunter Wolfling (Bowyer, Survival, Plant Lore, Traps, Animal Lore, 
        Spears, Crossbow, Bow, Aimed Shot ) (PRAIOS SQUARE)
    
      - Laurelin (Bowyer, Bow, Aimed Shot, Marksman, Rain of Arrows,
        Dodge I-II, Balm of Healing, Ice Cold Warrior, Hawkeye Markmanship,
        Thunderbolt, A helpful paw, Meek you be, Sleep a Thousand Sheep,
        Elfenword Silkenspeech, See True and pure) NOTE: Available after
        Blood Mountains 
    
      - Farrier Irontoe (Blacksmith)  (WAGONER`S HOME)  
    
      - Cano (Pickpocket, Picklock, Traps, Disarm traps, Streetwise, Seduce,
        Etiquette, Haggle, Fencing weapons, Feint, Master Parry, Lunge, Aimed 
        Throw, Dodge I )  (WAGONER`S HOME) NOTE: Lunge is available after
        Blood Mountains
    
      - Master Magnosh (Bowyer, Crossbow, Aimed Shot, Master Crossbowman, 
        Marksman)  (DUCAL CITADEL)
    
      - Master Fluxosh (Blacksmith, Picklocks, Disarm traps )  (DUCAL CITADEL)
    
      - Sergeant Erland (Streetwise, Fencing weapons, Swords, Spears, Staves,
        Two h axes/maces, Two h swords, Offensive Combat I, Defensive Combat I,
        Feint, Mighty Blow, Knockdown, Roundhouse, Master Parry, Aimed Throw, 
        Power Throw, Endurance I, Dodge I, Armor Use I, Shield Fighthing I, 
        Armor Use II, Shield Fighthing II) (DUCAL CITADEL)
    
      - Devotee of Perraine (Treat Poison) (DUCAL CITADEL) NOTE: Near
        Rhondra`s Temple
    
      - Leprechaun (Alchemy, Arcane Lore, Etiquette, Eye of Eagle, Ear of 
        Lynx, Aerofugo Vacuum, Fastness of Body, Atributo 
        Courage/Cleverness/Intuition/Charisma/Dexterity/Agility/
        Constitution/Strength, Move as the lighting, Balm of Healing, 
        Lighting find you!, Corpofrigo Cold Shock, Summon Djinn, 
        Duplicatus Double Vision, Eclipsus Shadow Force, Attribute Restoration,
        Iron Rust Rot, Elemental Minion, Hawkeye Markmanship, Fandango of
        Fireflies, Light in the darkness, Foramen Foraminor, Thunderbolt,
        Guardianum Magic Shield, Master of Animals, Horriphobus Phantasm,
        Ignifaxus Burst of Flame, Ignisphaero Fireball, Clarum Purum,
        Culminatio Ball of Lightning, Paralysis Stiff as Stone, Plumbumbarum
        heavy arm, Psychic Focus, Calm Body, Calm Spirit, See true and pure,
        Skeletarius, Sleep a Thousand Sheep, Tlaluc's Pestilential Breath)
        NOTE: Available after completing the sidequest The potion of power
        in Tallon. He will replace Auralia in her spot on DUCAL CITADEL.
    
               MOORBRIDGE MARSHES
    
      - Boron Deont Morlinde (Survival, Plant Lore, Animal Lore, Treat Poison)
    
              BLOOD MOUNTAINS
    
      - Alvina ( Seduce, Aimed Shot, Marksman, Rain of Arrows, Dodge I-II,
        Eye of Eagle, Ear of Lynx, Balm of Healing, Hawkeye Markmanship,
        Thunderbolt, A helpful paw, Meek you be, Sleep a Thousand Sheep)
        ( Available if you choose the witch side)
    
      - Saphira (Survival, Pland Lore, Animal Lore, Treat Poison, Alchemy,
        Corpofrigo Cold Shock, Attribute Restoration, Clarum Purum, Paralysis
        Stiff as Stone, Plumbumbarm Heavy Arm) ( Available if you choose the 
        witch side)
    
      - Ray of Light trainer (Etiquette, Fencing weapons, Swords, Spears,
        Staves, TH axes/maces, TH swords, Offensive Combat I-II, Defensive
        Combat I-II, Feint, Lunge, Stormblade, Mighty Blow, Knockdown,
        Roundhouse, Master Parry, Wall of Blades, Aimed Throw, Power Throw,
        Endurance I-II, Dodge I, Armor Use I-II, Shield Fighting I-II)
        (Available if you choose the Praios side)
    
