Eschalon Book I Walkthrough
Version 1.10
Copyright 2008 Jason S. Darkwood

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***TABLE OF CONTENTS***

1. FAQ
2. Character Creation
3. General Walkthrough
4. Map
5. Magic
6. Alchemy
7. Items (incomplete)
8. Enemies
9. Credits
10. Version History



***FAQ***

These are based on questions I haven seen repeatedly on message boards for
Eschalon.


Q: What does the lever in Aridell do?
A: Nothing as far as I can tell.

Q: What goes in the four chests in Tangletree Ossuary?
A: "endless ribbon of metal" = ring
"consumed by fire" = ash
"smashing victory" = bludgeoning weapon (I used a copper hammer)
"womb for a tree" = apple, I believe you can usually buy them at the
Aridell tavern

Q: How do I break barrels/doors/chests?
A: For some reason this is one of those things that some people pick up on
and others never notice is an option.  Hold the left shift key when you
click on it.  You can also attack friendly characters this way.



***CHARACTER CREATION***

* Attributes
When you first begin to make your character their eight attributes are a
random number from 7 to 14.  You can click the dice at the side of the
screen to re-roll them.  Re-rolling undoes any selections you have made
for your character.  You also have 15 points to distribute as you choose.
At each level you gain 3 new attribute points to distribute.  Your Origin
gives you a bonus to certain attributes as well.

- Strength determines how much weight you can lift, weapon damage and toxin
resistance.
- Dexterity increases your To Hit and Armor stats. 
- Endurance determines your HP, resistances and the rate at which you heal
lost HP.
- Speed affects how often your character act (although the effects are not
very noticeable if this is true) and your Armor stat.
- Intelligence lets you identify items more easily and gives you elemental
resistance.
- Wisdom affects your disease resistance and is used to determine if you
are afflicted by curses.
- Perception determines your Mana Points, the rate at which lost Mana is
replenished and magick resistance.
- Concentration's effects are not very well explained by its description.
Mainly it seems to determine how likely you are to fail casting a spell
while in close combat.  It may also make other skills more effective.


* Skills
There are 24 skills in the game.  You begin with one based on your class
and can buy a new skill for the cost of three skill points or raise a skill
for one point.  Your character starts with 20 skill points and gains 3 at
each new level.  There are also trainers for some skills who can teach you
up to level 5 in a skill and books that will teach you a skill you do not
have yet or add 2 to a skill you already know.

- Alchemy: allows you to make potions and imbue items with enchantments.
Higher levels of alchemy create more effective potions and enchantments.
Alchemy can be bought in Bordertown and learned from the book Art of
Brewing.  Given that you have to find or buy the reagents it is probably
worth waiting to buy it before putting points into it.

- Arcane, Divination: allows the character to learn and cast Divine spells
provided their Wisdom is high enough to read the scroll.  Arcane, Divine
can be purchased at the temple in Blackwater and learned from a book.
Divine magic is useful for protection and enhancement of combat abilities.

- Arcane, Elemental: allows the character to learn and cast Elemental
spells provided their Intelligence is high enough to read the scroll.
Aracne, Elemental can be purchased in Blackwater and learned from a book.
Elemental magic is more destructive than divine, but also provides spells
useful for movement.

- Armor, Light: allows the character to wear light Armor without penalty.
Further increasing this skill increases damage reduction.  The Light Armor
Field Manual trains you in this skill.

- Armor, Heavy: allows the character to wear heavy Armor without penalty.
Further increasing this skill increases damage reduction. The Heavy Armor
Field Manual trains you in this skill.

- Armor, Shield: allows the character to equip shields without penalty.
Further increasing this skill increases damage reduction.  This skill is
less useful than other Armor skills as you cannot hold a weapon and a
torch at the same time.  For anyone using magic a shield is also annoying
because you can only cast spells if you are carrying less than a certain
amount of weight in your hands.  Gloves and weapons tend to be heavy enough
without adding a shield to the mix. Avoid this skill unless you really want
to use a shield.

- Cartography: allows the character to make maps which will be displayed
on the right hand of the screen.  Higher cartography skill makes the maps
better.  You can buy Cartography from the man in the Aridell tavern after
retrieving his sextant.  The book Mapping Your World also teaches it to
you, so if you can stand not having a map for a little while it can be
worthwhile not to put any points into it.  You may still want to start with
a point in it just so you can map walls.

- Dodge: each rank gives a 1% chance of dodging an attack an putting your
attacker off balance (+10% to hit them).  Its a nice skill to have even
with just one rank, although investing a lot of points in it might not be
as useful as other skills.

- Hide in Shadows: allows you to hide in darkness and sneak around without
enemies noticing you.  The status "Hidden" appears when nobody can see you.

- Lore: Helps to identify unknown items.  This skill is mostly pointless if
you have a good Intelligence, the Lore spell or a Ring of Lore.

- Meditation: Helps the character resist magic and elements as well as
increasing the rate at which Mana is regained.

- Mercantile: Increases the amount you can sell items for and lowers the
cost when you buy items.  The book Buying and Selling will train you in
this skill.  Treasure ends up being abundant enough that this skill is
much more useful at the start of a game when your skill points might be
better spent on other skills.

- Move Silently: the companion skill to Hide in Shadows, this skill lets
you move around without being heard by enemies (or townsfolk) the status
"Silent" appears when nobody can hear you.  Armor decreases your ability
to be silent.  You can be silent even without this skill.

- Pick Locks: allows you to use lockpicks to attempt to open locked doors
and chests.  The more points you put into this skill the better your
chances get, although some locks cannot be picked.  Keyholes and Tumblers
is a book that trains this skill.  You can always bash through locks
instead, but you risk breaking your weapon.  You also get experience from
picking locks.

- Skullduggery: allows you to attempt to disarm traps you have spotted.
The more points you put into this skill the better your chances are.  Spot
Hidden augments this skill because you cannot disarm a trap you cannot see.
Skullduggery helps you avoid a lot of pain throughout this game.

- Spot Hidden: helps you find hidden traps and treasures.  Perception also
helps with this, but its worth putting at least one point in spot hidden.

- Survival: increases resistance to disease and toxins while also 
increasing the speed at which your character regains lost HP.

- Unarmed Combat: Increases To Hit and Damage with unarmed attacks.  Useful
for spell slingers who want to keep weight out of their hands, but still
want some combat skill.

- Weapon, Bludgeoning: Increases To Hit and Damage with bludgeoning 
weapons.  This skill can be trained in Blackwater's House of Pain and from
a book.

- Weapon, Bows: Increases To Hit and Damage with bows and arrows.  This
skill can be trained at Bordertown's Archery Range and from a book.

- Weapon, Cleaving: Increases To Hit and Damage with cleaving weapons.
This skill can be trained in Blackwater's House of Pain and from a book.

- Weapon, Short Bladed: Increases To Hit and Damage with short bladed 
weapons.  Short Blades do less damage than other weapons so this skill is
unlikely to be as useful as other weapon skills unless you are determined
to be a knife fighter.

- Weapon, Swords: Increases To Hit and Damage with sword. This skill can be
trained in Blackwater's House of Pain and from the Legendary Swordsman
book.

- Weapon, Thrown: Increases To Hit and Damage with thrown weapons.  This
skill can be trained at Bordertown's Archery Range.

  
* Origin
Your Origin is where your character came from.  This will give a bonus to
various attributes depending on which origin you pick.

- Nor'lander +2 Endurance, +1 Concentration
- Barrean +2 Speed, +1 Strength
- Rifter +2 Perception, +1 Wisdom
- Therish +2 Concentration, +1 Dexterity
- Kessian +2 Wisdom, +1 Intelligence


* Axiom
The Axiom of your character is a description of their belief system.  It
may grant special abilities to your character and have certain drawbacks.
Together with Class your Axiom determines your character's Title.

- Atheist
Benefit: Immune to Curses
Drawback: Immune to Blessings.  NPC Clerics cannot heal you.

- Druidic
Benefit: Regenerate HP and Mana faster outdoors.
Drawback: Regenerate HP and Mana slower in dungeons

- Virtuous
Benefit: Starts with the Bless spell and can cast at level 1 without the
Divination skill
Drawback: More easily cursed

- Nefarious
Benefit: Has a 5% chance of doing Nefarious Damage with weapons, doubling
the amount of damage dealt to a creature.  With a critical hit the damage
is tripled (not quadrupled).
Drawback: NPC Clerics cannot heal you.

