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| (__/ _ \ ' \  _/ -_) ' \  _(_-<
 \___\___/_||_\__\___|_||_\__/__/
---------------------------------

To find a specific item in the Guide, use Ctrl-F to open a Find box, and type
in the section code.


Background Info

B1.    Version History
B2.    About the Author
          
          B2.1.  Copyrights and Thanks

B3.    About the Game

          B3.1.  Glossary
          B3.2.  Controls

B4.    Character Basics 
      
       B4.1.  Races
               
               B4.1.1.  Dwarf
               B4.1.2.  Elf
               B4.1.3.  Gnome
               B4.1.4.  Halfling
               B4.1.5.  Half-Elf
               B4.1.6.  Half-Orc
               B4.1.7.  Human

       B4.2.  Abilty Scores
       B4.3.  Classes

               B4.3.1.  Barbarian
               B4.3.2.  Bard
               B4.3.3.  Cleric
               B4.3.4.  Druid
               B4.3.5.  Fighter
               B4.3.6.  Monk
               B4.3.7.  Paladin
               B4.3.8.  Psion
               B4.3.9.  Psychic Warrior
               B4.3.10. Ranger
               B4.3.11. Rogue
               B4.3.12. Sorcerer
               B4.3.13. Wizard

       B4.4.  Skills and Feats

               B4.4.1.  Skills
               B4.4.2.  Feats
                       
                        B4.4.2.1. General Feats
                        B4.4.2.2. Psychic Feats
                        B4.4.2.3. Magic Feats

       B4.5.  Spells and Powers

               B4.5.1.  Spell Lists
 
                        B4.5.1.1. Bard
                        B4.5.1.2. Cleric
                        B4.5.1.3. Druid
                        B4.5.1.4. Paladin
                        B4.5.1.5. Ranger
                        B4.5.1.6. Sorcerer/Wizard

               B4.5.2.  Power List

                        B4.5.2.1. Psion
                        B4.5.2.2. Psychic Warrior
               
B5.    Character Generation
B6.    My Characters

       B6.1.  My First Party

              B6.1. Apex
              B6.2. Grosh
              B6.3. Anna
              B6.4. Tia
              B6.5. Wen
              B6.6. Floisa
  
B7.    Game Basics
        
Mission Walkthroughs
        
M1. Act 1 Story Missions

       M1.1.  Mission One - The Thieves
       M1.2.  Mission Two - The Crypt
       M1.3.  Mission Three - The Banner
       M1.4.  Mission Four - The Elfwoods
       M1.5.  Mission Five - The Barrows
       M1.6.  Mission Six - The Hollow
       M1.7.  Mission Seven - The Druid
       M1.8.  Mission Eight - The Tower
       M1.9.  Mission Nine - The Witch

M2. Act 1 Optional Missions

       M2.1.  Optional Mission One - The Stand
       M2.2.  Optional Mission Two - The Hunt

Shops and Item Information

S1.    Shops

       S1.1. Arion Adventurer's Guild
       S1.2. Jorhelling Temple
       S1.3. Estmanndal Merchant
       S1.4. Saxa Court
       S1.5. Issa Vale Forest Moot
       S1.6. Elerin Wizard School
       S1.7. The Eastings Mercenary Guild
       S1.8. Apple Inn Thieves' Guild

S2.    Items

       S2.1. Weapons

              S2.1.1. Melee
              S2.1.2. Magic Melee
              S2.1.3. Ranged
              S2.1.4. Magic Ranged
              S2.1.5. Ammunition
              S2.1.6. Magic Ammunition

       S2.2. Armor

              S2.2.1. Armor
              S2.2.2. Magic Armor
              S2.2.3. Shields
              S2.2.4. Magic Shields

       S2.3. Magic Jewelry

              S2.3.1. Amulets
              S2.3.2. Rings

       S2.4. Wonderous Magic Items

A. Appendix

       A1. FAQS and Forum Questions

       A2. "Cheats"

  _   _   _   _   _   _   _   _   _   _
 / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( B | a | c | k | g | r | o | u | n | d )
 \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
  _   _   _   _   _   _   _   _   _   _   _
 / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( I | n | f | o | r | m | a | t | i | o | n )
 \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/



B1.    Version History
======================


     1.60 - 09th April 2008
     Added Ranger Spell list. Added Missions Eight and Nine. Missing creature
     stats for them though.  Also added some material I have found in the 
     various Tactics forums. Credit to those guys especially about the 
     occansional lag problem. I have also added a Cheats Section, though the 
     game is easy enough without them, there are here for completeness. Also 
     added BAB and Saving Throw tables. Added info about the Kill XP variance.
     Also added XP table for levels. Updated Druid and Bard Spell Lists.
     I haven't picked up the game for a while (evidenced by the lack of
     updates), but I hope to add the optional missions; The Hunt and The Stand,
     possibly the Tenth Mission, which will finish off ACT 1! 

     1.30 - 16th January 2008
     More Updates! This one will get uploaded to Gamefaqs. Two Missions have
     been updated, there has been a few format changes, and I have added
     two new missions, The Hollow and The Druid. Maybe one more update
     before months end.

     1.20 - 11th January 2008
     Amazingly, I found some spare time today, so I polished of the items and
     their descriptions from the first seven shops! I won't upload this to
     Gamefaqs yet though. I will update the last two missions already in this
     guide to the same standard as the first ones. I may then add a new
     mission.

     1.12 - 10th January 2008
     Happy New Year! No more missions added, although I have made a start to 
     the shops and items section before it builds up. I have finished the base
     information on all melee weapons found in the first six shops. The first
     six shops have complete listings of the items available. I will not add
     individual descriptions for scrolls and potions, as each shop they differ
     slightly in effect and cost. Only weapons, armor and the special items 
     get full descriptions. I have also corrected some grammer and info in the
     abilities section.

     Next update hopefully soon.

     1.10 - 29th December 2007
     No more missions, as my memory stick somehow wiped itself, and like a
     idiot I didn't have a backup on my PC. Anyway, in this update I added
     a few sites that are allowed to host this FAQ, added a few reader comments
     and made some spelling corrections. Maybe more missions in the next
     week or two.

     1.00 - 20th December 2007
     Finished the first 5 missions. I am now focusing on the seperate spells
     guide more. I may get some more missions added before the New Year.
     Submitted the guide to Gamefaqs.

     0.50 - 18th December 2007
     Finished Background Information. Started on the Mission Walkthroughs
     Section. Also, considering the length of this Guide (3000+ lines), I have
     decided to create a seperate guide for Spells and Powers.

     0.25 - 11th December 2007
     Started Background Information Section.

B2.    About Me
===============
     
     My name is Rob McDermott, and this is my first walkthrough/Game Guide.
     No-one has submitted anything yet, so I thought I would give it a go.  I 
     am a pen and paper Dungeons and Dragons player primarily, so there may be
     some references to that in this guide, although I will try to keep them
     to a minimum.  Any constructive critisms are accepted, as well as any 
     tips of your own that you have. 

     Send them to me at MrMc@shaolin.com.au.  Any e-mails with poor
     grammar or that are hard to understand I will likely not read,
     or send back to you with a request to re-word or make readable.
     This way information that is in this Guide will be clear.

     Also, if any of you have any stats on the monsters that I can add,
     such as HP, AC number of attacks, I would appreciate it. If you want to
     send me details on shop lists, please send them to me complete for
     each shop, so I can keep things organised at my end.

     B2.1. Copyright and Thanks
     --------------------------

     The work in this guide is Copyright Rob McDermott 2007. All of the 
     D and D content is Open License.  For a copy of the Open License, go to
     www.wizards.com/dnd

     The latest version of this FAQ can be found at www.gamefaqs.com

     The only other sites that are allowed to host this FAQ are:

     www.cheatcc.com
     www.neoseeker.com
     www.supercheats.com

     If you wish to host this FAQ, e-mail me and I will, in all likelyhood
     agree, and I will add you to this list. If you see this FAQ on a site 
     that is not on this list, please send me the details. I will try to 
     update this FAQ twice a month until it is finished, so sites may have the
     old FAQ before the new one is out.

     Note: The rapidness of the updates may be slower, as I have had to redo 
     several things on my PSP. As such, I will complete all the shop info for
     all the areas unlocked after the first three missions, before moving on to
     completing the guide. Each update after the first six shops and item
     stuff is complete will feature a single mission, plus all the shops and
     items opened up after completing it. Hopefully this will lead to a more
     complete looking guide for each mission. :)

     Also thanks to the following people for their contributions:
    
     Darren K. - Class and Race opinions
     Jason Collins - Grammar corrections and ability score correction
     cbbankz - Gamefaqs forum member for his "Game Freezing" work around
     seregaur - Gamefaqs forum member for his level cheat

     All contributions to the guide have been helpful in some way.

B3.    About the Game
======================

     Dungeons and Dragons was created in the late seventies by Gary Gygax, 
     based upon "sand-table" style games used in the military to teach soldiers
     the basics of strategy.  Gygax took this and married the concept to the 
     beings that Tolkien had created in Lord of The Rings.  Gygax was part of 
     the process until the mid-eighties, when he left due to artisic
     differences.  Over the years, the Core Rules of Dungeons and Dragons has
     been revewed and updated, until in 2004, the 3.5 Edition Rules were
     released.

     These rules are the ones that the PSP Game, Dungeons and Dragons Tactics
     uses, are are explained in part later in the Guide.

     The story of Tactics, is that you (the Player) are trying to prevent the 
     destruction of the local cities, predicted by a witch.  More of the story
     is discovered as the game progresses. 


B3.1.  Glossary
===============

     During the course of this guide, I will use several terms to describe
     various objects/concepts in the game. Most of these are below, with 
     what their meaning is (if any) next to them.

     1. Character Class Abbreviations
           Brb  - Barbarian
           Brd  - Bard
           Clr  - Cleric
           Dru  - Druid
           Ftr  - Fighter
           Mnk  - Monk
           Pal  - Paladin
           Psi  - Psion
           Psw  - Psychic Warrior
           Rgr  - Ranger
           Rog  - Rogue
           Sor  - Sorceror
           Wiz  - Wizard
           
     2. Attribute/Skill Abbreviations
           Str  - Strength 
           Dex  - Dexterity
           Con  - Constitution
           Int  - Intelligence
           Wis  - Wisdom
           Cha  - Charisma
           HD   - Hit Dice (The die used to generate hit points)
           HP   - Hit Points (Physical damage your character can take)
           AC   - Armor Class (How difficult you are to hit)
           Init - Initative (Added to a D20 roll, to determine when you act)
           BAB  - Base Attack Bonus (Ability to hit a target)
           Fort - Fortitude Save (a roll made to resist posions)
           Ref  - Reflex Save  (a roll made to avoid traps and spells)
           Will - Will Save (a roll made to resist the effects of spells)
           PP   - Power Points.(Used by Psychic  characters to manifest Powers)
           SR   - Spell Resistance (AC against spells)
           PR   - Power Resistance (AC against powers)
           XP   - Experience Points
           DC   - Difficulty Class.  The difficulty rating of a task.  Opening
                  locks has a DC of 20+


B3.2.  Controls
===============

Menu Controls

	D-Pad Up/Down - Scroll through menus
        D-Pad Left - Collapse menus
        D-Pad Right - Expand Menus
        X Button - Confirm Selection
        O Button - Cancel Selection
        Triangle Button - Help/Information

Adventure Controls

        D-Pad - Moves Cursor around Map.  With a character selected, it shows
                the movement path of the character
        Analogue Stick - Controls the camera
        Start Button - Pause Game
        Select Button - Camera Zoom Controls
        X Button - Confirm/Select object
        O Button - Cancel
        Triangele - Help/Information
        L/R Buttons - Scroll between characters

B4.    Character Basics
=======================
     
     The first step in playing the game is to create a party of 6
     characters to take through the story.  I will list the features of each
     race, class, skill, feat, spell and power here.  I will then go through 
     the process of Character Generation in BVII.

B4.1. Races
===========

     There are seven playable races in Tactics.  The choices here will affect
     your character overall.


B4.1.1. Dwarf
-------------

     Game Statistics:
          
          Stat Adjustmment:  +2 Con, -2 Cha
          Medium Size
          Base speed: 20ft (4 Squares)
          Darkvision 60ft (15 Squares)
          Stonecunning: +2 on Search checks to notice unusual stonework
          Familiar with Dwarven Waraxe and Dwarven Ugrosh
          +2 on saves vs. spells and spell abilities
          +1 to attack goblinoids and orcs
          +4 dodge AC bonus vs. Giants
          +4 to resist Bull Rushes
          Favoured Class: Fighter

     Dwarves are a short, stocky race, known for their skill at mining and 
     metal craft, which they hone in their mountain homes.  They have a bonus
     to their Con, which grants +1 hp per level.  They have a slower speed than
     other Medium size creatures, however, they always move at 20ft, regardless
     of what armor or load they are carrying.  Having darkvision, they are able
     to use both a shield and weapon without worrying about penalties for 
     fighting in the dark, whereas other races need to carry a torch or have
     the light spell cast on them.  The additional attack bonus against orcs
     and goblinoids is great at the early levels, but it's usefullness tapers
     off when your BAB rises above 6.  At the time of writing this Guide, I
     have yet to encounter a Giant, so I am not sure on the usefulness of that
     dodge bonus.  The +2 to saves vs. spells is very useful, as the majority
     of saves that you need to make in this game are from spells being directed
     at you.  None of the monsters seem to realise that the Bull Rush option is
     there for use, which limits the effectiveness of this bonus.

B4.1.2.  Elf
------------

     Game Statistics:

          Stat Adjustments: +2 Dex, -2 Con
          Medium Size
          Base Speed: 30ft (6 Sqaures)
          Low Light vision:  Doubles the distance that can be seen in low-light
                             conditions (such as torchlight)
          Immunity to Sleep spells
          +2 to saves vs. Enchantment spells
          Proficient with: Longsword, Rapier, Longbow, Shortbow
          +2 to Listen, Search, Spot
          Favoured Class: Wizard

     Elves are commonly found residing in tree-top citadels, practising arts, 
     such as poetry.  The dex bonus is offset somewhat by the penalty to con.
     Essentially, you are gaining +1 Armour and losing 1 Hp per level.  The 
     immunity to sleep is rarely useful, as the few spellcasters in the game
     seem to resort to damage-dealing spells as opposed to enchantments.  The
     bonus to Spot, Listen and Search is overlooked, as it does provide a 
     chance that you can act first in surprise rounds.  Definately play this
     race as a wizard, as the stat bonus provides a few spare points that you 
     can dump into Int.

     Some advice from Darren K.
     **************************

     Elves: Elven wizards are tempting, but a wizard can not afford a penalty 
     to Con.  With d4 hit dice, you *must* have at least +1 hp/level from con 
     to survive.  With an 8 con, you're getting 1-3 hp per level.  At level 
     10, that's a *max* of 30 hp.  One AoE spell, and you're down. See Gnome.
     
     My Reply: I think this is more geared towards Pen and Paper, if you are 
     careful with the location of the wizard in the party, he rarely gets hit.
     If you give him any of the Summon Monster spells, all the enemies seem to
     gather their focus on it. But like I said, it's your party, :).

B4.1.3.  Gnome
--------------

     Game Statistics:

          Stat Adjustments: +2 Con, -2 Str
          Small Size
          Base Speed: 20ft (4 Squares)
          Low Light Vision: Doubles the distance that can be seen in low-light
                            conditions (such as torchlight)
          Familiar with Gnome Hooked Hammer
          +1 to Attack vs. Kobolds and Goblinoids
          +4 dodge bonus to Armor vs. Giants
          +2 to Listen
          Favoured Class: Bard

     Gnomes are almost as inquisutive as humans, and have a knack for invention
     and alchemy.  As small creatures, they have a double whamy of penalties to
     them from their str penalty, as small creatures can only carry 3/4 that of
     medium creatures.  The con bonus is useful, though few of the Gnomes other
     abilities are.  See the dwarf entry for opinions on Familiarity etc.

     Advice from Darren K.
     *********************

     Gnomes: Gnomes are the ultimate caster race.  Casters couldn't care less
     about strength.  +2 con means you can get a 14 or 16 con for cheap, 
     which turns 1d4 hp in to 1d4+3 (2.5 average vs 5.5 average).  Plus, 
     gnomes are small, so they get +1 to hit and +1 to ac, which offsets 
     the poor bab and no armor restrictions a bit.  They can't carry much 
     with a 6 str and 3/4 carrying, but all they need are a torch or a wand, so
     who cares?

     My Reply: Again, this is another power/personal choice. Due to the way I 
     use my sorcerer, a higher strength is what I needed. Again, your party
     your choice.

B4.1.4.  Halfling
-----------------

     Game Statistics:

          Stat Adjustments: +2 Dex, -2 Str
          Small Size
          Base Speed: 20ft (4 Squares)
          +2 to Move Silently and Listen
          +1 bonus on all saving throws
          +2 bonus on saving throws vs. fear
          +1 to attack rolls when using slings and thrown weapons
          Favoured Class: Rogue

     Halflings are a curious race, which often gets them into all sorts of 
     trouble.  In game terms, they make excellent rogues, due to the bonuses to
     Dex and Move Silently.  They are small creatures, which limits their load
     carrying ability, but gives them a bonus to attack.  The bonuses to fear
     are excellent, as many foes use fear spells later into the game.  The 
     halflings base save vs. fear is +3, due to the bonus they receive on all
     saving throws.

B4.1.5.  Half-Elf
-----------------

     Game Statistics:
  
          Medium Size
          Base Speed: 30ft (6 Squares)
          +1 on Search, Spot and Listen
          Immune to sleep spells and effects, +2 on saves vs. Enchantments
          Low Light Vision: Doubles the distance that can be seen in low-light
                            conditions (such as torchlight)
          Elven Blood: for all effects related to race, 
                       the character is considered an elf
          Favoured Class: Any

     Half-Elves are the offspring of a union between a elf and human, and seem
     to combine the best aspects of both races.  They have few advantages over
     either full blooded race, as they have no stat adjustments, or much in
     the way of extra skills.  They have an immunity to sleep,  which can be
     useful.

     Advice from Darren K.
     *********************

     Half-elves: There is *no* reason to play a half-elf.  There is no
     multiclassing, so Half-Elves are just humans with less skills and no bonus
     feat.

     My Reply: I quite agree with this, in Pen and Paper, they have a few more
     advantages, but not enough to make it worthwhile on Tactics. 

B4.1.6.  Half-Orc
-----------------

     Game Statistics:
 
          Stat Adjustment: +2 Str, -2 Int, -2 Cha
          Medium Size
          Base Speed: 30ft (6 squares)
          Darkvision: can see in the dark up to 60 feet away
          Orc Blood: for all effects related to race, the character 
                     is considered an orc
          Favoured Class: Barbarian

     Half-orcs are commonly from frontier regions, where peaceful orc tribes
     mingle with human settlers.  The half-orc is an incredible choice for any
     melee role, and also as a scout, as they can see in dark places without 
     use of a torch.  The only real penalty the Half-Orc has to deal with is 
     the -2 Int, as Charisma appears to be little used in the game.

B4.1.7.  Human
--------------

     Game Statistics:

          Medium Size
          Base Speed: 30ft (6 squares)
          1 extra feat at first level
          4 extra skill points at first level
          1 extra skill point per level after 1st level
          Favoured Class: Any

     Humans can excel at any task they set themselves to.  The extra feat at 
     first level can add more power to your character depending on the class
     that you have chosen.  The extra skill points should go into one of the 
     knowledge skills, as these can reveal the HP of related monsters.  See
     Skills Section for more info.

B4.2.  Ability Scores
=====================

     Some might say that this is an unusual place to put the ability score
     generation chart/guide.  I put it here as this is the point in generation
     of a character that you get to assign ability scores.  I will draw up a 
     table listing the bonuses for having a high score.  I will then have a
     table listing the costs for individual scores.

     +-------+-----+-----------------------------------+
     | Score | Mod |          Bonus Spells             |
     |       |     | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
     +-------+-----+---+---+---+---+---+---+---+---+---+
     |  1    | -5  | Can't cast Spells with this score |
     | 2-3   | -4  | Can't cast Spells with this score |
     | 4-5   | -3  | Can't cast Spells with this score |
     | 6-7   | -2  | Can't cast Spells with this score |
     | 8-9   | -1  | Can't cast Spells with this score |
     | 10-11 |  0  |   |   |   |   |   |   |   |   |   |
     | 12-13 | +1  | 1 |   |   |   |   |   |   |   |   |
     | 14-15 | +2  | 1 | 1 |   |   |   |   |   |   |   |
     | 16-17 | +3  | 1 | 1 | 1 |   |   |   |   |   |   |
     | 18-19 | +4  | 1 | 1 | 1 | 1 |   |   |   |   |   |
     | 20-21 | +5  | 2 | 1 | 1 | 1 | 1 |   |   |   |   |
     | 22-23 | +6  | 2 | 2 | 1 | 1 | 1 | 1 |   |   |   |
     | 24-25 | +7  | 2 | 2 | 2 | 1 | 1 | 1 | 1 |   |   |
     | 26-27 | +8  | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |   |
     | 28-29 | +9  | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
     | 30-31 | +10 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
     +-------+-----+---+---+---+---+---+---+---+---+---+


     Now, what all that stuff in the table means.  The score part is the 
     number you assigned a ability score at generation.  The mod part is the 
     number that is added to various checks and skills.  For example, a 14 in 
     Str gives a bonus of 2 to all attack rolls and damage rolls.  I will list
     the skills and checks that are affected by a stat in that stat's section
     below.  The bonus spells part of the table is a number that you add to 
     your characters spells per day when that character can cast spells of that
     level.  i.e, a level 5 Cleric with a 18 in Wisdom gets a bonus spell in 
     of levels 1,2 and 3, but cannot use the bonus 4th level spell as the 
     character isn't of a high enough level to cast that level spell.

     Now, Tactics uses the point system to generate ability scores.  Below is
     a table listing those costs.  A new character starts of with 25 points.

     +----------------------------+
     | Score | Cost | Score| Cost |
     +-------+------+------+------+
     |   9   |   1  |  14  |   6  |
     |  10   |   2  |  15  |   8  |
     |  11   |   3  |  16  |  10  |
     |  12   |   4  |  17  |  13  |
     |  13   |   5  |  18  |  16  |
     +-------+------+------+------+

     Now, for my recommendations.  During the course of the game, you can
     expect to reach a maximum of 20th level.  As you gain a +1 stat point 
     every 4th level, you gain a bonus 5 points.  So, I suggest that you put 
     either a 15 in your classes primary ability, then a 14 in Con, which will 
     give you a +2 hp per level bonus.  You should then spend the rest of the 
     points as you see fit.  In the class descriptions I have listed the 
     primary, secondary and possibly tertiary ablilies for that class.  Any
     race that has a bonus to a score means that you pay the point cost for
     the score 2 points lower.  I.e, an Elf has a Dex bonus of +2, which means
     a score of 16 costs 6 points not 10.  The inverse is true for a penalty.
     The same Elf has a -2 penalty to Con, which means that a score of 16 costs
     16 points, not 10 points.

B4.3.  Classes
==============
    
     Below are the comparison tables for the 3 BAB progressions, and the 
     good/poor saving throw comparisons.

     +-------+-----------------------------------+-----------------+
     | Level |         Base Attack Bonus         |  Saving Throws  |
     |       |      Good     |  Average  | Poor  |  Good  |  Poor  |
     +-------+---------------+-----------+-------+--------+--------+
     |    1  |            +1 |        +0 |    +0 |     +2 |     +0 |
     |    2  |            +2 |        +1 |    +1 |     +3 |     +0 |
     |    3  |            +3 |        +2 |    +1 |     +3 |     +1 |
     |    4  |            +4 |        +3 |    +2 |     +4 |     +1 |
     |    5  |            +5 |        +3 |    +2 |     +4 |     +1 |
     |    6  |         +6/+1 |        +4 |    +3 |     +5 |     +2 |
     |    7  |         +7/+2 |        +5 |    +3 |     +5 |     +2 |
     |    8  |         +8/+3 |     +6/+1 |    +4 |     +6 |     +2 |
     |    9  |         +9/+4 |     +6/+1 |    +4 |     +6 |     +3 |
     |   10  |        +10/+5 |     +7/+2 |    +5 |     +7 |     +3 |
     |   11  |     +11/+6/+1 |     +8/+3 |    +5 |     +7 |     +3 |
     |   12  |     +12/+7/+2 |     +9/+4 | +6/+1 |     +8 |     +4 |
     |   13  |     +13/+8/+3 |     +9/+4 | +6/+1 |     +8 |     +4 |
     |   14  |     +14/+9/+4 |    +10/+5 | +7/+2 |     +9 |     +4 |
     |   15  |    +15/+10/+5 | +11/+6/+1 | +7/+2 |     +9 |     +5 |
     |   16  | +16/+11/+6/+1 | +12/+7/+2 | +8/+3 |    +10 |     +5 |
     |   17  | +17/+12/+7/+2 | +12/+7/+2 | +8/+3 |    +10 |     +5 |
     |   18  | +18/+13/+8/+3 | +13/+8/+3 | +9/+4 |    +11 |     +6 |
     |   19  | +19/+14/+9/+4 | +14/+9/+4 | +9/+4 |    +11 |     +6 |
     |   20  |+20/+15/+10/+5 |+15/+10/+5 |+10/+5 |    +12 |     +6 |
     +-------+---------------+-----------+-------+--------+--------+

     For the BAB progression, these numbers are added to Str (for Melee), Dex
     (for Ranged), then any weapon focus, then any magical attack bonus that
     weapon has. For every 6 points of BAB, the character gains an extra attack
     used by selecting "Full Attack" in the attack menu. For example, Bob the
     fighter has 16 Str, a Magical longsword which grants +2 attack, has focus
     in Heavy Swords, and is level 10. 

     His base attack is 10 + 3 (Str) + 1 (Focus) + 2 (Magical Sword) = 16

     Because his base attack is higher than 6, he gets one extra attack when
     he makes a full attack, so he has +16/+11 for his attack bonus. Remember,
     that only 6 points in BAB grants extra attacks, you don't get extra
     attacks from having high skills/stats. Also, below, is the total number of
     Experience points that you need to reach each level.

     +-------+-----------+-------+-----------+
     | Level | XP Needed | Level | XP Needed |
     +-------+-----------+-------+-----------+
     |   1   |      1000 |   11  |     66000 |
     |   2   |      3000 |   12  |     78000 |
     |   3   |      6000 |   13  |     91000 |
     |   4   |     10000 |   14  |    105000 |
     |   5   |     15000 |   15  |    120000 |
     |   6   |     21000 |   16  |    136000 |
     |   7   |     28000 |   17  |    153000 |
     |   8   |     36000 |   18  |    171000 |
     |   9   |     45000 |   19  |    190000 |
     |  10   |     55000 |   20  |    210000 |
     +-------+-----------+-------+-----------+

B4.3.1.    Barbarian
--------------------
     
     Vital Statistics
     ****************

            HD: D12 (1-12 Hp per level)
            BAB: Good
            Fort: Good
            Ref: Poor
            Will: Poor
            Primary Score: Str.  To inflict more damage.
            Secondary: Con.  More Hp means the Barbarian will last longer in 
                       combat.
            Tertiary: Wis.  This helps with the Barbarians low Will saves.
            Class Skills: Intimidate, Listen, Survival
            Base Skill Points: 4 per level
            
     Skills gained at 1st level
     **************************

            Weapon Skills:  All Simple and Martial weapons
            Armor Skills: All Light Armor, Medium armor and shields
            Fast movement: +10ft to speed (2 squares)
            Rage: Once per day at first level, and more uses are gained at 
                  4th, 8th, 12th, 16th and 20th levels, rage allows a
                  Barbarian to temporarily increase his strength at the 
                  expense of defense.  He gains +4 to Str and Con, and +2 to 
                  Will saves, but takes a -2 penalty to Armour.  The rage lasts
                  3 rounds, + 1 for every point of (modified) Con bonus.  Once
                  the rage ends, the character is fatigued. The rage pretty
                  much gives you +2 damage, +2 Hp per level from the bonuses.
                  Given that this class is desgnined around melee, more Hp is
                  good.

     Skills gained later
     *******************

            Uncanny Dodge: You retain your Dex bonus to Armor class, even when
                           flat-footed or attacked by an invisible character.
                           Gained at 2nd Level.
            Trap Sense: You gain a +1 bonus to Reflex saves vs. Traps and a +1
                        Armour bonus to avoid being hit by traps.  This bonus
                        increases by +1 at levels 6th, 9th, 12th, 15th ,18th.
                        Gained at 3rd Level.
            Improved Uncanny Dodge: You can no longer be flanked.  This also 
                                    means that Rogues can no longer Sneak 
                                    Attack you.
                                    Gained at 5th Level.
            Damage Reduction: You ignore 1 point of physical damage dealt to 
                              you by a weapon (anything not a spell).  This 
                              increases by one at 10th, 13th, 16th and 19th
                              levels.
                              Gained at 7th Level.
            Greater Rage: The bonus to your Str and Con increase to +6, and the
                          bonus to Will saves increases to +3. The penalty to 
                          Armour remains at -2, and you are still fatigued at 
                          the end of the rage.
                          Gained at 11th Level.
            Indomitable Will: Whilst in rage, you gain a +4 bonus to Will
                              saves vs. Enchantments.
                              Gained at 14th Level.
            Tireless Rage: You are no longer fatigued at the end of Rage.
                           Gained at 17th Level.
            Mighty Rage: The bonuses to Str and Con increase to +8, and the
                         bonus to Will saves increases to +4.  The -2 penalty
                         to Armour remains.
                         Gained at 20th Level.