             TALLON   
    
      - Becklebrook (Fencing weapon, Pickpocket, Streetwise, Picklock,
        Disarm Traps, Seduce, Etiquette, Haggle, Feint, Lunge, Mortal Blow,
        Master Parry, Wall of Blades, Windmill, Aimed Throw, Rain of Iron,
        Dodge I-III (W of Perraine Temple; you`ll need Gladys or some
        points in Streetwise to make him talk to you)
    
      - Magister Adran Gorbas (Alchemy, Arcane Lore, Etiquette, Eye of 
        Eagle, Ear of Lynx, Aerofugo Vacuum, Fastness of Body, Atributo 
        Courage/Cleverness/Intuition/Charisma/Dexterity/Agility/
        Constitution/Strength, Move as the lighting, Balm of Healing, 
        Lighting find you!, Corpofrigo Cold Shock, Summon Djinn, 
        Duplicatus Double Vision, Eclipsus Shadow Force, Attribute Restoration,
        Iron Rust Rot, Elemental Minion, Hawkeye Markmanship, Fandango of
        Fireflies, Light in the darkness, Foramen Foraminor, Thunderbolt,
        Guardianum Magic Shield, Master of Animals, Horriphobus Phantasm,
        Ignifaxus Burst of Flame, Ignisphaero Fireball, Clarum Purum,
        Culminatio Ball of Lightning, Paralysis Stiff as Stone, Plumbumbarum
        heavy arm, Psychic Focus, Calm Body, Calm Spirit, See true and pure,
        Skeletarius, Sleep a Thousand Sheep, Tlaluc's Pestilential Breath)
    
      - Tallon Captain (Etiquette, Fencing weapons, Swords, Spears, Staves,
        TH axes/maces, TH swords, Offensive Combat I-III, Defensive
        Combat I-III, Feint, Lunge, Stormblade, Push, Mortal Blow, Mighty 
        Blow, Knockdown, Roundhouse, Master Parry, Wall of Blades, Aimed 
        Throw, Power Throw, Endurance I-III, Dodge I-II, Armor Use I-III, 
        Shield Fighting I-III) NOTE: Available after first mission on
        The Marauders quest
    
      - Hunter Rombrooke (Survival, Plant Lore, Traps, Animal Lore, Bowyer,
        Spears, Crossbow, Bow, Aimed Shot, Marksman, Master Marksman, Rain
        of Arrows, Master Crossbowman, Dodge I-II) NOTE: He is near the
        woodcutter camp, S of Tallon and the leprechaun
    
      - Abbot of Tallon ( Treat poisons) NOTE: Inside Perraine`s Temple
    
      - Devotee Ulinai (Treat Poisons) Note: Prenn`s Grove
    
             MUROLOSH
    
      - Weaponmaster Gnorblash (Fencing weapons, Swords, Spears, Staves,
        TH axes/maces, TH swords, Offensive Combat I-III, Defensive
        Combat I-III, Feint, Lunge, Stormblade, Push, Mortal Blow, Mighty 
        Blow, Knockdown, Roundhouse, Strike of Wrath, Master Parry, Wall of 
        Blades, Windmill, Aimed Shot, Master Crossbowman, Rain of Arrows,
        Marksman, Master Marksman, Aimed Throw, Power Throw, Rain of Iron, 
        Master Throw, Endurance I-III, Dodge I-III, Armor Use I-III, 
        Shield Fighting I-III) NOTE: The only trainer in Strike of Wrath
    
     
     15. Recipes 
    
     a. Alchemy
    
       - Oneberry Juice = 5 alchemy, 10 oneberries, 2 spring water
       - Losenges of endurance (pills of endurance) = 14 alchemy, 10 mandrake 
         powder,1 finage, 2 poison fang, 3 diamond dust, 5 golmoon leafs, 5
         double distillate
       - Magic potion = 9 alchemy, 4 mandrake powder, 1 diamond dust, 3 double 
         distillate, 1 belmart leaf
       - Weapon balm = 4 alchemy, 1 salve fat, 1 poison fang, 2 whirlweed
       - Wound powder = 2 alchemy, 5 mandrake powder, 1 oneberry, 2 whirlweed
       - Golmoon tea = 1 alchemy, 5 golmoon leafs, 1 spring water
       - Courage elixir = 3 alchemy, Immunity to Unconscious, 1 finage, 2 
         brimstone water, 1 golmoon leaf ; Immunity 10 min. to Dizzines
       - Intuition elixir = 6 alchemy, 1 finage, 2 spring water, 2 brimstone
         water, 2 chonchinis ; Immunity 10 min. to Sleep a Thousand Sheep
       - Cleverness elixir = 6 alchemy, 1 alcohol, 1 belmart leaf, 1 finage,
         1 spring water ; Immunity 10 min. to Lightning find you!
       - Burn ointment = 2 alchemy, 5 chonchinis, 1 salve fat, 1 charcoal
       - Special Dark ale = 7 alchemy, + 5 ED, 1 oneberry, 1 brimstone water,
         1 poison fang, 1 finage, 1 whirlweed, 1 ferdok pale ale
    