- Agnostic
No benefits or drawbacks.


* Class
A character's class is basically their chosen profession in the adventuring
world.  Each class grants the character a single rank in one skill.  Your
class also affects some of the items you get in the game and affects your
HP and Mana as you level up.  Fighters, Rogues and Rangers get more HP at
each level, while Healers and Magick Users gain more Mana.  Class also
determines your title along with your Axiom.

- Fighter starts with Swords
- Rogue starts with Pick Locks
- Magick User starts with Arcane, Elemental
- Healer starts with Arcane, Divination
- Ranger starts with Bows


* Title
Your title is determined by Axiom and Class.  It has no further in game
effect other than sounding cool or lame depending on your opinion.  Since
Class and Axiom have only a small effect you may wish to choose them to
get a title you like.

Atheistic Fighter = Mercenary
Druidic Fighter = Preserver
Virtuous Fighter = Paladin
Nefarious Fighter = Berserker
Agnostic Fighter = Barbarian

Atheistic Rogue = Bard
Druidic Rogue = Shadowlark
Virtuous Rogue = Rebel
Nefarious Rogue = Assassin
Agnostic Rogue = Thief

Atheistic Magick User = Illusionist
Druidic Magick User = Conjuror
Virtuous Magick User = Mage
Nefarious Magick User = Necromancer
Agnostic Magick User = Mystic

Atheistic Healer = Sawbones
Druidic Healer = True Druid
Virtuous Healer = Cleric
Nefarious Healer = Warlock
Agnostic Healer = Theurgist

Atheistic Ranger = Naturalist
Druidic Ranger = Guardian
Virtuous Ranger = Shepherd
Nefarious Ranger = Blighter
Agnostic Ranger = Vanquisher



***WALKTHROUGH***

Some quick notes:  This is just a quick walkthrough of the main quests to
complete the game.  This mainly explains where to go next when completing
the main quests and is not very in depth.  Directions are based on the top
of the screen being North.  Right and left are from your perspective while
you play the game (character perspectives make things way too confusing).
Up and down refer to the top and bottom of the screen respectively unless
there are stairs or ladders involved.

Your character awakens in a ruined building with no memories but his name.
The section you start in is the South Parish (map 35).  Open the nearby
chest to find a dagger and a note.  Read it to find out that you need to
head to Aridell to the northeast for further instructions.  If you head out
of the house to the south you will find a barrel with some torches.  Head
down to the well and search the nearby stump to find some potions, a pair
of sandals and an item based on the class you picked.  Fighters get a
sword, Rangers get a bow and 40 arrows, Rogues get 3 Lockpicks, Priests
get a scroll of Fleshboil and Magic Users get a scroll of Fire Bolt.

To the north are the ruins of Elderhollow, which are infested with Fanged
Salamanders.  The first building at the north end of town has a chest with
40 gold and near the southwest corner is a building with coffin, which
contains a Ring of Vigor.  There are also various treasure chests, barrels
and skeletons around town that you can loot.  In the northwest corner are
a pair of Bloodsippers you can kill and the entrance to Grimhold.  If you
touch the obelisk you will add Grimhold East to the Quick Travel menu.
Be careful if you decide to explore the northern forest area or around the
coast in the southeast corner as you might not be prepared to fight the
swarms of Fungal Slimes yet.  When you finish exploring or if you want to
equip yourself first head northeast from the ruins across a bridge and
turn right, which gets you to Aridell.

In Aridell read the sign to add it to your Quick Travel menu then head down
the road, past the church and go into the house just after the cemetery.
Talk to the man inside (make sure you have read the note by now) and he
will tell you that another letter and some gold has been left for you.
Open the chest to get the second letter and 300 gold.  There are various
quests and shops around town.  If you are an elemental caster I recommend
buying Air Shield, Predator's Sight and Gravedigger's Flame as soon as you
can.  Divine casters should pick up Bless, Leatherskin and Divine Heal.

Once you finish your business in town and are done exploring head north
from Aridell onto the next map (25).  Head over to the right and along the
coast to the building.  Go inside and talk to the man.  You need to get the
key to the crypts from him.  You can steal it from him, rent it for 100
gold or persuade him to give it to you in return for cleaning his basement.
The last option is nice because it gets you the key while exploring,
killing monsters and looting treasure, which is what these kinds of games
are all about.  Make sure you have light before you go into the basement.
Down there are lots of Fanged Salamanders.  You may want to wait by the
stairs and let them come to you.  Kill them all, loot the coffins and head
back upstairs to claim the key (if you decided not to steal it).

Next head west along the south edge of the map until you cannot go any
further then head north into the graveyard.  Kill the bunch of Bloodsippers
and head up to the crypt door.  Inside the crypt are a bunch of torches
that you can take if you need them.  Take the southwest corridor from the
intersection.  On the left is a room with a cabinet that has the Security
Key, but the door is locked.  You can also reach it by going all the way
the hall opening the gate with the lever and heading in the back way. In
the southern corner of the crypt is Hesham who will give you a quest and
tell you about the key (that you already grabbed).  You can also lure
enemies back here and let him fight them for you.  If you head to the right
side of the map you should come across a large dirt room with Bloodsippers
in it.  The northeast corner is a secret passage to a cabinet containing
"Secrets of Transference Circuits" a book sought after by the magic shop
owner in Aridell.  There is also a pair of teleporters that lead to each
other.  Head back to the hall and continue north.  Pull all the levers in
the next two rooms.  Keep heading through the crypt fighting Bloodsippers,
Fanged Salamanders and Noximanders.  Feel free to engage in some high
spirited grave robbing.  Eventually you will come to another gate that you
can open with a nearby lever.  Be prepared for a tough fight.  Once you 
step on the square push plate in the middle of this room a pair of Walking
Corpses will be released and attack you.  Fight them from a distance as
they can disease you.  Once you kill the corpses head to the right.  The
lever just down the hall opens a one way path to right next to the start
of the dungeon, instead walk southwest turn left and flip the switch in the 
corner of the hall.  Keep following the hall into the coffin room. Loot
all of them if you want.  Alder Keldram's is the one just south of the
pillar.  Grab the amulet and use the escape to get back to the entrance.

Now that you have the amulet you need to find Lilith.  Her house is
actually just east of the crypt, but you have to either go through Grimhold
or head north and around past Border Town.  Border Town is the easiest way,
but if you think you can tackle Grimhold (and you can if you have leveled
up a fair bit with quests and exploring) now is as good a time as any.

Border Town path: leave the crypt and head to the right until you reach the
river.  Head north along the road until you reach Northeast Thaemore (map
15).  Feel free to try to get into Shadowmirk, but its guarded by a 
Dimensional Eye.  Head north along the west side of the map and then west
long the road. There are Thugs in the woods and Fungal Slimes along the
coast if you want to fight them.  Continue along the road to the Barrier
Range Region (map 14) and fight off thugs while following the road to
Border Town.  Here you can train Alchemy, Bows and Thrown Weapon skills.
There are also a few shops and quests.  Continue to follow the road south
and west and you will begin to encounter Hive Drones.  Head south to
Northern Tangletree Forest (map 24).

Grimhold route: use quick travel to go to Grimhold East (or just head west
from Aridell)  and enter Grimhold.  Head west until you find your way to
the chasm with the bridge blocked by gates you cannot open.  The dying man
along the way will explain what has to be done to open the gates.  Walk
into the rooms up north and kill the Goblin Hackers inside. Continue 
through the rooms until you end up outside and follow the path until you
come to a small building by the chasm.  There will be torches inside the
cabinet if you need them before heading down.  In the underground there
will be an intersection, head to the area to the right and kill the goblins
there.  Continue to the south killing the rest of the goblins, one will
drop a key. Eventually you will ind yourself southwest of the entrance.
You can head back towards it and pull a lever to open the gate that blocked
this hallway before.  Continue southwest across a long bridge, where you
will be attacked by Goblin Archers and Hackers.  Air Shield is extremely
useful here.  Across the bridge you can continue in two directions,
except one of them is blocked by a gate.  Head the other way and circle
around to where the gate blocking your way is fighting goblins along the
way.  Just before you reach the gate on the left is the switch you came
down here to pull.  Pull that switch then head north to open the gate if
you want to.  Then continue to the west.  The room to the south has a
ladder up into the other side of Grimhold, while to the north are more
goblins, including a Warlord.  Kill him, take his key and loot before you
head back up.  Fight your way through the goblin hackers and archers then
go west to leave Grimhold for Central Tangletree Forest (map 34).  This
place is a whole bunch of winding paths filled with Hive Drones.  Make your
way west until you can head north into Northern Tangletree Forest (map 24).