            My thoughts: This is an excellent class to use as a melee fighter.
                         Equipped with a 2-handed weapon, he can dish out the
                         damage to opponents, whilst being able to recieve a 
                         heap of damage to himself.  The rage ability boosts
                         his damage output, which makes him virtually
                         unstoppable.  The downside to this melee prowess is 
                         that he can be highly susceptable to spells, so if
                         you see a spellcaster, close as quickly as you can. 

B4.3.2     Bard
---------------

     Vital Statistics
     ****************

            HD: D6 (1-6 Hp per level)
            BAB: Average
            Fort Save: Poor
            Ref Save: Good
            Will Save: Good
            Primary Score: Cha. A Cha of 10+ is needed to cast spells
            Secondary Score: Dex.  As a bard is lightly armored, a high Dex
                             adds to his AC.
            Tertiary Score: Int.  This increases his skill points, and the 
                            total score of 6 of his skills.
            Class Skills: Bluff, Concentration, Escape Artist, Hide, 
                         Knowledge(Arcane), Knowledge(Dungeoneering), 
                         Knowledge(Nature), Knowledge(Religion),
                         Knowledge(The Planes), Listen, Move Silently, Perform,
                         Sense Motive, Spellcraft, Tumble, Use Magic Device.
            Base Skill points per level: 6

     Skills gained at 1st level
     **************************

            Weapon Skills:  All Simple Weapons, plus Longsword, Rapier, Short
                            Sword, Shortbow.
            Armor Skills:   All Simple Armor, All Shields (except Tower)
            Bard Spells:  Starting at 1st level, the bard can cast a small 
                         number of Arcane spells.  He needs a minimum Cha score
                         of 10 + the spells level. The DC of saves against his
                         spells is 10 + Spell Level + Cha Mod.  See the table
                         for spell progression. Bards cast their spells on the
                         fly.
            Bardic Music:  The bard can play music, giving stat boosts to his
                          companions.  The companions need to be within 30ft
                          (6 squares) in order to recieve the benifits.

     Bard Spells Table
     *****************
     
     +----------------------------------+---------------------------+
     |Bard  |      Spells per Day       |        Spells Known       |
     |Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
     +------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
     |   1  | 4 |   |   |   |   |   |   | 2 |   |   |   |   |   |   |
     |   2  | 5 | 2*|   |   |   |   |   | 3 | 0 |   |   |   |   |   |
     |   3  | 6 | 3 |   |   |   |   |   | 3 | 1 |   |   |   |   |   |
     |   4  | 6 | 3 | 2*|   |   |   |   | 3 | 2 | 0 |   |   |   |   |
     |   5  | 6 | 4 | 3 |   |   |   |   | 3 | 3 | 1 |   |   |   |   |
     |   6  | 6 | 4 | 3 |   |   |   |   | 3 | 3 | 2 |   |   |   |   |
     |   7  | 6 | 4 | 4 | 2*|   |   |   | 3 | 3 | 2 | 0 |   |   |   |
     |   8  | 6 | 4 | 4 | 3 |   |   |   | 3 | 3 | 3 | 1 |   |   |   |
     |   9  | 6 | 4 | 4 | 3 |   |   |   | 3 | 3 | 3 | 2 |   |   |   |
     |  10  | 6 | 4 | 4 | 4 | 2*|   |   | 3 | 3 | 3 | 2 | 0 |   |   |
     |  11  | 6 | 4 | 4 | 4 | 3 |   |   | 3 | 3 | 3 | 3 | 1 |   |   |
     |  12  | 6 | 4 | 4 | 4 | 3 |   |   | 3 | 3 | 3 | 3 | 2 |   |   |
     |  13  | 6 | 4 | 4 | 4 | 4 | 2*|   | 3 | 3 | 3 | 3 | 2 | 0 |   |
     |  14  | 6 | 4 | 4 | 4 | 4 | 3 |   | 4 | 3 | 3 | 3 | 3 | 1 |   |
     |  15  | 6 | 4 | 4 | 4 | 4 | 3 |   | 4 | 4 | 3 | 3 | 3 | 2 |   |
     |  16  | 6 | 5 | 4 | 4 | 4 | 4 | 2*| 4 | 4 | 4 | 3 | 3 | 2 | 0 |
     |  17  | 6 | 5 | 5 | 4 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 3 | 3 | 1 |
     |  18  | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 4 | 3 | 2 |
     |  19  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 |
     |  20  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
     +------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+

     The *'ed entries on the Known part of the table means that the Bard needs
     to have a Cha score high enough to gain a bonus spell of that level.  See
     Ability Table earlier in this Guide.

     The spells that the Bard can choose from are further in the Guide.

            My thoughts:  The bard is a useful class, however, it is not 
                         one I play regulary.  Most of the spells can be cast
                         by the other classes, often sooner.  The one thing
                         that the Bard has is Bardic Music, which is useful at
                         low levels as characters have little chance to hit the
                         target.


B4.3.3.    Cleric
-----------------

     Vital Statistics
     ****************

           HD: D8 (1-8 Hp per level)
           BAB: Average
           Fort: Good
           Ref: Poor
           Will: Good
           Primary Score:  Wis. A Wis of 10+ is needed to cast spells.
           Secondary Score: Cha. This helps with Turn Undead.
           Class Skills: Concentration, Heal, Knowledge(Arcane),
                         Knowledge(Religion), Knowledge(The Planes) and
                         Spellcraft.
           Base Skill Points per level: 2
     
     Skills gained at 1st level
     **************************

           Weapon Skills: All Simple Weapons, plus Deitie's favoured weapon.
           Armor Skills: All types of Armor, plus All Shields (not Tower).
           Spells:  Starting at 1st level, Clerics can cast a number of Divine
                   spells.  He needs a Wis score of at least 10 + Spell Level
                   to be able to cast spells.  The DC of his spells is 10 +
                   Spell Level + Wis mod. Clerics need to prepare their spells
                   in advance. See table for spell progresssion.
           Domains: A Cleric gains the special abilities of their deities
                    Domains.
           Spotaneous Casting:  A cleric can expend any spell to cast a 
                               Curing spell (if good) or a Inflict spell (if
                               evil).
           Turn Undead:  A cleric can force Undead to flee in fear, by Turning
                        Undead.  A good Cleric can sometimes destroy undead, 
                        while a Evil Cleric can sometimes control Undead. A 
                        score of 5 ranks in Knowledge(Religion) grants a +2 to
                        any Turning Check. A Cleric can do this a number of 
                        times per day, equal to 3 + his Cha Mod.

     Cleric Spells Table
     *******************

     +-------+---------------------------------------+
     |Cleric |           Spells Per Day              |
     |Level  | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
     +-------+---+---+---+---+---+---+---+---+---+---+
     |    1  | 3 | 1 |   |   |   |   |   |   |   |   |
     |    2  | 4 | 2 |   |   |   |   |   |   |   |   |
     |    3  | 4 | 2 | 1 |   |   |   |   |   |   |   |
     |    4  | 5 | 3 | 2 |   |   |   |   |   |   |   |
     |    5  | 5 | 3 | 2 | 1 |   |   |   |   |   |   |
     |    6  | 5 | 3 | 3 | 2 |   |   |   |   |   |   |
     |    7  | 6 | 4 | 3 | 2 | 1 |   |   |   |   |   |
     |    8  | 6 | 4 | 3 | 3 | 2 |   |   |   |   |   |
     |    9  | 6 | 4 | 4 | 3 | 2 | 1 |   |   |   |   |
     |   10  | 6 | 4 | 4 | 3 | 3 | 2 |   |   |   |   |
     |   11  | 6 | 5 | 4 | 4 | 3 | 2 | 1 |   |   |   |
     |   12  | 6 | 5 | 4 | 4 | 3 | 3 | 2 |   |   |   |
     |   13  | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |   |   |
     |   14  | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |   |   |
     |   15  | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |   |
     |   16  | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |   |
     |   17  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
     |   18  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
     |   19  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
     |   20  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
     +-------+---+---+---+---+---+---+---+---+---+---+

     Clerics also get a single bonus spell per spell level, which is called a 
     Domain spell.  I do'not think that this has been fully inplemented, so you
     instead simply get a extra spell per spell level, excluding 0.

           My thoughts: Always bring a Cleric along with you, preferably good
                       aligned, so you always have the ability to cure many
                       Hp to a ally.  Also, they get lots of "curse" and "buff"
                       spells, such as Doom, Bestow Curse, Bulls Str.  When
                       they reach 9th level, they start to get a few damaging
                       spells, such as Flame Strike.  Simply due to their 
                       buff spells, I bring 2 Clerics, so I can prepare enough
                       to enhance all 6 party members. A new note: give your
                       Clerics the Still Spell Feat if you are going to use
                       them as melee characters, as you can equip shields
                       without sacrificing their spell casting ability. Also,
                       as this doesn't appear to increase the casting time or
                       the level of the spell, metamagic feats have become
                       very tempting to have!

B4.3.4.    Druid
----------------

     Vital Statistics
     ****************

           HD: D8 (1-8 Hp per level)
           BAB: Average
           Fort: Good
           Ref: Poor
           Will: Good
           Primary Score: Wis.  A Wis of 10+ is needed to cast Druid spells
           Secondary Score: Dex.  As Druids can only wear non-metal armor, 
                           a high Dex is needed to boost their AC.
           Class Skills:  Concentration, Heal, Knowledge(Nature), Listen,
                         Spellcraft, Spot and Survival
           Base Skill Points per level: 4

     Skills gained at 1st level
     **************************

           Weapons Skills: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle,
                           Shortspear, Sling and Spear.
           Armor Skills: Can use non-metallic Light and Medium Armor.  These 
                        are; Padded, Leather, Studded Leather and Hide.
           Animal Companion: Druids gain a Dog/Wolf at 1st level that acts as
                            an extra character.  The Dog/Wolf also improves as
                            the Druid levels up.
           Spells:  Starting at 1st level, Druids can cast a number of Divine
                   spells.  He needs a Wis score of at least 10 + Spell Level
                   to be able to cast spells.  The DC of his spells is 10 +
                   Spell Level + Wis mod.  See table for spell progresssion.
                   Druid's need to prepare their spells in advance.

     Skills gained later
     *******************

           Venom Immunity:  At 9th Level, the Druid becomes immune to all 
                           poisons.



     Druid Spells Table
     ******************

     +-------+---------------------------------------+
     |Druid  |           Spells Per Day              |
     |Level  | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
     +-------+---+---+---+---+---+---+---+---+---+---+
     |    1  | 3 | 1 |   |   |   |   |   |   |   |   |
     |    2  | 4 | 2 |   |   |   |   |   |   |   |   |
     |    3  | 4 | 2 | 1 |   |   |   |   |   |   |   |
     |    4  | 5 | 3 | 2 |   |   |   |   |   |   |   |
     |    5  | 5 | 3 | 2 | 1 |   |   |   |   |   |   |
     |    6  | 5 | 3 | 3 | 2 |   |   |   |   |   |   |
     |    7  | 6 | 4 | 3 | 2 | 1 |   |   |   |   |   |
     |    8  | 6 | 4 | 3 | 3 | 2 |   |   |   |   |   |
     |    9  | 6 | 4 | 4 | 3 | 2 | 1 |   |   |   |   |
     |   10  | 6 | 4 | 4 | 3 | 3 | 2 |   |   |   |   |
     |   11  | 6 | 5 | 4 | 4 | 3 | 2 | 1 |   |   |   |
     |   12  | 6 | 5 | 4 | 4 | 3 | 3 | 2 |   |   |   |
     |   13  | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |   |   |
     |   14  | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |   |   |
     |   15  | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |   |
     |   16  | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |   |
     |   17  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
     |   18  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
     |   19  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
     |   20  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
     +-------+---+---+---+---+---+---+---+---+---+---+
   
           My thoughts:  The Druid is normally a excellent class.  Notice that 
                        I said NORMALLY.  For some reason, the developers have
                        not added in the Druid's key ability, Wild Shape.  This
                        skill allowed the Druid to change form into an animal,
                        gaining all the stats of the animal, as well as it's
                        attacks.  Due to this I have yet to start play as one
                        so any feedback about this class will be gratefully
                        recieved.

B4.3.5.    Fighter
------------------

     Vital Statistics
     ****************

           HD: D10 (1-10 Hp per level)
           BAB: Good
           Fort: Good
           Ref: Poor
           Will: Poor
           Primary Score: Str.  More Str = more damage
           Secondary Score: Con. As this character is frequently in melee, he
                            needs a high Hp level in order to survive.
           Class Skill: Intimidate
           Base Skill Points per level: 2

     Skills gained at 1st level
     **************************

           Weapon Skills: All Simple and All Martial Weapons
           Armor Skills: All Armors, plus All Shields (Except Tower)
           Bonus Feat: Choose a combat feat that you meet the requirements for.

     Skills gained later
     *******************
 
           Bonus Feat: Every 2nd level (2,4,6,8,etc,) choose an extra combat
                       feat that you meet the requirements for.

           My thoughts: While the fighter doesn't get as many abilities as 
                        the other classes, the sheer number of feats he gets 
                        allows him to be very versatile.  He also gets access 
                        to 3 feats that no other class gets, Weapon Spec,
                        Greater Weapon Focus and Greater Weapon Spec.  These
                        feats add to his damage total and to his ability to hit
                        the target.  See the feats section for more. I would
                        recommend taking at least one fighter in a party, or a
                        similar class (Barbarian, Paladin, Ranger)

B4.3.6.    Monk
---------------

     Vital Statistics
     ****************

           HD: D8 (1-8 Hp per level)
           BAB: Average
           Fort: Good
           Ref: Good
           Will: Good
           Primary Score: Wis.  Wis adds AC, as well as increasing the DC of 
                          many of the monks skills.
           Secondary Score: Dex.  Adds to AC, which is important as the monk
                            doesn't wear any armor.
           Tertiary Score: Str.  As the monk is primarily a melee class, str 
                           adds to the overall damage the character can do.
           Class Skills: Concentration, Escape Artist, Hide, Knowledge(Arcane)
                         Knowledge(Religion), Move Silently, Perform, Sense
                         Motive, Spot and Tumble.
           Base Skill Points per level:  4

     Skills gained at 1st level
     **************************

           Weapon Skills: Club, Crossbow, Dagger, Handaxe, Javelin, Kama,
                          Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, 
                          and Sling.
           Armor Skills: None. Monks use both their Dex and Wis to generate
                         their AC.
           Stunning Fist: As per the feat
           Flurry of Blows: Using either unarmed strikes or monk weapons, the
                            monk can make extra attacks at the expense of 
                            accuracy.  Refer to the table.
           Monk Damage: A monk deals 1D6 damage with a unarmed strike, instead
                        of 1D3. This damage improves as the monk increases in 
                        level. See the table, as small monks do less damage.

     Skills gained later
     *******************

           Combat Reflexes: As per the feat.  Gained at 2nd level
           Evasion: On a sucessful Reflex, if the spell/trap would normally do
                    half damage, a monk takes no damage.  e.g, a Fireball spell
                    goes of, doing 28 points of damage.  If a monk succeeds on
                    the saving throw, he takes no damage, whereas another 
                    character would take 14 points of damage.  Gained at 2nd
                    level.
           Improved Speed: Add 10ft (2 squares) to the monks speed. Gained
                           at 3rd level.
           Ki Strike 1: The monks unarmed attacks are considered magic weapons
                        for the purposes of overcoming damage reduction.
                        Gained at 4th level.
           Armour Bonus: +1 to AC. Gained at 5th level.
           Purity of Body: Gain immunity to all diseases. Gained at 5th level.
           Wholeness of Body: The monk can heal himself once per day, to a 
                              total of twice his monk level (a 10th level 
                              monk heals 20Hp).  Gained at 7th level.
           Improved Evasion: The monk now only takes half damage on a failed
                             Reflex save.
           Ki Strike 2: The monks unarmed attacks are considered lawful
                        weapons for the purposes of overcoming damage 
                        reduction. Gained at 10th level.
           Armor Bonus: Get an additional +1 to AC. Gained at 10th level.
           Diamond Body: Get immunity to all poisons.  Gained at 11th level.
           Diamond Soul: Gain a spell resistance equal to 10 + monk level.
                         Gained at 13th level.
           Armor Bonus: Get an additional +1 to AC. Gained at 15th level.
           Quivering Palm: Once per day, you can launch an attack, which if
                           successful, instantly kills the target.  This attack
                           will not work on Oozes, Elementals, Undead, Plants,
                           Constructs or Incorporeal creatures. Gained at 15th
                           level.
           Ki Strike 3: The monks unarmed attacks are considered adamantine
                        weapons for the purposes of overcoming damage 
                        reduction. Gained at 16th level.
           Armor Bonus: Get an additional +1 to AC. Gained at 20th level.
           Perfect Body: Gain Damage Reduction of 10/Magic, meaning that the
                         first 10 points of damage are ignored, unless the 
                         source of the damage is a magic weapon or spell.
                         Gained at 20th level.

     Monks Unarmed Damage
     ********************

     +-------+--------+--------+
     | Monk  | Small  | Medium |
     | Level | Monk   | Monk   |
     |       | Damage | Damage |
     +-------+--------+--------+
     | 1-3   |  1D4   |  1D6   |
     | 4-7   |  1D6   |  1D8   |
     | 8-11  |  1D8   |  1D10  |
     | 12-15 |  1D10  |  2D6   |
     | 16-19 |  2D6   |  2D8   |
     |  20   |  2D8   |  2D10  |
     +-------+--------+--------+

     Monks Flurry Table
     ******************

     +-------+--------------------+
     | Monk  |       Flurry       |
     | Level |    Attack Bonus    |
     +-------+--------------------+
     |   1   |              -2/-2 |
     |   2   |              -1/-1 |
     |   3   |              +0/+0 |
     |   4   |              +1/+1 |
     |   5   |              +2/+2 |
     |   6   |              +3/+3 |
     |   7   |              +4/+4 |
     |   8   |           +5/+5/+0 | 
     |   9   |           +6/+6/+1 |
     |  10   |           +7/+7/+2 |
     |  11   |        +8/+8/+8/+3 |
     |  12   |        +9/+9/+9/+4 |
     |  13   |        +9/+9/+9/+4 |
     |  14   |     +10/+10/+10/+5 |
     |  15   |  +11/+11/+11/+6/+1 |
     |  16   |  +12/+12/+12/+7/+2 |
     |  17   |  +12/+12/+12/+7/+2 |
     |  18   |  +13/+13/+13/+8/+3 |
     |  19   |  +14/+14/+14/+9/+4 |
     |  20   | +15/+15/+15/+10/+5 |
     +-------+--------------------+

           My thoughts: This is a good class to use, especially in the later
                        parts of the game, simply because Area Effect spells,
                        like Fireball, come into play more often, so having a
                        fast, spell resistant, evading monk is handy.  Just
                        point him at a Wizard, and watch as spells slip off the
                        Monk.  Take one along if you want something different.

B4.3.7.    Paladin
------------------

     Vital Statistics
     ****************

           HD: D10 (1-10 Hp per level)
           BAB: Good
           Fort: Good
           Ref: Poor
           Will: Poor
           Primary Score: Cha.  Most of the Paladins abilities use the Cha mod
                          to add to or multiply damages.
           Secondary Score: Wis. A Paladin gets a few spells, which require a
                            score of 10+ spell level.  As Paladins spells only
                            go to 4th level, try not to put more than a 14 here
           Tertiary Score: Str. The Paladin is primarily a melee warrior, as
                           his special attacks are added to melee attacks.
           Class Skills: Concentration, Heal, Knowledge(Religion) and Sense
                         Motive.
           Base Skill Points per level: 2

     Skills gained at 1st level
     **************************

           Weapon Skills: All Simple and All Martial Weapons.
           Armor Skills: All Armors, All Shields (except Tower)
           Smite Evil: Once per day, a Paladin can add their Cha mod to an 
                       attack roll. If the attack hits, the Paladin deals an
                       extra 1 point of damage per Paladin level. E.g, a 5th 
                       level Paladin with a Cha score of 14 adds +2 to his
                       attack roll when using Smite, and deals his normal 
                       weapon damage +5.
           
     Skills gained later
     *******************

           Divine Grace: Add the Paladin's Cha mod to all saving throws.
                         Gained at 2nd level.
           Lay on Hands: The Paladin can heal damage dealt to itself or another
                         once per day.  The amount healed is equal to the 
                         Paladin's level times Cha Bonus. Gained at 2nd level.
           Aura of Courage: The Paladin becomes immune to Fear effects. Any
                            Ally within 10ft (2 Squares) gains a +4 bonus to 
                            saving throws vs fear. Gained at 3rd level.
           Divine Health: The Paladin becomes immune to all diseases. Gained
                          at 3rd level.
           Turn Undead: As the Cleric ability, though the Paladin is treated as
                        a Cleric of 3 levels lower.  Gained at 4th level.
           Spells: The Paladin learns to cast a small number of Divine spells
                   at level 4 and higher.  To cast a spell, the Paladin needs
                   a Wis score of at least 11 to cast level 1 spells.  The 
                   highest level spell a Paladin gains is level 4. Refer to the
                   table below for the Paladin's spell progression. Paladin's
                   need to prepare their spells in advance.
                  
     Paladin Spells Table
     ********************

     +---------+---------------+
     | Paladin |  Spell Level  |
     | Level   | 1 | 2 | 3 | 4 |
     +---------+---+---+---+---+
     |    1    |   |   |   |   |
     |    2    |   |   |   |   |
     |    3    |   |   |   |   |
     |    4    | 0*|   |   |   |
     |    5    | 0*|   |   |   |
     |    6    | 1 |   |   |   |
     |    7    | 1 |   |   |   |
     |    8    | 1 | 0*|   |   |
     |    9    | 1 | 0*|   |   |
     |   10    | 1 | 1 |   |   |
     |   11    | 1 | 1 | 0*|   |
     |   12    | 1 | 1 | 1 |   |
     |   13    | 1 | 1 | 1 |   |
     |   14    | 2 | 1 | 1 | 0*|
     |   15    | 2 | 1 | 1 | 1 |
     |   16    | 2 | 2 | 1 | 1 |
     |   17    | 2 | 2 | 2 | 1 |
     |   18    | 3 | 2 | 2 | 1 |
     |   19    | 3 | 3 | 3 | 2 |
     |   20    | 3 | 3 | 3 | 3 |
     +---------+---+---+---+---+

     *'ed entries indicate that a Paladin only can cast spells of this level if
     he has a high enough wisdom to get a bonus spell of this level.

           My thoughts: I like this class.  The Paladin spells are mostly buff
                        type spells.  The Lay on Hands ability can be used 
                        to damage Undead, which the game seems to have in 
                        abundance.  Use this class instead of a Fighter, or in
                        tandem with.

B4.3.8.    Psion
----------------

     Vital Statistics
     ****************

           HD: D4 (1-4 Hp per level)
           BAB: Poor
           Fort: Poor
           Ref: Poor
           Will: Good
           Primary Score: Int. An Int of 10+ power level is required to
                          mainfest a power. Bonus Power Points are gained from
                          having a high score. Refer to the table below the
                          base power points table.
           Secondary Score: Dex. As Psions wear no armor, a high Dex is needed
                            to improve AC.
           Class Skills: Bluff, Concentration, Psicraft and Sense Motive.
           Base Skill Points per level: 2

     Skills gained at 1st level
     **************************

           Weapon Skills: Club, Dagger, Crossbow, Quarterstaff and Shortspear.
           Armor Skills: None, however, armor doesn't interfer with manifesting
                         powers.
           Power Points: A Psion gains a number of Power Points, which he uses
                         to manifest powers, which are similar to spells.
                         See Table.
           Powers Known: A Psion only knows a few powers. These are chosen as 
                         the character levels up.  See Table. Psions use their
                         powers on the fly.
           Bonus Feat: The Psion gets a bonus feat, which must be a Psionic
                       feat.

     Skills Gained Later
     *******************
   
           Bonus Feat: Every 5th level (5,10,15,20) the Psion gains a bonus
                       Psionic based feat.

     Psion Power Points and Powers Known Table
     *****************************************

     +-------+--------+--------+---------+
     | Psion | Power  | Powers | Highest |
     | Level | Points | Known  | Power   |
     +-------+--------+--------+---------+
     |   1   |     2  |     3  |    1st  |
     |   2   |     6  |     5  |    1st  |
     |   3   |    11  |     7  |    2nd  |
     |   4   |    17  |     9  |    2nd  |
     |   5   |    25  |    11  |    3rd  |
     |   6   |    35  |    13  |    3rd  |
     |   7   |    46  |    15  |    4th  |
     |   8   |    58  |    17  |    4th  |
     |   9   |    72  |    19  |    5th  |
     |  10   |    88  |    21  |    5th  |
     |  11   |   106  |    22  |    6th  |
     |  12   |   126  |    24  |    6th  |
     |  13   |   147  |    25  |    7th  |
     |  14   |   170  |    27  |    7th  |
     |  15   |   195  |    28  |    8th  |
     |  16   |   221  |    30  |    8th  |
     |  17   |   250  |    31  |    9th  |
     |  18   |   280  |    33  |    9th  |
     |  19   |   311  |    34  |    9th  |
     |  20   |   343  |    36  |    9th  |
     +-------+--------+--------+---------+

     This table will need some explaining.  The Psion only knows a certain 
     number of powers, shown in the third column, restricted to a certain level
     as shown in the fourth column.  However, I have gotten this table from the
     Expanded Psionics Handbook, so the game may handle the power assignment
     differently, as I have yet to play as a Psion. Also, the next table is
     from the Expanded Psionics Handbook, and it shows the bonus power points
     gained per level for a high score in the ability needed to manifest 
     powers. Note that you only get the highest number for your level, you do
     not add the 1st level bonus to the 2nd level bonus for the points you have
     at 2nd level. This table goes up to scores of 30, though it is difficult 
     to get any score that high.

     +---------+------------------------------------------------+
     | Ability |                   Level                        |  
     |  Score  | 1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 | 10 |
     +---------+---+----+----+----+----+----+----+----+----+----+
     | 10 - 11 | 0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |
     | 12 - 13 | 0 |  1 |  1 |  2 |  2 |  3 |  3 |  4 |  4 |  5 |
     | 14 - 15 | 1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 | 10 |
     | 16 - 17 | 1 |  3 |  4 |  6 |  7 |  9 | 10 | 12 | 13 | 15 |
     | 18 - 19 | 2 |  4 |  6 |  8 | 10 | 12 | 14 | 16 | 18 | 20 |
     | 20 - 21 | 2 |  5 |  7 | 10 | 12 | 15 | 17 | 20 | 22 | 25 |
     | 22 - 23 | 3 |  6 |  9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 |
     | 24 - 25 | 3 |  7 | 10 | 14 | 17 | 21 | 24 | 28 | 31 | 35 |
     | 26 - 27 | 4 |  8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 |
     | 28 - 29 | 4 |  9 | 13 | 18 | 22 | 27 | 31 | 36 | 40 | 45 |
     | 30 - 31 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |
     +---------+---+----+----+----+----+----+----+----+----+----+

     +---------+--------------------------------------------------+
     | Ability |                     Level                        | 
     |  Score  | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20  |
     +---------+----+----+----+----+----+----+----+----+----+-----+
     | 10 - 11 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |   0 |
     | 12 - 13 |  5 |  6 |  6 |  7 |  7 |  8 |  8 |  9 |  9 |  10 |
     | 14 - 15 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |  20 |
     | 16 - 17 | 16 | 18 | 19 | 21 | 22 | 24 | 25 | 27 | 28 |  30 |
     | 18 - 19 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 |  40 |
     | 20 - 21 | 27 | 30 | 32 | 35 | 37 | 40 | 42 | 45 | 47 |  50 |
     | 22 - 23 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 |  60 |
     | 24 - 25 | 38 | 42 | 45 | 49 | 52 | 56 | 59 | 63 | 66 |  70 |
     | 26 - 27 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 |  80 |
     | 28 - 29 | 49 | 54 | 58 | 63 | 67 | 72 | 76 | 81 | 85 |  90 |
     | 30 - 31 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 |
     +---------+----+----+----+----+----+----+----+----+----+-----+

           My Thoughts: Not having played with a Tactics Psion, I am unsure
                        how they would play.  I would assume that they function
                        in the same way a Sorcerer does.

B4.3.9.    Psychic Warrior
--------------------------

     Vital Statistics
     ****************
  
           HD: D8 (1-8 Hp per level)
           BAB: Average
           Fort: Good
           Ref: Poor
           Will: Poor
           Primary Score: Str.  As a warrior class, the ability to hit and
                          damage an opponent is a high priority.
           Secondary Score: Wis. A Wis of 10+ power level is required to be
                            able to manifest a power. Bonus power points are
                            gained from a high Wis. See the Psion table.
           Class Skills: Autohypnosis, Concentration and Search
           Base Skill Points per level: 2

     Skills gained at 1st level
     **************************

           Weapon Skills: All Simple and Martial Weapons
           Armor Skills: All Armor and All Shields (except Tower)
           Power Points: A Psychic Warrior gets power points according to the 
                         following table.
           Powers: A Psychic Warrior knows 1 power at first level, then gets
                   1 new power per level after. Psychic Warriors use their
                   powers on the fly.
           Bonus Feat: A Psychic Warrior recieves a bonus feat, which must be
                       a Fighter or Psionic feat.
   