    
     b. Bowyery
    
       - Hunting arrows = 1 bowyery, 1 elm wood, 1 wood glue, 1 arrow heads,
         1 goose feathers
       - Hunting bolts = 1 bowyery, 1 elm wood, 1 wood glue, 1 bolt heads,
         1 goose feathers
       - War arrows = 7 bowyery, 1 yew wood, 1 wood glue, 1 arrow heads,
         1 goose feathers
       - War bolts = 7 bowyery, 1 yew wood, 1 wood glue, 1 bolt heads,
         1 goose feathers
       - Short bow = 3 bowyery, 2 elm wood, 4 wood glue, 4 leather strips,
         2 sinews
       - Improved short bow = 8 bowyery, 1 improved sinew, 1 short bow
       - Longbow = 14 bowyery, 5 yew wood, 1 sinew, 2 wood glue, 4 leather
         strips
       - Lighstone bow = 6 bowyery, 4 yew wood, 1 metal parts, 2 wood glue,
         5 leather strips, 1 sinew
       - Light crossbow = 5 bowyery, 1 elm wood, 1 metal parts, 1 sinews,
         2 wood glue, 4 leather strips
       - Almadan crossbow = 9  bowyery, 1 improved sinews, 1 light crossbow
       - Improved sinews = 7 bowyery, 1 sinew, 2 salve fat
       - Snare traps = 4 bowyery, 1 sinews, 2 leather strips 
       - Fire trap = 12 bowyery, 3 leather strips, 1 sinews, 1 tindermold 
    
     c. Blacksmithing
    
       - Spear = 1 blacksmithing, 1 steel, 5 elm wood, 1 charcoal, 2 leather 
         strips
       - Wyrm spear = 16 blacksmithing, 2 dwarven steel, 2 stone oak, 2 
         charcoal, 4 leather strips, 1 gold leaf, 1 dragon tooth, 1 
         weightstone
       - Throwing knives = 1 blacksmithing, 1 steel, 1 charcoal, 2 leather 
         strips
       - Tempered throwing knives = 8 blacksmithing, 1 kosh steel, 1 charcoal,
         2 leather strips
       - Whetstone = 3 blacksmithing, 4 sandstone, 1 leather strip
       - Weightstone = 2 steel, 1 charcoal, 2 leather strips
       - Thaloshrom`s Dwarven Skraja = 18 blacksmithing, 5 dwarven steel, 1
         stone oak, 2 charcoal, 4 leather strips, 1 weightstone, 1 diamond
         whetstone
       - Meadowian hatchett = 12 blacksmithing, 4 kosh steel, 1 charcoal, 2 
         leather strips, 1 whetstone, 1 yew wood, 1 weightstone
       - Lockpicks = 8 blacksmithing, 1 kosh steel, 1 charcoal
       - Bear trap = 7 blacksmithing, 2 steel, 2 charcoal, 2 leather strips,
         1 whetstone
       - Iron Shield = 8 blacksmithing, 2 leather strips, 1 charcoal, 4 kosh 
         steel, 4 yew wood, 3 gold leafs
       - Sharpened throwing axe = 8 blacksmithing, 2 kosh steel, 1 charcoal, 
         4 leather strips, 1 whetstone, 1 weightstone
       - Short sword = 9 blacksmithing, 3 steel, 1 charcoal, 2 leather strips,
         1 elm wood, 1 whetstone
       - Saber = 9 blacksmithing, 4 steel, 1 charcoal, 2 leather strips, 1 elm 
         wood, 1 whetstone, 1 gold leaf
       - Knife butt = 10 blacksmithing, 1 kosh steel, 1 charcoal, 1 leather 
         strips, 1 gold leaf
     
     
     16. MONSTERS/CREATURES :
    
     a. Humanoids :
    
     - Orcs are slightly shorter than humans but are usually more
    muscular. Their bodies are entirely covered with a thick, black
    pelt – which is why they are often known as “Black Furs”. The hair
    on their heads can grow into a real mane. Orcs are strictly organized 
    by caste, with the Khurkach (the warriors or hunters) at the top of 
    the Orc society. Orcs are wild, aggressive and not blessed with 
    intelligence. Outside their tribal lands, Orcs usually travel in small 
    groups robbing and plundering.
    