Lilith lives in a house by the heart shaped lake in Northern Tangletree
Forest, roughly in the middle of the map, Although the pather to get to her
is near the southwest corner.  Go talk to her about your amulet and she
will give you a quest to kill the Hive Queen (which is at least better
than cleaning her basement or doing her laundry or running across half the
country with 70 pounds of dead weight).  The Hive Queen can be found in the
cave in the southwest corner of the next map south, Central Tangletree
Forest.  Head into the cave and follow it around until you find her.  The
honeycombs have giant larvae for Hesham and there are plenty of gems hidden
in the stones throughout these tunnels.  You will know you are close to the
Hive Queen when you see a group of seven explosive barrels.  The easiest
way to deal with her is to lure her back to the barrels and explode them.
Grab the stinger she drops and return to Lilith who will then tell you
that your amulet is a key to a vault in the Underground Repository in
Blackwater.  The only question is how to get to the Repository.

Head to Blackwater.  You have to go through Barron's Ticket (map 23) or
Western Tangletree (map 33), which gives you a choice between fighting or
fleeing from Raptors or a Barrea Mercenary and some Thugs.  Either way
Head west until you get to Vela (map 22) or Blackwater (map 32).  If you
go to Vela head south immediately to get to Blackwater, which is in the
centre of the map.  At the gates the guards demand a toll of 100 gold to
enter.  You only have to pay once.  Inside are the best shops you can find
and trainers for Arcane, Divination and Arcane, Elemental magics as well as
the House of Pain where you can get training in Bludgeoning, Cleaving and
Sword weapon skills.  This town has it's fair share of quests as well.
By the southwest gate is a house with a dead body in it.  Break into the
house and search the body to find a note that explains how to get the the 
Repository.  You can only go there once so make sure you have all the key
amulets you can find (yours and Lilith's if you kill her).  When you are
ready, talk to the innkeeper and ask to stay at the inn.  Give the name
Foozgrumph when asked and you will be taken to a room you normally cannot
enter.  Wall through the back wall and head down to the repository.  Talk
to the goblin and show him your amulet.  Any other response ends up with
you stuck in a cage with two Dimensional Eyes and no equipment.  The whole
Repository seems designed to make you drool over imagined treasures you can
never get too, especially the specially named rooms.  Your amulet lets you
open #26 which contains a note and a gemstone called the Crux of the Ages.
The note explains a lot about what is going on, although you may have
picked up on a lot of the information it contains already.  If you killed
Lilith and took her amulet you can claim vault #15 as your own and get
a Divine Ore Great Sword.  When you have everything you came for head back
out and pull the lever in the room to leave.

The next mission is to rescue your brother from the Goblins.  He is being
held in Vela (map 22), which is just north of Blackwater.  Eventually you
have to kill pretty much everything on this map anyway, so head into the
sunken town and be careful of traps, the place is littered with them.  You
will also run into exploding goblins.  Always shoot the goblins with powder
kegs first and never when they are standing next to you.  They can be a big
help in killing other goblins if you can get them positioned right.  If you
head east from the main town you will eventually find a Warlord.  Kill
him and take his key.  To reach area you will also need to break a barrel
to get over to where the Fungal Slimes are then head north across the
water.  If you head over to the west you will be attacked by a large
number of goblins, archers, hackers and bombers.  Air Shield and Haste are
both excellent effects to have on you for this fight.  There is also a
Taurex just before the prison.  Try to use the bombers to weaken him up
before fighting him.  Inside the prison is your brother.  It is too late to 
save him, but he tells you what to do next.  Finish killing and looting the
area and head back to Northeast Thaemore (map 15).

If you follow the eastern coast you will eventually work your way through
some woods and around Shadowmirk's outer wall to the back door that was,
fortunately, left unlocked.  Head inside and prepare for a tough fight.
Use whatever potions and spells you can then run to the northwest and fight
the Dimensional Eye.  If you have too much trouble, go back to the towns
you have been to and do quests or explore and fight monsters until you
level up.  Also Haste is great, so if you cannot cast it yourself get a
Potion of Haste to help you out.  Once the eye is slain continue into the
hall and follow it all the way northeast.  There is an apprentice wizard
you can talk with.  Head into the spider chamber and kill the Giant
Arachnids, then search their eggs to find a key and some treasure.  The key
unlocks the rooms you passed in the hall on the way here.  Go through the
rooms (the treasure is all bones) until you reach the last chest.  Loot it
and then fight your way out through the skeletons.  Head southwest down the
hall until you come to the bridge with a teleport circle and a series of
press tiles.  The tiles come in groups of three arranged diagonally across
the bridge.  Only one tile in each group can be walked across safely, the
other teleport you to the circle.  Walk across them in this order (SW is
the tile to the southwest of the middle tile, NE is the one to the 
northeast): SW, middle, SW, NE, NE.  Further down you will come to a room
with another magic circle and two chests.  The signs above them will say
something along the lines of "Give me Strength" and "Ease my Pain".  Put
the Potion of Ogre Strength in the first and a Healing Elixir in the other.
This will activate the transporter.  On the other side shoot the powder
keg to get the key to the next door. The next puzzle is the teleporter
maze.  This was the worst of the puzzles, but all you need to do is keep
trying different paths.  Or follow this path: go into the first teleporter.
Next travel to the southeast circle (really your only choice), then take
the north east teleporter.  This should lead to a platform with four of
the transporters.  Head south into the southeast teleporter and finally
take the northeast transporter to finally reach the other side of the pit.
Here you will find yourself in the wizard's school.  Nobody here wants to
talk to you.  Head to the northwest corner where this is a sign saying
"Proving Chamber - Enter at own risk!".  Pull the lever to enter then pull
the lever in the middle of the room to release the Raptor and a pair of
Noximanders.  When those are dead you'll be able to proceed to the third
floor.  Talk with the wizard there to find out you need to collect four
goblin keys (you should have two already) and take the Crux of Ages back to
Bastion Spire.  One goblin key is in the wizard's chamber, one is possessed
by the Giants of Crakamir and the remaining two are held by Goblin Warlords
in Vela and Grimhold.  There is also a teleporter on this level that leads
to the ground floor.

So with three keys down you need to head into Crakamir to get the final
key.  There are three options.  From Aridell head south to the East Salt
Coast (map 45) then west to the West Salt Coast (map 44).  Near the centre
of this map is the Tangletree Ossuary, a crypt that eventually leads into
Crakamir halfway between the South Gate (map 43) and the Giant's Village
(map 41).  The crypt itself is trapped and filled with undead, notably the
poltergeists, which are one of the few things in game that can curse you.
As interesting a dungeon as the Ossuary is, it is probably the hardest way
to get to Crakamir.  The other two options are easier.

The next easiest method is to accept the quest in Aridell from the church
to deliver a "Potion of Absolute Restoration" to a man on the Salt Coast.
Take the potion from the chest and head to the East Salt Coast (map 44).
The house is in the northwest corner of the map.  Deliver the potion to
discover that it is really Noximander Venom.  Very cute.  Accept the man's
mission to deliver an incriminating letter and head to Bordertown.  West of
the town proper is a gate into the mountains with a pair of guards. Talk to
them and threaten them to get them to let you in.  If you are too gentle
they use the letter for toilet paper.  Nice guys.  You may want to save
before attempting this because you only get one shot.  If you get inside
go see the captain, deliver the letter and rob him blind.  You need to get
the key from his office, but since you are already stealing you might as
well take the rest of his stuff.  Besides the captain is such a drunk that
there is no way he is going to use it anytime soon.  Waste not, want not.
Now head to Loneloft (map 43) which is east and south of Blackwater.  There
are a pair of Taurex camping in the ruins of a building.  In the ruins
there is  broken stump of an obelisk that will add Loneloft as to the quick
travel menu.  There is a gate nearby which can only be opened with the
key you stole.  From there you can head west into Crakimir and to the
Giant's village on the west coast (map 42).  This area is infested with
Acid Grubs, Goblins and Taurex. You only get one chance to steal the key, 
so if you delivered the letter without stealing, your good deed has now 
blocked your way through the South Gate.