     Skills gained later
     *******************

           Bonus Feat: A Psychic Warrior recieves a bonus feat, which must be
                       a Fighter or Psionic feat. Gained at 2nd, 5th, 8th, 11th
                       14th, 17 and 20th level.

     Psychic Warrior Power Points and Powers Known Table
     ***************************************************

     +---------+--------+--------+---------+
     | Psychic | Power  | Powers | Highest |
     | Warrior | Points | Known  | Level   |
     | Level   |        |        | Power   |
     +---------+--------+--------+---------+
     |     1   |    0*  |    1   |   1st   |
     |     2   |    1   |    2   |   1st   |
     |     3   |    3   |    3   |   1st   |
     |     4   |    5   |    4   |   2nd   |
     |     5   |    7   |    5   |   2nd   |
     |     6   |   11   |    6   |   2nd   |
     |     7   |   15   |    7   |   3rd   |
     |     8   |   19   |    8   |   3rd   |
     |     9   |   23   |    9   |   3rd   |
     |    10   |   27   |   10   |   4th   |
     |    11   |   35   |   11   |   4th   |
     |    12   |   43   |   12   |   4th   |
     |    13   |   51   |   13   |   5th   |
     |    14   |   59   |   14   |   6th   |
     |    15   |   67   |   15   |   6th   |
     |    16   |   79   |   16   |   6th   |
     |    17   |   91   |   17   |   6th   |
     |    18   |  103   |   18   |   6th   |
     |    19   |  115   |   19   |   6th   |
     |    20   |  127   |   20   |   6th   |
     +---------+--------+--------+---------+

     This table will need some explaining.  The Psychic Warrior only knows a 
     certain number of powers, shown in the third column, restricted to a 
     certain level as shown in the fourth column.  However, I have gotten this 
     table from the Expanded Psionics Handbook, so the game may handle the 
     power assignment differently, as I have yet to play as a Psychic Warrior.

           My thoughts: After using the glitch from the Gamefaqs boards, I 
                        have found that the game only has 18 powers for the
                        Pyschic Warrior, so by level 18, your character will
                        have gained them all. The only plus is that you only
                        need to choose the order you gain the powers in. There
                        are a few key powers missing from thier list (Animal
                        Affinity is one), which could have been implemented by 
                        Kuji. My advice, give this character any 2 handed 
                        weapon, use the powers Force Screen, Inertial Armor 
                        and Thick Skin at the maximum possible for each level,
                        and you will quickly get an un-hitable character, as
                        using those powers at the minimum level, without any
                        Dex or other armor gets you an AC of 19.

B4.3.10.   Ranger
-----------------

     Vital Statistics
     ****************

           HD: D8 (1-8 Hp per level)
           BAB: Good
           Fort: Good
           Ref: Good
           Will: Poor
           Primary Ability: Dex or Str.  This depends on whether you take 
                            Archery or Two-Weapon Combat at 2nd level.
           Secondary Ability: Wis. A Ranger gets a few spells, which require a
                            score of 10+ spell level.  As Ranger spells only
                            go to 4th level, try not to put more than a 14 here
           Class Skills: Concentration, Heal, Hide, Knowledge(Nature), Listen,
                         Move Silently, Search, Spot and Survival.
           Base Skill Points per level: 6

     Skills gained at 1st level
     **************************

           Weapon Skills: All Simple and All Martial Weapons.
           Armor Skills: All Light Armour and All Shields (except Tower)
           
     Skills gained later
     *******************

           Bonus Feat: In the Pen and Paper game, here Rangers choose whether
                       they will focus on melee combat or ranged combat, which
                       gives them a pre-picked set of feats at certain levels.
                       In Tactics however, they appear to give bonus feats 
                       instead.  I will now list the feats for each choice, so
                       you can preserve the core aspect.  The feats are gained
                       at 2nd level, 6th level and 11th level.
                             +------------------------------------+
                             | Melee               | Archery      |
                             +---------------------+--------------+
                             | Two Weapon Fighting | Rapid Shot   |
                             | Improved Two Weapon | Manyshot     |
                             |            Fighting |              |
                             | Greater Two Weapon  | Improved     |
                             |            Fighting | Precise Shot |
                             +---------------------+--------------+

                       NOTE: Manyshot isn't in this game, as far as I can see,
                             so I think that is why they changed this part of
                             the Ranger.

           Spells: At 4th level, like the Paladin, the Ranger can cast a small
                   number of Divine spells.  The Ranger needs a score of 10 + 
                   spell level in order to cast any spells.  A Wis score of 14
                   gives access to all levels of available spells.  Refer to 
                   the table below for the Ranger's spell progression.Ranger's
                   need to prepare their spells in advance.

           Animal Companion: Ranger's gain a Dog/Wolf at 1st level that acts as
                            an extra character.  The Dog/Wolf also improves as
                            the Ranger levels up. Gained at 4th level.

     Ranger Spells Table
     *******************

     +---------+---------------+
     | Ranger  |  Spell Level  |
     | Level   | 1 | 2 | 3 | 4 |
     +---------+---+---+---+---+
     |    1    |   |   |   |   |
     |    2    |   |   |   |   |
     |    3    |   |   |   |   |
     |    4    | 0*|   |   |   |
     |    5    | 0*|   |   |   |
     |    6    | 1 |   |   |   |
     |    7    | 1 |   |   |   |
     |    8    | 1 | 0*|   |   |
     |    9    | 1 | 0*|   |   |
     |   10    | 1 | 1 |   |   |
     |   11    | 1 | 1 | 0*|   |
     |   12    | 1 | 1 | 1 |   |
     |   13    | 1 | 1 | 1 |   |
     |   14    | 2 | 1 | 1 | 0*|
     |   15    | 2 | 1 | 1 | 1 |
     |   16    | 2 | 2 | 1 | 1 |
     |   17    | 2 | 2 | 2 | 1 |
     |   18    | 3 | 2 | 2 | 1 |
     |   19    | 3 | 3 | 3 | 2 |
     |   20    | 3 | 3 | 3 | 3 |
     +---------+---+---+---+---+

     *'ed entries indicate that a Ranger only can cast spells of this level if
     he has a high enough wisdom to get a bonus spell of this level.

           My thoughts: For some reason, Kuji have removed the Ranger's
                        Favoured Enemy ability, which gave the Ranger some 
                        advantages over certain types of foe. However, the
                        Ranger is a good class to use despite this, as you can
                        use him as a forward scout easily, and he does bring
                        an extra "character" in the form of a dog/wolf later
                        in the game. Another class that's interchangable with
                        the standard Fighter class.

B4.3.11.   Rogue
----------------

     Vital Statistics
     ****************

           HD: D6 (1-6 Hp per level)
           BAB: Average
           Fort: Poor
           Ref: Good
           Will: Poor
           Primary Score: Dex. A high Dex score assists with sneaking and Open
                          Lock checks.
           Secondary Score: Int. A high Int allows you to pick up more skills.
           Class Skills: Bluff, Disable Device, Escape Artist, Hide, 
                         Intimidate, Listen, Move Silently, Open Lock, Perform,
                         Search, Sense Motive, Spot, Tumble, and Use Magic
                         Device.
           Base Skill Points per level: 8

     Skills gained at 1st level
     **************************

           Weapon Skills: All Simple Weapons, plus Hand Crossbow, Rapier, 
                          Shortbow and Shortsword.
           Armor Skills: All Light Armor
           Trapfinding: Rogues are the only class in the game that can Search
                        for traps that are harder then DC20 to find.
           Sneak Attack: Whenever a Rogue is flanking an opponent, or when they
                         hit a target before it realises that the Rogue is
                         there, the Rogue deals +1D6 damage.  This increases 
                         every odd level after, by an extra D6.  I.e., a 11th
                         level Rogue deals +6D6 damage with a SneaK Attack.
     
     Skills gained later
     *******************

           Evasion: On a sucessful Reflex, if the spell/trap would normally do
                    half damage, a monk takes no damage.  e.g, a Fireball spell
                    goes of, doing 28 points of damage.  If a monk succeeds on
                    the saving throw, he takes no damage, whereas another 
                    character would take 14 points of damage.  Gained at 2nd
                    level.
           Trap Sense: You gain a +1 bonus to Reflex saves vs. Traps and a +1
                       Armour bonus to avoid being hit by traps.  This bonus
                       increases by +1 at levels 6th, 9th, 12th, 15th ,18th.
                       Gained at 3rd Level.
           Uncanny Dodge: You retain your Dex bonus to Armor class, even when
                          Flat-footed or attacked by an invisible character.
                          Gained at 4th Level.
           Improved Uncanny Dodge: You can no longer be flanked.  This also 
                                   means that Rogues can no longer Sneak 
                                   Attack you.  Gained at 8th level.

           My thoughts: I have used a Rogue, and they are fairly good.  The 
                        Sneak Attack ability adds some considerable damage, but
                        as Sneak Attack applies to ranged weapons within 30ft
                        (6 Squares) of the target, if you don't kill with the
                        first shot, you can be in trouble, as Rogues are
                        lightly armored. The skill "Open Lock" is useful, as
                        roughly 60% of chests in most areas are locked. Take
                        along one if you want, a strong fighter will eventually
                        breal his way into anything thats locked.

B4.3.12.   Sorceror
-------------------

     Vital Statistics
     ****************

           HD: D4 (1-4 Hp per level)
           BAB: Poor
           Fort: Poor
           Ref: Poor
           Will: Good
           Primary Score: Cha.  A high Cha is needed to cast the most powerful
                          spells.
           Secondary Score: Dex. Even though the sorcerer will be behind most
                            of your party, sometimes enemies will get to close
                            combat.  A high Dex will boost that AC
           Class Skills: Bluff, Concentration, Knowledge(Arcane) and Spellcraft
           Basic Skill Points per level: 2

     Skills gained at 1st level
     **************************

           Weapon Skills: All Simple Weapons.
           Armor Skills: None.  Armor interfers with spellcasting.
           Familiar: During generation, you can pick a familiar, which grants
                     you a small bonus depending on the creature you choose.
                     Consult the table below.

                     +----------+------------------+
                     | Familiar |      Bonus       |
                     +----------+------------------+
                     | Bat      | +3 Listen        |
                     | Cat      | +3 Move Silently |
                     | Hawk     | +3 Spot          |
                     | Owl      | +3 Search        |
                     | Rat      | +2 Fort          |
                     | Snake    | +3 Bluff         |
                     | Toad     | +3 Hp            |
                     | Weasel   | +2 Ref           |
                     +----------+------------------+
                     
                     While you don't need to take one, I would recommend taking
                     the Toad or Rat as your familiar, to boost the low areas
                     the Sorcerer has.
           Spells: The Sorcerer learns to cast Arcane spells.  The Sorcerer
                   knows a limited number of spells, so plan carefully which
                   spells you will take. The ability the spells are tied to is
                   Cha, so if you want to cast the highest level spells, you 
                   will need to have a score of 19 or better. The DC of the
                   spells is 10 + Cha Mod + Spell Level.  Refer to the tables
                   for spell progression and spells known. Sorcerers cast their
                   spells on the fly.

     Sorcerer Spells Known
     *********************

           +----------+---------------------------------------+
           | Sorcerer |              Spells Known             |
           | Level    | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
           +----------+---+---+---+---+---+---+---+---+---+---+
           |     1    | 4 | 2 |   |   |   |   |   |   |   |   |
           |     2    | 5 | 2 |   |   |   |   |   |   |   |   |
           |     3    | 5 | 3 |   |   |   |   |   |   |   |   |
           |     4    | 6 | 3 | 1 |   |   |   |   |   |   |   |
           |     5    | 6 | 4 | 2 |   |   |   |   |   |   |   |
           |     6    | 7 | 4 | 2 | 1 |   |   |   |   |   |   |
           |     7    | 7 | 5 | 3 | 2 |   |   |   |   |   |   |
           |     8    | 8 | 5 | 3 | 2 | 1 |   |   |   |   |   |
           |     9    | 8 | 5 | 4 | 3 | 2 |   |   |   |   |   |
           |    10    | 9 | 5 | 4 | 3 | 2 | 1 |   |   |   |   |
           |    11    | 9 | 5 | 5 | 4 | 3 | 2 |   |   |   |   |
           |    12    | 9 | 5 | 5 | 4 | 3 | 2 | 1 |   |   |   |
           |    13    | 9 | 5 | 5 | 4 | 4 | 3 | 2 |   |   |   |
           |    14    | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |   |   |
           |    15    | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 |   |   |
           |    16    | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 |   |
           |    17    | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 |   |
           |    18    | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
           |    19    | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
           |    20    | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 |
           +----------+---+---+---+---+---+---+---+---+---+---+

     Sorcerer Spell Progression
     **************************

           +----------+---------------------------------------+
           | Sorcerer |           Spells Per Day              |
           | Level    | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
           +----------+---+---+---+---+---+---+---+---+---+---+
           |     1    | 5 | 3 |   |   |   |   |   |   |   |   |
           |     2    | 6 | 4 |   |   |   |   |   |   |   |   |
           |     3    | 6 | 5 |   |   |   |   |   |   |   |   |
           |     4    | 6 | 6 | 3 |   |   |   |   |   |   |   |
           |     5    | 6 | 6 | 4 |   |   |   |   |   |   |   |
           |     6    | 6 | 6 | 5 | 3 |   |   |   |   |   |   |
           |     7    | 6 | 6 | 6 | 4 |   |   |   |   |   |   |
           |     8    | 6 | 6 | 6 | 5 | 3 |   |   |   |   |   |
           |     9    | 6 | 6 | 6 | 6 | 4 |   |   |   |   |   |
           |    10    | 6 | 6 | 6 | 6 | 5 | 3 |   |   |   |   |
           |    11    | 6 | 6 | 6 | 6 | 6 | 4 |   |   |   |   |
           |    12    | 6 | 6 | 6 | 6 | 6 | 5 | 3 |   |   |   |
           |    13    | 6 | 6 | 6 | 6 | 6 | 6 | 4 |   |   |   |
           |    14    | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |   |   |
           |    15    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |   |   |
           |    16    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |   |
           |    17    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |   |
           |    18    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
           |    19    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
           |    20    | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
           +----------+---+---+---+---+---+---+---+---+---+---+

           My thoughts: Use this character as an artillery unit.  Pick up most
                        of the damage spells, taking only 1 or 2 defensive
                        spells.  If you want a character thet can continually
                        dish out high numbers of damage, this is the choice.
                        One word of warning, when using spells like Fireball,
                        ensure that you have a perfectly clear path to the 
                        target area, as the spell has a habit of detonating
                        where you don't expect.

B4.3.13.   Wizard
-----------------

     Vital Statistics
     ****************

           HD: D4 (1-4 Hp per level)
           BAB: Poor
           Fort: Poor
           Ref: Poor
           Will: Good
           Primary Score: Int.  A high Int is needed to cast the most powerful
                          spells.
           Secondary Score: Dex. Even though the Wizard will be behind most
                            of your party, sometimes enemies will get to close
                            combat.  A high Dex will boost that AC
           Class Skills: Bluff, Concentration, Knowledge(Arcane),
                         Knowledge(Dungeoneering), Knowledge(Nature), 
                         Knowledge(Religion), Knowledge(The Planes)
                         and Spellcraft
           Basic Skill Points per level: 2

     Skills gained at 1st level
     **************************

           Weapon Skills: All Simple Weapons.
           Armor Skills: None.  Armor interfers with spellcasting.
           Familiar: During generation, you can pick a familiar, which grants
                     you a small bonus depending on the creature you choose.
                     Consult the table below.

                     +----------+------------------+
                     | Familiar |      Bonus       |
                     +----------+------------------+
                     | Bat      | +3 Listen        |
                     | Cat      | +3 Move Silently |
                     | Hawk     | +3 Spot          |
                     | Owl      | +3 Search        |
                     | Rat      | +2 Fort          |
                     | Snake    | +3 Bluff         |
                     | Toad     | +3 Hp            |
                     | Weasel   | +2 Ref           |
                     +----------+------------------+
                     
                     While you don't need to take one, I would recommend taking
                     the Toad or Rat as your familiar, to boost the low areas
                     the Wizard has.
           Spells: The Wizard learns to cast Arcane spells. The ability the 
                   spells are tied to is Int, so if you want to cast the 
                   highest level spells, you will need to have a score of 19 or
                   better. The DC of the spells is 10 + Int Mod + Spell Level.
                   The wizard recieves knowledge of all 0 level spells at 1st
                   level, plus the knowledge of 3 1st level spells, plus
                   1 spell per point of Int bonus.  At each level up, the 
                   Wizard adds 2 new spells to his spellbook of any level that
                   he can currently cast. Eg., a 3rd level Wizard can cast 2nd
                   and 1st level spells, when he goes up to 4th level, the
                   spells he can choose are from either 1st or 2nd level.
                   Additionally, a Wizard can write spells to his spellbook
                   by copying them from scrolls. Wizards need to prepare their
                   spells in advance.

     Wizard Spell Progression
     ************************

           +--------+---------------------------------------+
           | Wizard |              Spell Level              |
           | Level  | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
           +--------+---+---+---+---+---+---+---+---+---+---+
           |    1   | 3 | 1 |   |   |   |   |   |   |   |   |
           |    2   | 4 | 2 |   |   |   |   |   |   |   |   |
           |    3   | 4 | 2 | 1 |   |   |   |   |   |   |   |
           |    4   | 4 | 3 | 2 |   |   |   |   |   |   |   |
           |    5   | 4 | 3 | 2 | 1 |   |   |   |   |   |   |
           |    6   | 4 | 3 | 3 | 2 |   |   |   |   |   |   |
           |    7   | 4 | 4 | 3 | 2 | 1 |   |   |   |   |   |
           |    8   | 4 | 4 | 3 | 3 | 2 |   |   |   |   |   |
           |    9   | 4 | 4 | 4 | 3 | 2 | 1 |   |   |   |   |
           |   10   | 4 | 4 | 4 | 3 | 3 | 2 |   |   |   |   |
           |   11   | 4 | 4 | 4 | 4 | 3 | 2 | 1 |   |   |   |
           |   12   | 4 | 4 | 4 | 4 | 3 | 3 | 2 |   |   |   |
           |   13   | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |   |   |
           |   14   | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |   |   |
           |   15   | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |   |
           |   16   | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |   |
           |   17   | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
           |   18   | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
           |   19   | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
           |   20   | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
           +--------+---+---+---+---+---+---+---+---+---+---+

           My thoughts: Use a Wizard to have a greater range of spells to use,
                        as opposed to the limited number a Sorcerer has. 
                        Generally, a Wizard tends to have those spells that
                        the more combat orientated Sorceror wouldn't choose.
                        With fewer spells per day, you need to plan what spells
                        you will prepare for each adventure.

           The Great Wizard Vs Sorcerer debate.
           ************************************

           I didn't really want to put this in, but I can see that I will
           get many e-mails on this subject. In Tactics, wizards and sorcerers
           are fairly identical, as you can rest, recharging spells at any 
           time in the adventure map. However, as by 7-10th levels, you have
           more than enough spells to do the, map without resting once.
           Because of this, you have to pick your spells carefully for both 
           classes, but due to the sorcerer's ability to cast any of his 
           known spells at any time, he has a "slight" edge on the Wizard, 
           if you play without resting. I have played the entire game, and I
           only rested on 2 or 3 of the maps (out of around 20), and those 
           were ones with protracted battles, and many of them. So, it's up 
           to you, the player, as always, to play the game as you see fit,
           as a D and D game or as a computer gamer.

           Nuff Said :)


B4.4.1.  Skills
---------------

     In this section, I will list the skills, their usage in game, and what
     ability score will add to the total in brackets next to the skill name.
     A skill that has trained only in it means that you need to spend points in
     it to be able to use it, such as Open Lock. Some skills are able to be
     used without spending points in it, such as Listen.

           Autohypnosis(Wis): A successful Autohypnosis check allows a 
                              character to resist poisons and even death for a 
                              brief time. Trained Only.
           Bluff(Cha): Mislead an opponent in combat.  Doing this usually gives
                       you a bonus to hit the oppponent next round, if they 
                       fail their Sense Motive check.
           Concentration(Con): This skills is important for spell casters and
                               power manifesters when they try to cast spells
                               whilst in melee. A successful check means that
                               the spell/power works normally. Failure means
                               that you lose the spell.
           Disable Device(Int): The skill used to disable any traps you find.
                                Trained Only.
           Escape Artist(Dex): Used to escape webs and other forms of
                               confinement.
           Heal(Wis): A important skill that allows you to stabilise a dying
                      ally.  It doesn't restore Hp, just prevents losing more.
           Hide(Dex): Stay hidden from enemies.
           Intimidate(Cha): Frighten the enemy. The enemy loses some attack 
                            skill when fighting you.
           Knowledge(Arcana)(Int): Reveals the Hp of Magical Beast, Constructs 
                              and Dragons. Trained Only.
           Knowledge(Dungeoneering)(Int): Reveals the Hp of Aberrations and 
                                     Oozes. Trained Only.
           Knowledge(Nature)(Int): Reveals the Hp of Animals, Fey, Giants,
                             Monstrous Humanoids, Plants and Vermin. 
                             Trained Only.
           Knowledge(Religion)(Int): Reveals the Hp of Undead. Trained Only
           Knowledge(The Planes)(Int): Reveals the Hp of Outsiders and 
                                       Elementals. Trained Only.
           Listen(Wis): Detect someone trying to sneak up on you.
           Move Silently(Dex): Move up to an opponent without being detected.
           Open Lock(Dex): Used to open locked chests and doors. Trained Only.
           Perform(Cha): A skill used to play music. A bard needs points in 
                         this in order to use Bardic Music.
           Psicraft(Int): Used to identify powers being manifested by enemies.
                          Trained Only.
           Search(Int): Used to find hidden doors and traps.
           Sense Motive(Wis): Used to beat Bluff.
           Spellcraft(Int): Used to identify spells being cast by enemies.
                            Trained Only.
           Spot(Wis): Detect hidden enemies.
           Survival(Wis): Reveals the Hp of Animals, Plants and Vermin.
           Tumble(Dex): Move around without triggering Attacks of Opportunity.
                        Trained Only.
           Use Magic Device(Cha): Use a magic item that you can't normally use.
                                  Trained Only.

B4.4.2.  Feats
--------------

     In this next section I will list the feats available.  The format will be:

           Feat Name
           Requirements (if any)
           Usage/Ability Granted

     I will group the feats into General, Psychic and Magic. Psychic feats
     usually require that you are a Psion or Pyschic Warrior. Magic feats
     alter spells in some fashion. Any feat that is on the list for Fighters
     to choose every 2nd level will have [Fighter] next to it's name.


     B4.4.2.1. General Feats
     ***********************

           Acrobatic:
           +2 bonus to Tumble checks.

           Agile:
           +2 bonus to Escape Artist checks.

           Alertness:
           +2 bonus to Listen and Spot checks.

           Armor Proficiency(Heavy):
           Allows the character to use Splint Mail, Banded Mail, Half-Plate and
           Full Plate without penalty.

           Armor Proficiency(Light):
           Allows the character to use Padded, Leather, Studded Leather and
           Chain Shirts without penalty.

           Armor Proficiency(Medium):
           Allows the character to use Hide, Scale, Chainmail, and Breastplate
           without penalty.

           Blind Fight[Fighter]:
           In melee, each time you miss due to invisiblity or concealment,
           re-roll the attack once.  Invisible attackers gain no advantaeg when
           fighting you.

           Cleave[Fighter]:
           Requirements: Power Attack
           If you kill your opponent with an attack, you automatically attack
           one other opponent within reach.

           Combat Expertise[Fighter]:
           Requirements: Int 13+
           You take a penalty to your attack and add it to your armor class.
           Max is -5 attack, +5 AC.  The penalty cannot be higher than your 
           BAB.

           Combat Reflexes[Fighter]:
           You gain Attacks of Opportunity equal to 1 + Dex Mod.

           Diehard:
           If reduced to negative Hp (-1 to -9), you are disabled rather than
           dying.

           Dodge[Fighter]:
           Requirements: Dex 13+
           Grants a +1 bonus to AC against an opponent.

           Extra Turning:
           Requirements: Turn or Rebuke Undead ability
           Gives and extra 3 uses per day of Turn or Rebuke Undead.

           Great Fortitude:
           Grants an +2 bonus to Fort saves

           Greater Two Weapon Fighting[Fighter]:
           Requirements: Dex 19+, BAB +11, Improved Two Weapon Fighting
           Grants a third attack with the off-hand weapon.

           Greater Weapon Focus(Axe)[Fighter]:
           Requirements: Weapon Focus(Axe), Fighter level 8
           Gain an additional +1 bonus on attack rolls made with Axe class 
           weapons; Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light
           Pick, Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.

           Greater Weapon Focus(Blunt)[Fighter]:
           Requirements: Weapon Focus(Blunt), Fighter level 8
           Gain an additional +1 bonus on attack rolls made with Blunt class
           weapons; Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy 
           Flail, Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
           and Warhammer.

           Greater Weapon Focus(Bow)[Fighter]:
           Requirements: Weapon Focus(Bow), Fighter level 8
           Gain an additional +1 bonus on attack rolls made with Bow class
           weapons; Shortbow and Longbow.

           Greater Weapon Focus(Crossbow)[Fighter]:
           Requirements: Weapon Focus(Crossbow), Fighter level 8
           Gain an additional +1 bonus on attack rolls made with Crossbow class
           weapons; Hand Crossbow, Light Crossbow and Heavy Crossbow.

           Greater Weapon Focus(Heavy Sword)[Fighter]:
           Requirements: Weapon Focus(Heavy Sword), Fighter level 8
           Gain an additional +1 bonus on attack rolls made with Heavy Sword
           class weapons; Bastard Sword, Falchion, Greatsword, Longsword,
           Scimitar, and Two Bladed Sword.

           Greater Weapon Focus(Light Sword)[Fighter]:
           Requirements: Weapon Focus(Light Sword), Fighter level 8
           Gain an additional +1 bonus on attack rolls made with Light Sword
           class weapons; Dagger, Kukri, Rapier, Sai, and Short Sword.

           Greater Weapon Focus(Polearm)[Fighter]:
           Requirements: Weapon Focus(Polearm), Fighter level 8
           Gain an additional +1 bonus on attack rolls made with Polearm class 
           weapons; Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur,
           Shortspear, Spear, and Trident.

           Greater Weapon Focus(Thrown)[Fighter]:
           Requirements: Weapon Focus(Polearm), Fighter level 8
           Gain an additional +1 bonus on attack rolls made with Polearm class 
           weapons; Dart, Javelin, Shuriken, Sling, and Throwing Axe.

           Greater Weapon Specialisation(Axe)[Fighter]:
           Requirements: Greater Weapon Focus(Axe), Fighter level 12
           Gain an additional +2 bonus on damage rolls made with Axe class
           weapons; Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light
           Pick, Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.

           Greater Weapon Specialisation(Blunt)[Fighter]:
           Requirements: Greater Weapon Focus(Axe), Fighter level 12
           Gain an additional +2 bonus on damage rolls made with Blunt class
           weapons; Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy 
           Flail, Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
           and Warhammer.

           Greater Weapon Specialisation(Bow)[Fighter]:
           Requirements: Greater Weapon Focus(Bow), Fighter level 12
           Gain an additional +2 bonus on damage rolls made with Bow class
           weapons; Longbow and Shortbow.

           Greater Weapon Specialisation(Crossbow)[Fighter]:
           Requirements: Greater Weapon Focus(Crossbow), Fighter level 12
           Gain an additional +2 bonus on damage rolls made with Crossbow class
           weapons; Hand Crossbow, Light Crossbow, Heavy Crossbow.

           Greater Weapon Specialisation(Heavy Sword)[Fighter]:
           Requirements: Greater Weapon Focus(Heavy Sword), Fighter level 12
           Gain an additional +2 bonus on damage rolls made with Heavy Sword
           class weapons; Bastard Sword, Falchion, Greatsword, Longsword,
           Scimitar, and Two Bladed Sword.

           Greater Weapon Specialisation(Light Sword)[Fighter]:
           Requirements: Greater Weapon Focus(Light Sword), Fighter level 12
           Gain an additional +2 bonus on damage rolls made with Light Sword
           class weapons; Dagger, Kukri, Rapier, Sai, and Short Sword.

           Greater Weapon Specialisation(Polearm)[Fighter]:
           Requirements: Greater Weapon Focus(Polearm), Fighter level 12
           Gain an additional +2 bonus on damage rolls made with Polearm class 
           weapons; Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur,
           Shortspear, Spear, and Trident.

           Greater Weapon Specialisation(Thrown)[Fighter]:
           Requirements: Greater Weapon Focus(Thrown), Fighter level 12
           Gain an additional +2 bonus on damage rolls made with Thrown class 
           weapons; Dart, Javelin, Shuriken, Sling, and Throwing Axe.

           Improved Bull Rush[Fighter]:
           Requirements: Power Attack
           Gain a +4 bonus on Bull Rush attempts, the opponent no longer gets
           an Attack of Opportunity.

           Improved Critical[Fighter]:
           Requirements: BAB +8
           Double the critical threat range of any weapon.

           Improved Feint[Fighter]:
           Requirements: Combat Expertise
           Feint as a standard action, not a full round action.

           Improved Initative[Fighter]:
           Gain a +4 bonus to Initiative checks.

           Improved Precise Shot[Fighter]:
           Requirements: Dex 19+, BAB +11, Precise Shot
           You ignore any concealmen the opponent has, up to full concealment.

