Dungeons and Dragons: Daggerdale

                              FAQ / Walkthrough
                                 version 1.1
                                June 13, 2011




==============================================================================
Revision History

	August 13, 2011   v 1.1       Updated boss fights
                                    Add some basic maps
                                    Expanded class info
                                    Added item info

	June 3, 2011	v1.0        Complete walkthrough, basic information


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dndd-toc
				TABLE OF CONTENTS
		
	dndd-class	      Basic Class Info
      dndd-cleric       Cleric information
      dndd-fighter      Fighter information
      dndd-rogue        Rogue information
      dndd-wizard       Wizard information
	
	dndd-walk	Walkthrough
	dndd-00	Tutorial
	dndd-01	Chapter One: Ruins of Tethyamar
	dndd-02     Chapter Two: The Depths
	dndd-03     Chapter Three: The Mouth of the Void
	dndd-04     Chapter Four: Altar of Bane
	
	dndd-items        Item information
      dndd-pots         Potions
      dndd-armor        Basic Armor
      dndd-weapons      Basic Weapons
      dndd-unique-w     Unique Weapons
      dndd-unique-a     Unique Armor
      dndd-unique-j     Unique Jewelry

      dndd-affixes      Prefixes and Suffixes
      dndd-prefixes
      dndd-suffixes

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dndd-class
				CLASS INFORMATION

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	There are four non-customizable characters available:
		Halfing Wizard
		Elven Rogue
		Human Fighter
		Dwarven Cleric
	Only the Elven Rogue is female

----------------------
      LEVELING TABLE
----------------------
	
Level   XP TNL   | Power | Ability | Feats 1 | Feats 2
--------------------------------------------------------
L01 ...       0  |  2/3  |         |   1/2   |    1
L02 ...  10,000  |  +2   |  +2     |    +1   |   +1
L03 ...  40,000  |  +2   |         |    +1   |
L04 ...  80,000  |  +2   |  +2     |    +1   |   +1
L05 ... 135,000  |  +2   |         |    +1   |
L06 ... 200,000  |  +2   |  +2     |    +1   |   +1
L07 ... 285,000  |  +2   |         |    +1   |
L08 ... 400,000  |  +2   |  +2     |    +1   |   +1
L09 ... 550,000  |  +2   |         |    +1   |
L10 ... 700,000  |  +2   |  +2     |    +1   |   +1
      Fighters start with 3 Power and 2 Feat
      Fighters and Rogue get +1 Feat per level (Feats 1)
      Clerics and Wizards get +1 Feat every even numbered level (Feats 2)


------------------
      STAT TABLE
------------------

Stat         | WIZARD | ROGUE  | FIGHTER | CLERIC |
------------------------------------------------------
Strength ... |   10   |   14   |   *18*  |   15   | Melee attacks
Constitution |   10   |   14   |    15   |   15   | Hit points
Dexterity .. |   15   |  *18*  |    14   |   12   | Ranged attacks
Intelligence |  *18*  |   10   |     9   |    9   | Wizard arcane spell damage
Wisdom ..... |   11   |   11   |    10   |  *18*  | Cleric divine spell damage
Charisma ... |   12   |	  12   |	10   |   10   | Shop prices
HP/Level ... |  +11?  |  +14?  |   +20?  |  +16?  |
Base AC .... |   10   |   10   |    10   |   10   |
Base MD .... |   12   |   10   |    11   |   10   |

AC = Base + 1/2 player level + armor + shield  (chain or scale)
AC = Base+ 1/2 player level + DEX or INT + armor + shield  (cloth/leather/hide)
MD = Base + 1/2 player level + INT or WIS (whichever is higher)