Fortunately there is one more way to get to Crakamir and it is easier than
the other two.  Buy some Ectoplasm and Mercury.  Blackwater usually has
Ectoplasm for sale and Mercury can sometimes be found in any alchemy store.
Travel to Bordertown and head to the southeast corner of the map.  There is
a small house there.  Enter it and head down into the basement.  There you
will find another teleport circle and an alembic containing Bromine, 
Ambergris and some junk.  Take out the junk and place the Ectoplasm and 
Mercury in it.  Step on the circle and you will find yourself in a building
with three circles just north of the Giant's Village.  One of the other
circles is inactive and the third leads to Blackwater.

Go talk to the Giant's leader.  He will other to give you the key if you
go retrieve the Giant Skull from the hunter's camp in Barron's Thicket, 
which is east of Vela.  Once in Barron's Thicket, head north along the west
side of the map to reach the camp.  The skull is across the Raptor pen to
the northeast.  Grab it and return to the Giant's village to get the last
goblin key.  Then head east to map 42, south to map 52 and west again to
map 51, the Goblin Citadel.  Follow the wall to the entrance where the 
giants and goblins will fight.  You can ignore the battle or join in.

Inside the Citadel the gates will close on you.  Fight your way around, 
opening levers as you slaughter the goblins and spiders inside.  The only
tricky part to look out for are the two open gates with press tiles under 
them.  The first one has a lever right by it.  Pull it and enter the next
room where you will see the second gate like this.  Move closer without
stepping on the tile.  This should bring you in range of the lever on the
other side of the gate.  Shoot it to flip it and head through.  Otherwise
when you walk through these gates they close on top of you crushing you
to death (or at least doing a couple hundred points of damage).  The other
thing to note is the demon statue.  Touching it makes it curse you, blast
out fire and summon some goblins.  Now once you've cleared the whole area
around the central chamber with the stairs up go to the last lever you
pulled to open gates.  Close it and you will be able to walk through a
nearby gate into the main room.  There is a teleporter here that leads
to the room by the Giant's Village.  Touch the obelisk to use the keys to
open the gate on the stairs and head up.  Keep heading through the Citadel,
just watch out in the maze for the traps and minotaurs.

Gramuk will be standing by himself wait for you to talk to him.  You have
a few different options.  First you can just press shift and attack him
without even speaking to him.  Second you can talk to him and tell him
how much you want to kill him in which case he summons 4 giant spiders and
attacks you.  Third you can bluff him and attack him by surprise without
him performing the summons.  Lastly you can hand over the Crux of the Ages
if you have it on you to get the evil ending and a huge pile of gold.

If you fight him Gramuk is weak, although his spells are damaging.  The 
best tactic is prepare for the fight by casting all the spells or using all
the potions you want to before fighting him.  Gramuk should die quickly
only to transform himself into a Dirachnid, a spider as tough as Gramuk was
weak.  The up side is that Dirachnid has no ranged attacks and is a bit on
the slow side.  Its bite also causes paralysis so you may want to run from
it and shoot at a distance.  When you kill it a key is dropped.  Pick it
up, do any looting you want to and head to the northeast chamber to go
through the portal to bastion spire.  Return the Crux of the Ages and go
speak the Chancellor for your ending.  Or kill him and the horde of royal
guards that appear to get the destroyer ending.



***MAP***

               14 - 15
               |    |
     22 - 23 - 24   25
     |    |    |    |
     32 - 33 - 34-G-35*
          |    |    |
41 - 42 - 43 - 44 - 45
     |    |
51 - 52 - 53


* - You start on this map
G - Grimhold
14 - Barrier Range Region; Bordertown
15 - Northeast Thaemore; Shadowmirk
22 - Vela
23 - Barron's Thicket
24 - Northern Tangletree; Lilith's House
32 - Blackwater
33 - Western Tangletree
34 - Central Tangletree
35 - South Parish; Aridell, Elderhollow (where you wake up), Grimhold East
41 - Rotwood; Giant's Village
42 - Northern Crakamir
43 - Northeastern Crakamir; Loneloft, South Gate
44 - West Salt Coast; Tangletree Ossuary
45 - East Salt Coast
51 - Western Crakamir; Goblin Citadel
52 - Eastern Crakamir
53 - Gulf of Madria; Lighthouse



***MAGIC***

DIVINE
1st Tier

- Bless
Gives +1 To Hit and Damage per level for 100 rounds

- Cat's Eyes
Lets the caster see in low light for 40 rounds per level.

- Detox
Reduces poisoning and is more effective at higher levels.

- Divine Heal
Heals 3-6 HP per level

- Entangle
Roots the target to the ground for 4 rounds per level or less.

- Fleshboil
Deals 2-4 magick damage per level to target creature.

- Leatherskin
Gives the caster +1 armor and damage reduction per level for 100 rounds

- Lore
Identifies items, the higher the level the better the items it can
identify.

- Poison Spray
Poisons target, more effective at higher levels.


2nd Tier

- Nimbleness
Increases Dexterity by +5 per level for 160 rounds.

- Ogre Strength
Increases Strength by +5 per level for 160 rounds.

- Charm
Causes the target to fight for the caster for 60 rounds.  The higher the
level of the spell the stronger the creature that can be controlled.

- Cure Disease
Removes disease with a certain probability which increases with level.

- Enchanted Weapon
Causes the character's weapon to do 2 extra magic damage for 30 rounds per
level.

- Haste
Allows the caster to take two actions per round for a number of rounds
based on the level of the spell.

- Sunder Flesh
Deals 5-7 magick damage per level to target creature.

- Stoneskin
Gives the caster +6 Armour and +3% Damage reduction for 160 rounds.  Each
level increases armour and damage reduction by 1.

- Turn Undead
May cause undead to flee and even damage them.  More effective at higher
levels.


3rd Tier

- Mass Boil
Deals 3-5 magick damage per level to all creatures in view.

- Smite
Deals 6-10 magick damage per level to an adjacent target.

- Dehex
Removes curses and is more effective at higher levels


ELEMENTAL

1st Tier
2 Mana / level
Skill 1 + 2 / additional level

- Dancing Lights
Causes enemies to flee, casting at a higher level makes this spell more 
effective.

- Air Shield
Shields the caster from non-magical ranged attacks.  Projectiles fired from
adjacent squares can still hit.  Lasts for 20 rounds per level.

- Fire Dart
Does 2-4 fire damage per level to target creature or object.

- Gravedigger's Flame
Creates a flame over your head that illuminates the area around you.  Lasts
longer at higher levels.

- Element Armor
Increases elemental resistance by 10% per level for 75 rounds.

- Reveal Map
The caster gains +3 Cartography skill per level for 10 rounds per level.
Useful for being able to detect enemies.

- Predator Sight
Allows the caster to see targets in darkness negating penalties to hit.
Lasts 40 rounds per level.

- Sonic Blast
Causes enemies in an area, determined by the spell's level, to have
decreased attack and defense.  The effects are more potent at higher
levels.


2nd Tier
6 Mana / level
Skill 5 + 3 / additional level

- Compress Atmosphere
Deals 6-9 damage per level to target creature or object and any creatures
or objects adjacent to the target.

- Enkindled Weapon
Adds +2 fire damage per level to weapon strikes for 50 rounds.

- Deep Freeze
Does 5-8 cold damage per level to target creature.

- Fireball
Causes 4-7 fire damage per level to target object or creature and to any
objects or creatures within a few squares of the target.

- Chameleon
Makes the caster blend in with their surroundings making them harder to
hit.  Lasts for 20 rounds per level.

- Lock Melt
May break locks, the higher the level the more effective this spell is.

- Trapkill
May disarm or set off traps, more effective at higher levels.


3rd Tier
10 Mana / level
Skill 11 + 4 / additional level

- Portal
Cast once to set an anchor point then cast again to return there.  Each
level can create a new anchor.