           Improved Turning:
           Requirements: Turn or Rebuke Undead ability
           Gain a +1 bonus on the character level check part of the Turn Undead
           rolls.

           Improved 2 Weapon Fighting[Fighter]:
           Requirements: Dex 17+, BAB +6, 2 Weapon Fighting
           Gain a second attack with the off-hand weapon.

           Improved Unarmed Strike[Fighter]:
           You are considered armed when fighting barehanded, so you no longer
           provoke Attack of Opportunity.

           Investigator
           Gain a +2 bonus to Search checks.

           Iron Will
           Gain a +2 bonus to Will saves.

           Lightning Reflexes
           Gain a +2 bonus to Reflex saves.

           Martial Weapon Proficiency
           Requirements: Barbarian Level 1, Fighter Level 1, Paladin Level 1,
                         Psychic Warrior Level 1, Ranger Level 1
           Gain proficiency will all martial weapons.  The above classes get 
           this feat for free at first level. Other characters have to buy 
           weapon proficiency for martial weapons individually.
           
           Nimble Fingers:
           Gain a +2 bonus to Open Lock and Disable Device checks.

           Point Blank Shot[Fighter]:
           Gain a +1 attack bonus when shooting at an opponent within 30ft
           (6 squares) of your character.

           Power Attack[Fighter]:
           Requirements: Str 13+
           You trade in accuracy for damage.  You can take up to 5 off your
           attack roll and add a like number to damage.

           Precise Shot[Fighter]:
           Removes the -4 attack roll penalty for shooting into a melee.

           Quick Draw[Fighter]:
           Requirements: +1 BAB
           You can draw a weapon as a free action.

           Rapid Shot[Fighter]:
           Requirements: Dex 13+, Point Blank Shot.
           Gain an extra attack when using a bow (not a crossbow) at the 
           expense of accuracy.

           Shield Proficiency:
           Removes the attack penalty for using a shield untrained.

           Simple Weapon Proficiency:
           Allows the character to use all simple weapons without penalty.
           All classes except for the Druid, Monk, Psion and Wizard start with
           this feat.

           Spring Attack[Fighter]:
           Requirements: Dodge, BAB +4
           You can move before and after making an attack. This feat cannot be
           used whilst wearing Heavy Armor.

           Stealthy:
           Gain a +2 bonus to Hide and Move Silently checks.

           Stunning Fist[Fighter]:
           Requirements: Dex 13+, Wis 13+, BAB 8+, Improved Unarmed Strike
           You can make a stunning unarmed attack.

           Toughness:
           Gain +3 to maximum Hp

           Tower Shield Proficiency[Fighter]:
           Requirements: Shield Proficiency
           You can use Tower Shields without penalty.

           Two Weapon Defense[Fighter]:
           Requirements: Two Weapon Fighting
           Gain a +1 AC bonus with the weapon in the off hand

           Two Weapon Fighting[Fighter]:
           Requirements: Dex 15+
           Reduces the penalties for fighting with two weapons.

           Weapon Finesse[Fighter]:
           Requirements: +1 BAB
           Use your Dex Mod instead of your Str Mod when attacking with a light
           weapon.

           Weapon Focus(Axe)[Fighter]:
           Gain a +1 bonus on attack rolls made with Axe class weapons; 
           Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light
 Pick, 
           Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.

           Weapon Focus(Blunt)[Fighter]:
           Gain a +1 bonus on attack rolls made with Blunt class weapons; 
           Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy Flail,
           Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
           and Warhammer.

           Weapon Focus(Bow)[Fighter]:
           Gain a +1 bonus on attack rolls made with Bow class weapons; 
           Longbow and Shortbow.

           Weapon Focus(Crossbow)[Fighter]:
           Gain a +1 bonus on attack rolls made with Crossbow class weapons; 
           Hand Crossbow, Light Crossbow and Heavy Crossbow.

           Weapon Focus(Heavy Sword)[Fighter]:
           Gain a +1 bonus on attack rolls made with Heavy Sword class weapons;
           Bastard Sword, Falchion, Greatsword, Longsword, Scimitar, and Two 
           Bladed Sword.

           Weapon Focus(Light Sword)[Fighter]:
           Gain a +1 bonus on attack rolls made with Light Sword class weapons;
           Dagger, Kukri, Rapier, Sai, and Short Sword.

           Weapon Focus(Polearm)[Fighter]:
           Gain a +1 bonus on attack rolls made with Polearm class weapons;
           Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur, Shortspear, 
           Spear, and Trident.

           Weapon Focus(Thrown)[Fighter]:
           Gain a +1 bonus on attack rolls made with Thrown class weapons;
           Dart, Javelin, Shuriken, Sling, and Throwing Axe.

           Weapon Proficiency(Weapon)[Fighter]:
           Use the (Weapon) without penalty. I.e., if you took Weapon
           Proficiency (Gnome Hooked Hammer), you could use a Gnome Hooked
           Hammer without penalty.

           Weapon Specialisation(Axe)[Fighter]:
           Requirements: Weapon Focus(Axe), Fighter level 4
           Gain a +2 bonus on damage rolls made with Axe class weapons; 
           Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light Pick, 
           Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.

           Weapon Specialisation(Blunt)[Fighter]:
           Requirements: Weapon Focus(Blunt), Fighter level 4
           Gain a +2 bonus on damage rolls made with Blunt class weapons; 
           Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy Flail, 
           Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
           and Warhammer.

           Weapon Specialisation(Bow)[Fighter]:
           Requirements: Weapon Focus(Bow), Fighter level 4
           Gain a +2 bonus on damage rolls made with Bow class weapons; 
           Longbow and Shortbow.

           Weapon Specialisation(Crossbow)[Fighter]:
           Requirements: Weapon Focus(Crossbow), Fighter level 4
           Gain a +2 bonus on damage rolls made with Crossbow class weapons;
           Hand Crossbow, Light Crossbow, Heavy Crossbow.

           Weapon Specialisation(Heavy Sword)[Fighter]:
           Requirements: Weapon Focus(Heavy Sword), Fighter level 4
           Gain a +2 bonus on damage rolls made with Heavy Sword class 
           weapons; Bastard Sword, Falchion, Greatsword, Longsword,
           Scimitar, and Two Bladed Sword.

           Weapon Specialisation(Light Sword)[Fighter]:
           Requirements: Weapon Focus(Light Sword), Fighter level 4
           Gain a +2 bonus on damage rolls made with Light Sword class weapons;
           Dagger, Kukri, Rapier, Sai, and Short Sword.

           Weapon Specialisation(Polearm)[Fighter]:
           Requirements: Weapon Focus(Polearm), Fighter level 4
           Gain a +2 bonus on damage rolls made with Polearm class weapons; 
           Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur, Shortspear, 
           Spear, and Trident.

           Weapon Specialisation(Thrown)[Fighter]:
           Requirements: Weapon Focus(Thrown), Fighter level 4
           Gain a +2 bonus on damage rolls made with Thrown class weapons; 
           Dart, Javelin, Shuriken, Sling, and Throwing Axe.

           Whirlwind Attack[Fighter]:
           Requirements: Combat Expertise, Dodge, Spring Attack
           Make one attack against each opponenet with the reach of your 
           weapon.

     B4.4.2.2.  Pyschic Feats
     ************************

     *Coming Soon*

     B4.4.2.3.  Magic Feats
     **********************

     These feats modify a spells effects, or the process of casting them.

           Augment Summoning:
           Each summoned creature gains +4 to Str and Con.

           Enlarge Spell:
           Doubles the area of a spell that has a range greater than touch.
           
           Extend Spell:
           Doubles the duration of a a spell that has a duration longer than
           instantaneous. 

           Greater Spell Penetration:
           Requirements: Spell Penetration
           Grants a +4 bonus to overcome Spell Resistance.  This feat does not
           stack with Spell Penetration.

           Silent Spell:
           Cast a spell without using the Vocal (V) component of the spell.
           

           Spell Penetration:
           Grants a +2 bonus to overcome Spell Resistance.

           Still Spell:
           Allows a spell to be cast without using the Somantic (S) component
           of the spell. .

           Widen Spell:
           Increases the area a spell affects by 50%. 

B4.5.  Spells and Powers
-------------------------

        This section has the lists of spells and powers each class has access
        to.  The spells and Powers themselves will be placed in their own
        Guide. Spells/Powers I recommend have a + next to them, and spells that
        are unique to that class have a "u"

B4.5.1.  Spell Lists
--------------------

     B4.5.1.1. Bard Spells
     *********************

        Level 0: Daze                                   +
                 Detect Magic
                 Flare                                  +
                 Light                                  +
                 Lullaby                              u,+
                 Resistance

        Level 1: Cause Fear
                 Charm Person
                 Cure Light Wounds                      +
                 Expeditious Retreat    
                 Hypnotism
                 Lesser Confusion                     u
                 Remove Fear                            +
                 Sleep                                  +
                 Summon Monster 1                       +

        Level 2: Animal Trance
                 Blindness/Deafness
                 Blur                                   + 
                 Calm Emotions  
                 Cat's Grace
                 Cure Moderate Wounds                   +
                 Daze Monster
                 Delay Poison
                 Eagle's Splendor                       +
                 Fox's Cunning 
                 Heroism
                 Hold Person                            +
                 Hypnotic Pattern  
                 Invisibility
                 Rage
                 Scare
                 Silence
                 Sound Burst
                 Summon Monster 2

        Level 3: Blink                                  +
                 Charm Monster 
                 Clairvoyance
                 Confusion
                 Cure Serious Wounds                    +
                 Deep Slumber
                 Dispel Magic                           +
                 Fear 
                 Haste                                  +
                 Remove Curse 
                 See Invisibility
                 Slow
                 Summon Monster 3

        Level 4: Break Enchantment
                 Cure Critical Wounds                   +
                 Dominate Person
                 Freedom of Movement                    +
                 Hold Monster                           +
                 Invisibility, Greater                  +
                 Neutralise Poison  
                 Rainbow Pattern
                 Shout
                 Summon Monster 4

        Level 5: Cure Light Wounds, Mass                +
                 Greater Heroism                        +
                 Mind Fog
                 Mislead                                +
                 Summon Monster 5                       +

        Level 6: Cat's Grace, Mass                      +
                 Charm Monster, Mass                    +
                 Cure Moderate wounds, Mass             +
                 Fox's Cunning Mass                     +

     B4.5.1.2. Cleric Spells
     ***********************

        Level 0: Cure Minor Wounds
                 Detect Magic
                 Guidance
                 Inflict Minor Wounds                 u
                 Light                                  +
                 Resistance                             +
                 Virtue

        Level 1: Bless                                  +
                 Cause Fear
                 Command                              u
                 Cure Light Wounds
                 Detect Chaos                         u
                 Detect Evil                          u
                 Detect Good                          u
                 Detect Law                           u
                 Detect Undead
                 Divine Favor
                 Doom                                 u,+
                 Inflict Light Wounds                 u
                 Magic Weapon                           +
                 Remove Fear
                 Shield of Faith                      u,+
                 Summon Monster 1

        Level 2: Aid                                  u
                 Bear's Endurance
                 Bull's Strength                        +
                 Calm Emotions
                 Cure Moderate Wounds
                 Delay Poison
                 Eagle's Splendor
                 Find Traps                           u
                 Hold Person                            +
                 Inflict Moderate Wounds              u
                 Owl's Wisdom
                 Remove Paralysis
                 Silence                                +
                 Sound Burst
                 Spirtual Weapon                      u,+
                 Summon Monster 2

        Level 3: Animate Dead
                 Bestow Curse
                 Blindness/Deafness
                 Contagion
                 Cure Serious Wounds                    +
                 Dispel Magic                           +
                 Inflict Serious Wounds               u
                 Invisibility Purge                   u
                 Magic Vestment                       u,+
                 Remove Curse
                 Remove Disease
                 Summon Monster 3

        Level 4: Cure Critical Wounds
                 Death Ward
                 Dismissal                              +
                 Divine Power                         u,+
                 Freedom of Movement
                 Inflict Critical Wounds              u
                 Neutralise Poison
                 Poison
                 Summon Monster 4

        Level 5: Break Enchantment
                 Cure Light Wounds, Mass
                 Flame Strike                           +
                 Inflict Light Wounds, Mass           u
                 Raise Dead                           u,+
                 Summon Monster 5

        Level 6: Bear's Endurance, Mass
                 Bull's Strength, Mass                  +
                 Create Undead
                 Cure Moderate Wounds, Mass
                 Eagle's Splendor, Mass
                 Harm                                 u,+
                 Heal                                   +
                 Inflict Moderate Wounds, Mass        u
                 Owl's Wisdom, Mass
                 Death to Undeath

        Level 7: Cure Serious Wounds, Mass
                 Destruction                          u,+
                 Inflict Serious Wounds, Mass         u
                 Regeneration                           +

        Level 8: Antimagic Field
                 Cure Critical Wounds, Mass             +
                 Earthquake
                 Fire Storm                             +
                 Inflict Critical Wounds, Mass        u

        Level 9: Heal, Mass                           u,+
                 Implosion                            u,+
                 Miracle                              u
                 True Resurrection                    u

     B4.5.1.3. Druid Spells
     **********************

        Level 0: Cure Minor Wounds
                 Detect Magic
                 Guidance
                 Light
                 Resistance
                 Virtue

        Level 1: Calm Animals
                 Charm Animal
                 Cure Light Wounds                      +
                 Detect Snares and Pits
                 Entangle                               +
                 Longstrider                            +
                 Summon Nature's Ally 1

        Level 2: Animal Trance
                 Barkskin                               +
                 Bear's Endurance                       +
                 Bull's Strength                        +
                 Delay Poison
                 Fog Cloud
                 Hold Animal
                 Owl's Wisdom                           +
                 Soften Earth and Stone
                 Summon Nature's Ally 2

        Level 3: Call Lightning                       u,+
                 Contagion
                 Cure Moderate Wounds                   +
                 Dominate Animal
                 Neutralise Poison
                 Poison
                 Remove Disease
                 Summon Nature's Ally 3                 +

        Level 4: Cure Serious Wounds                    +
                 Flame Strike                           +
                 Freedom of Movement                    +
                 Ice Storm                              +
                 Summon Nature's Ally 4

        Level 5: Call Lightning Storm                 u,+
                 Commune with Nature                    +
                 Control Winds                        u
                 Cure Critical Wounds                   +
                 Death Ward
                 Summon Nature's Ally 5               u
                 Wall of Fire

        Level 6: Bear's Endurance, Mass                 +
                 Bull's Strength, Mass                  +
                 Cure Light Wounds, Mass
                 Eagle's Splendor, Mass                 +
                 Owl's Wisdom, Mass                     +

        Level 7: Cure Moderate Wounds, Mass             +
                 Fire Storm                             +
                 Heal                                   +

        Level 8: Cure Serious Wounds, Mass              +
                 Earthquake
                 Finger of Death                        +

        Level 9: Cure Critical Wounds, Mass
                 Elemental Swarm                      u,+
                 Foresight
                 Regenerate                             +


     B4.5.1.4.  Paladin Spells
     *************************

        Level 1: Bless
                 Bless Weapon                         u,+
                 Cure Light Wounds
                 Detect Undead
                 Divine Favor                           +
                 Magic Weapon
                 Resistance
                 Virtue

        Level 2: Delay Poison
                 Eagle's Splendor                       +
                 Owl's Wisdom                           +
                 Remove Paralysis
                 
        Level 3: Cure Moderate Wounds                   +
                 Neutralise Poison
                 Remove Blindness/Deafness
                 Remove Curse

        Level 4: Break Enchantment                      +
                 Cure Serious Wounds                    +
                 Death Ward

     B4.5.1.5. Ranger Spells
     ***********************

        Level 1: Calm Animals
                 Charm Animal
                 Delay Poison
                 Detect Snares and Pits
                 Entangle                               +
                 Longstrider                            +
                 Summon Nature's Ally 1

        Level 2: Barkskin                               +
                 Bear's Endurance
                 Bull's Strength                        +
                 Cure Light Wounds                      +
                 Hold Animal
                 Owl's Wisdom
                 Summon Nature's Ally 2

        Level 3: Cure Moderate Wounds                   +
                 Darkvision                             +
                 Neutralise Poison
                 Remove Disease
                 Summon Nature's Ally 3

        Level 4: Commune with Nature                    +
                 Cure Serious Wounds                    +
                 Freedom of Movement                    +
                 Summon Nature's Ally 4

     B4.5.1.6. Sorcerer/Wizard Spells
     ********************************

        Level 0: Acid Splash                          u,+
                 Daze
                 Detect Magic
                 Disrupt Undead                       u,+
                 Flare
                 Light                                  +
                 Ray of Frost                         u
                 Resistance
                 Touch of Fatigue                     u

        Level 1: Burning Hands                        u
                 Cause Fear
                 Charm Person
                 Chill Touch                          u
                 Detect Undead
                 Expeditious Retreat
                 Hypnotism
                 Mage Armor                           u,+
                 Magic Missile                        u,+
                 Magic Weapon
                 Ray of Enfeeblement                  u,+
                 Shield                               u
                 Shocking Grasp                       u
                 Sleep
                 Summon Monster 1
                 True Strike                          u,+

        Level 2: Bear's Endurance                       +
                 Blindness/Deafness
                 Blur                                   +
                 Bull's Strength                        +
                 Cat's Grace                            +
                 Control Undead                       u
                 Darkvision                             +
                 Daze Monster
                 Eagle's Splendor                       +
                 False Life                           u
                 Fog Cloud
                 Fox's Cunning
                 Hypnotic Pattern
                 Invisibility                           +
                 Knock                                u,+
                 Melf's Acid Arrow                    u,+
                 Owl's Wisdom                           +
                 Scare
                 Scorching Ray                        u,+
                 See Invisibility                       +
                 Summon Monster 2
                 Web

        Level 3: Blink                                  +
                 Clairvoyance                           +
                 Deep Slumber
                 Dispel Magic                           +
                 Fireball                             u,+
                 Flame Arrow                          u,+
                 Haste                                  +
                 Heroism
                 Hold Person                            +
                 Lightning Bolt                       u,+
                 Rage
                 Slow
                 Summon Monster 3

        Level 4: Animate Dead                           +
                 Bestow Curse
                 Charm Monster
                 Confusion
                 Contagion
                 Evard's Black Tentacles              u
                 Fear
                 Ice Storm                              +
                 Invisibility, Greater                  +
                 Lesser Globe of Invulnerability      u,+
                 Phantasmal Killer                    u,+
                 Rainbow Pattern
                 Remove Curse
                 Shout
                 Solid Fog                            u
                 Summon Monster 4
                 Wall of Fire

        Level 5: Break Enchantment                      +
                 Cloudkill                            u
                 Cone of Cold                         u,+
                 Dismissal                              +
                 Dominate Person
                 Feeblemind                           u
                 Hold Monster                           +
                 Mind Fog
                 Summon Monster 5
                 Waves of Fatigue                     u

        Level 6: Acid Fog                             u
                 Antimagic Field
                 Bear's Endurance, Mass                 +
                 Bull's Strength, Mass                  +
                 Cat's Grace, Mass                      +
                 Chain Lightning                      u,+
                 Circle of Death                      u
                 Create Undead
                 Disintegrate                         u,+
                 Eagle's Splendor, Mass                 +
                 Fox's Cunning, Mass                    +
                 Globe of Invulnerability             u,+
                 Greater Heroism
                 Mislead
                 Otiluke's Freezing Sphere            u,+
                 Owl's Wisdom, Mass                     +
                 Undeath to Death

        Level 7: Control Undead                       u
                 Finger of Death                        +
                 Inivisibilty, Mass                   u
                 Mordenkainen's Sword                 u,+
                 Power Word, Blind                    u,+
                 Waves of Exhaustion                  u

        Level 8: Charm Monster, Mass
                 Incendiary Cloud                     u
                 Mind Blank                           u
                 Moment of Prescience                 u,+
                 Polar Ray                            u,+
                 Power Word, Stun                     u,+
                 Protection From Spells               u,+

        Level 9: Dominate Monster                     u
                 Foresight                              +
                 Freedom                              u
                 Meteor Swarm                         u,+
                 Power Word, Kill                     u
                 Time Stop                            u,+
                 Wail of the Banshee                  u,+

B4.5.2. Pyschic Powers
----------------------

     The order that you pick powers is more important here, as you get all but
     3 of the Psion powers, and you get all of the Pyschic Warrior powers by
     level 18. Once again, u = unique, + = recommended. I will make one point,
     do not use the Psychic Warrior power Psychofeedback, as it does double 
     damage to yourself. Also, I recommend that yuo use the Psion as the 5th
     party member, as they have no powers that can assist the other teammates,
     unlike the Wizard who gets access to spells like Bull's Strength.

     B4.5.2.1. Psion Power List
     ***************************

        Level 1: Crystal Shard                         u,+
                 Deceleration                          u,
                 Defensive Precognition                  +
                 Demoralise
                 Detect Psionics
                 Dissipating Touch 
                 Force Screen                           +
                 Inertial Armor                         +
                 Mind Thrust                            +
                 Offensive Precognition                 +
                 Psionic Charm
                 Psionic Daze                           +
                 Psionic Vigor

        Level 2: Aversion                             u
                 Brain Lock                           u
                 Concussion Blast                     u
                 Ego Whip                             u
                 Id Insinuation                       u
                 Mental Disruption                    u
                 Psionic Knock                        u
                 Recall Agony                         u
                 Swarm of Crystals                    u,+

        Level 3: Body Adjustment                        +
                 Danger Sense                           +
                 Eradicate Invisibility               u
                 Psionic Blast                        u,+
                 Psionic Darkvision                     +

        Level 4: Aura Sight                           u
                 Psionic Dominate                     u
                 Psionic Freedom of Movement

        Level 5: Psychic Crush                        u

        Level 6: Breath of the Black Dragon             +
                 Psionic Disintegrate                 u,+

        Level 7: Crisis of Life
                 Psionic Moment of Prescience 
                 Ultrablast

        Level 8: Recall Death

        Level 9: Timeless Body


     B4.5.2.2. Psychic Warrior Power List
     ************************************

        Level 1: Burst                                u
                 Defensive Precognition                 +
                 Detect Psionics
                 Dissipating Touch
                 Force Screen                           +
                 Inertial Armor                         + 
                 Metaphysical Weapon
                 Offensive Precognition                 +
                 Psionic Vigor
                 Thick Skin                             +

        Level 2: Body Adjustment                        +
                 Dissolving Touch                     u,+
                 Psionic Darkvision                     +

        Level 3: Danger Sense                           +
                 Exhalation of the Black Dragon         +

        Level 4: Psionic Freedom of Movement            +

        Level 5: Psychofeedback                       u

        Level 6: Breath of the Black Dragon             +

B5. Character Generation
------------------------

    Here, we get to the actual steps of creating a character.  This section
    will be in bullet points, and I will expand the points if they need
    extra details.

    1. Choose Gender and Race - Gender of your character is an personal choice
                                it doesn't affect gameplay. Race, however does.
    2. Choose Class - Pick the class you want to play.  Remember what the 
                      primary score that class needs
    3. Assign Ability Scores - Using the point system, buy your abilities.
                               I recommmend the following spend, assign the 
                               scores according to the class you picked
                               Primary Score - 15 (8 points)
                               Secondary Score - 14 (6 points)
                               Tertiary Score - 14 (6 points)
                               Other scores - Two scores at 10 (2 points) and
                                              one score at 9 (1 point). These
                                              last scores shouldn't be ones
                                              that the character relies on.
                               Note; this is a RECOMMENDED spend, more 
                               experienced players may want to min-max more.
                               
                               Notes Note; Try to have an odd number score in
                               the classes primary ability, as you gain an 
                               ability point every 4th level, (to a max of 5)
                               to gain maximum efficiency.
    4. Choose skill points
    5. Choose feats - My advice, for fighter classes, pick up Weapon Focus in 
                      a weapon class that yu like. For spellcasters, pick up
                      Spell or Power Penetration for offensive casters, and
                      Augment Summoning for defensive/buff casters, so you
                      can use a summon as a shield while you heal or enchance
                      the rest of the party.
    6. Choose Spells/Powers - If you have chosen a Bard, Psion, Pyschic Warrior
                              Sorcerer or Wizard, you get to pick the spells
                              you have knowledge of initially.
    7. Choose Alignment/Deity - This is important for Clerics, choose a good 
                                alignment if you want to be a Healer. The 
                                Cleric also gains some powers from their deity
                                choice. I will list these somewhere when I find
                                them out.
    8. Choose Character head - Another personal choice that doesn't affect 
                               gameplay.
    9. Name your character.
   10. Confirm that the character is OK.


B6.   My Characters
-------------------

B6.1
----
Here is a list of the characters that I finished the game with first time
through. I have only got the stats for the 1st level, and although I was going
to add the stats when I finished the game, with the whole memory stick thing,
I only have the first.

     B6.1.1.  Party Leader
     *********************

     Name: Apex
     Race: Human
     Class: Fighter
     Stats at 1st level: Str 17
                         Dex 12
                         Con 14
                         Int  8
                         Wis 10
                         Cha  8
     Skills at 1st level: Intimidate, Tumble (Cross Class)
     Feats at 1st level: Default Fighter Feats, Blind Fight, Power Attack,
                         Weapon Focus (Polearm)

     B6.1.2.  Tank
     *************

     Name: Grosh
     Race: Half-Orc
     Class: Barbarian
     Stats at 1st level: Str 17
                         Dex 14
                         Con 14
                         Int  6
                         Wis 13
                         Cha  6
     Skills at 1st level: Intimidate, Survival
     Feats at 1st level: Default Barbarian Feats, Weapon Focus(Axe)

     B6.1.3.   1st Healer
     ********************

     Name: Anna
     Race: Human
     Class: Cleric of Heironeous
     Stats at 1st level: Str 10
                         Dex 10
                         Con 12
                         Int  8
                         Wis 17
                         Cha 12
     Skills at 1st level: Concentration, Knowledge (Religion)
     Feats at 1st level: Default Cleric Feats, Blind Fight, Augment Summoning
 
     B6.1.4.   2nd Healer
     ********************

     Name: Tia
     Race: Elf
     Class: Cleric of Corellon Larethian
     Stats at 1st level: Str 10
                         Dex 14
                         Con 10
                         Int  8
                         Wis 17
                         Cha 10
     Skills at 1st level: Concentration
     Feats at 1st level: Default Cleric Feats, Dodge

     B6.1.5.   Arcane Spellcaster
     ****************************

     Name: Wen
     Race: Human
     Class: Sorcerer
     Stats at 1st level: Str 10
                         Dex 14
                         Con 10
                         Int  8
                         Wis 10
                         Cha 17
     Skills at 1st level: Concentration, Tumble (Cross Class)
     Feats at 1st level: Default Sorcerer Feats, Improved Initative, Dodge
     Spells at 1st level: Acid Splash, Flare, Daze, Ray of Frost, Mage Armor
                          and Summon Monster 1.

     B6.1.6.   Support Melee
     ***********************

     Name: Floisa
     Race: Human
     Class: Paladin
     Stats at 1st level: Str 13
                         Dex 12
                         Con 10
                         Int 10
                         Wis 14
                         Cha 14
     Skills at 1st level: Sense Motive, Heal, Knowledge(Religion)
     Feats at 1st level: Default Paladin Feats, Improved Initative, Power 
                         Attack.

     As you can see, this was a healer heavy party. This is due to the way I 
     play Tactics.  I tend to split the 6 member team into 2 groups of 3 for 
     many missions, especially in dungeons, where there are multiple paths to
     explore.  The usual split is Apex (armed with a Polearm), Wen (armed with
     a Crossbow) and Tia (armed with a Blunt) in 1 team, and 
     Gorsh (armed with a Greataxe), Floisa (armed with a Blunt) and Anna (armed
     with a Crossbow). By mixing the damage types, each team can usually
     deal with any threat it comes across. The only exception is when they
     come up against enemies with Spell Resistance, where I use a swarm tactic
     as Wen seems to fail to beat this SR 8/10 times, and they tend to have
     AC's of 24 plus, which are hard to hit for the Clerics.  I use either
     Apex or Gorsh to bash open chests, resorting to the Knock spell (cast by
     Wen) when a chest gets difficult.

B7.   Game Basics
-----------------

     The game's manual does a good job of explaining how to move around the
     map. I will try to expand on a few points.

     At the start of an Adventure, you get to place your characters on the 
     map, in the yellow squares.  You then need to move your characters around 
     the map, using the "Move" command in the menu.  Unless you are using a 
     Rogue or Ranger to scout ahead, try to keep your fighters in the front 
     of the group. If you have "buff" type spells, cast them before combat,
     simply to save some time, and to prevent the enemy from getting close 
     enough to disrupt(and thus lose) the spell you are trying to cast.  Note 
     the duration of these spells.  Spells like Bull's Strength can be cast 
     early, as they last a long time, whereas spells like Bless last only a 
     few turns.

     When combat starts, the character that is spotted by the enemy and the 
     enemy doing the spotting, have a single action available to them, before
     the rest of the party/enemies can join in. Use this action to either:
     move towards the enemy to attack in melee, cast a spell, or retreat to 
     the rest of the group, so you have a unified front.

     In the first few Adventures, try to get your characters into a position
     to flank the target, ie., having a character directly opposite each other
     with the opponent in-between them.  See the diagrams.