-----------------------
      EQUIPMENT TABLE
-----------------------

Equipment       | WIZARD | ROGUE  | FIGHTER | CLERIC |
------------------------------------------------------				
Cloth Armor ... |    Y   |   Y    |    Y    |    Y   | Armor
Leather Armor . |    -   |   Y    |    Y    |    Y   |
Hide Armor .... |    -   |   -    |    Y    |    Y   |
Chainmail Armor |    -   |   -    |    Y    |    Y   |
Scale Armor ... |    -   |   -    |    Y    |    -   |
------------------------------------------------------
Light Shield .. |    -   |   a    |    Y    |    Y   | Shields
Heavy Shield .. |    -   |   a    |    Y    |    a   |
------------------------------------------------------
Bow ........... |    a   |   Y    |    a    |    a   | Ranged
Crossbow ...... |    a   |   Y    |    Y    |    Y   |
Thrown Weapon . |    a   |   Y    |    Y    |    Y   |
------------------------------------------------------
1-H Blade ..... |    a   |   Y    |    Y    |    a   | Melee
2-H Blade ..... |    a   |   a    |    Y    |    a   |
Blunt Weapon .. |    a   |   a    |    a    |    Y   |
Axes .......... |    a   |   a    |    Y    |    a   |
------------------------------------------------------
Quarterstaves . |    Y   |   -    |    -    |    -   | Wizard Only
Dagger ........ |    Y   |   -    |    -    |    -   |
Throwing Dagger |    Y   |   -    |    -    |    -   |
	[Y] = starting skill
	[a] = available through Feats
	[-] = not available	


---------------------
      GENERAL FEATS
---------------------

Toughness
      15% more hit points per level, recommended for all classes

Far Shot (DEX 13)
      Bow or Crossbow range increases by 20%
      Essential for Rogues

Far Throw (STR 13)
      Range of Thrown Weapons increases by 20%

Hammering Iron (Blunt Weapon Proficiency)
      Adds Knockback to blunt weapon hits
      Good for Clerics

Melee Training (DEX/CON/WIS/CHA)
      Basic melee attacks replaces Strength with DEX/CON/WIS/CHA
      Recommended for all classes except Fighters

Weapon Proficiency
      Ability to use weapon type / shield type

      Light Shield = Rogue
      Heavy Shield = Rogue, Cleric
      Bow = Wizard, Fighter, Cleric
      Crossbow = Wizard
      Thrown Weapon = Wizard
      1-handed Blade = Wizard, Cleric
      2-handed Blade = Wizard, Rogue, Cleric
      Blunt Weapon = Wizard, Rogue, Fighter
      Axes = Wizard, Rogue, Cleric
            For Clerics, get Dwarven Weapon Training instead of Axe Proficiency

Weapon Focus (Weapon Proficiency)
      +1 damage with weapon type

Weapon Expertise (Weapon Proficiency)
      +1 attack with weapon type

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dndd-cleric
				THE DWARVEN CLERIC

==============================================================================

The Dwarven Cleric is very much a Battle Priest type with good melee
capabilities and offensive spells. Can easily get swarmed by ranged attackers.
Shield of the Gods is worth maxing. Daunting Light is a weaker spell, but good
against enemies that are weak vs Radiant like Undead. Consecrated Ground needs
level 2 to get the weak HoT. Bolts of Warding does minor AOE damage on nearby
enemies if you land a hit.

      Primary Ability: Wisdom

      CLASS ABILITIES
            Healing Word [SPACEBAR] - Group heal, +25 HP, heals more with level
                  Level 1 ... +25hp       Level 6 ... +44hp
                  Level 2 ... +31hp       Level 7 ... +47hp
                  Level 3 ... +34hp       Level 8 ... +50hp
                  Level 4 ... +37hp       Level 9 ... +53hp
                  Level 5 ... +40hp       Level 10 .. +57hp
            Stand Your Ground - Harder to Knockback, Knockdown
            Cast Iron Stomach - Gain +5 bonus to saving throws vs poison

      CLASS FEATS
            Dwarven Weapon Training - Axe Proficiency and +2 axe/blunt damage
            Dwarven Battle Priest - Gain bonus hit points with Healing Word
            Shielding Word - Temporary +2 bonus to AC and MD with Healing Word