- Invisibility
Turn invisible for 10 rounds per level.

- Supernova
Deals 3-4 fire damage per level to all objects and creatures in view.



***ALCHEMY***

* Potions

A character with the alchemy skill can mix potions.  In order to do so they
must possess a reagent, reactant and vessel (which in the case of potions
is an Empty Flask).  Only certain combinations of reagents and reactants
will combine to make a potion.  Combing a reactant and reagent that do not
make a potion causes an explosion doing up to 20 points of fire damage.
Mixing a potion you do not have enough skill to make will cause the potion
to fizzle.  If either of these occur all mixed items are lost.  The
following list details all potions and the required ingredients. The number 
in brackets after the name of the potion is the minimum alchemy skill
required to produce that potion.  Potions with multiple levels are
automatically made at the best level possible.

Healing Elixir I = Willow Sap + Sulfur
Healing Elixir II (5) = Willow Sap + Sulfur
Healing Elixir III (10) = Willow Sap + Sulfur
Mana Potion I = Mandrake Root + Acid
Mana Potion II (5) = Mandrake Root + Acid
Mana Potion III (10) = Mandrake Root + Acid
Potion of Cat's Eyes = Willow Sap + Bromine
Potion of Keensight = Ambergris + Acid
Leatherskin I (5) = Willow Sap + Serpent Venom
Leatherskin II (10) = Willow Sap + Serpent Venom
Leatherskin III (15) = Willow Sap + Serpent Venom
Potion of Fortified Mana (5) = Mandrake Root + Bromine
Potion of Stoneskin (5) = Jelly Fungus + Serpent Venom
Potion of Greater Protection (5) = Ectoplasm + Sulfur
Invisibility I (10) = Ectoplasm + Charcoal
Invisibility II (15) = Ectoplasm + Charcoal
Demon Oil I (5) = Ambergris + Sulfur
Demon Oil II (10) = Ambergris + Sulfur
Demon Oil III (15) = Ambergris + Sulfur
Potion of Haste I (5) = Mandrake Root + Mercury
Potion of Haste II (10) = Mandrake Root + Mercury
Potion of Haste III (15) = Mandrake Root + Mercury
Potion of Ogre Strength (5) = Jelly Fungus + Bromine
Potion of Nimbleness (5) = Jelly Fungus + Mercury
Potion of Cure Lesser Disease (5) = Belladonna + Charcoal
Potion of Cure Greater Disease (10) = Belladonna + Charcoal
Detox Serum (5) = Belladonna + Serpent Venom


* Imbuing Equipment

Alchemy can also be used to enhance equipment giving weapons a bonus to hit
or to damage on weapons and to the armor value of protective gear.  The
recipes and skill requirements are stated below.  Trying to imbue equipment
with the wrong kind of bonus (a weapon bonus or armor or armor bonus on a
weapon) causes an explosion.

+1 requires alchemy 5 or higher
+2 requires alchemy 10 or higher
+3 requires alchemy 15 or higher

Weapon Damage = Ectoplasm + Serpent Venom
Weapon To Hit = Ectoplasm + Mercury
Armor = Ectoplasm + Spider Silk



***ITEMS***

* Short Blades

Bone Dagger - 1 Damage, 0.5 lbs, 5 gold
Iron Dagger - 1 Damage, 0.7 lbs, 24 gold
Steel Dagger - 2 Damage, 0.8 lbs, 85 gold
Hive Queen Stinger - 2 Damage, 1.0 lbs, 180 gold, Poisoned
Stiletto - 3 Damage, 0.8 lbs, 100 gold
Sacrificial Dagger - 3 Damage, 1.5 lbs, 120 gold
Mithril Dagger - 4 Damage, 1.0 lbs, 310 gold
Adamantine Dagger - 5 Damage, 1.5 lbs, 450 gold


* Swords

Iron Short Sword - 2 Damage, 3.0 lbs, 30 gold
Iron Falcata  - 3 Damage, 3.0 lbs, 135 gold
Iron Long Sword - 3 Damage, 4.0 lbs, 160 gold
Steel Gladius - 4 Damage, 3.5 lbs, 310 gold
Steel Long Sword - 5 Damage, 4.5 lbs, 400 gold
Steel Claymore - 7 Damage, 8.5 lbs, 850 gold
Diamond Edged Claymore - 8 Damage, 9.0 lbs, 1650 gold
Adamantine Great Sword - 9 Damage, 10.0 lbs, 2000 gold
Divine Ore Great Sword - 10 Damage, 12.0 lbs, 2700 gold


* Bludgeoning Weapons

Wooden Cudgel - 1 Damage, 2.0 lbs, 2 gold
Copper Hammer - 2 Damage, 3.0 lbs, 20 gold
Iron Mace - 2 Damage, 3.0 lbs, 38 gold
Mahogany Quarterstaff - 3 Damage, 3.0 lbs, 75 gold
Iron Morning Star- 3 Damage, 4.0 lbs, 95 gold
Flanged Mace - 4 Damage, 4.0 lbs, 280 gold
Spiked Mace - 4 Damage, 5.0 lbs, 240 gold
Adamantine War Hammer - 8 Damage, 8.0 lbs, 1800 gold
Skullsplitter - 9 Damage, 8.0 lbs, 2500 gold


* Cleaving Weapons

Iron Hand Axe - 2 Damage, 2.0 lbs, 22 gold
Machete - 2 Damage, 2.0 lbs, 30 gold
Steel Kama - 3 Damage, 2.0 lbs, 220 gold
Steel Battle Axe - 4 Damage, 3.0 lbs, 300 gold
Mithral Battle Axe - 5 Damage, 4.0 lbs, 440 gold
Executioner - 9 Damage, 6.0 lbs, 2500 gold


* Bows

Birch Short Bow - 1 Damage, 2.0 lbs, 50 gold
Yew Longbow - 4 Damage, 5.0 lbs, 450 gold
Recurved Longbow - 6 Damage, 4.0 lbs, 750 gold
Composite Great Bow - 7 Damage, 7.0 lbs, 1200 gold
Recurved Composite Great Bow - 8 Damage, 7.0 lbs, 1800 gold


* Arrows

Arrow - 0.1 lbs, 1 gold
Steel Arrow - 0.2 lbs, 2 gold, +1 Damage
Fight Arrow - 0.1 lbs, 4 gold, +2 To Hit, +1 Damage
Assassin's Arrow - 0.1 lbs, 8 gold +3 To Hit, +3 Damage
Diamond Head Arrow - 0.1 lbs, 30 gold, +5 To Hit, +4 Damage


* Thrown Weapons

Stone - 1 Damage, 0.2 lbs, 1 gold
Iron Throwing Dart - 2 Damage, 0.2 lbs, 2 gold
Steel Throwing Dart - 3 Damage, 0.2 lbs, 4 gold
Penetrators - 4 Damage, 0.2 lbs, 10 gold
Demon Oil I - 10 Damage, 0.3 lbs, 30 gold
Demon Oil II - 20 Damage, 0.3 lbs, 60 gold
Demon OIl III - 30 Damage, 0.3 lbs, 120 gold
Flask of Incinerator Fuel - 0.3 lbs, 400 gold


* Shields

Wood Buckler - 1 Armor, 3.0 lbs, 10 gold
Bronze Buckler  - 2 Armor, 5.0 lbs, 60 gold
Small Steel Shield - 2 Armor, 3.0 lbs, 200 gold
Large Steel Shield - 3 Armor, 6.0 lbs, 315 gold
Adamantine Great Shield - 5 Armor, 10.0 lbs, 1750 gold


* Light Helms

Leather Skullcap - 1 Armor, 1.0 lbs, 10 gold
Thinking Cap - 1 Armor, 1.0 lbs, 420 gold, +2 Intelligence
Wizard's Hat - 1 Armor, 1.0 lbs, 5 gold
Master Wizard's Hat - 1 Armor, 1.0 lbs, 450 gold, +3 Perception
Grand Master Wizard's Hat - 2 Armor, 1.0 lbs, 1200 gold, +2 Perception,
	+3 Elemental
Steel Chainmail Coif- 3 Armor, 2.0 lbs, 250 gold