     +-----+-----+-----+
     |     |     |     |
     |     |     |     |
     |     |     |     |
     +-----+-----+-----+
     |     |     |     |
     |  C  |  E  |  C  |    
     |     |     |     |
     +-----+-----+-----+
     |     |     |     |
     |     |     |     |
     |     |     |     |
     +-----+-----+-----+

              OR

     +-----+-----+-----+
     |     |     |     |
     |     |     |  C  |
     |     |     |     |
     +-----+-----+-----+
     |     |     |     |
     |     |  E  |     |
     |     |     |     |
     +-----+-----+-----+
     |     |     |     |
     |  C  |     |     |
     |     |     |     |
     +-----+-----+-----+

             OR

     +-----+-----+-----+
     |     |     |     |
     |  C  |     |     |
     |     |     |     |
     +-----+-----+-----+
     |     |     |     |
     |     |  E  |     |
     |     |     |     |
     +-----+-----+-----+
     |     |     |     |
     |     |     |  C  |
     |     |     |     |
     +-----+-----+-----+

             Or

     +-----+-----+-----+
     |     |     |     |
     |     |  C  |     |
     |     |     |     |
     +-----+-----+-----+
     |     |     |     |
     |     |  E  |     |
     |     |     |     |
     +-----+-----+-----+
     |     |     |     |
     |     |  C  |     |
     |     |     |     |
     +-----+-----+-----+
  
     C = Character
     E = Enemy

     You can of course, do this against every enemy you come up against,
     just be wary of Attacks of Opportunity.  If you take take more than a 
     "Step" action to move (found by pressing right on the "Move" in the main
     menu) in a area where the tiles/grid squares are yellow, the enemy can
     have a free attack at you. This doesn't apply if the opponent currently
     has a Bow or Crossbow out. The majority of enemies only have a single
     AoO (Attack of Opportunity), so you can use this to your advantage, by
     using a character with a high AC to trigger the AoO, then moving the 
     rest of your party into position.

     If any of the you readers have any other tips for this section, send them
     to me, you will be credited.  Find my contact details at the start of the
     guide.

  _   _   _   _   _   _   _   _   _   _   _
 / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( T | h | e | M | i | s | s | i | o | n | s )
 \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/


Finally, after, 3000+ lines of background information, we get down to the
missions.  I will try to include all the chest and items in them, as well as
rough stats for the enemies in the adventure.  I will reference when cut scenes
and in-game dialog takes place. Any magical items will be listed in the items
section, in the relevant area.
The Quest XP reward is given to all characters; only characters who took part 
in the adventure get Kill XP. Also, thanks to the numerous people who have 
e-mailed me about the Kill XP for each mission. It seems that the methods
that you apply to kill each creature and the time taken to kill the enemy seems
to affect the amount gained. Therefore, you can expect to receive up to +/- 15%
of the totals I have given for the Kill XP. Even so, you can still predict 
when each of your characters will level up.


M1.1. Mission One - The Thieves
-------------------------------

     Level Information
     *****************

           Party Members: 2
           Recommended Level: 1
           Background: Goblin brigands are holed up in a hideaway by the lake.
                       There's a reward for any party that can kill them.
           Quest XP reward: 200
           XP from kills: 300
           Gold Acquired: 584
           Chest Count: 2
           Monsters: 2 Goblins, AC: 11; Hp: 9
                     1 Goblin,  AC: 13; Hp: 9

     Walkthrough
     ***********

           You start this map at the beach of a small island, which is on the 
           lake of the World Map site Arion. After a brief conversation about
           why the characters are there, during which they provide you with a 
           warning about the dangerous goblins, you assume control of your
           characters. If you haven't done so, check your characters equipment
           and spell selections. I suggest always having 1 or 2 Light spells
           prepared, so you can avoid the penalties of carrying a torch and 
           those of fighting in the dark.  Once you have made ready, move both
           characters up to the north.  About 60ft (12 squares) you can see a 
           small hut, with a chest to the side. The chest is unlocked.

           CHEST 1: Gold, 1x Potion of Cure Light Wounds, 1x Potion of Bull's 
                    Strength, 1x Scroll of Summon Monster 1, 1x Scroll of Cure
                    Light Wounds.

           Once you have looted/opened the chest, there is some more dialog, 
           telling you about the Temple of Pelor at Jorhelling, and how there
           the priests can return any dead characters to life.

           Move both characters up to the doors of the hut.  Make sure that you
           cast a Light spell or pull out a torch before opening the door, it 
           is dark inside. Once the doors are open, moving a character inside
           the hut more than about 10ft (2 squares) triggers the first battle.
           This is a single goblin, with 8hp and an AC of 14, and armed with
           a club. Use your best character to attack the goblin, and move the
           other character due north, through the room, where at the top of the
           room there is another chest. This chest is also unlocked.

           CHEST 2: 1x Masterwork Morningstar (Blunt Class), 1x Masterwork
                    Chainmail(Medium Armor)

           Once you have looted the chest, move this character back towards the
           one fighting the goblin, if it is not dead.  When this first goblin
           is dead, move both your characters to the next room. In here there
           are 2 more goblins, both AC 14 and 8Hp, however, one is armed with
           a bow.  If you focus on one goblin, then the other, you shouldn't
           have much trouble.  Once you kill the final goblin, the mission ends
           so make sure you have looted both chests before finishing the final
           goblin. After a bit more character dialogue, you go to the Adventure
           Summary screen, and after that, a new area opens up, Jorhelling
           Temple.

M1.2.  Mission 2 - The Crypts
-----------------------------

     Level Information
     *****************

           Party Members: 4
           Recommended Level: 1st
           Background: The remaining goblin raiders are hiding in a temple
                       crypt. Whoever ends the goblin menace will gain great
                       honor.
           Quest XP reward: 300
           XP from Kills: 1400
           Gold Acquired: 882
           Chest Count: 2
           Monsters: Goblin Warrior, AC: 11; Hp: 9
                     Goblin Fighter, AC: 15; Hp: 9
                     Goblin Archer,  AC: 13; Hp: 9
                     Goblin Shaman,  AC: 14; Hp: 14
                     Goblin Chest Guard: AC: 14; Hp: 9

     Walkthrough
     ***********

           You start this mission on a set of stairs that lead down into the
           crypt. A short conversation takes place about lighting a torch, 
           unless all your party possess darkvision. Move your characters
           down the stairs and into the room. This will trigger your largest
           fight so far, as in this room are 3 Goblin Warriors and 1 Goblin
           Shaman. All of the Goblin Warriors are armed with shortbows, but
           swap weapons for clubs when you close to melee range. Using the 
           flank attack principal, dispose of the Goblin Warriors first, then
           focus on the Shaman. Once you have disposed of the Goblins, you can
           open the chest, near the Goblin Shaman. This chest is unlocked.

           CHEST 1: Gold, 1x Masterwork Composite Longbow (Bow Class), 1x 
                    Quiver of Silver Arrows, 1x Masterwork Falchion (Heavy
                    Sword Class), 1x Potion of Cure Serious Wounds, 1x Potion
                    of Cure Light Wounds.

           Once you have looted the chest, move your characters up to the only
           other exit out of this room, directly opposite where you entered.
           When you open the doors, you get attacked by the last Goblin Warrior
           who is guarding a chest. Kill the Goblin before opening the chest, 
           because as soon as you open it, the adventure ends, and you can lose
           out on some XP. The chest is unlocked.

           CHEST 2: Gold, 1x Ring of Protection +1.

           Once you have looted the ring, you are taken to the Adventure
           Summary screen. I suggest that you equip the ring to your Wizard,
           Sorcerer or Psion, as they are likely to have the lowest AC at the
           moment.  Once you have exited here, move on to the next area, 
           Estmanndal.

M1.3.  Mission Three - The Banner
---------------------------------

           Level Information
           *****************

           Party Members: 6
           Recommended Level: 1st
           Background: At the frontier fortress of Estmanndal, stop a warband
                       or wolf raiders from stealing the sacred banner of the
                       Vinsaxi.
           Quest XP reward: 50
           XP from Kills: 4200
           Gold Acquired: 1474
           Chest Count: 4
           Monsters: 4 Nomad Warriors, AC:11; HP: 7
                     1 Wolf Nomad, AC:11; Hp:7
                     2 Wolves, AC:14; Hp:10
                     1 Banner Thief, AC:12; Hp: 13

           Walkthrough
           ***********

           You start this Adventure just on the eastern side of Estmanndal,
           outside the walls. Just in front of you is a chest, but before you
           can open it, a short dialog takes place, suggesting that you loot
           the chests contents for any healing potions. The chest is unlocked

           CHEST 1: Gold, 1x Potion of Cure Light Wounds, 1x Quiver of Arrows,
                    1x Buckler(Shield), 1x Case of Crossbow Bolts.

           To the north and south of the chest are gaps in the low wall. Before
           going through these gaps, make sure that your party has the right
           spells and items equipped, as once the combat starts, it doesn't 
           stop at all.
           Passing through either of these gaps triggers the Banner Thief to 
           start running away from you, and a Nomad to appear, one at each gap
           in the wall. Kill both of these warriors as fast as you can, and 
           chase after the Thief. You will be unlikely to catch him until the
           far east side of the map, but don't worry, he can't leave the map.

           Just down the road there is a chest, and approaching it reveals the
           next few opponents, two Nomads and a Wolf. The wolf has a speed of
           40ft (8 Squares) and the two Nomads open up with bows, switching to
           swords when approached. There are in fact three chests in quick 
           succession down this road. None of these chests are locked.

           CHEST 2: Gold, 1x Masterwork Splint mail(Heavy Armor), 1x Potion
                    of Cure Light Wounds, 1x Two-Bladed Sword(Heavy Sword 
                    Class).

           CHEST 3: Gold, 1x Heavy Crossbow(Crossbow Class), 1x Case of
                    Crossbow Bolts, 1x  "Spearfoe" (Shield, Enchanted).

           CHEST 4: Gold, 1x Potion of Cure Light Wounds, 1x Chainmail Armor
                    (Medium Armor), 1x Greatsword(Heavy Sword).

           Once you have dealt with the 3 opponents and looted the chests, 
           continue down the path. You will have to kill one more wolf before
           you can reach the Banner Thief.  Once the Thief reaches the far east
           end of the map, he turns around and moves slowly back towards you.
           Be wary when fighting him, he uses the Banner as a weapon, which
           deals either 2-8(2D4) points of damage or 1-10(1D10) points of 
           damage, and has a reach of 10ft (2 squares).  If you can make it to
           base to base contact, you should be safe. When you kill the Thief,
           your main character makes a short speech, and you go to the
           Adventure Summary screen.  You get then treated to a cut-scene, 
           where a Dragon flies overhead, indicating that the victory over the
           bandits has been blessed. You also learn more of the main storyline,
           where you get told the name, "Athearorn", and told to visit the 
           elfs in the local area to find out more about this name. Several new
           areas are opened up for you to explore, only two of these have any
           quests for you to do. Also, at this point, all your party should
           have leveled up to level 2.

M1.4.  Mission Four - The Elfwoods
----------------------------------

           Level Information
           *****************

           Party Members: 6
           Recommended Level: 2
           Background: The elfhome of Elerin is under siege. Help the elves
                       scourge the high woods of the Goblin Horde
           Quest XP reward: 250XP
           XP from Kills: 6300
           Gold Acquired: 1084
           Chests: 6
           Monsters: 8 Goblin Archers, AC: 13; HP: 9
                     2 Goblin Fighters, AC: 15; HP: 9
                     1 Goblin Shaman, AC: 13; HP: 14 
                     3 Bugbear Fighters, AC: 17; HP: 13
                     1 Bugbear Archer, AC: 16; HP: 23
                     1 Bugbear Boss, AC: 16;, HP: 21

           Walkthrough
           ***********

           You start this map on a narrow walkway. Most of the combat in this
           map will be on similar walkways, so keep your melee characters ahead
           of your spellcasters. Make sure at least two characters have ranged
           weapons, and plenty of arrows/bolts/bullets, as you need approx. 8
           shots to open the various drawbridges. Move your characters onto the
           first platform, and Sindarel, the leader of the Elven Guards comes 
           out to warn you about the attack.  On this platform is the first of
           six chests. This chest is unlocked.

           CHEST 1: 1x Shortbow(Bow Class), 1x Light Crossbow(Crossbow Class),
                    1x Glaive(Polearm Class), 1x Quiver of Arrows, 1x Case of
                    Bolts.

           Proceed down the other walkway to initiate combat. Like the last
           mission, once combat starts, it does'nt stop, so be prepared.
           Straight away you hit a problem, there is no way to cross the 10ft
           gap between you and the first two Goblins. Never fear, as the
           dialog will tell you, you just need to shoot the capstans, which
           look like barrels with chains on them. You hit these automatically
           when you fire on them, so one shot is enough. Proceed over the
           new walkway, and dispose of the two Goblins, one on the 1st platform
           after the walkway, and one near the capstan. Now you have a choice,
           as two paths split from this platform towards the rest of the 
           invaders. You can split your party here, but remember to send your
           strongest character one way and your Rogue the other, as the next 
           three chests are locked.

           Battle your way down the walkways, remembering to keep the fighters
           to the front of your group. You face a new enemy on the walkways, a
           Bugbear, one on each of the paths from the first platform. These 
           have a AC 2 or 3 points higher than the Goblins in this area, and
           wield Morningstars. There are two chests on one path, an a single
           chest on the other.  Chests 2 and 3 are on the same path, 4 is by
           itself.

           CHEST 2: Gold, 1x Masterwork Hide Armor(Medium Armor).

           CHEST 3: Gold, 1x Quiver Masterwork Arrows, "Little Talon" 
                    (Bow Class, Enchanted).

           CHEST 4: Gold, 1x Masterwork Bastard Sword(Heavy Sword Class),
                    1x Potion of Cure Light Wounds.

           After a bridge on each path, you have to cross another onto a large
           platform in order to reach the main boss of the area. On this large
           platform are two Goblin Archers, and two chests. When you step onto
           this platform a Bugbear will charge up and engage your party. Defeat
           these foes, and the last remaining creatures you can fight without
           the interference of the Elves. These remaining creatures are one
           Goblin Shaman, one Goblin Warrior, and two Bugbears. You will need
           to activate another capstan to reach the two Bugbears. The two
           chests on the large platform are unlocked.

           CHEST 5: Gold, 1x Potion of Cure Moderate Wounds, 1x Scroll of
                    Barkskin

           CHEST 6: Gold, 1x Scroll of Cat's Grace, 1x Potion of Haste,
                    1x Quiver of Arrows, 1x Case of Bolts.

           Once you have defeated the Bugbear leader, you are taken to the 
           Adventure Summary screen, and after, to another cut-scene, where
           you are told about the Druid and the Witch, and how to get to them.
           This opens up the Tower of Crows and Spiderspike areas.
           However, I recommend tackling the Barrows, and Spiderspike Hollow
           first, then the Druid's Grove (which is unlocked when you complete
           The Barrows) and the Tower of Crows. This way you can gain some more
           experience and gold, as you can do the first area of Spiderspike 
           twice. Now onto the Barrows!

M1.5.  Mission Five - The Barrows
---------------------------------

           Level Information
           *****************

           Party Members: 6
           Recommended level: 2
           Background: At the barrow-mounds, defeat King Vingan's undead
                       weaponthanes. A victory will summon his ghost to speak
                       with you.
           Quest XP reward: 675XP
           XP from Kills: 5700
           Gold Acquired: 1482
           Chests: 12
           Monsters: 7 Skeletons, AC: 14; Hp: 12
                     3 Zombies, AC: 11; Hp: 13
                     2 Zombie Warrior, AC: 16; Hp: 26
                     1 Weaponthane, AC: 17; Hp: 35
                     4 Skeleton Warriors, AC: 17; Hp: 16, 17, 18, 24

           Walkthrough
           ***********

           Bring torches and have Light spells prepared, as this entire level
           takes place underground. Once you have placed your characters, you
           get the same speech as in Mission Two, but with the warning about
           there being Undead around. For those who don't know, Undead is a 
           term that describes any re-animated being, like Zombies, Skeletons,
           Ghosts, Ghouls and Vampires. A Cleric with a Cha score of 12 or
           better will love this level, as he can destroy most of the undead
           here with his Turn Undead ability (if he's good aligned of course).
           Also, you can use Cure Wounds spells to inflict damage upon Undead,
           however, do not use the Inflict Wounds spells, as these heal Undead.
           The first part of the barrows has two chests, one of which is
           locked.

           CHEST 1: Gold, 1x Masterwork Scalemail (Medium Armor), 1x Potion
                    of Darkvision, 1x Torch.

           CHEST 2: Gold, 1x Scimitar (Heavy Sword Class), 1x Buckler (Shield),
                    1x Masterwork Thieves Tools.

           Just a bit further down the corridor is your first Undead encounter.
           This creature is a Skeleton. Try to use Blunt Class weapons against
           these creatures, as other weapons do 5 less points of damage to 
           them, although you will always deal 1 point of damage if you hit.
           The quickest way through this level is to use Turn Undead, as this
           seems to destroy Undead outright 90% of the time, and the 10%
           of the time it doesn't, the creatures run away.  Anyway, once you
           have sent the Skeleton back to it's eternal rest, move forward.
           Here you have the choice of 3 paths.  Two of these lead to chests,
           the othe leads deeper into the barrows. Taking the direction that
           you enter the intersection as West, the chests are to the North and
           to the South. As you enter the intersection, you are attacked by 
           a second skeleton. The eastern exit will take you to a dead end 
           wall that slides down to reveal a large chamber. Here, the 
           characters will have a conversation about being invited into the 
           burial chamber. First, loot the two chests, the North chest is 
           guarded by a Zombie. Zombies, like Skeletons have a resistance to a 
           type of damage, for Zombies, the resistance is against Blunt Class 
           weapons and weapons that deal piercing damage, (Bows, Crossbows and
           most Light Swords fall into this category), so use Slashing type 
           weapons, like axes to deal maximum damage. The southern chest is 
           also guarded by a Zombie, as well as a Skeleton. The North chest is
           unlocked, the Southern chest is locked.

           CHEST 3 (North): Gold, 1x Scroll of Inflict Moderate Wounds.

           CHEST 4 (South): Gold, 1x Sling(Thrown Class), 2x Pouches of 
                            Bullets, 1x Scroll of Sleep.

           Now, when you move into the large burial chamber, you are attacked
           by a Zombie and a Skeleton. Send them back into the grave, and make
           use of the only exit currently available to you, which is to your
           characters left as you enter the chamber.  When you reach the 
           intersection about 3 squares into the corridor, you are attacked
           by another Skeleton. From this intersection, you can go down the
           passageway the Skeleton came from to find three more chests. The
           first chest you come across is locked. Just past the chest, you are
           attacked by a Zombie Warrior. The chest containing the Silver
           Arrows is locked, the other chest here is unlocked.

           CHEST 5: Gold, 1x Orc Double Axe (Axe Class), 1x Quiver of Arrows,
                    1x Case of Bolts.

           CHEST 6: Gold, 1x Masterwork Chainshirt (Light Armor).

           CHEST 7: Gold, 1x Quiver of Silver Arrows.

           Return from the chests, and turn right out of the path you are on.
           You should now have the large burial chamber to the rear of your
           party. Here, you will encounter a Skeleton, most likely teamed up
           with a Zombie Warrior. Once you have dealt with the pair, there is
           another Skeleton guarding on of the best chests so far, containing
           Night Slicer, a Silver Dwarven Waraxe.

           CHEST 8: Gold, 1x Dagger (Light Sword Class), 1x Night Slicer (Axe
                    Class)

           Return to the path, and go around until you are attacked by a
           Skeleton. Once you have defeated it, you can go through the door
           that it is guarding. CAUTION, the next creature is a Weaponthane,
           a very tough Skeleton based creature that is immune to Turn Undead,
           you can consider him the boss of this level, especially as he is
           guarding four chests with some nice loot.

           CHEST 9: Gold, 1x Scroll of Bless, 1x Quiver of Arrows, 1x Case
                    of Bolts.

           CHEST 10: Gold, 1x Scroll of Disrupt Undead, 1x Oil of Magic
                     Weapon.

           CHEST 11: Gold, 1x Masterwork Studded Leather (Light Armor),
                     1x Quiver of Arrows, 1x Case of Bolts.

           CHEST 12: Gold, 1x Ring of Protection +1.

           Once you have defeated the Weaponthane, you can move through the
           twisting corridor that he comes from as a shortcut to the large
           burial chamber. Here, you will need to destroy four advanced
           Skeletons, which are slightly tougher than a normal Skeleton, but
           not as tough as the Weaponthane. The only thing that makes this 
           fight difficult is that the Skeletons tend to bottle up your party
           at the entrance to the large chamber from the Weaponthane's room, 
           so you may want to go back around the long way. Once you have
           defeated the four Skeletons, you will get the Adventure Summary
           screen, followed by a cutscene, which tells you the same information
           as that which you got from the Elves. Finishing this mission opens
           up the path to Spiderspike Hollow, if you haven't yet done the Elf
           mission. It also adds the Druid's Grove to the World Map.

M1.6.  Mission Six - Spiderspike
--------------------------------

           Level Information
           *****************

           Party Members: 6
           Recommended level: 3rd
           Background: The dark hollow hides many evils. Follow the path to
                       find the witch.
           Quest XP reward: 0XP
           XP from Kills: 20600
           Gold Acquired: 6300
           Chests: 3
           Monsters: 4 Wolf, AC: 14; Hp: 10
                     7 Goblin Fighters, AC: 15; Hp: 9
                     7 Bugbear Fighters, AC: 17; Hp: 18, 16, 16, 23, 19, 17, 25
                     3 Trolls, AC: 16; Hp: 56
                     1 Werewolf, AC: 14; Hp: 33
                     7 Spiders, AC: 14; Hp: 23
                     1 Erinyes, AC: 24; Hp: 79

           As soon as you enter the level for the first time, the witch's
           familiar appears and warns you of the dangers ahead. Directly ahead
           there are two openings into the valley caves. With the camera
           directly behind the party, the left entrance leads to a second area
           of the Hollow, and to the right there are opportunities to earn XP
           and treasure. If you proceed directly ahead you will fight several
           wolves and a werewolf before coming to a door that you cannot enter
           unless you have the password you get from completing The Tower
           level. Firstly, I will go into the right-hand set of caves, then
           work my way back to the start of the level, then do the left-hand
           caves into the second area. By moving forward, you trigger the first
           of many Wolf encounters. Once you have defeated the wolf, move into
           the cave. Once inside the cave (right hand side set), you are 
           attacked by a group of goblins and bugbears. CAUTION, do not go too
           deep into the caves as there are three trolls in the cave. One
           can be triggered to approach the party if you go too deep into the
           cave. Anyway the count of creatures here is: two Goblins, five
           Bugbears. If you do trigger the troll, don't worry too much, it
           tends to stay away from combat until you've defeated the majority of
           the Bugbear/Goblin force. Try to flank the troll, and have each 
           character have a few healing potions handy. A troll can dish out
           over 20 points of damage in a round, and with the 5 Hp a troll
           gains every round, it is a difficult foe. For those D and D'ers
           out there, you don't need fire or acid to kill a troll, Kuji
           have evidently decided to remove this factor of the troll to
           make it easier. Anyway, inside the cave, if you go back towards the
           level start, you can fight two more Bugbears. Further down the 
           corridor leading away from the level start, there are two more 
           trolls, at a intersection where both can see you approach at the
           same time. My advice is to try and lure one troll out at a time, 
           that way you will have an easier time of it. Once you have defeated
           the trolls, move forward, and kill the two Goblins that appear.
           when you exit through the door back into the valley, you are
           attacked by three wolves, two goblins and a werewolf.

           Most of this encounter should be easy, except for the werewolf. If
           you have any Silver weapons, you want to use these on the werewolf,
           as it'll take 5 less damage from any attack from a non-silver 
           weapon. If you want to get to the "secret" part of this level,
           don't approach the door with the face on it, as this ends the level.
           Instead, head back towards the level start, and enter the caves on
           the opposite side to the ones you just left.

           Inside this side of the caves, there are many Monstrous Spiders, but
           this creatures shouldn't cause you too much bother as they only one
           notable ability, and that is the ability to spin webs. Theses webs
           half the movement range of any character walking through the web, 
           and if the spiders target you with one of these webs, you can 
           sometimes (if your character fails a Reflex Save) become unable to
           move. This can be removed using the spell "Remove Paralysis" or
           a strong enough character can simply break the web.

           Upon entering the caves, you are attacked by two of the Spiders in
           this level. Just kill them and move on through the tunnels. You
           should encounter a total of seven spiders. Once you have killed all
           the spiders while moving through the cave, you should see a ramp
           going down. Move your characters onto one of the green squares at
           the base, and you will enter a new area with a tough enemy, and some
           good treasure chests.

           The enemy I am refering to is a Erinyes, refered to in game as
           Esseriel. This enemy has a damage resistance, (to what I am unsure),
           Spell Resistance, an AC of 24 and 79 Hp. The best way to ensure that
           you hit the target is to try and flank the Erinyes to boost your 
           odds of contact. This will be an endurance fight, so try to keep
           your characters health levels up.

           Once you have beaten the Erinyes, open the only door in this 
           room to access the treasure. There are traps on the two squares
           where the doors are before you open them. All three chests are
           locked.

           CHEST 1: Gold, 1x Frost Sling (Thrown Class)

           CHEST 2: Gold, 1x Potion of Shield of Faith (+5)

           CHEST 3: Gold, 1x Wand of Magic Missles (5th Level)


           Then, once you leave this area, you are taken to the End of
           Adventure screen, so, as you can see, the only way to get these
           items is to play this mission twice. Finishing the mission by
           talking to the door witht the face when you know the password 
           given to you by the crow outside the Tower of Crows opens up
           the witches home, Undome. Until you talk to the face door with the
           password, you can replay the first area of this mission as many 
           times as you want. I have found out on the forums that you can get 
           into the second area again, but I haven't been able to when I tried
           it seems that is you want the treasure again, you cannot kill the 
           Erinyes.


M1.7. Mission Seven - The Druid
-------------------------------

           Level Information
           *****************

           Party Members: 6
           Recommended level: 3rd
           Background: In the dark stinkwoods of Linaewen, find the old Druid
                       of the forest and ask him about Athearorn
           Quest XP reward: 1200XP
           XP from Kills: 9000
           Gold Acquired: 738
           Chests: 8
           Monsters: 1 Goblin Warrior, AC: 15; Hp: 9
                     8 Goblin Archers, AC: 13; Hp: 9
                     3 Goblin Shamans, AC: 13; Hp: 21
                     3 Bugbear Fighters, AC: 17; Hp: 18
                     1 Fiend Spider, AC: 11; Hp: 29
                     4 Wolves, AC: 14; Hp: 10

           Once you start the level, Sindarel, our Elven friend from the start
           of the Elfwood mission, approaches the party and offers another grim
           warning of monsters about. Once he leaves, move your party forward
           along the wooden walkway towards the first chest. Once you reach
           the first intersection, you are attacked by several Goblins and a
           Goblin Shaman, who are supported by a Bugbear. There are three 
           Chests that you can reach during this first fight. Beware, there is 
           a trap located along the walkway. Once again, you will need a ranged
           weapon to open up the walkway by shooting the capstan. None of these
           chests are locked.

           CHEST 1: 1x Shortbow (Bow Class), 1x Light Crossbow (Xbow Class),
                    1x Case of Bolts, 1x Quiver of Arrows

           CHEST 2: Gold, 1x Composite Longbow (Bow Class), 1x Quiver of 
                    Masterwork Arrows

           CHEST 3: Gold, 1x Greataxe (Axe Class), 1x Potion of Cure Light 
                    Wounds, 1x Quiver of Masterwork Arrows

           Once you pass near the Stonehenge like arch, you here for the first
           time the name of an acient war, and the name of the only surviving
           city, the Dragon city of Aharadum. Once you pass under the arch, 
           you will trigger another combat. This one features several Goblins,
           a pair of Shamans, some more Bugbears, and a Fiend Spider.
           There is also several chests to be had. The first chest, located on
           the wooden platform near the first Shaman is not locked. The next
           two chests, on near the edge of the cliff, one behind a wall of 
           rock, are not locked either.

           CHEST 4: Scarecrow (Light Armor), 1x Potion of Bull's Strength

           CHEST 5: Gold, 1x Little Brother (Xbow Class), 1x Scroll of Fireball
                    1x Potion of Heroism

           CHEST 6: Gold, Long Memory (Polearm Class)

           Once you have looted the chest containing Long Memory, you will have
           more then likely killed all the enemies apart from one Goblin Archer
           and a Shaman. There are only two more chests. The one on the walkway
           is not locked.

           CHEST 7: Gold, 1x Dagger (Light Sword Class), 1x Potion of
                    Neutralise Poison, 1x Scroll of Bear's Endurance

           As you approach the next hill/cliff, you are attacked by a quad of
           wolves. Make sure that you loot the last chest before killing the
           last wolf, as killing the last one ends the level.