      POWERS
            L01 Shield of the Gods
                  AOE + Knockback I and +2 AC/MD
                  AOE + Knockback II and +3 AC/MD
                  AOE + Knockback III and +4 AC/MD
            L01 Daunting Light
                  Ranged Radiant damage
                  + Weaken I
                  + Weaken II
            L03 Consecrated Ground
                  Ally HoT of 8hp and Weaken I
                  Ally HoT of 10hp and Weaken II + DoT of 5hp
                  Ally HoT of 12hp and Weaken II + DoT of 10hp
            L05 Bolts of Warding
                  Lightning damage + 4 lightning damage near Allies
                  + Stun I + 6 lightning damage near Allies
                  + Stun II + 10 lightning damage near Allies
            L07 Brilliant Censure
                  Blind II and +3 Radiant damage
                  Blind III and +4 Radiant damage + 4 AC
                  Blind III and +5 Radiant damage + 4 AC + 4 MD
            L09 Necrotic Transference
                  Necrotic damage + Weaken I + Allies recover 100% dmg as HP
                  + Weaken II + Allies recover 150% of damage dealt as HP
                  + Weaken II + Allies recover 200% of damage dealt as HP

      PROFICIENCIES
            [x] Cloth Armor         [ ] Bow
            [x] Leather Armor       [x] Crossbow
            [x] Hide Armor          [x] Thrown Weapon
            [x] Chainmail           [ ] 1-handed blade
            [x] Light Shield        [ ] 2-handed blade
            [ ] Heavy Shield        [x] Blunt
                                    [ ] Axes

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dndd-fighter
				THE HUMAN FIGHTER

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The Human Fighter can be a Tank with the Battle Stance power. Block doesn't
require a shield as you can block with a weapon. It is better to concentrate on
getting more Attack vs more Damage. You need to be able to hit higher level
targets.

      Primary Stat: Strength

      CLASS ABILITIES
            Block [SPACEBAR] - Reduce enemy damage
            Bonus Feat and Power - Extra Feat and extra Power at level 1
            Fighter Weapon Talent - +1 attack roll with melee? weapons
            Human Defense Bonus - Gain +1 to Magical Defense

      CLASS FEATS
            Versatile Talent - Gain +1 bonus to attack rolls
            Fighter Weapon Specialization - Gain +1 damage with 1-handed
weapons
            Deep Gash - Enemies get -2 penalty to saving throws vs ongoing dmg

      POWERS
      All Powers do Melee Weapon damage
            L01 Shield Bash
                  Knockback I
                  Knockback II
                  Knockback III
            L01 Knee Breaker
                  Slow I
                  Slow II + Weaken I
                  Immobilize I
            L01 Battle Stance
                  +2 AC, attack speed reduced
                  Knockdown immunity + less Knockback
                  +4 Melee damage and -2 AC when below 50% health
            L03 Bladestorm
                  Short range AOE melee weapon attack
                  + Knockback I
                  + Knockback II
            L05 Terrifying Impact
                  + AOE Fear I
                  + AOE Fear II + Allies get +3 attack
                  + AOE Fear III + Allies get +5 attack
            L07 Victorious Surge
15% of damage dealt is recovered as HP
25% of damage dealt is recovered as HP + removes a negative status effect
35% of damage dealt heals user + removes all negative status effects
            L09 Boulder Charge
                  Linear AOE attack + Knockback I
                  + Knockback II
                  + Knockback III

      PROFICIENCIES
            [x] Cloth Armor         [ ] Bow
            [x] Leather Armor       [x] Crossbow
            [x] Hide Armor          [x] Thrown Weapon
            [x] Chainmail           [x] 1-handed blade
            [x] Scale Armor         [x] 2-handed blade
            [x] Light Shield        [ ] Blunt
            [x] Heavy Shield        [x] Axes

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dndd-rogue
				THE ELVEN ROGUE

==============================================================================

The Elven Rogue with a Bow is an easy class to play and easiest to solo. Get
Far Shot, Treetop Sniper, and Backstabber early to become a deadly ranged
assassin. Keep an item that adds Cold damage so you can Slow enemies. Blinding
Barrage and Raise the Stakes should be maxed. Burst Fire is pretty useless as
the AOE damage is spread out too much to be deadly.