* Heavy Helms

Iron Half Helm - 3 Armor, 3.0 lbs, 220 gold
Conquerer's Full Helm - 3 Armor, 6.0 lbs, 1800 gold, +2 Bludgeoning
Steel Full Helm - 4 Armor, 4.5 lbs, 850 gold
Grand Helm - 4 Armor, 5.0 lbs, 1000 gold
Adamantine Great Helm - 5 Armor, 5.0 lbs, 2500 gold


* Light Cloaks

Light Cloak - 1.0 lbs, 5 gold
Quality Cloak - 1 Armor, 1.0 lbs, 13 gold
Survivalist's Cloak - 2 Armor, 1.0 lbs, 475 gold, +5 Survival
Cloak of the Shadows - 2 Armor, 1.0 lbs, 800 gold, +3 Hide in Shadows
Priest's Cloak - 1 Armor, 1.0 lbs, 980 gold, +3 Divination, +2 Wisdom


* Heavy Cloaks


* Light Torso

Leather Jerkin - 1 Armor, 1.5 lbs, 15 gold
Leather Armor of the Prowler - 2 Armor, 2.5 lbs, 525 gold, +4 Move
   Silently
Studded Leather Hauberk - 3 Armor, 3.0 lbs, 85 gold
Chainmil Hauberk - 4 Armor, 4.0 lbs, 230 gold
Diamond Studded Jerkin - 5 Armor, 3.0 lbs, 800 gold


* Heavy Torso

Hard Leather Banded Armor - 3 Armor, 5.0 lbs, 150 gold
Steel Ring Mail Jerkin - 5 Armor, 8.0 lbs, 375 gold
Iron Plate Armor - 7 Armor, 12.0 lbs, 500 gold
Steel Plate Armor - 8 Armor, 12.0 lbs, 1000 gold


* Light Arms

Leather Gloves - 1 Armor, 0.3 lbs, 10 gold
Swordsman's Gauntlets - 1 Armor, 0.3 lbs, 200 gold, +2 Swords
Burglar's Leather Gloves - 1 Armor, 0.2 lbs, 250 gold, +3 Pick Locks
Trapper's Gloves - 1 Armor, 0.2 lbs, 250 gold, +3 Skullduggery
Steel Bracers - 3 Armor, 1.5 lbs, 450 gold


* Heavy Arms

Iron Bracers - 2 Armor, 2.0 lbs, 180 gold
Iron Gauntlets of the Warlord - 3 Armor, 3.5 lbs, 700 gold, +5 To Hit, 
   +2 Damage
Adamantine Plate Gauntlets - 5 Armor, 3.0 lbs, 1400 gold


* Light Belts

Leather Belt - 1 Armor, 1.0 lbs, 10 gold
Strongman's Belt - 1 Armor, 1.0 lbs, 350 gold, +2 Strength


* Heavy Belts

Warlord's Plated Belt - 2 Armor, 4.0 lbs, 1000 gold, +2 Speed, +1 Amrour


* Light Legs

Hide Leggings - 1 Armor, 3.0 lbs, 32 gold
Leather Leggings - 1 Armor, 4.0 lbs, 40 gold
Diamond Studded Leggings - 5 Armor, 4.0 lbs, 1200 gold


* Heavy Legs

Splint Mail Leggings - 3 Armor, 7.0 lbs, 280 gold
Chainmail Leggings - 3 Armor, 5.0 lbs, 310 gold
Steel Plate Greaves - 5 Armor, 10.0 lbs, 850 gold


* Light Footwear

Leather Sandals - 1 Armor, 1.0 lbs, 10 gold
Light Boots - 1 Armor, 2.0 lbs, 25 gold
Scout's Sandals - 1 Armor, 1.0 lbs, 200 gold, +2 Cartography
Healer's Sandals - 1 Armor, 1.0 lbs, 300 gold, +2 Divination


* Heavy Footwear

Iron Plated Boots - 3 Armor, 5.0 lbs, 200 gold
Iron Spiked Boots - 3 Armor, 5.0 lbs, 320 gold, +2 Unarmed Combat
Steel Plated Boots - 4 Armor, 5.0 lbs, 300 gold
Mithril Alloy Chain Boots - 4 Armor, 2.0 lbs, 800 gold


* Amulets

Ivory Amulet - 0.1 lbs, 27 gold, +5 HP
Wolves' Tooth Amulet - 0.1 lbs, 180 gold, +3 Cleaving Weapons
Bitter Naga Amulet - 0.1, 180 gold, +20% Resist Toxins
Compass - 0.1 lbs, 200 gold, +2 Cartography
Gravedigger's Amulet - 0.1, 200 gold, Constant Gravedigger's Flame
Ankh - 0.1 lbs, 220 gold, +10 HP, +1 Armor
Mana Cache Amulet - 0.1 lbs, 220 gold, +2Mana
Amulet of the Master Merchant - 0.1 lbs, 425 gold, +3 Mercantile
Bloodlust Amulet - 0.1 lbs, 450 gold, +2 To Hit, +2 Strength
Deadeye Pendant - 0.1 lbs, 470 gold, +2 Dexterity, +4 Thrown Weapons
Zen Amulet - 0.1 lbs, 550 gold, +5 Meditation


* Rings

Copper Ring - 0.1 lbs, 3 gold
Brass Ring - 0.1 lbs, 4 gold
Mystic's Ring - 0.1 lbs, 355 gold, +2 Perception
Ring of the Hawk - 0.1 lbs, 500 gold, +3 Spot Hidden
Brewmaster's Ring - 0.1 lbs, 650 gold, +3 Alchemy
Loremaster's Ring - 0.1 lbs, 1000 gold, +6 Lore
Ring of the Assassin - 0.1, 1800 gold, +5 To Hit, +2 Damage


* Gems

Small Emerald - 0.1 lbs, 20 gold
Small Ruby - 0.1 lbs, 30 gold
Diamond Chip - 0.1 lbs, 100 gold
Large Emerald - 0.1 lbs, 350 gold
Large Ruby - 0.1 lbs, 450 gold
Large Diamond - 0.1 lbs, 1800 gold


* Tools

Empty Flask - 0.1 lbs, 2 gold, used in making potions
Lockpick - 0.1 lbs, 15 gold
Map of Thaermore - 0.1 lbs, 5 gold, displays a map of the whole region
Torch - 0.2 lbs, 2 gold, torches have their own menu slot
Lantern - 5.0 lbs, 35 gold, mix with wick and oil to refuel


* Books 

The Alchemist's Cookbook I - 2.0 lbs, 15 gold, explains potion recipes
The Alchemist's Cookbook II - 2.0 lbs, 50 gold, explains potion recipes
The Alchemist's Cookbook III - 2.0 lbs, 75 gold, explains potion recipes
Imbuing Your Equipment - 2.0 lbs, 75 gold, explains enchanting equipment
Sam's Guide to Demon Oil - 0.1 lbs, 50 gold, explains demon oil recipe
Elements of Magick - 2.0 lbs, 50 gold, teaches Arcane, Elemental