           CHEST 8: Gold, 1x Black Arm (Heavy Armor), 1x Scroll of Barkskin,
                    1x Potion of Cure Moderate Wounds

           Once the wolves are dead, you are treated to a dialogue about how
           you cannot resurrect a body that has no head. However, once your 
           Cleric has Raise Dead available, he can bring headless bodies to
           life. (I learnt this from fighting the dreaded Mind Flayer)

M1.8. Mission Eight - The Tower
-------------------------------

           Level Information
           *****************

           Party Members: 6
           Recommended level: 4th
           Background: Explore the haunted Tower of Crows for clues to the name
                       Athearorn.
           Note: As this adventure is spread over two levels, there are two
                 totals for all the XP etc. Monsters on the second level
                 are marked with a #
           Quest XP reward: 300XP + 600XP
           XP from Kills: 
           Gold Acquired: 
           Chests: 5 + 2
           Monsters: 4 Zombies, AC: 11; HP: 13
                     2 Zombie Warriors, AC: 16; HP: 28
                       Ghast, AC: 15; HP: 25
                       Wight, AC: 15; HP: 34
                     3 Medium Earth Elementals, AC: 18; HP: 44
                       Ghoul, AC: 14; HP: 14

           You start this mission at the edge of a flight of stairs, in the
           outer-most area of the tower. Once you move forward past the first
           corner, you are attacked by a group of four Zombies, accompainied 
           by a single Zombie Warrior. The Zombie Warrior and two of the 
           Zombies are in front of the party, the other two appear on the
           stairs that the party must of climb to get into the tower. Turn 
           Undead is a skill that will serve you well here and in other 
           parts of the tower.

           Once you have defeated the Zombies, move round to the door. As soon
           as you have opened it, you are attacked new types of Undead, a 
           Wight and a Ghast. A Ghast is similar to apperance as a Zombie, but
           with the addded ability to paralyse anything it hits, whereas the
           Wight is extremely dangerous to characters that rely on Wisdom, as 
           each hit can deal Wisdom damage, and there is no in game way to heal
           that damage until you rest or complete the adventure.

           To the characters right as you enter the room, there is a door 
           that opens up to reveal a chest. The square in front of the door is
           trapped. The chest is locked.

           CHEST 1: Gold, 1x Masterwork Trident (Polearm Class), 1x Cloak of
                    Charisma +2, 1x Scroll of Darkvision

           Move down the short corridor to the left of the entrance to the 
           room and deal with the Zombie that pops up. Try to have your 
           characters well prepared with buff spells, as in the next room there
           are two Medium Earth Elementals to fight. They have a few attacks, 
           so make sure you have Clerics near your fighters to heal as needed.

           Once you have dealt with the Elementals, leave the room by the 
           other exit. There is a trap on the floor in front of the exit 
           to this room, so be wary. The two chests in this room are unlocked.

           CHEST 2: Gold, 1x Bracers of Armor +1, 1x Potion of Barkskin, 1x
                    Turtlesnap (Light Armor)

           CHEST 3: Gold, 1x Mithral Chain Shirt (Light Armor)

           Leave this treasure room, and go through the exit. In this next 
           room, which is identical in shape to the room where you fought the
           Earth Elementals, there is another Earth Elemental, as well as a 
           Ghoul. Neither of these enemies should prove to be a problem, so 
           once you have beaten them, loot the locked chest in this room.

           CHEST 4: Gold, 1x Wand of Burning Hands, 1x Potion of Mage Armor,
                    1x Potion of Blur.

           Leave the room using the other door, and once you pass through a 
           short corridor, you are confronted by a pair of Wights and a Zombie
           Warrior. Remove them from your path, and directly across from where 
           you entered the room, you should see a small room leading to a 
           unlocked chest.

           CHEST 5: Gold, 1x Scroll of Melf's Acid Arrow, 1x Potion of 
                    Darkvision, 1x Warspite (Axe Class)

           As you leave the room, you will be attacked by the last of the 
           elementals on this level, and if you move down that corridor far 
           enough, you will also come under fire from a pair of Skeleton
           Archers. The path leading to the Skeleton Archers is fairly narrow
           so you will only be able to move the characters into Melee range
           one at a time.

           Once you have dropped all these targets, proceed up the stairs
           behind the Skeleton Archers and onto the second level. Doing this 
           will flash up the "End of Adventure" screen, but instead of being
           returned to the World Map, you are kicked straight into the next
           level of the tower.

           #Start of the second level#

           Your characters start, strangely enough, at the top of the flight
           of stairs that they climbed up at the end of the last level (funny
           that). You are confronted by a single Zombie as you move forward.
           Once you have dealt with it, buff up your characters, as there is
           a Wizard up ahead who is at least 5th level. Once you move into the
           room, the Wizard asks you to end his life, as he is tired of it.
           A battle will then start, with two Ghouls, Two Zombie Warriors and
           a Wight coming from rooms hidden to the side of the one containing
           the wizard. Make note of the rooms, as the area's two chests are in
           them (one in each room). You will need to loot them before you
           finish the wizard, as killing him takes you to the "End of
           Adventure" Screen.

           CHEST 1: Gold, 1x Potion of Invisibility

           CHEST 2: Gold, 1x Potion of Barkskin +5

           Once you have completed the level, you recieve the Svernkaegro Seal,
           a magic ring that adds to a Cleric or Paladin's Turn Undead skill,
           and you are taken to a cut scene, where a crow reveals to your 
           party the password to enter the witches home, Undome, via the area
           known as Spiderspike Hollow.
           
M1.9. Mission Nine - The Witch
------------------------------

           Level Information
           *****************

           Party Members: 6
           Recommended level: 5th
           Background: In the caves and hollows of Undome, save the witch 
                       Entelesse, who is in grave danger.
           Quest XP reward: 900XP
           XP from Kills: 
           Gold Acquired: 
           Chests: 5
           Monsters:

           You start the level with your characters just inside the door that
           you needed the password for in the previous area (Spiderspike),
           with a set of double doors ahead of you. Your main character 
           mentions that you should be wary of traps, and there are a few in
           this level, so have your Rogue at the front of the party when you
           are not in combat, so the traps become visible. Failing that, a 
           character will a high Search skill will do.

           Once you proceed through the doors, you are attacked by two wolves,
           and if you move to far down the passageway to the right of the door,
           you will also gain the attention of a further two wolves and a
           werewolf. Once you have dealt with these five threats, move down the
           passage directly opposite the door, (there is nothing of further
           interest down the passage that the werewolf came from, except a 
           largish fight, one that is handled better by coming to it from
           a different corridor), as you move forward, to the party's right is
           a chamber that contains a wolf and the areas first chest. The square
           in front of the chest will also grant you access to your first trap.
           Once you have dealt with the wolf and the trap, you can open the
           locked chest.

           CHEST 1: Gold, 1x Quiver of Silver Arrows, 1x Scroll of Ice Storm

           As you move further down this passage, you will come to a split in 
           the tunnel, one of the tunnels opens up into a large outdoor room,
           and the other tunnel leads round to the door to the witch's home.
           When you reach this junction, you are attacked by two werewolves,
           and possibly a third which lurks up the tunnel leading to the
           witch's home. Try not to move too near the outdoor chamber, as there
           are several wolves and a Dire Wolf residing there. A Dire Wolf is
           a much larger version of a wolf, dealing more damage, and having
           more Hp than your standard wolf. Once you have dealt with the 
           werewolves and the wolves in the outdoor chamber, go back to the
           junction, and head towards the witch's home. The passageway is
           heavily trapped, so be careful. You should come up to a set of
           double doors. These doors are locked and have traps placed on the
           squares directly in front of them. Disarm the traps if possible, 
           then unlock the doors. The first chamber is octangler, and contains
           two werewolves and five normal wolves. Once you have dealt with 
           these enemies, you have three options. First, open the door that is
           in the left hand wall as you entered the chamber (camera behind
           party), dispose of the wolf that guards this areas second chest.
           The chest is unlocked.

           CHEST 2: Gold, 1x Langblade (Polearm Class)

           Next proceed up the left-diagonal passageway, where you will find
           another door at the end of the kitchen-type room. Inside this room
           is another werewolf, and the areas third chest, which is unlocked.

           CHEST 3: Gold, 1x Beastbane (Blunt Class)

           Now, return to the octangonal room, and go through the only door
           you haven't tried. Behind this door are a wolf and werewolf combo,
           so have your fighters ready for them, as they will try to block your
           characters from moving any further into the room. Once you have 
           killed them, you have a choice of three doors. With the camera 
           behind the party, so that the door that the party came through is
           at south, the west door leads to the boss and the missions end, 
           the north door leads to two rooms, the first containing a wolf, and
           the second containing a werewolf guarding a chest. The chest is
           unlocked.

           CHEST 4: Gold, 1x Potion of Cure Moderate Wounds, 1x Wand of Burning
                    Hands

           The eastern door leads to a unlocked chest. Loot the chest, and
           move your party to the western door, buffing your characters before 
           you open it.

           CHEST 5: Gold, 1x Quiver of Silver Arrows

           Once you have buffed your characters, open the door. In here, you 
           find the witch, Entelesse, under attack. She has a Wand of Magic
           Missiles and access to 3rd level spells, so she can look after
           herself for a few turns. To get to her though, you will have to 
           fight two wolves, two werewolves and a Dire Wolf. The last enemy
           in this room is the Werewolf Khan, the leader of the wolves.
           Killing him nets you the "End of Adventure" screen, a cut-scene
           about where to go next, and Paper Cut, a nice silver dagger.


  _   _   _   _   _   _   _   _   _   _   _   _   _
 / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( S | h | o | p | s | a | n | d | I | t | e | m | s )
 \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/


S1. Shops
=========

For hirelings, for lack of a better term, have their stats and skills listed
for first level. Any skills that are not at 4 ranks have the number in 
brackets next to them. The items are listed according to their type, with any
magical weapons/armor availble at that shop in a seperate table. The magic
weapons and armor have their names listed, refer to the Item section for each 
weapon and armor individual stats. All weapons with the same name posses the
same magical abilities. Any weapon marked with a * are unique weapons, with 
only one of it in the entire game. These weapons usually posses extra special
enchantments, such as adding fire damage to the attacks made with it. The same
applies to armor, with armor posses such enchantments as elemental resistance.
Shields are included in the Armor section(s) of each shop, however, they have
their own section in the items chapter, just to keep things easy to find.

S1.1. Arion Adventurer's Guild
------------------------------

     Characters for hire 
     *******************

           None

     Items for Sale
     **************

           +----------------+--------+
           | Weapon's       |  Cost  |
           +----------------+--------+
           | Battleaxe      |   10gp |
           | Club           |    1gp |
           | Dagger         |    2gp |
           | Dart           |    1gp | 
           | Dire Flail     |   90gp |
           | Flail          |    8gp |
           | Greatclub      |    5gp |
           | Handaxe        |    6gp |
           | Heavy Mace     |   12gp |
           | Heavy Pick     |    8gp |
           | Javelin        |    1gp |
           | Light Crossbow |   35gp |
           | Light Hammer   |    1gp |
           | Light Mace     |    5gp |
           | Light Pick     |    4gp |
           | Longbow        |   75gp |
           | Longspear      |    5gp |
           | Longsword      |   15gp |
           | Morningstar    |    8gp |
           | Orc Double Axe |   60gp |
           | Quarterstaff   |    1gp |
           | Scimitar       |   20gp |
           | Short Sword    |   10gp |
           | Shortbow       |   30gp |
           | Shortspear     |    1gp |
           | Sickle         |    6gp |
           | Sling          |    1gp |
           | Spear          |    2gp |
           | Throwing Axe   |    8gp |
           | Trident        |   15gp |
           | Warhammer      |   12gp |
           | Arrows         |    1gp |
           | Bolts          |    1gp |
           | Bolt Magazine  |    1gp |
           | Bullets        |    1gp |
           +----------------+--------+
           | Masterwork Weapons      |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Armor                   |
           +----------------+--------+
           | Padded Armor   |    5gp |
           | Leather Armor  |   10gp |
           | Hide Armor     |   15gp |
           | Studded Leather|        |
           |          Armor |   25gp |
           | Scalemail Armor|   50gp |
           | Chainshirt     |        |
           |          Armor |  100gp |
           | Chainmail Armor|  150gp |
           | Breastplate    |  200gp |
           | Splint Armor   |  200gp |
           | Half-Plate     |        |
           |          Armor |  600gp |
           | Full Plate     |        |
           |          Armor | 1500gp |
           | Buckler        |   15gp |
           | Tower Shield   |   30gp |
           | Light Wooden   |        |
           |         Shield |    3gp |
           | Light Steel    |        |
           |         Shield |    9gp |
           | Heavy Wooden   |        |
           |         Shield |    7gp |
           | Heavy Steel    |        |
           |         Shield |   20gp |
           +----------------+--------+
           | Masterwork Armor        |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Potions and Oils        |
           +----------------+--------+
           | Cure Light     |        |
           |         Wounds |  150gp |
           +----------------+--------+
           |Scrolls                  |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Misc & Misc Magic Items |
           +----------------+--------+
           | Torch          |    1gp |
           +----------------+--------+

S1.2. Jorhelling Temple
-----------------------

     Characters for hire
     *******************

           Stiger of Saxa
           Human Cleric of St. Cuthbert
           Stats:  Str: 12
                   Dex: 10
                   Con: 10
                   Int:  9
                   Wis: 15
                   Cha: 15
           Skills: Concentration, Heal, Spellcraft
           Feats: Cleric Default Feats, Improved Turning, Extra Turning

           Dagmar
           Dwarf Cleric of Nerull
           Stats:  Str: 10
                   Dex:  9
                   Con: 14 
                   Int: 10
                   Wis: 16
                   Cha: 12
           Skills: Concentration(2), Heal(2), Spellcraft(2), 
                   Knowledge(Arcane)(2)
           Feats: Cleric Default Feats,Default Dwarf Abilities, Spell
                  Penetration

           Floisa
           Human Paladin
           Stats:  Str: 13
                   Dex: 12
                   Con: 10
                   Int: 10
                   Wis: 14
                   Cha: 14
           Skills: Sense Motive, Heal, Knowledge (Religion)
           Feats: Paladin Default Feats, Improved Initative, Power Attack

           Ander
           Human Paladin
           Stats:  Str: 14
                   Dex: 12
                   Con: 12
                   Int: 10
                   Wis: 12
                   Cha: 13
           Skills: Sense Motive, Heal, Knowledge (Religion)
           Feats: Default Paladin Feats, Improved Initative, Lightning Reflexes

     Items for Sale
     **************

           +-------------------+--------+
           | Weapons           |  Cost  |
           +-------------------+--------+
           | N/A               |        |
           +-------------------+--------+
           | Masterwork Weapons         |
           +-------------------+--------+
           | N/A               |        |
           +-------------------+--------+
           | Armor                      |
           +-------------------+--------+
           | N/A               |        |
           +-------------------+--------+
           | Masterwork Armor           |
           +-------------------+--------+
           | N/A               |        |
           +-------------------+--------+
           | Potions and Oils           |
           +-------------------+--------+
           | Aid               |  300gp |
           | Barkskin (+2)     |  300gp |
           | Bless Weapon      |  100gp |
           | Bear's Endurance  |  300gp |
           | Bull's Strength   |  300gp |
           | Cat's Grace       |  300gp |
           | Eagle's Splendor  |  300gp |
           | Fox's Cunning     |  300gp |
           | Owl's Wisdom      |  300gp |
           | Mage Armor        |   50gp |
           | Remove Deaf/Blind |  750gp |
           | Delay Poison      |  300gp |
           | Remove Fear       |   50gp |
           | Shield of         |        |
           |        Faith (+2) |   50gp |
           | Cure Light Wounds |   50gp |
           | Cure Moderate     |        |
           |            Wounds |  300gp |
           | Greater Magic     |        |
           |       Weapon (+1) |  750gp |
           | Blur              |  300gp |
           +-------------------+--------+
           | Scrolls                    |
           +-------------------+--------+
           | Cure Minor Wounds |   13gp |
           | Inflict Minor     |        |
           |            Wounds |   13gp |
           | Light             |   13gp |
           | Resistance        |   13gp |
           | Virtue            |   13gp |
           | Bless             |   25gp |
           | Cause Fear        |   25gp |
           | Cure Light Wounds |   25gp |
           | Doom              |   25gp |
           | Inflict Light     |        |
           |            Wounds |   25gp |
           | Shield of Faith   |   25gp |
           | Summon Monster 1  |   25gp |
           | Summon Natural    |        |
           |            Ally 1 |   25gp |
           | Barkskin          |  150gp |
           | Bear's Endurance  |  150gp |
           | Bull's Strength   |  150gp |
           | Cat's Grace       |  150gp |
           | Cure Moderate     |        |
           |            Wounds |  150gp |
           | Inflict Moderate  |        |
           |            Wounds |  150gp |
           | Summon Monster 2  |  150gp |
           | Summon Nature's   |        |
           |            Ally 2 |  150gp |
           | Animate Dead      |  625gp |
           | Blindness/Deafness|  375gp |
           | Cure Serious      |        |
           |            Wounds |  375gp |
           | Darkvision        |  375gp |
           | Dispel Magic      |  375gp |
           | Inflict Serious   |        |
           |            Wounds |  375gp |
           | Neutralise Poison |  375gp |
           | Remove Blindness  |  375gp |
           | Remove Disease    |  375gp |
           | Summon Monster 3  |  375gp |
           | Summon Nature's   |        |
           |            Ally 4 |  700gp |
           +-------------------+--------+
           | Misc & Misc Magic Items    |
           +-------------------+--------+
           | Phylactery of     |        |
           |    Undead Turning | 11000gp|
           | Periapt of        |        |
           |         Wisdom +4 | 16000gp|
           | Cloak of          |        |
           |       Charisma +2 |  400gp |
           +-------------------+--------+

S1.3. Estmanndal Merchant
-------------------------

     Characters for hire
     *******************

           None

     Items for sale
     **************

           +----------------+--------+
           | Weapon's       |  Cost  |
           +----------------+--------+
           | Dwarven Urgrosh|   50gp |
           | Dwarven Waraxe |   30gp |
           | Gnome Hooked   |        |
           |         Hammer |   20gp |
           | Shuriken       |    1gp |
           | Arrows         |    1gp |
           | Bolts          |    1gp |
           | Bolt Magazine  |    1gp |
           | Bullets        |    1gp |
           +----------------+--------+
           |Masterwork Weapon's      |
           +----------------+--------+
           | Bastard Sword  |  335gp |
           | Battleaxe      |  310gp |
           | Club           |  300gp |           
           | Dagger         |  302gp |
           | Falchion       |  375gp |
           | Glaive         |  308gp | 
           | Greataxe       |  320gp |
           | Great Sword    |  350gp |
           | Guisarme       |  309gp |
           | Halberd        |  310gp |
           | Heavy Crossbow |  350gp |
           | Heavy Mace     |  312gp |
           | Heavy Pick     |  308gp |
           | Light Crossbow |  335gp |
           | Composite      |        |
           |        Longbow |  400gp |
           | Composite      |        |
           |   Longbow (S1) |  500gp |
           | Composite      |        |
           |   Longbow (S2) |  600gp |
           | Longsword      |  315gp |
           | Morningstar    |  308gp |
           | Orc Doubleaxe  |  660gp |
           | Ranseur        |  310gp |
           | Rapier         |  320gp |
           | Scimitar       |  315gp |
           | Short Sword    |  310gp |
           | Composite Short|        |
           |            Bow |  375gp |
           | Composite Short|        |
           |        Bow (S1)|  475gp |
           | Composite Short|        |
           |        Bow(S2) |  575gp |
           | Trident        |  315gp |
           | 2-Bladed Sword |  700gp |
           | Warhammer      |  312gp |
           | Arrows         |  140gp |
           | Bolts          |   70gp |
           | Bullets        |   70gp |
           +----------------+--------+
           | Armor                   |
           +-------------------------+
           | N/A            |        |
           +----------------+--------+
           | Masterwork Armor        |
           +----------------+--------+
           | Studded Leather|  175gp |
           | Scalemail      |   50gp |
           | Chainshirt     |  250gp |
           | Chainmail      |  300gp |
           | Breastplate    |  350gp |
           | Splint Armor   |  350gp |
           | Light Wooden   |        |
           |         Shield |  153gp |
           | Light Steel    |        |
           |         Shield |  159gp |
           +----------------+--------+
           | Potions and Oils        |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Scrolls                 |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Misc & Misc Magic Items |
           +-------------------------+
           | Torch          |    1gp |
           +----------------+--------+


S1.4. Saxa Court
----------------

     Characters for Hire
     *******************

           Danil
           Human Bard
           Stats: Str: 12
                  Dex: 14
                  Con: 11
                  Int: 14
                  Wis:  8
                  Cha: 14
           Skills: Bluff, Concentration, Escape Artist, Hide, Spot(2), 
                   Perform, Use Magic Device, Listen, Move Silently
           Feats: Default Bard Feats, Stealthy, Lightning Reflexes.


           Valathia Nailo
           Elven Bard
           Stats: Str: 11
                  Dex: 16
                  Con: 10
                  Int: 14
                  Wis:  8
                  Cha: 14
           Skills: Concentration, Spellcraft, Spot(2), Perform, Listen, Use
                   Magic Device, Move Silently, Hide
           Feats: Default Bard Feats, Default Elf Abilities, Dodge

    Items for Sale
    **************

           +----------------+--------+
           | Weapon's       |  Cost  |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Masterwork Weapons      |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Armor                   |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Masterwork Armor        |
           +-------------------------+
           | N/A            |        |
           +----------------+--------+
           | Potions and Oils        |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Scrolls                 |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Misc & Misc Magic Items |
           +----------------+--------+
           | Bracers of     |        |
           |       Armor +3 | 9000gp |
           | Amulet of      |        |
           |      Health +4 |16000gp |
           | Ring of        |        |
           |  Protection +2 | 8000gp |
           +----------------+--------+

           +================+=========+
           | Magic Weapons  |   Cost  |
           +================+=========+
           | Sharpsteel     |  8320gp |
           | First Tooth    |  2302gp |
           | Long Memory    |  8309gp |
           | The Twin       |  8660gp |
           | Truthkiller    | 18335gp |
           | Bellyslit      | 18310gp |
           | Langblade      |  8308gp |
           | Battlebride    | 18350gp |
           | Bladetrap      | 18310gp |
           | Tallfellow     | 18310gp |
           | Thirstblade    | 18700gp |
           | Selene*        |  2398gp |
           | Skrep*         | 98315gp |
           | Umhrohir*      | 50310gp |
           | Elian Surebolt*| 18335gp |
           | Angarvadil*    | 50600gp |
           | Soulreaver*    | 18320gp |
           | Moonkiller*    | 50530gp |
           +================+=========+
           | Magic Armor              |
           +================+=========+
           | Toroth Nar     |  4155gp |
           | Vingan's Gift  |  4750gp |
           | Glancer        |  5650gp |
           | Ursis          |  4153gp |
           | Iron Wall      |  9170gp |
           | Temple Head    | 16175gp |
           | Pangolin       |  9300gp |
           | Rede Byrnie*   | 36300gp |
           | Dornor Arrow   |         |
           |          Ward* |  9159gp |
           | Seven Wind     |         |
           |       Catcher* | 16153gp |
           | Frost Scathe   | 22200gp |
           +================+=========+


S1.5. Issa Vale Forest Moot
---------------------------

     Characters for Hire
     *******************

           Ellirra
           Human Druid
           Stats: Str: 11
                  Dex: 14
                  Con: 12
                  Int: 10
                  Wis: 16
                  Cha:  8
           Skills: Knowledge (Nature), Concentration, Spellcraft, Spot, 
                   Survival
           Feats: Default Druid Feats, Dodge, Point Blank Shot

           Solis
           Elven Druid
           Stats: Str: 13
                  Dex: 14
                  Con: 12
                  Int: 10
                  Wis: 15
                  Cha:  8
           Skills: Knowledge(Nature)(2), Concentration, Spellcraft, Spot, 
                   Survival(2)
           Feats: Default Druid Feats, Default Elf Abilities, Spell Peneration

           Leithra
           Half-Elven Ranger
           Stats: Str: 11
                  Dex: 14
                  Con: 12
                  Int: 12
                  Wis: 14
                  Cha: 10
           Skills: Concentration, Hide, Knowledge(Nature), Search, Spot, 
                   Survival, Move Silently
           Feats: Default Ranger Feats, Default Half-Elf Abilities, Point 
                  Blank Shot

           Reic
           Half-Elven Ranger
           Stats: Str: 13
                  Dex: 12
                  Con: 12
                  Int: 12
                  Wis: 14
                  Cha: 10
           Skills: Concentration, Hide, Knowledge (Dungeoneering), Search,
                   Spot, Survival, Listen
           Feats: Default Ranger Feats, Default Half-Elf Abilities, Weapon 
                  Focus (Heavy Sword)

    Items for sale
    **************

           +----------------+--------+
           | Weapons       |  Cost  |
           +----------------+--------+
           | Arrows         |    1gp |
           | Bullets        |    1gp |
           | Silver Arrows  |   90gp |
           +----------------+--------+
           | Masterwork Weapons      |
           +----------------+--------+
           | Arrows         |  140gp |
           | Bullets        |   70gp |
           +----------------+--------+
           | Armor          |        |
           +----------------+--------+
           | Mithral Shirt  | 1100gp |
           +----------------+--------+
           | Masterwork Armor        |
           +----------------+--------+
           | Hide           |  165gp |
           +----------------+--------+
           | Potions and Oils        |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Scrolls                 |
           +----------------+--------+
           | N/A            |        |
           +----------------+--------+
           | Misc & Misc Magic Items |
           +----------------+--------+
           | Boots of       |        |
           |       Striding | 5500gp |
           | Amulet of      |        |
           |  Natural Armor | 2000gp |
           | Gloves of      |        |
           |   Dexterity +2 | 4000gp |
           | Cloak of       |        |
           |      Elvenkind | 2500gp |
           +----------------+--------+

           +=================+=========+
           | Magic Weapons   |   Cost  |
           +=================+=========+
           | Flaming Bullets | 18350gp |
           | Arrows of Icy   |         |
           |           Burst | 18350gp |
           | Arrows of       |         |
           |         Seeking | 32350gp |
           | Throat Ache     | 18500gp |
           | Dandy Longfellow| 50500gp |
           | The Sovereign   | 32375gp |
           | Swallowtail     |  8475gp |
           | Long Arm Lally  | 18575gp |
           | Eye Of The Bull | 32330gp |
           | Stick Is My     |         |
           |          Friend |  8600gp |
           | Wyrmbiter       | 18315gp |
           | Green Skinner*  |  8310gp |
           | Snowbride*      | 32305gp |
           | Blackadder*     | 18300gp |
           | Blood Moon      |  2396gp |
           | Three Winds     |         |
           |          Rising | 32375gp |
           | Wulfsplinter    | 18450gp |
           | Flame of Ruath  |  8335gp |
           +=================+=========+
           | Magic Armor               |
           +=================+=========+
           | Scarecrow       |  1155gp |
           | Turtlesnap      |  1160gp |
           | Fang Ward       |  1165gp |
           | Life Line       | 16157gp |
           | Urothim's Hold  |  4165gp |
           | Spearfoe (Armor |  4350gp |
           | Shieldwall      |  9159gp |
           | Three Bolts     |  9400gp |
           | Swordbane       | 17650gp |
           | Nine Guards Of  |         |
           |      The Tumult | 27165gp |
           | Wyrd Bane       | 49160gp |
           | Brodrigg        |         |
           |       Stormhold | 25170gp |
           +=================+=========+


S1.6. Elerin Wizard's School
----------------------------

     Characters for Hire
     *******************

           Ria Lostsoul
           Half-Elven Sorcerer
           Stats: Str:  8
                  Dex: 12
                  Con: 12
                  Int: 11
                  Wis: 12
                  Cha: 16
           Skills: Knowledge (Arcane)(2), Concentration(3), Spellcraft(3)
           Feats: Default Sorcerer Feats, Default Half-Elf Abilities, Spell 
                  Penetration

           Doon Ironhide
           Gnome Sorcerer
           Stats: Str:  6
                  Dex: 14
                  Con: 14
                  Int: 14
                  Wis:  9
                  Cha: 15
           Skills: Knowledge (Arcane), Concentration, Spellcraft, Spot(2)
           Feats: Default Sorcerer Feats, Default Gnome Abilities, Toughness

           Waylinck
           Gnome Wizard
           Stats: Str:  7
                  Dex: 10
                  Con: 16
                  Int: 16
                  Wis: 12
                  Cha: 10
           Skills: Knowledge (Arcane), Knowledge (Dungeoneering),
                   knowledge (The Planes), Concentration, Spellcraft
           Feats: Default Wizard Feats, Default Gnome Abilities, Spell
                  Penetration

           Beaucade Gallo
           Halfling Wizard
           Stats: Str:  9
                  Dex: 16
                  Con: 10
                  Int: 16
                  Wis: 10
                  Cha: 10
           Skills: Knowledge (Dungeoneering), Knowledge (Nature),
                   Knowledge (The Planes), Concentration, Spellcraft
           Feats: Default Wizard Feats, Default Halfling Abilities, Toughness