      Primary Stat: Dexterity

      CLASS ABILITIES
            Rogue Dodge [SPACEBAR] - do a barrel roll!
            Sneak Attack - Bonus 2-12 damage with Crossbow/1H Blade
            Elven Accuracy - Automatically re-roll an attack miss

      CLASS FEATS
            Treetop Sniper - perform a Sneak Attack with a Bow
            Backstabber - Sneak Attack damage increases to 2-16
            Elven Precision - Elven Accuracy gets +2 bonus to attack re-roll

      POWERS
      All Powers do Ranged Weapon damage
            L01 Blinding Barrage
                  AOE attack + Blind I
                  + Blind II + increased attack arc
                  + Blind III + increased attack arc
            L01 Compel the Craven
                  + Fear I
                  + Fear II and enemy suffers -2 Attack
                  + Fear II and enemy suffers -2 AC and -2 MD
            L04 Piercing Shot
                  Linear AOE attack, very weak
            L05 Raise the Stakes (Stance)
                  Crit on 19-20, reduced movement speed, -2 Defense
                  Crit on 18-20,
                  Crit on 17-20, -4 Defense
            L07 Burst Fire
                  Weak AOE attack
                  Weak AOE attack
                  Weak AOE attack + Slow I
            L09 Arterial Slice
                  + Bleed II (ongoing damage)
                  + Bleed II + Weaken II
                  + Bleed III and Slow III


      PROFICIENCIES
            [x] Cloth Armor         [x] Bow
            [x] Leather Armor       [x] Crossbow
            [ ] Light Shield        [x] Thrown Weapon
            [ ] Heavy Shield        [x] 1-handed blade
                                    [ ] 2-handed blade
                                    [ ] Blunt
                                    [ ] Axes

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dndd-wizard
				THE HALFING WIZARD

==============================================================================

The Halfing Wizard is a little bit harder to solo due to low AC. Use Teleport
a lot to stay out of trouble. Get Far Spell early so you can keep your distance
from melee attackers. Get Melee Training (INT) early as you will end up melee
attacking.

      Primary Stat: Intelligence

      CLASS ABILITIES
            Teleport [SPACEBAR]
            Staff of Defense - Gain +2 AC
            Second Chance - Enemies automatically re-roll hits

      CLASS FEATS
            Immolate the Masses - Gain +2 hit points per kill with a spell
            Halfing Agility - Second Chance re-roll gains -2 penalty
            Far Spell - Range of spells increases by 20%

      POWERS
      All Powers do Arcane damage
            L01 Magic Missile
                  Force damage
                  2 missiles + Knockback I
                  4 missiles + Knockback II
            L01 Fireball
                  Arcane Fire damage + Fire I (ongoing damage)
                  + AOE + Fire II
                  + AOE + Fire III
            L03 Spray of Enfeeblement
                  Necrotic damage
                  + Weaken I
                  + Weaken II
            L05 Ice Storm
                  Arcane Cold damage + Slow I
                  + Slow II
                  + Immobilize II
            L07 Lightning Serpent
                  AOE Lightning damage + Slow II
                  + Stun I
                  + Stun II
            L09 Animated Dead
                  Raise 2 fallen enemies at 50% health for 20 seconds
                  Raise 3 fallen enemies at 75% health for 30 seconds
                  Raise 4 fallen enemies at 100% health for 40 seconds

      PROFICIENCIES
            [x] Cloth Armor         [ ] Bow
            [x] Daggers             [ ] Crossbow
            [x] Throwing Daggers    [ ] Thrown Weapon
            [x] Quarterstaves       [ ] 1-handed blade
                                    [ ] 2-handed blade
                                    [ ] Blunt
                                    [ ] Axes

      Daggers are a sub-category of 1-handed Blades
      Throwing Daggers are either light throwing weapons or a sub-category
            of light Throwing Weapons



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dndd-walk
				WALKTHROUGH
				
==============================================================================


	

==============================================================================
dndd-00
		Tutorial: The Unknown
				
==============================================================================

Follow the path. Break open the STORAGE BARRELS for random items. Use the lever
to open the door.