    - Goblins are short, squat humanoid creatures. Their bodies are entirely
    covered in a thick red pelt and they often clothe themselves
    in furs and rags. They use crude clubs and simple bows. They are
    unskilled in metalworking and blacksmithing, but their warriors
    often use scavenged armor and metal weapons. Goblins are matriarchal
    and their clans are often led by a female shaman. Goblins
    are often aggressive but are easily intimidated.
    
     - Ogres can grow to a height of two and a half paces. They have
    pale skin and their hair is often sparse. Ogres have low intelligence
    and huge appetites. They will eat anything they can get into their mouths 
    and they will not shy away from eating humans too. As a result, ogres 
    are feared and hunted down wherever they are found.
    
     - Rock goblin has stony skin and razor-sharp teeth. They are said to 
    nourish themselves on stone and to flee from light. They are
    feared by Dwarves because the rock goblin’s burrow in their underground
    tunnels, causing enormous damage.
    
     b. Beasts :
    
     - Unlike smaller species of rats, wolf rats will occasionally attack 
    humans. They can be found both in the wilderness and in built-up areas.
    
     - Wolves are intelligent animals that roam in packs and hunt in
    coordinated groups. Usually, they only attack humans if they are hungry.
    
     - Bears are solitary predators that become aggressive when they feel 
    threatened. Their huge bulk and strength make them fearsome foes that 
    can inflict terrible wounds.
    
     - Crypt lice are carrion-eating scavengers that live in caves and 
    underground areas. Their sharp mandibles and hard shells even allow 
    them to attack humans occasionally, although a single crypt lyce is not 
    usually much of a threat.
    
     - Emerald spiders have empathic powers and can communicate with one 
    another telepathically, making them dangerous foes. It pays to have 
    sufficient stocks of venom antidotes at hand when battling emerald spiders.
    
     - Wild boars are common throughout the forests of Kosh. They will eat almost
    anything and sometimes react aggressively towards humans. They tend to not
    be particularly big, but their tusks can inflict horrific wounds.
    
     - Giant fireflies are always hungry and tend to swarm. They are also known 
    as dragon bugs and are a plague for humans and livestock alike.
    
     c. Arcane creatures :
    
     - When any living creature comes too close to the dragon plant, it springs 
    to life and attacks its potential victim with a growth that resembles
    a dragon‘s maw. Its sharp thorns can inflict painful wounds.
    
     - Amoeba Giant tend to inhabit damp cellars and relentlessly attack other 
    living creatures. They have no intelligence, but you should not underestimate 
    them. They are strong and extremely resilient. They can form tentacles
    and secrete corrosive and foul-smelling digestive juices that
    are extremely difficult to remove.
    
    
     17. USEFUL GLITCHES  
    
     - Quick save - Quick load = when fighting tough bosses, like Mother rat
    beneath Ferdok, it`s useful to always have the first strike, exploiting
    Drakensang rules. After the strike, q save and load to get that strike 
    over and over again, while bosses don`t get to hit once.
    
     - All the points you need = in Avestrue sergeant Erland will be the
    first NPC to meet. With Etiquette it`s possible to ask over and over 
    again about his life. The only drawback is you get 5 EP each
    try, so this is a boring process. Don`t worry about the - 100% experience
    message when dusting rats, amoebas and such. Only you, Rhulana and Dranor 
    get affected, while the rest of your companions will receive the points 
    from fighting.   
    
     - A summoned pet, skeleton, shadow and djinn will still be with you
    after his master is unconscious or removed from the party. Of course, in
    the time frame destined to exist. Don`t forget to cast Ice Cold Warrior
    on them. Someone mention - never tried - that you could summon more
    than one pet after the first one got Ice Cold Warrior on him because
    they became invulnerable. Your party will not follow, but they fight !
     ( Thanks to elsellel who posted on game spot/drakensang forum/best
    summon )
    
     - Add points to arcane lore, switch to your backpack to identify items, 
    then cancel your upgraded points. The item will remain identified while 
    you still have your adventure points intact. A minor bug that you can 
    exploit if you wish, it'll save you a few hundred adventure points.
    ( Thanks to tckoffee from Game Spot forums)
    
     18. Credits
    
     All credits go to Radon Labs, Dtp Entertainment AG and Drakensang fans 
    who posted on forums about many issues - glitches, quest problems, 
    character creation, game basics, strategy, weapons and rewards. 
    THANKS, people, you are a gold mine of information !
    
    
      Copyright 2009 Limona Razvan
    

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