     Items for sale
     **************

           +------------------+--------+
           | Weapons          |  Cost  |
           +------------------+--------+
           | N/A              |        |
           +------------------+--------+
           | Masterwork Weapons        |
           +---------------------------+
           | N/A              |        |
           +------------------+--------+
           | Armor                     |
           +------------------+--------+
           | N/A              |        |
           +------------------+--------+
           | Masterwork Armor          |
           +------------------+--------+
           | N/A              |        |
           +------------------+--------+
           | Potions and Oils          |
           +------------------+--------+
           | Barkskin +3      |  600gp |
           | Barkskin +4      |  900gp |
           | Cure Serious     |        |
           |         Wounds   |  750gp |
           | Darvision        |  300gp |
           | Flame Arrow      |  750gp |
           | Remove Disease   |  750gp |
           | Remove           |        |
           |      Paralysis   |  300gp |
           | Greater Magic    |        |
           |      Weapon +2   | 1200gp |
           | Greater Magic    |        |
           |      Weapon +3   | 1800gp |
           | Haste            |  750gp |
           | Heroism          |  750gp |
           | Invisiblity      |  300gp |
           | Magic Weapon     |   50gp |
           | Neutralise       |        |
           |         Poison   |  750gp |
           | Shield Of        |        |
           |       Faith +3   |  300gp |
           | Shield Of        |        |
           |       Faith +4   |  600gp |
           +------------------+--------+
           | Scrolls                   |
           +---------------------------+
           | Acid Splash      |   13gp |
           | Daze             |   13gp |
           | Disrupt Undead   |   13gp |
           | Ray of Frost     |   13gp |
           | Touch of Fatigue |   13gp |
           | Burning Hands    |   25gp |
           | Chill Touch      |   25gp |
           | Cure Light Wounds|   25gp |
           | Mage Armor       |   25gp |
           | Magic Missile    |   25gp |
           | Sleep            |   25gp |
           | Summon Monster 1 |   25gp |
           | Bear's Endurance |  150gp |
           | Blindness/       |        |
           |         Deafness |  150gp |
           | Blur             |  150gp |
           | Bull's Strength  |  150gp |
           | Cat's Grace      |  150gp |
           | Darkvision       |  150gp |
           | Invisiblity      |  150gp |
           | Melf's Acid Arrow|  150gp |
           | Summon Monster 2 |  150gp |
           | Cure Moderate    |        |
           |           Wounds |  200gp |
           | Blink            |  375gp |
           | Dispel Magic     |  375gp |
           | Fireball         |  375gp |
           | Flame Arrow      |  375gp |
           | Haste            |  375gp |
           | Lightning Bolt   |  375gp |
           | Slow             |  375gp |
           | Summon Monster 3 |  375gp |
           +------------------+--------+
           | Misc & Misc Magic Items   |
           +------------------+--------+
           | Cloak of         |        |
           |       Resistance | 1000gp |
           | Headband of      |        |
           |        Intellect |16000gp |
           | Periapt of Health| 7500gp |
           +------------------+--------+
           | Rings                     |
           +---------------------------+
           | Minor Acid       |        |
           |       Resistance |12000gp |
           | Minor Cold       |        |
           |       Resistance |12000gp |
           | Minor Electricity|        |
           |       Resistance |12000gp |
           | Minor Fire       |        |
           |       Resistance |12000gp |
           | Minor Sonic      |        |
           |       Resistance |12000gp |
           | Protection +1    | 2000gp |
           | Force Shield     | 8500gp |
           +------------------+--------+
           | Wands                     |
           +---------------------------+
           | Call Lightning   |18000gp |
           | Contagion        |11250gp |
           | Dispel Magic (5) |11250gp |
           | Fear             |21000gp |
           | Fireball (6)     |13500gp |
           | Lightning (5)    |11250gp |
           | Melf's Acid Arrow| 4500gp |
           | Neutralise       |        |
           |           Poison |21000gp |
           | Poison           |21000gp |
           | Slow             |11250gp |
           +------------------+--------+


S1.7. The Eastings Mercenary Guild
----------------------------------

     Characters for Hire
     *******************

           Gromfeng
           Half-Orc Barbarian
           Stats: Str: 18
                  Dex: 14
                  Con: 14
                  Int:  6
                  Wis: 11
                  Cha:  6
           Skills: Indimidate, Survival
           Feats: Default Barbarian Feats, Default Half-Orc Abilities, Power
                  Attack

           Erin Von Marsh
           Human Fighter
           Stats: Str: 14
                  Dex: 16
                  Con: 14
                  Int:  8
                  Wis: 10
                  Cha:  9
           Skills: Intimidate, Escape Artist(2)
           Feats: Default Fighter Feats, Point Blank Shot, Rapid Shot, Weapon
                  Focus (Bow)

           Kendra Tealeaf
           Halfling Barbarian
           Stats: Str: 14
                  Dex: 17
                  Con: 14
                  Int:  8
                  Wis:  9
                  Cha:  8
           Skills: Indimidate, Survival, Listen
           Feats: Default Barbarian Feats, Default Halfling Abilities, Point
                  Blank Shot

           Durn Shorthaft
           Dwarf Fighter
           Stats: Str: 16
                  Dex: 14
                  Con: 16
                  Int:  8
                  Wis: 11
                  Cha:  6
           Skills: Intimidate
           Feats: Default Fighter Feats, Default Dwarf Abilities, Dodge,
                  Combat Reflexes

           Iyesa Tirn
           Human Pyschic Warrior
           Stats: Str: 14
                  Dex: 14
                  Con: 10
                  Int:  9
                  Wis: 16
                  Cha:  8
           Skills: Search(2), Spot(2)
           Feats: Default Pyschic Warrior Feats, Dodge, Improved Initative,
                  Power Attack

           Maldir
           Half-Elven Pyschic Warrior
           Stats: Str: 16
                  Dex: 14
                  Con: 11
                  Int:  8
                  Wis: 14
                  Cha:  8
           Skills: Autohypnosis
           Feats: Default Pyschic Warrior Feats, Default Half-Elf Abilities,
                  Psionic Weapon (Psionic), Weapon Focus (Heavy Sword)

     Items for Sale
     **************

           +-----------------+--------+
           | Weapons         |  Cost  |
           +-----------------+--------+
           | N/A             |        |
           +-----------------+--------+
           | Masterwork Weapons       |
           +-----------------+--------+
           | Arrows          |  140gp |
           | Bolts           |   70gp |
           | Bullets         |   70gp |
           +-----------------+--------+
           | Armor                    |
           +-----------------+--------+
           | N/A             |        |
           +-----------------+--------+
           | Masterwork Armor         |
           +-----------------+--------+
           | N/A             |        |
           +-----------------+--------+
           | Potions and Oils         |
           +-----------------+--------+
           | N/A             |        |
           +-----------------+--------+
           | Scrolls                  |
           +-----------------+--------+
           | N/A             |        |
           +-----------------+--------+
           | Misc & Misc Magic Items  |
           +-----------------+--------+
           | Bracers of      |        |
           |        Armor +1 | 1000gp | 
           | Boots of        |        |
           |        Striding | 5500gp |
           +-----------------+--------+

           +=================+==========+
           | Magic Weapons   |   Cost   |
           +=================+==========+
           | North Beater    |   2355gp |
           | Warspite        |   2310gp |
           | Fang            |   2302gp |
           | Two Brothers    |   8690gp |
           | Orcsticker      |   8650gp |
           | Death Smith     |   2330gp |
           | Torch Of The    |          |
           |           Blood |   2375gp |
           | Whirligig       |   2308gp |
           | Legbiter        |   2308gp |
           | Kobold's Ache   |   2620gp |
           | Byrnie's Fear   |   2320gp |
           | Slugger         |   2305gp |
           | Shield Breaker  |   2350gp |
           | Shield Hungary  |   2309gp |
           | Long John       |   2310gp |
           | Little Brother  |   2400gp |
           | Boltspitter     |   2350gp |
           | Wild Wind       |   8315gp |
           | Dog Of The      |          |
           |          Helmet |   2312gp |
           | Deep Ore        |   8308gp |
           | Ghost Maker     |   8335gp |
           | Composite       |          |
           |      Longbow +1 |   2600gp |
           | Long Man        |   8375gp |
           | Tongue Of The   |          |
           |        Scabbard |   2315gp |
           | Bright Spike    |   2308gp |
           | Belly Ache      |   2660gp |
           | Whipbranch      |   2600gp |
           | Ranseur +2      |   8310gp |
           | Swiftsure       |   2320gp |
           | Addertooth      |   2315gp |
           | Iron Scold      |   2310gp |
           | Little Talon    |   2475gp |
           | Rede Fletch     |   8330gp |
           | Wolfspit        |   8302gp |
           | Three Widows    |   2315gp |
           | Blood-Twin      |   2700gp |
           | Warhammer +1    |   2312gp |
           | Flaming Arrows  |   8350gp |
           | Frost Arrows    |   8350gp |
           | Shock Bolts     |   8350gp |
           +=================+==========+
           | Magic Armor                |
           +=================+==========+
           | Spearfoe        |          |
           |        (Shield) |   1153gp |
           | Axegrinder      |   1159gp |
           | Sword Breaker   |   1170gp |
           | Emma            |   1300gp |
           | Black Arm       |   1350gp |
           | Three Bolts     |   1400gp |
           | Eanred's Shirt  |   4200gp |
           | Long Guard      |   4350gp |
           +=================+==========+

S1.8. Apple Inn Thieves' Guild
------------------------------

     Characters for Hire
     *******************

           Ala Silverhand
           Elven Rogue
           Stats: Str:  9
                  Dex: 16
                  Con: 10
                  Int: 14
                  Wis: 14
                  Cha: 10
           Skills: Disable Device, Escape Artist (2), Hide, Intimidate (2), 
                   Open Lock, Search, Spot, Tumble, Use Magic Device, Listen,
                   Move Silently
           Feats: Default Rogue Feats, Default Elf Abilities, Alertness

           Ty Two-Finger
           Halfling Rogue
           Stats: Str: 10
                  Dex: 18
                  Con: 11
                  Int: 14
                  Wis: 10
                  Cha:  8
           Skills: Disable Device, Escape Artist, Hide, Intimidate, Open Lock,
                   Search, Spot, Tumble, Listen, Move Silently
           Feats: Default Rogue Feats, Default Halfling Abilities, Nimble 
                  Fingers

     Items for sale
     **************

           +-----------------+--------+
           | Weapons         |  Cost  |
           +-----------------+--------+
           | Sai             |    1gp |
           | Shuriken        |    1gp |
           | Kama            |    2gp |
           | Kukri           |    8gp |
           | Nunchaku        |    2gp |
           | Repeating Light |        |
           |        Crossbow |  250gp |
           | Repeating Heavy |        |
           |        Crossbow |  400gp |
           | Hand Crossbow   |  100gp |
           | Arrows          |    1gp |
           | Bolts           |    1gp |
           | Bolt Magazines  |    1gp |
           | Bullets         |    1gp |
           +-----------------+--------+
           | Masterwork Weapons       |
           +-----------------+--------+
           | Hand Crossbow   |  400gp |
           | Arrows          |  140gp |
           | Bolts           |   70gp |
           | Bullets         |   70gp |
           +-----------------+--------+
           | Armor                    |
           +-----------------+--------+
           | N/A             |        |
           +-----------------+--------+
           | Masterwork Armor         |
           +-----------------+--------+
           | N/A             |        |
           +-----------------+--------+
           | Potions and Oils         |
           +-----------------+--------+
           | Barkskin +5     | 1200gp |
           | Blur            |  300gp |
           | Cat's Grace     |  300gp |
           | Cure Light      |        |
           |          Wounds |   50gp |
           | Darkvision      |  300gp |
           | Fox's Cunning   |  300gp |
           | Haste           |  750gp |
           | Invisiblity     |  300gp |
           | Neutralise      |        |
           |          Poison |  750gp |
           | Remove Disease  |  750gp |
           +-----------------+--------+
           | Scrolls                  |
           +-----------------+--------+
           | N/A             |        |
           +-----------------+--------+
           | Misc and Magic Misc      |
           +-----------------+--------+
           | Thieve's Tools  |   30gp |
           | Masterwork      |        |
           |   Thieves Tools |  100gp |
           | Gloves of       |        |
           |    Dexterity +2 | 4000gp |
           | Periapt Of Proof|        |
           |  Against Poison |27000gp |
           +-----------------+--------+

           +=================+=========+
           | Magic Weapons   |   Cost  |
           +=================+=========+
           | Little John     |  8310gp |
           | Fancy Dan       | 18320gp |
           | More Hurt       | 18400gp |
           | Dagger +4       | 32302gp |
           | Point Blank     | 32335gp |
           | Hammer Of The   |         |
           |     Underworld* | 18301gp |
           | Bolts of Seeking| 18350gp |
           +=================+=========+
           | Magical Armor             |
           +=================+=========+
           | Blade Turner    |  4160gp |
           | Straw Man       |  9155gp |
           | The Wind of Tir |         |
           |         Alassar | 16160gp |
           | Shadow Friend*  | 31175gp |
           | Svartligga      | 54160gp |
           +=================+=========+

S2. Items

Here is a list of all the items listed in the shops. I will also add item's
that are only found as treasure. Such items will be marked with a #. 
Any *'ed items are unique (one of a kind).

S2.1. Weapons

The format of the weapons will be as follows:

           Name
           Class
           Type of Weapon (Simple, Martial or Exotic)
           Type of damage
           Attack Bonus (if any)
           Damage
           Critical Range
           Hands Required
           Range/Reach (if any)
           Magical Bonus (if any)
           Weight

Any Weapon can be found or bought with the title Masterwork. This grants the
character using the weapon a +1 bonus to hit a target. Any weapon called Light
lessens the penalty when using it as part of the Two Weapon Fighting style.

S2.1.1. Melee

           Bastard Sword
           Class: Heavy Sword
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d10
           Critical Range: 19-20/x3
           Hands: 1 and 1/2
           Reach: 1 Square
           Magical Bonus: None
           Weight: 6lbs

           Battleaxe
           Class: Axe
           Type: Martial
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x3
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 6lbs

           Club
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 3lbs

           Dagger
           Class: Light Sword
           Type: Simple
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d4
           Critical Range: 19-20/x2
           Hands: 1 (Light)
           Reach: 1 Square
           Range: 10 Squares
           Magical Bonus: None
           Weight: 1lbs

           Dire Flail
           Class: Blunt
           Type: Exotic
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: None
           Weight: 10lbs

           Dwarven Urgrosh
           Class: Axe
           Type: Exotic
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Magical Bonus: None
           Weight: 12lbs

           Dwarven Waraxe
           Class: Axe
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d10
           Critical Range: x3
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 8lbs

           Falchion
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: None
           Damage: 2D4
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Magical Bonus: None
           Weight: 8lbs

           Flail
           Class: Blunt
           Type: Martial
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 3lbs

           Glaive
           Class: Polearm
           Type: Martial
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d10
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: None
           Weight: 10lbs

           Gnome Hooked Hammer
           Class: Blunt
           Type: Exotic
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Magical Bonus: None
           Weight: 6lbs

           Greataxe
           Class: Axe
           Type: Martial
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d12
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Magical Bonus: None
           Weight: 12lbs

           Greatclub
           Class: Blunt
           Type: Martial
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d10
           Critical Range: x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: None
           Weight: 8lbs

           Great Sword
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: None
           Damage: 2D6
           Critical Range: 19-20/x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: None
           Weight: 8lbs

           Halberd
           Class: Polearm
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d10
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: None
           Weight: 12lbs

           Handaxe
           Class: Axe
           Type: Martial
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x3
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: None
           Weight: 3lbs

           Heavy Mace
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 8lbs

           Heavy Pick
           Class: Axe
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x4
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 6lbs

           Kama
           Class: Axe
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d4
           Critical Range: x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: None
           Weight: 1lbs

           Kukri
           Class: Light Sword
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d4
           Critical Range: 18-20/x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: None
           Weight: 2lbs

           Light Hammer
           Class: Blunt
           Type: Martial
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d4
           Critical Range: x2
           Hands: 1 (Light)
           Reach: 1 Square
           Range: 20 Squares
           Magical Bonus: None
           Weight: 2lbs

           Light Mace
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: None
           Weight: 4lbs

           Light Pick
           Class: Axe
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d4
           Critical Range: x4
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: None
           Weight: 3lbs

           Longspear
           Class: Polearm
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: None
           Weight: 9lbs

           Longsword
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: 19-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 4lbs

           Morningstar
           Class: Blunt
           Type: Simple
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 6lbs

           Nunchaku
           Class: Blunt
           Type: Exotic
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: None
           Weight: 2lbs

           Orc Doubleaxe
           Class: Axe
           Type: Martial
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Magical Bonus: None
           Weight: 15lbs

           Quarterstaff
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: None
           Weight: 4lbs

           Ranseur
           Class: Polearm
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 2d4
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: None
           Weight: 12lbs

           Rapier
           Class: Light Sword
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: 18-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 2lbs

           Sai
           Class: Light Sword
           Type: Exotic
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d4
           Critical Range: x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: None
           Weight: 1lbs

           Scimitar
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: 19-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 4lbs

           Short Sword
           Class: Light Sword
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: 19-20/x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: None
           Weight: 2lbs

           Shortspear
           Class: Polearm
           Type: Simple
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Range: 20 Squares
           Magical Bonus: None
           Weight: 3lbs

           Sickle
           Class: Axe
           Type: Simple
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: None
           Weight: 2lbs

           Spear
           Class: Polearm
           Type: Simple
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Range: 20 Squares
           Magical Bonus: None
           Weight: 6lbs

           Trident
           Class: Polearm
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Range: 10 Squares
           Magical Bonus: None
           Weight: 4lbs

           Two Bladed Sword
           Class: Heavy Sword
           Type: Exoctic
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: 19-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 10lbs

           Warhammer
           Class: Blunt
           Type: Martial
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x3
           Hands: 1
           Reach: 1 Square
           Magical Bonus: None
           Weight: 5lbs


S2.1.2. Magic Melee

           Addertooth
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d6 +1
           Critical Range: 18-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 4lbs

           Angarvadil*
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: +3
           Damage: 1d6+3
           Critical Range: x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +3 Enhancement, Disruption Weapon (Destroys Undead
                          if they fail a Will Save)
           Weight: 4lbs

           Battlebride
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +3
           Damage: 1d8 +3
           Critical Range: 19-20/x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: Enhancement +2
           Weight: 6lbs

           Beastbane*#
           Class: Blunt
           Type: Simple
           Damage Type: Bludgeoning
           Attack Bonus: +1
           Damage: 1d6 +1
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: Enhancement +1, Beastbane - against wolves and 
                          werewolves, the weapon becomes +3, and deals +2d6
                          damage

           Belly Ache
           Class: Axe
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 15lbs

           Bellyslit
           Class: Light Sword
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +3
           Damage: 1d8 +3
           Critical Range: 19-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: Enhancement +2
           Weight: 6lbs

           Blackadder*
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: +1
           Damage: 1d6 +1
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement, Disruption Weapon (Destroys Undead
                          if they fail a Will Save)
           Weight: 3lbs

           Bladetrap
           Class: Polearm
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +3
           Damage: 2D4 +3
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: +3 Enhancement
           Weight: 12lbs

           Blood Moon*
           Class: Axe
           Type: Simple
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d6 +1
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of
                          Werewolves and Vampires
           Weight: 2lbs

           Blood Twin
           Class: Heavy Sword
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: 19-20/x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 10lbs

           Bright Spike
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 6lbs

           Byrnie's Fear
           Class: Axe
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d12 +1
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 12lbs

           Dagger +4 (one of the few magic weapons that has no name)
           Class: Light Sword
           Type: Simple
           Damage type: Piercing
           Attack Bonus: +4
           Damage: 1d4 +4
           Critical Range: 19-20/x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: +4 Enhancement
           Weight: 1lbs

           Death Smith
           Class: Axe
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d10 +1
           Critical Range: x3
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 8lbs

           Deep Ore
           Class: Axe
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d6 +2
           Critical Range: x4
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +2 Enhancement
           Weight: 6lbs

           Dog Of The Helmet
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 8lbs

           Fancy Dan
           Class: Light Sword
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +3
           Damage: 1d6 +3
           Critical Range: 18-20/x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: +3 Enhancement
           Weight: 2lbs

           Fang
           Class: Light Sword
           Type: Simple
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d4 +1
           Critical Range: 19-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 1lbs

           First Tooth
           Class: Axe
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d6 +1
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 6lbs

           Flame of Ruath*
           Class: Heavy Sword
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d10 +1 + 1d6 fire
           Critical Range: x2
           Hands: 1 and 1/2
           Reach: 1 Square
           Magical Bonus: +1 Enhancement, Flaming Weapon adds 1d6 fire damage 
                          to each successful hit
           Weight: 6lbs

           Green Skinner*
           Class: Light Sword
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d6 +1
           Critical Range: 19-20x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: +1 Enhancement, Goblin Bane works as a +3 weapon
                          against Goblins, and deals an extra 2d6 points of
                          damage.
           Weight: 6lbs

           Hammer Of The Underworld*
           Class: Blunt
           Type: Martial
           Damage type: Bludgeoning
           Attack Bonus: +2
           Damage: 1d4 +2 + 1d8 Sonic
           Critical Range: x1
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: +2 Enhancement, Thundering Weapon adds 1d8 points
                          of Sonic damage to each successful hit.
           Weight: 2lbs

           Iron Scold
           Class: Light Sword
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d6 +1
           Critical Range: 19-20/x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 2lbs

           Kobold's Ache
           Class: Blunt
           Type: Exotic
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 6lbs

           Langblade
           Class: Polearms
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +2
           Damage: 1d10 +2
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: +2 Enhancement
           Weight: 10lbs

           Legbiter
           Class: Polearm
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d10 +1
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: +1 Enhancement
           Weight: 10lbs

           Little John
           Class: Light Sword
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d6 +2
           Critical Range: 19-20/x2
           Hands: 1 (Light)
           Reach: 1 Square
           Magical Bonus: +2 Enhancement
           Weight: 2lbs

           Long John
           Class: Polearm
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d10 +1
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: +1 Enhancement
           Weight: 12lbs

           Long Memory
           Class: Polearm
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +2
           Damage: 2D4 +2
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: +2 Enhancement
           Weight: 12lbs

           Moon Killer*
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +5
           Damage: 2d6 +5
           Critical Range: 19-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +5 Enhancement, Bypasses the Damage Reduction of
                          Werewolves and Vampires
           Weight: 8lbs

           Night Slicer*#
           Class: Axe
           Type: Exotic
           Damage Type: Slashing
           Attack Bonus: +1
           Damage: 1D10 +1
           Critical Range: x3
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of
                          Werewolves and Vampires
           Weight: 8lbs

           North Beater
           Class: Heavy Sword
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d10 +1
           Critical Range: 19-20/x3
           Hands: 1 and 1/2
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 6lbs

           Orcsticker
           Class: Axe
           Type: Exotic
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d8 +2
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +2 Enhancement
           Weight: 12lbs

           Paper Cut
           Class: Light Sword
           Type: Simple
           Damage Type: Piercing
           Attack Bonus: +1
           Damage: 1d4 +1
           Critical Range: 19-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: Enhancement +1, Silver Weapon
           Weight: 1lb

           Ranseur +2 (one of the few magic weapons that has no name)
           Class: Polearm
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 2d4 +2
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: +2 Enhancement
           Weight: 12lbs

           Selene*
           Class: Blunt
           Type: Simple
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of
                          Werewolves and Vampires
           Weight: 6lbs

           Sharpsteel
           Class: Light Sword
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d6 +2
           Critical Range: 18-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +2 Enhancement
           Weight: 2lbs

           Skrep*
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +2
           Damage: 1d8+2
           Critical Range: 19-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +2 Enhancement, When this weapon scores a critical
                          hit it instantly kills the target.
           Weight: 4lbs

           Shield Breaker
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 2d6 +1
           Critical Range: 19-20/x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 8lbs

           Shield Hungry
           Class: Polearm
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 2d4 +1
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: +1 Enhancement
           Weight: 12lbs

           Slugger
           Class: Blunt
           Type: Martial
           Damage type: Bludgeoning
           Attack Bonus: +1
           Damage: 1d10 +1
           Critical Range: x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 8lbs

           Snowbride*
           Class: Polearm
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +3
           Damage: 1d8 +3 + 1d6 Cold
           Critical Range: 18-20/x2
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: +3 Enhancement, Cold weapon adds 1d6 cold damage
                          to each successful hit
           Weight: 9lbs

           Soulreaver*
           Class: Light Sword
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d6 +2
           Critical Range: 15-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +2 Enhancement, Keen weapon, doubles the threat range
                          of the weapon, giving more critical hits
           Weight: 2lbs

           Stick Is My Friend
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: +2
           Damage: 1d6 +2
           Critical Range: x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +2 Enhancement
           Weight: 4lbs

           Swiftsure
           Class: Light Sword
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d6 +1
           Critical Range: 18-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 2lbs

           Tallfellow
           Class: Polearm
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +3
           Damage: 1d10 +3
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: +3 Enhancement
           Weight: 12lbs

           The Twin
           Class: Axe
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: +2
           Damage: 1d8 +2
           Critical Range: x3
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +2 Enhancement
           Weight: 12lbs

           Thirstblade
           Class: Heavy Sword
           Type: Exotic
           Damage type: Slashing
           Attack Bonus: +3
           Damage: 1d8 +3
           Critical Range: 19-20/x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +3 Enhancement
           Weight: 10lbs

           Three Widows
           Class: Polearm
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Range: 10 Squares
           Magical Bonus: +1 Enhancement
           Weight: 4lbs

           Torch of the Blood
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 2d4 +1
           Critical Range: 18-20/x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 8lbs

           Tongue of the Scabbard
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: 19-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 4lbs

           Truthkiller
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +3
           Damage: 1d10 +3
           Critical Range: 19-20/x2
           Hands: 1 and 1/2
           Reach: 1 Square
           Magical Bonus: +2 Enhancement
           Weight: 12lbs

           Two Brothers
           Class: Blunt
           Type: Exotic
           Damage type: Bludgeoning
           Attack Bonus: +2
           Damage: 1d8 +2
           Critical Range: x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +2 Enhancement
           Weight: 10lbs

           Umhrohir*
           Class: Polearm
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +4
           Damage: 1d10 +4
           Critical Range: x3
           Hands: 2
           Reach: 2 Squares
           Magical Bonus: +4 Enhancement, Aberrations take an extra 2d6
                          additional damage
           Weight: 12lbs

           Warhammer +1 (one of the few weapons that has no name)
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: x3
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 5lbs

           Warspite
           Class: Axe
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: x3
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 6lbs

           Whipbranch
           Class: Blunt
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: +1
           Damage: 1d6 +1
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 4lbs

           Whirligig
           Class: Blunt
           Type: Martial
           Damage type: Bludgeoning
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +1 Enhancement
           Weight: 3lbs

           Wild Wind
           Class: Blunt
           Type: Martial
           Damage type: Bludgeoning
           Attack Bonus: +2
           Damage: 1d10 +2
           Critical Range: 19-20/x2
           Hands: 2
           Reach: 1 Square
           Magical Bonus: +2 Enhancement
           Weight: 10lbs

           Wolfspit
           Class: Polearm
           Type: Simple
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d6 +2
           Critical Range: x2
           Hands: 1
           Reach: 1 Square
           Range: 20 Squares
           Magical Bonus: +2 Enhancement
           Weight: 3lbs

           Wyrmbiter
           Class: Heavy Sword
           Type: Martial
           Damage type: Slashing
           Attack Bonus: +3
           Damage: 1d8 +3
           Critical Range: 19-20/x2
           Hands: 1
           Reach: 1 Square
           Magical Bonus: +3 Enhancement
           Weight: 4lbs
           

S2.1.3. Ranged

           Crossbow, Hand
           Class: Xbow
           Type: Exotic
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d4
           Critical Range: 19-20/x2
           Hands: 1
           Range: 30 Squares
           Requires: Bolts
           Magical Bonus: None
           Weight: 2lbs

           Crossbow, Heavy
           Class: Xbow
           Type: Simple
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d10
           Critical Range: 19-20/x2
           Hands: 2
           Range: 120 Squares
           Requires: Bolts
           Magical Bonus: None
           Weight: 8lbs

           Crossbow, Light
           Class: Xbow
           Type: Simple
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: 19-20/x2
           Hands: 2
           Range: 80 Squares
           Requires: Bolts
           Magical Bonus: None
           Weight: 4lbs

           Dart
           Class: Thrown
           Type: Simple
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d4
           Critical Range: x2
           Hands: 1
           Range: 20 Squares
           Magical Bonus: None
           Weight: 0lbs

           Javelin
           Class: Thrown
           Type: Simple
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x2
           Hands: 1
           Range: 30 Squares
           Magical Bonus: None
           Weight: 2lbs

           Longbow
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: x3
           Hands: 2
           Range: 100 Squares
           Requires: Arrows
           Magical Bonus: None
           Weight: 3lbs

           Longbow, Composite Sx
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x3
           Hands: 2
           Range: 110 Squares
           Requires: Arrows
           Magical Bonus: None
           Weight: 2lbs
           Note: To use this bow, you need a min of 12 Str. This bow also adds
                 to damage if you have a Str modifier equal to x.

           Repeating Crossbow, Light
           Class: Xbow
           Type: Simple
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d8
           Critical Range: 19-20/x2
           Hands: 2
           Range: 80 Squares
           Requires: Bolt Magazine (You only reload once in 5 shots)
           Magical Bonus: None
           Weight: 6lbs

           Repeating Crossbow, Heavy
           Class: Xbow
           Type: Simple
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d10
           Critical Range: 19-20/x2
           Hands: 2
           Range: 120 Squares
           Requires: Bolt Magazine (You only reload once in 5 shots)
           Magical Bonus: None
           Weight: 12lbs

           Shortbow
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x3
           Hands: 2
           Range: 60 Squares
           Requires: Arrows
           Magical Bonus: None
           Weight: 2lbs

           Shortbow, Composite Sx
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x3
           Hands: 2
           Range: 70 Squares
           Requires: Arrows
           Magical Bonus: None
           Weight: 2lbs
           Note: To use this bow, you need a min of 12 Str. This bow also adds
                 to damage if you have a Str modifier equal to x.