* Scrolls

Scroll of Fleshboil - 0.1 lbs, 150 gold, learn the spell Fleshboil
Scroll of Fire Dart - 0.1 lbs, 150 gold, learn the spell Fire Dart
Scroll of Divine Heal - 0.1 lbs, 150 gold, learn the spell Divine Heal
Scroll of Entangle - 0.1 lbs, 150 gold, learn the spell Entangle
Scroll of Bless - 0.1 lbs, 150 gold, learn the spell Bless
Scroll of Leatherskin - 0.1 lbs, 150 gold, learn the spell Leatherskin
Scroll of Cat's Eyes - 0.1 lbs, 150 gold, learn the spell Cat's Eyes
Scroll of Gravedigger's Flame - 0.1 lbs, 150 gold, learn the spell
  Gravedigger's Flame
Scroll of Air Shield - 0.1 lbs, 150 gold, learn the spell Air Shield
Scroll of Element Armor - 0.1 lbs, 150 gold, learn the spell Element Armor
Scroll of Predator Sight - 0.1 lbs, 150 gold, learn the spell Predator
  Sight
Scroll of Reveal Map - 0.1 lbs, 150 gold, learn the spell Reveal Map
Scroll of Dancing Lights - 0.1 lbs, 150 gold, learn the spell Dancing
  Lights
Scroll of Sonic Blast - 0.1 lbs, 150 gold, learn the spell Sonic Blast
Scroll of Detox - 0.1 lbs, 150 gold, learn the spell Detox
Scroll of Lore - 0.1 lbs, 150 gold, learn the spell Lore
Scroll of Lock Melt - 0.1 lbs, 150 gold, learn the spell Lock Melt
Scroll of Ogre Strength - 0.1 lbs, 500 gold, learn the spell Ogre Strength
Scroll of Nimbleness - 0.1 lbs, 500 gold, learn the spell Nimbleness
Scroll of Cure Disease - 0.1 lbs, 500 gold, learn the spell Cure Disease
Scroll of Compress Atmosphere - 0.1 lbs, 500 gold, learn the spell Compress
  Atmosphere
Scroll of Sunder Flesh - 0.1 lbs, 500 gold, learn the spell Sunder Flesh
Scroll of Portal - 0.1 lbs, 500 gold, learn the spell Portal
Scroll of Deep Freeze - 0.1 lbs, 500 gold, learn the spell Deep Freeze
Scroll of Fireball - 0.1 lbs, 500 gold, learn the spell Fireball
Scroll of Haste - 0.1 lbs, 500 gold, learn the spell Haste
Scroll of Turn Undead - 0.1 lbs, 500 gold, learn the spell Turn Undead
Scroll of Charm - 0.1 lbs, 500 gold, learn the spell Charm
Scroll of Poison Spray - 0.1 lbs, 500 gold, learn the spell Poison Spray
Scroll of Trapkill - 0.1 lbs, 500 gold, learn the spell Trapkill
Scroll of Enkindle Weapon - 0.1 lbs, 500 gold, learn the spell Enkindle
  Weapon
Scroll of Enchant Weapon - 0.1 lbs, 500 gold, learn the spell Enchant
  Weapon
Scroll of Stoneskin - 0.1 lbs, 500 gold, learn the spell Stoneskin
Scroll of Chameleon - 0.1 lbs, 500 gold, learn the spell Chameleon
Scroll of Invisibility - 0.1 lbs, 900 gold, learn the spell Invisibility
Scroll of Supernova - 0.1 lbs, 900 gold, learn the spell Supernova
Scroll of Dehex - 0.1 lbs, 900 gold, learn the spell Dehex
Scroll of Mass Boil - 0.1 lbs, 900 gold, learn the spell Mass Boil
Scroll of Smite - 0.1 lbs, 900 gold, learn the spell Smite


* Reactants

Sulfur - 0.1 lbs, 8 gold
Oil - 0.1 lbs, 10 gold
Spider Silk - 0.1 lbs, 20 gold
Acid - 0.1 lbs, 25 gold
Charcoal - 0.1 lbs, 35 gold
Mercury - 0.1 lbs, 35 gold
Bromine - 0.1 lbs, 40 gold
Serpent Venom - 0.1 lbs, 45 gold


* Reagents

Cotton Wick - 0.1 lbs, 2 gold, used to refill lanterns
Ash - 0.1 lbs, 7 gold
Willow Sap - 0.1 lbs, 10 gold
Jelly Fungus - 0.1 lbs, 25 gold
Ambergris - 0.1 lbs, 25 gold
Mandrake Root - 0.1 lbs, 30 gold
Belladonna - 0.1 lbs, 42 gold
Ectoplasm - 0.1 lbs, 100 gold


* Potions
All potions turn into an Empty Flask when drunk.

Healing Elixir I - 0.3 lbs, 30 gold, +15 HP
Healing Elixir I - 0.3 lbs, 45 gold, +40 HP
Healing Elixir I - 0.3 lbs, 100 gold, +100 HP
Mana Potion I - 0.3lbs, 30 gold, +15 Mana
Mana Potion II - 0.3lbs, 45 gold, +40 Mana
Mana Potion III - 0.3lbs, 100 gold, +100 Mana
Potion of Keensight - 0.3 lbs, 100 gold, +8 T Hit for 100 rounds
Potion of Cat's Eyes - 0.3 lbs, 30 gold, Cat's Eyes for 200 rounds
Leatherskin I - 0.3 lbs, 20 gold, +2 Armor for 100 rounds
Leatherskin II - 0.3 lbs, 40 gold, +4 Armor for 100 rounds
Leatherskin III - 0.3 lbs, 30 gold, +6 Armor for 100 rounds
Potion of Fortified Mana - 0.3 lbs, 80 gold, halves Mana cost for 10 rounds
Potion of Stoneskin - 0.3 lbs, 180 gold, +8 Armor for 160 rounds
Potion of Greater Protection - 0.3 lbs, 150 gold, increases resistances for
  120 rounds
Invisibility I - 0.3 lbs, 40 gold, invisibility for 10 rounds
Invisibility II - 0.3 lbs, 90 gold, invisibility for 20 rounds
Potion of Haste I - 0.3 lbs, 20 gold, haste (act twice per round) for 30
  rounds
Potion of Haste II - 0.3 lbs, 40 gold, haste for 40 rounds
Potion of Haste III - 0.3 lbs, 90 gold, haste for 50 rounds
Potion of Ogre Strength - 0.3 lbs, 150 gold, +15 Strength for 120 rounds
Potion of Nimbleness - 0.3 lbs, 150 gold, +15 Dexterity for 120 rounds
Potion of Cure Lesser Disease - 0.3 lbs, 110 gold, cures dungeon fever,
  rusty knuckles and eye fungus
Potion of Cure Greater Disease - 0.3 lbs, 400 gold, cure blister pox,
  insanity fever and fleshrot
Detox Serum - 0.3 lbs, 30 gold, cures poison


* Consumables

Bottle of Wine - 0.3 lbs, 6 gold
Bottle of Rare Vintage Wine - 0.3 lbs, 110 gold
Bread - 0.1 lbs, 2 gold
Salted Fish - 0.1 lbs, 5 gold


* Miscellaneous

Rope Belt - 0.5 lbs, 1 gold, can wear as a belt
Tattered Breeches - 1.0 lbs, 1 gold
Spices - 0.1 lbs, 20 gold
Salt - 0.1 lbs, 20 gold
Silverware - 0.1 lbs, 40 gold
Fine Porcelain Plate - 0.5 lbs, 60 gold
Femur - 0.5 lbs, 1 gold
Skull - 0.4 lbs, 5 gold
Weapon Fragments - 0.2 lbs, 0 gold


*Quest Items & Keys

Sealed Note - 0.1/0
Giant Skull - 9.0 lbs, 0 gold, Quest Item
Crux of Ages - 3.0 lbs, ? gold, Quest Item

Easter Egg - 0.1 lbs, 0 gold, collect three to gain a level at Shadowmirk
Widget - 0.1 lbs, 0 gold



***ENEMIES***

* Monster Name
Description of the monster
HP: how many hit points it has
XP: how much experience you get for beating it
To Hit: the creatures to hit ability and base chance to hit you (based on 
  an Armor rating of 0)
Damage: Maximum damage dealt by the monster's attack
Armor: the creature's Armor rating (your chance to hit a monster is 50%
  plus 3% times your to hit stat minus 2% times the monster's Armor)
Special: Any special abilities it has
Description on fighting the monster including recommended tactics.

* Acid Grub
A brown chitinous bug.
HP: 70
XP: 160
To Hit: 25 (125%)
Damage: 12
Armor: 24
Special: Acid
When you kill an Acid Grub it splashes acid around it.  This damages other
enemies (10-20 points) that are right beside it. It also has a chance of
destroying a random piece of your equipment if you happen to be right
beside it when it dies.  Generally you have good odds of avoiding it, but
it would still be best to kill them with ranged attacks.  They are also
very slow, so run if they get too close.

* Barrea Mercenary
A heavily armed human.
HP: 90
XP: 165
To Hit: 25 (125%)
Damage: 14
Armor: 26
Mercenaries are a lot tougher than thugs or goblins.  If you like to
explore you may find you run into them before you are really ready to
handle them.  Even at higher levels it is best not to hold back against
them.  Use spells or potions and do not be afraid to run away and rest
if you need to.