           Shuriken
           Class: Thrown
           Type: Exotic
           Damage type: Piercing
           Attack Bonus: None
           Damage: 1d2
           Critical Range: x2
           Hands: 1
           Range: 10 Squares
           Magical Bonus: None
           Weight: 0lbs

           Sling
           Class: Thrown
           Type: Simple
           Damage type: Bludgeoning
           Attack Bonus: None
           Damage: 1d4
           Critical Range: x2
           Hands: 1
           Range: 50 Squares
           Requires: Bullets
           Magical Bonus: None
           Weight: 0lbs

           Throwing Axe
           Class: Axe
           Type: Martial
           Damage type: Slashing
           Attack Bonus: None
           Damage: 1d6
           Critical Range: x2
           Hands: 1 (Light)
           Reach: 1 Square
           Range: 10 Squares
           Magical Bonus: None
           Weight: 2lbs

S2.1.4. Magic Ranged

           Boltspitter
           Class: Xbow
           Type: Simple
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d10 +1
           Critical Range: 19-20/x2
           Hands: 2
           Range: 120 Squares
           Requires: Bolts
           Magical Bonus: Enhancement +1
           Weight: 8lbs

           Composite Longbow +1 (one of the few weapons that has no name)
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d8 +1
           Critical Range: x3
           Hands: 2
           Range: 110 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +1
           Weight: 3lbs
           Note: You need a Str of at least 14 to use this weapon
           
           Dandy Longfellow
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +5
           Damage: 1d8 +5
           Critical Range: x3
           Hands: 2
           Range: 110 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +5
           Weight: 3lbs
           Note: You need a Str of at least 12 to use this weapon

           Elian Surebolt*
           Class: Xbow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d8 +2
           Critical Range: 19-20/x2
           Hands: 2
           Range: 80 Squares
           Requires: Bolts
           Magical Bonus: Enhancement +2, Seeking weapon - ignores any miss 
                          chances from concealment
           Weight: 4lbs

           Eye Of The Bull
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +6
           Damage: 1d6 +4
           Critical Range: x3
           Hands: 2
           Range: 60 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +4
           Weight: 2lbs

           Frost Sling*#
           Class: Thrown
           Type: Simple
           Damage Type: Bludgeoning
           Attack Bonus: None
           Damage: 1d4 + 1d6 Cold
           Critical Range: x2
           Hands: 1
           Range: 50 Squares
           Requires: Bullets
           Magical Bonus: Frost Weapon - adds 1d6 Cold damage to a successful
                          hit
           Weight: 0lbs

           Ghost Maker
           Class: Xbow
           Type: Simple
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d8 +2
           Critical Range: x3
           Hands: 2
           Range: 80 Squares
           Requires: Bolts
           Magical Bonus: Enhancement +2
           Weight: 4lbs

           Little Brother
           Class: Xbow
           Type: Exotic
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d4 +1
           Critical Range: 19-20/x2
           Hands: 1
           Range: 30 Squares
           Requires: Bolts
           Magical Bonus: Enhancement +1
           Weight: 2lbs
           
           Little Talon
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +1
           Damage: 1d6 +1
           Critical Range: x3
           Hands: 2
           Range: 70 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +1
           Weight: 3lbs
           Note: You need a Str of at least 12 to use this weapon

           Long Arm Lally
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +3
           Damage: 1d6 +3
           Critical Range: x3
           Hands: 2
           Range: 70 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +3
           Weight: 2lbs
           Note: You need a Str of at least 12 to use this weapon

           Long Man
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d8 +2
           Critical Range: x3
           Hands: 2
           Range: 100 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +2
           Weight: 3lbs

           More Hurt
           Class: Xbow
           Type: Exotic
           Damage type: Piercing
           Attack Bonus: +3
           Damage: 1d4 +3
           Critical Range: 19-20/x2
           Hands: 1
           Range: 30 Squares
           Requires: Bolts
           Magical Bonus: +3 Enhancement
           Weight: 2lbs

           Point Blank
           Class: Xbow
           Type: Simple
           Damage type: Piercing
           Attack Bonus: +4
           Damage: 1d8 +4
           Critical Range: 19-20/x2
           Hands: 2
           Range: 80 Squares
           Requires: Bolts
           Magical Bonus: +4 Enhancement
           Weight: 4lbs

           Rede Fletch
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d6 +2
           Critical Range: x3
           Hands: 2
           Range: 60 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +2
           Weight: 2lbs

           Swallowtail
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d6 +2
           Critical Range: x3
           Hands: 2
           Range: 70 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +2
           Weight: 2lbs
           Note: You need a Str of at least 12 to use this weapon

           The Sovereign
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +4
           Damage: 1d8 +4
           Critical Range: x3
           Hands: 2
           Range: 100 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +4
           Weight: 3lbs

           Three Winds Rising*
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +3
           Damage: 1d8 +3
           Critical Range: x3
           Hands: 2
           Range: 100 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +3, Seeking weapon - ignores any miss 
                          chances from concealment
           Weight: 3lbs

           Throat Ache
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +3
           Damage: 1d8 +3
           Critical Range: x3
           Hands: 2
           Range: 110 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +3
           Weight: 3lbs
           Note: You need a Str of at least 12 to use this weapon

           WulfSplinter*
           Class: Bow
           Type: Martial
           Damage type: Piercing
           Attack Bonus: +2
           Damage: 1d6 +2
           Critical Range: x3
           Hands: 2
           Range: 70 Squares
           Requires: Arrows
           Magical Bonus: Enhancement +2, Wolfsbane - gains a +4 enchancement
                          bonus and deals +2d6 damage against Wolves and 
                          Shapeshifters
           Weight: 2lbs
           Note: You need a Str of at least 12 to use this weapon


S2.1.5. Ammunition

           The next 2 sections will look slightly different, all they contain
           is the type of ammo, and whether it deals any extra damage. 
           For ammo, masterwork grants +1 to attack, however it doesn't stack
           with the masterwork quality of the bow/crossbow. It is cheaper to 
           have a Masterwork ranged weapon, and use ordinary ammo until you
           can afford magic ammo.

           Arrows
           Attack Bonus: None
           Damage Bonus: None
           Magical Bonus: None
           Quantity of a full case: 20
           Weight: 3lbs

           Bolts
           Attack Bonus: None
           Damage Bonus: None
           Magical Bonus: None
           Quantity of a full case: 10
           Weight: 1lb

           Bolts, Magazine
           Attack Bonus: None
           Damage Bonus: None
           Magical Bonus: None
           Quantity of a full case: 5
           Weight: 1lb

           Bullets
           Attack Bonus: None
           Damage Bonus: None
           Magical Bonus: None
           Quantity of a full case: 10           
           Weight: 5lbs

           Silver Arrows
           Attack Bonus: None
           Damage Bonus: None
           Magical Bonus: Not a magical bonus per say, but these arrows beat 
                          the DR of werewolves and vampires
           Quantity of a full case: 10           
           Weight: 1lbs

S2.1.6. Magic Ammunition

           Arrows of Icy Burst
           Attack Bonus: +1
           Damage Bonus: +1 + 1d6 cold
           Magical Bonus: +1 Enhancement, Icy burst ammo, deals cold damage to
                          the target, and on a critical deals + 2d10 cold 
                          damage
           Quantity of a full case: 30
           Weight: 7lbs

           Arrows of Seeking
           Attack Bonus: +3
           Damage Bonus: +3
           Magical Bonus: Enhancement +3, Seeking ammo - ignores any miss 
                          chances from concealment
           Quantity of a full case: 30
           Weight: 7lbs

           Flaming Arrows
           Attack Bonus: +1
           Damage Bonus: +1 + 1d6 fire
           Magical Bonus: +1 Enhancement, Flaming ammo, adds fire damage to
                          the attack
           Quantity of a full case: 30
           Weight: 7lbs

           Flaming Bullets
           Attack Bonus: +2
           Damage Bonus: +2 + 1d6 fire
           Magical Bonus: +2 Enhancement, Flaming ammo, adds fire damage to
                          the attack
           Quantity of a full case: 30
           Weight: 25lbs

           Frost Arrows
           Attack Bonus: +2
           Damage Bonus: +2 + 1d6 cold
           Magical Bonus: +2 Enhancement, Freezing ammo, adds cold damage to
                          the attack
           Quantity of a full case: 30
           Weight: 7lbs

           Shock Bolts
           Attack Bonus: +1
           Damage Bonus: +1 + 1d6 electrical
           Magical Bonus: +2 Enhancement, shocking ammo, adds fire damage to
                          the attack
           Quantity of a full case: 30
           Weight: 5lbs

           Seeking Bolts
           Attack Bonus: +2
           Damage Bonus: +2
           Magical Bonus: +2 Enhancement, Seeking ammo - ignores any miss 
                          chances from concealment
           Quantity of a full case: 30
           Weight: 5lbs

S2.2. Armor

     On to armor. The armor is listed in Armor Bonus order. Masterwork armor
     has a check penalty of 1 less, and has a 5% less chance of spell failure.
     The check penalty of any armor or shield is taken off skills like Move
     Silently, or Hide, where the armor is stiff or "clinky". Spell failure
     applies only to three classes, Bard, Sorcerer and Wizard. This number is
     a percentage that each spell you cast while wearing armor has to fail 
     outright. Bard's can (At least they can in Pen and Paper) wear light
     armor and ignore the spell failure for this type of armor only. Sorcerers
     and Wizards cannot wear armor at all.

     Any class wearing armor they cannot use (see the armor proficiency feats)
     suffers double the check penalty, and they lose one point of AC from the 
     armor. If the class is not proficient with a shield, any time they use one
     they take the check penalty to their attack, and the shield provides one
     less AC as well. IN SHORT, WEAR ONLY THE ARMOR YOU ARE PROFICIENT WITH.
     Any Unique magical armor will have a *. Any items only found in treasure
     chests will have a #.

     The format for the armor section will be:

     Armor Name
     Type (Light, Medium or Heavy)
     AC (Armor Class)
     Check Penalty
     Maximum Dexterity Bonus (This is the best Dex score that you can gain the
                              full benefit of.)
     Magic Bonus (if any)
     Arcane Spell Failure
     Speed For Medium Creature
     Speed For Small Creature
     Weight

S2.2.1. Armor

           Padded Armor
           Type: Light
           AC: 1
           Check Penalty: 0
           Max Dex bonus: +8
           Arcane Spell Failure: 5%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 10lbs
           
           Leather Armor
           Type: Light
           AC: 2
           Check Penalty: 0
           Max Dex bonus: +6
           Arcane Spell Failure: 10%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 15lbs

           Studded Leather Armor
           Type: Light
           AC: 3
           Check Penalty: -1
           Max Dex bonus: +5
           Arcane Spell Failure: 15%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 20lbs

           Hide Armor
           Type: Medium
           AC: 3
           Check Penalty: -3
           Max Dex bonus: +4
           Arcane Spell Failure: 20%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 25lbs
 
           Chain Shirt
           Type: Light
           AC: 4
           Check Penalty: -2
           Max Dex bonus: +4
           Arcane Spell Failure: 20%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 25lbs 

           Scale Mail Armor
           Type: Medium
           AC: 4
           Check Penalty: -3
           Max Dex bonus: +3
           Arcane Spell Failure: 25%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 30lbs

           Chainmail Armor
           Type: Medium
           AC: 5
           Check Penalty: -5
           Max Dex bonus: +2
           Arcane Spell Failure: 30%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 40lbs     

           Breastplate
           Type: Medium
           AC: 5
           Check Penalty: -4
           Max Dex bonus: +3
           Arcane Spell Failure: 25%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 30lbs 

           Banded Armor
           Type: Heavy
           AC: 6
           Check Penalty: -6
           Max Dex bonus: +1
           Arcane Spell Failure: 35%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 35lbs

           Splint Armor
           Type: Heavy
           AC: 6
           Check Penalty: -7
           Max Dex bonus: 0
           Arcane Spell Failure: 40%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 45lbs 

           Half Plate Armor
           Type: Heavy
           AC: 7
           Check Penalty: -7
           Max Dex bonus: 0
           Arcane Spell Failure: 40%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 50lbs 

           Full Plate Armor
           Type: Heavy
           AC: 8
           Check Penalty: -6
           Max Dex bonus: +1
           Arcane Spell Failure: 35%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 50lbs 

S2.2.2. Magic Armor

     Magical Armor's are ordered according to their names.

           Black Arm
           Type: Heavy
           AC: 7
           Check Penalty: -6
           Max Dex bonus: 0
           Magical Bonus: +1 Enhancement
           Arcane Spell Failure: 40%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 45lbs

           Blade Turner
           Type: Light
           AC: 4
           Check Penalty: 0
           Max Dex bonus: +6
           Magical Bonus: +2 Enhancement
           Arcane Spell Failure: 10%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 15lbs

           Eanred's Shirt
           Type: Medium
           AC: 6
           Check Penalty: -2
           Max Dex bonus: +3
           Magical Bonus: +2 Enhancement
           Arcane Spell Failure: 25%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 30lbs

           Emma
           Type: Medium
           AC: 6
           Check Penalty: -4
           Max Dex bonus: +2
           Magical Bonus: +1 Enhancement
           Arcane Spell Failure: 30%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 40lbs

           Fang Ward
           Type: Medium
           AC: 4
           Check Penalty: -2
           Max Dex bonus: +4
           Magical Bonus: +1 Enhancement
           Arcane Spell Failure: 20%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 25lbs

           Frost Scathe*
           Type: Medium
           AC: 6
           Check Penalty: -2
           Max Dex bonus: +3
           Magical Bonus: +2 Enhancement, Cold Resistant - you take 10 points 
                    less damage from any attack that deals cold based damage 
                    to you
           Arcane Spell Failure: 25%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 30lbs

           Glancer
           Type: Heavy
           AC: 10
           Check Penalty: 5
           Max Dex bonus: +1
           Magical Bonus: +2 Enhancement
           Arcane Spell Failure: 35%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 50lbs

           Long Guard
           Type: Heavy
           AC: 8
           Check Penalty: -6
           Max Dex bonus: 0
           Magical Bonus: +2 Enhancement
           Arcane Spell Failure: 40%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 45lbs

           Mithral Shirt
           Type: Light
           AC: 5
           Check Penalty: 0
           Max Dex bonus: +6
           Magical Bonus: None, made of Mithral, a special metal
           Arcane Spell Failure: 10%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 10lbs

           Nine Guards Of The Tumult*
           Type: Medium
           AC: 6
           Check Penalty: -2
           Max Dex bonus: +4
           Magical Bonus: +3 Enhancement, Sonic Resistant - you take 10 points 
                    less damage from any attack that deals Sonic based damage 
                    to you (Sonic is sound, not the blue hedgehog)
           Arcane Spell Failure: 35%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 25lbs

           Pangolin
           Type: Medium
           AC: 7
           Check Penalty: -2
           Max Dex bonus: +3
           Magical Bonus: +3 Enhancement
           Arcane Spell Failure: 25%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 30lbs

           Rede Byrnie*
           Type: Medium
           AC: 8
           Check Penalty: -4
           Max Dex bonus: +2
           Magical Bonus: +3 Enhancement, Medium Fortification - there is a 75%
                    chance that any Sneak Attack or Critical Hit is negated.
                    You still take the damage of the attack, just not all of it
           Arcane Spell Failure: 30%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 40lbs

           Scarecrow
           Type: Light
           AC: 2
           Check Penalty: 0
           Max Dex bonus: +8
           Magical Bonus: +1 Enhancement
           Arcane Spell Failure: 5%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 10lbs

           Shadow Friend*
           Type: Light
           AC: 7
           Check Penalty: 0
           Max Dex bonus: +5
           Magical Bonus: +4 Enhancement, Shadowed - Grants +10 to the wearers
                          Hide skill
           Arcane Spell Failure: 10%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 20lbs

           Spearfoe (Armor)
           Type: Medium
           AC: 7
           Check Penalty: -3
           Max Dex bonus: +3
           Magical Bonus: +2 Enhancement
           Arcane Spell Failure: 25%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 30lbs

           Straw Man
           Type: Light
           AC: 4
           Check Penalty: 0
           Max Dex bonus: +8
           Magical Bonus: +3 Enhancement
           Arcane Spell Failure: 5%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 10lbs

           Svartligga*
           Type: Light
           AC: 5
           Check Penalty: 0
           Max Dex bonus: +6
           Magical Bonus: +3 Enhancement, Improved Shadow - Grants +10 to
                          Hide, Improved Slick - Grants  +10 to Escape Artist,
                          Improved Silent Moves - Grants +10 to Move Silently
           Arcane Spell Failure: 10%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 15lbs

           Swordbane
           Type: Heavy
           AC: 12
           Check Penalty: -5
           Max Dex bonus: +1
           Magical Bonus: +4 Enhancement
           Arcane Spell Failure: 35%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 50lbs

           Temple Head
           Type: Light
           AC: 7
           Check Penalty: 0
           Max Dex bonus: +5
           Magical Bonus: +4 Enhancement
           Arcane Spell Failure: 15%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 20lbs

           The Wind Of Tir Alassar
           Type: Light
           AC: 6
           Check Penalty: 0
           Max Dex bonus: +6
           Magical Bonus: +4 Enhancement
           Arcane Spell Failure: 10%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 15lbs

           Three Bolts
           Type: Heavy
           AC: 7
           Check Penalty: -5
           Max Dex bonus: +1
           Magical Bonus: +1 Enhancement
           Arcane Spell Failure: 35%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 35lbs
     Note: This armor has the correct stats for Banded Mail +1. This armor
           is bought in The Eastings

           Three Bolts
           Type: Heavy
           AC: 9
           Check Penalty: -5
           Max Dex bonus: +1
           Magical Bonus: +1 Enhancement
           Arcane Spell Failure: 35%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 35lbs
     Note: While the description in game says that this armor is Banded Mail +1
           the stats are incorrect for it. I think that this should be Full
           Plate +1, which would make the stats correct. This is the Three
           Bolts bought in the Saxa Court.

           Toroth Nar
           Type: Light
           AC: 3
           Check Penalty: 0
           Max Dex bonus: +8
           Magical Bonus: +1 Enhancement
           Arcane Spell Failure: 5%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 10lbs

           Turtlesnap
           Type: Light
           AC: 3
           Check Penalty: 0
           Max Dex bonus: +6
           Magical Bonus: +1 Enhancement
           Arcane Spell Failure: 15%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 15lbs

           Urothim's Hold
           Type: Medium
           AC: 5
           Check Penalty: -2
           Max Dex bonus: +4
           Magical Bonus: +2 Enhancement
           Arcane Spell Failure: 20%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 25lbs

           Vingan's Gift
           Type: Heavy
           AC: 9
           Check Penalty: -6
           Max Dex bonus: 0
           Magical Bonus: +2 Enhancement
           Arcane Spell Failure: 40%
           Medium Speed: 4 Squares
           Small Speed: 3 Squares
           Weight: 50lbs

           Wryd Bane*
           Type: Light
           AC: 4
           Check Penalty: 0
           Max Dex bonus: +6
           Magical Bonus: +2 Enhancement, Spell Resistant - This armor gives
                          you a SR of 19, which is effectively AC against magic
           Arcane Spell Failure: 10%
           Medium Speed: 6 Squares
           Small Speed: 4 Squares
           Weight: 15lbs


S2.2.3. Shields

     The shields are listed in Armor Class order here, and in Alphabetical 
     order in the Magic Shields area. Any Class with shield proficiency can
     use any shield EXCEPT the Tower Shield, which requires a seperate 
     proficiency feat. Also, shields do not have a Spell Failure chance, nor
     any reductions in a characters speed. As in the Weapons and Armor areas,
     any *'ed items are Unique, any #'ed ones are only found as treasure.

           Buckler
           AC: 1
           Check Penalty: -1
           Weight: 5lbs

           Light Steel Shield
           AC: 1
           Check Penalty: -1
           Weight: 6lbs

           Light Wooden Shield
           AC: 1
           Check Penalty: -1
           Weight: 5lbs

           Heavy Steel Shield
           AC: 2
           Check Penalty: -2
           Weight: 15lbs

           Heavy Wooden Shield
           AC: 2
           Check Penalty: -2
           Weight: 10lbs

           Tower Shield
           AC: 4
           Check Penalty: -10
           Weight: 45lb
           Special: As this is like carrying a small wall around, you also
              take a -2 penalty to all attacks.
     
S2.2.4. Magic Shields

           Axegrinder
           AC: 2
           Check Penalty: 0
           Magical Bonus: +1 Enhancement
           Weight: 6lbs

           Brodrigg Stormhold*
           AC: 4
           Check Penalty: -1
           Magical Bonus: +2 Enchancement, Medium Fortification - there is a 
                    75% chance that any Sneak Attack or Critical Hit is 
                    negated. You still take the damage of the attack, just not
                    all of it
           Weight: 15lbs

           Dornor Arrow Ward*
           AC: 3
           Check Penalty: 0
           Magical Bonus: +2 Enhancement, Light Fortification - there is a 25%
                    chance that any Sneak Attack or Critical Hit is negated.
                    You still take the damage of the attack, just not all of it
           Weight: 6lbs

           Iron Wall
           AC: 5
           Check Penalty: -1
           Magical Bonus: +3 Enhancement
           Weight: 15lb

           Life Line
           AC: 6
           Check Penalty: -1
           Magical Bonus: +4 Enhancement
           Weight: 10lbs

           Seven Wind Catcher*
           AC: 3
           Check Penalty: -1
           Magical Bonus: +2 Enhancement, Spell Resistant - This shield gives 
                    you a SR of 15, which is effectively AC against magic
           Weight: 5lbs

           Shieldwall
           AC: 4
           Check Penalty: 0
           Magical Bonus: +3 Enhancement
           Weight: 6lbs

           Spearfoe (Shield)
           AC: 2
           Check Penalty: 0
           Magical Bonus: +1 Enhancement
           Weight: 5lbs

           Sword Breaker
           AC: 3
           Check Penalty: -1
           Magical Bonus: +1 Enhancement
           Weight: 15lbs

           Ursis
           AC: 3
           Check Penalty: 0
           Magical Bonus: +2 Enhancement
           Weight: 5lbs

S2.3. Magic Jewelry

      This section will have the following format for items:

      Name
      Weight
      Magical Function

      This will be the same format used in the Wonderous Item Section as well.
      In all cases, some items will have my opinions on who to give them to, 
      or their usefulness.

S2.3.1. Amulets

      Amulet of Health +4
      Weight: 0lbs
      Magical Function: This Amulet, when worn, grants the wearer a +4 bonus
                        to his Constitution score, giving him more Hp.

      Amulet of Natural Armor +1
      Weight: 0lbs
      Magical Function: When worn, this Amulet grants a +1 bonus to AC.

      Periapt of Health
      Weight: 0lbs
      Magical Function: When worn, this item renders the wearer immune to 
                        all diseases. I personally don't think much of this
                        item, as I have come across very few creatures that
                        can infect your party with disease.

      Periapt of Proof Against Poison
      Weight: 0lbs
      Magical Function: When worn, this item makes the wearer immune to all
                        poisons

      Periapt of Wisdom +4
      Weight: 0lbs
      Magical Function: When worn, the character gains a +4 bonus to his
                        Wisdom score. This will give a character extra spells
                        and power points if his Wisdom score is the stats that
                        is used to generate such numbers.


      Phylactery of Undead Turning
      Weight: 0lbs
      Magical Function: When worn, this allows a Cleric to Turn Undead as if
                        they were 4 levels higher than they actually are. For
                        example, a 4th level Cleric wearing this item Turns
                        undead as a 8th Level Cleric. This item is more useful
                        for a Paladin, as they Turn Undead a 2 levels less
                        than a Cleric.

S2.3.2. Rings

      Ring of Force Shield
      Weight: 0lbs
      Magical Function: This ring creates a shield-shaped force-field in front
                        of the wearer, granting a +2 bonus to AC. This shield
                        doesn't work if the character has a shield equiped, but
                        this type of ring is great for Spellcasting, melee 
                        focused Clerics, as they gain the AC from a shield, but
                        without it interfering with their spellcasting.

      Ring of Resistance (Minor)
      Weight: 0lbs
      Magical Function: There are 5 "flavors" of these rings, one for each of
                        the 5 elements in D and D. These are Acid, Cold, Fire,
                        Electricity and Sonic. These rings, when worn, allow
                        the wearer to ignore the first 10 points of the damage
                        type crafted into the ring, from each attack.

      Ring of Protection +1
      Weight: 0lbs
      Magical Function: This Rings grants you a +1 to your AC. Only one of
                        these rings can be worn at once, as only the highest 
                        bonus applies.

      Ring of Protection +2
      Weight: 0lbs
      Magical Function: This Rings grants you a +2 to your AC. Only one of
                        these rings can be worn at once, as only the highest 
                        bonus applies.

      Svernkaegro Seal
      Weight: 0lbs
      Magical Function: This ring adds + to the level component of the Turn
                        Undead check of Clerics and Paladins.

S2.4. Wonderous Magic Items

      Boots of Striding
      Weight: 1lb
      Magical Function: These boots increase the speed at which your character
                        moves by 10ft (2 Squares) regardless of the armor he
                        is wearing

      Bracers of Armor +1
      Weight: 1lbs
      Magical Function: These bracers grant the wearer a AC of 1. These items
                        are best used by Sorcerers and Wizards, who cannot wear
                        armor. The armor granted by these bracers doesn't stack
                        with Mage Armor or normal armor (like Chainmail).

      Bracers of Armor +3
      Weight: 1lbs
      Magical Function: These bracers grant the wearer a AC of 3. These items
                        are best used by Sorcerers and Wizards, who cannot wear
                        armor. The armor granted by these bracers doesn't stack
                        with Mage Armor or normal armor (like Chainmail).

      Cloak of Charisma +2
      Weight: 2lbs
      Magical Function: When worn, this item gives a character a +2 bonus to 
                        his Charisma score. This item is most useful for 
                        Sorcerers, as it can grant the sorcerer a few extra
                        spells to cast per day.

      Cloak of Resistance +1
      Weight: 1lb
      Magical Function: When worn, this cloak grants a character a +1 bonus
                        to all his Saving Throws.

      Cloak of Elvenkind
      Weight: 1lb
      Magical Function: This cloak grants the wearer a +5 bonus to his Hide
                        Checks.

      Gloves of Dexterity +2
      Weight: 0lbs
      Magical Function: When worn, these gloves give a character a +2 bonus to
                        their Dex score, giving them a +1 AC bonus, and a +1
                        to hit with ranged weapons, and a +1 to Reflex saves.

      Headband of Intellect +4
      Weight: 0lbs
      Magical Function: When worn, this item grants a +4 bonus to the 
                        characters Intelligence score. Whilst this won't give
                        a character more skill points at level up, it does
                        provide Wizards and Psions with extra spells/power
                        points.

  _   _   _   _   _   _   _   _
 / \ / \ / \ / \ / \ / \ / \ / \  
( A | p | p | e | n | d | i | x )
 \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
  
A1. FAQS and Forum Questions
----------------------------

All I have done here is trawled throught the forums I have found for Tactics 
and listed all the questions and such that I think are important for you 
guy's to know.

Q. The Game keeps freezing during lengthy battles, or when I hit Triangle to
   get more info on an Item/Skill/Feat/Spell!
A. I have never personally had that problem, however, this can be solved by
   saving the game during the battle so you have a file to reload if it does
   freeze, or by entering/exiting the menu screen (Start Button) to clear the
   cache.

Q. How do I use wands?

A. Wands equip to the characters weapon hand, and are used by selecting 
   "Attack" on the menu. Make sure that the character who has the wand 
   equipped has that spell on his Class Spell List. A Cleric can use a wand of
   Cure Light Wounds, a Sorcerer cannot. 

Q. I have a Druid and a Ranger in my party and they both have dogs. My Wizard
   cannot perform any summoning spells, why?

A. There seems to be a built in limit for player controlled characters, being
   the number 7. There doesn't appear to be a way to unsummon the Dogs, so you
   have to make the choice between either classes (i.e., only having one of 
   either a Druid and Ranger), or choosing of spells.

A2. "Cheats"
------------

Not that the game needs any, but I have found one on the Gamefaqs Forum. This
"glitch" may be fixed on later versions. I have not tried this, so don't write
to me asking for extra help on this, try posting in the Gamefaqs forum. This 
is directly quoted from seregaur:

Try this: Start a new game, and bring the character you care about the least 
on the first and second missions. That char should now have enough exp. to 
level up. Now, while you're on the map screen, press X to bring up the menu.
Press L or R to shift to this character, and then scroll down until "Party 
Mgmt" is highlighted. Now, press X and IMMEDIATELY press L or R once or twice 
to switch to a different character. "View Character" will now be highlighted,
and if you've done this correctly, you'll see the "Man Lvl Up" option below 
that, even though this new character might not have enough exp. to lvl up. Go 
ahead and Lvl this guy. you can now repeat this as many times as you like,
providing you don't lvl the original character. Once the rest of your party 
is lvl 20, ditch the one you used to lvl up, then rehire him. The game will
auto-level him up to lvl 19-20. You can use this to try out different char 
builds, see which spells/feats are available at each lvl, etc. Or, you can 
just abuse this to beat the game with no real effort. Your choice, really.



And also from the forum, quick cash:

"...you can go to the left cave complex in Spiderspike and enter the lower 
level, loot the treasure, exit, sell the loot, and then repeat."

This appears to work only if you leave the Erinyes alone, each time you visit.

Credit to AZRogue for this one.

END OF GUIDE