* Bloodsipper
An unusually large bat.
HP: 20
XP: 25
To Hit: 7 (71%)
Damage: 4
Armor: 8
Special: Flight
Bloodsippers are fairly weak, but tend to come in groups.  Early on you
may want to at lest weaken them with ranged attacks.  Also they fly so
you cannot lure them into traps.

* Dimensional Eye
A large floating eyeball.
HP: 80
XP: 2500
Damage: 15
Armor: 25
Special: Magic Attack, Flight, Divine Resistance
Dimensional Eyes can be nasty.  They have a ranged magic attack, which Air
Shield cannot block.  Even at high levels they can cause some serious pain
for your character.  Use your strongest attack along with bless and haste
to defeat them.

* Dirachnid
A huge black spider.
HP: 250
XP: 2500
To Hit: 27 (131%)
Damage: 20
Armor: 30
Special: Paralysis, Divine Resistance
Gramuk turns into this after you beat him.  Its bite is quite strong and
the poison paralyses you for a few turns if it affects you, which can be
quite devastating.  Dirachnid moves slowly though, so ranged attacks are
a good option, except Divine spells, which Dirachid resists a lot more
often than Elemental spells.  Dirachnid is tough, but not too difficult if
you avoid having to fight him and the Giant Arachnids at the same time.

* Fanged Salamander
A small red amphibian.
HP: 10
XP: 8
To Hit: 4 (62%)
Damage: 3
Armor: 4
Pretty basic enemy.  Even at level one with an unskilled weapon most
characters should be able to fight at least one of these monsters in hand
to hand combat without much trouble.

* Fungal Slime
A small blob of green bubbles.
HP: 25
XP: 35
To Hit: 10 (80%)
Damage: 4
Armor: 6
Special: Ranged Attack, Divine Resistance
A weak monster with a ranged attack.  They can only shoot their slime a
few square however so either use Air Shield to null their attacks or shoot
them from further away.  They do tend to resist divine magic, so try to
avoid casting it on them.

* Giant Arachnid
A large spider.
HP: 70
XP: 150
To Hit: 22 (116%)
Damage: 12
Armor: 20
Special: Poison
By the time you fight them, giant spiders are not too threatening, but
they are poisonous, so keep Detox potions or spells handy. You may also
want to stick to ranged attacks.

* Goblin Archer
A green humanoid with a bow.
HP: 45
XP: 80
To Hit: 17 (101%)
Damage: 6
Armor 10
Special: Ranged attack, drops treasure
Goblin archers are likely the first creature you will encounter with a
good ranged attack.  They like to shoot at you from far away, so the best
way of dealing with them is by casting Air Shield if you can.  They will
also drop treasure, but its only arrows are far as I can tell.

* Goblin Bombthug
A green humanoid with a barrel with red Xs.
HP: 15
XP: 60
Damage: 45
Armor: 12
Special: Explodes!

* Goblin Hacker
A green humanoid with a sword.
HP: 40
XP: 55
To Hit: 13 (89%)
Damage: 8
Armor: 13
Special: Drops treasure
These are average melee fighters and you will end up fighting many of them
in the course of the game.  Use your usual kind of attacks against them.
Goblin hackers are a great enemy to butcher for treasure.

* Goblin Warlord
A green humanoid in heavy Armor with a sword.
HP: 75
XP: 250
To Hit: 23 (119%)
Damage: 13
Armor: 25
Warlords are a bit tougher than regular Goblin Hackers, so it can be a good
idea to use potions or spells to buff yourself when fighting them.

* Gramuk
A green humanoid with a staff.
HP: 45
XP: 100
Damage: 22
Armor: 15
Special: Summon, Transform, Magic Attack
The infamous goblin shaman.  Unless you bluff him in conversation or attack
before talking he will summon four Giant Arachnids.  He attacks with Deep
Freeze, which does cold elemental damage.  Prepare yourself with all your
buff spells and potions before talking to him.  Melee combatants will also
want to stand next to him.  Divine spells are not recommended as Gramuk
frequently resists them. All in all Gramuk himself is much easier to kill
than might be expected, except he turns into a Dirachnid upon death.

* Hive Drone
A large bee.
HP: 40
XP: 60
To Hit: 12 (86%)
Damage: 9
Armor: 14
Special: Flight
Hive Drones are a bit tougher than goblins.  Try not to let them gang up
on you until you are stronger than them.

* Hive Queen
An enormous bee.
HP: 100
XP: 500
To Hit: 24 (122%)
Damage: 10
Armor: 24
Special: Flight, Paralysis
The Hive Queen can be a nasty piece of work with her ability to paralyze
your character.  Aside from buffing or using ranged attacks, the easiest
way to beat her is to lure her to the explosive barrels and then set them
off.

* Noximander
A large green amphibian.
HP: 35
XP: 45
To Hit: 10 (80%)
Damage: 7
Armor: 11
Special: Poison
Noximanders are most likely the first poisonous creature you encounter and
are tough compared to the enemies around them at first.  Ranged Attacks
are best against them because poison can be deadly early on when you are
unlikely to have regular access to Detox spells or potions.  The best you
can do is rest and/or cure yourself until the poison goes away.

* Poltergeist
Floating white wisps.
HP: 60
XP: 190
To Hit: 19 (107%)
Damage: 12
Armor: 16
Special: Flight, Curse, Elemental Resistance, drops treasure
Poltergeists are a bit tricky.  They can inflict curses if they hit you
and are resistant to elemental damage, so the best way to destroy them is
with Divine magic or with arrows.  They also drop ectoplasm consistently,
which is a good reason to hunt them down if you want to augment your
equipment.  The Dehex spell is rather difficult to obtain unless you
focused on Divine magic and costs a lot of Mana, so it would be best not to
get cursed at all.

* Raptor
A dinosaur.
HP: 95
XP: 110
To Hit: 24 (122%)
Damage: 12
Armor: 22
Barron's Thicket looks like Jurassic Park.  Early on Raptors are tough,
but by the time you get the quest to go to Barron's thicket they should
be easy.  Its easiest just to avoid them early on, but if you want to fight
them, consider softening them up with ranged attacks and make sure to buff
with potions or spells.  Also do not let them gang up on you.

* Skeleton
An animated skeleton.
HP: 50
XP: 90
To Hit: 18 (104%)
Damage: 10
Armor: 17
Usually by the time you encounter them, they are easy to kill.  At least
compared to the monsters around them.

* Spire Guard
A heavily armed human.
HP: 300
XP: 400
To Hit: 27 (131%)
Damage: 15
Armor: 28
The ultimate test of how powerful you are, you fight these elite soldiers
if you kill the chancellor and there are 16 of them.  The best tactic is
to haste, run around them back to the room where you are supposed to place
the Crux of Ages and uses the lever to crush them with the portcullis.
Which is a bit too easy compared with actually fighting them, so you will
not get destroyer status if you do this.

* Taurex
A minotaur.
HP: 145
XP: 185
To Hit: 28 (134%)
Damage: 16
Armor: 29
Nasty, nasty creatures.  Even at high levels I suggest using potions or
magic to buff yourself.  Especially Haste and Leatherskin or Stoneskin.
Also, you would think they might drop treasure since they carry axes.
They don't.  Makes resting annoying, although if you really specialized
they might be easy by that point.

* Thug
A human dressed up like a pirate.
HP: 40
XP: 50
To Hit: 13 (89%)
Damage: 7
Armor: 13
Special: Drops treasure
Thugs are probably going to be the first enemy you encounter that drops
treasure.

* Walking Corpse
A grey hunchbacked humanoid that wants to eat your brain.
HP: 55
XP: 85
To Hit: 15 (95%)
Damage: 8
Armor: 7
Special: Disease, Divine Resistance
If you get injured by one of these guys you might catch a disease.  Other
than that they are slow but fairly hardy.  Ranged attacks work best and its
always a good idea to have something that cures disease handy if you think
you might run into them.



***CREDITS***

I'd like to thank to Basilisk Games for making Eschalon, most of the work
for this FAQ was done directly from the game itself.

I also want to thank Neil for letting me use his copy of the game.

And a special thanks to Megan for all she's done for me.



***VERSION HISTORY***

2/9/2008 - Version 1.00
  Included general character creation walkthrough, enemy list, partial item
  list.
2/16/2008 - Version 1.10
  Added alchemy, magic, map, spire guards and more items.
  Approved use of this document by Super Cheats.