      !Quest A Hero's Duty: Save the Dwarf worker
Kill the goblins to save the dwarf worker.

      !Quest A Chance Meeting
Save All the Dwarves 0/3.

Pick up any loot. Go down the path between the the statues. Kill the goblins to
save the first dwarf. Take the path on the left by the blue banner. At the end
of the path is a CHEST. Backtrack and head toward the blue and green banners.
Some crafty goblins take out some dwarves using flaming barrels. Go up and save
the second dwarf. Turn around and open the CHEST. Go back down the path to pick
up any loot. Return to the second dwarf and go past him and cross the wooden
bridge. Take out the last group of goblins to save the third dwarf.
	REWARD: 750xp, 25 gold, Khopesh (1H Axe)
	
Loot the items in the area including a CHEST by the door. Go down the wooden
ramp near the chest and jump down. Loot the storage barrels and CHEST. Jump
down again. Talk to Daveak Ogrecrush to begin the next quest.

      !Quest The Unknown
Go and talk to the Merchant. You can buy and sell. Go back and talk to the Mine
Worker. Travel down the path. The tunnel collapses behind you. Take the wooden
path on the left to a CHEST. Continue down the path to the goblin camp. Kill
the goblins. Free the three dwarves in the cages. Loot all the items in the
area. Follow the yellow arrow on the minimap and cross the bridge. A stray
goblin sets fire to the bridge behind you. Defeat the goblins. Loot the items.
Open the gate to the portal using the lever. Watch the exciting cut scene to
end the chapter.


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dndd-01
		CHAPTER ONE: RUINS OF TETHYAMAR

==============================================================================
                     Unnamed
                       /     East Worker's
Granstone --- Mines of           Camp
  $    +      Tethyamar           $|
                    |   \__________|___________ Grand
                  Ayer     $  |         |       Gates
                  Shaft       |         |
                             Ayer     Nobleton
                             Mine      Shaft

      Ayer Shaft aka Paxton Shaft
				


					
Unique Items Available
Granstone
      1,055 gold   Uthgardt Barbarian Shield (Light Shield)
	  985 gold   Ravenscar's Old Leather Helm
	1,235 gold   Bloodstained Aketon (Cloth Armor)
	2,755 gold   Eartheart Helm
	5,460 gold   Hammergate Chainmail
	
Mines of Tethymar
	  845 gold   Westgate Khopesh
	  730 gold   Harper Quarterstaff
	2,165 gold   Battlehammer Crossbow
	2,435 gold   Chult Wood Shield (Light Shield)
	1,320 gold   Stormspawn Ring
	2,815 gold   Fire Opal Torque (Amulet)

East Worker's Camp
      915 gold   Luskan Crossbow
    1,150 gold   The Wanderer's Battleaxe
    1,380 gold   Shortsword of Evereska
    1,690 gold   Shortbow of Deepingdale
    3,265 gold   Warhammer of Mithril Hall (1HB)

Goblin Cutter
Goblin Sharpshooter, L-1
Goblin Hexer
Goblin Blackblade
Decrepit Skeleton, L-1 Minion
Skeleton Captain Level-1 Elite Soldier
Skeleton L+1 Soldier
Blazing Skeleton, Artillery

      !Quest Rift in the Ruins
Talk to Garbo Silvertongue and accept the quest. Run around and loot. There are
two CHESTS and an Armor Merchant. Talk to Master Paxton, found by going up the
stairs. Follow the gold arrow and talk to Union Leader Esar. Follow the minimap
arrow and open the gates to the mine. Straight ahead you can find the Dwarven
Cooper and a CHEST.

There are 5 sub-areas in the mine. Check out the first area to the northeast
for 2 Goblin Mine Shafts. Go back to the main intersection and go down the
southwest passage where there are three Goblin Mine Shafts. Ignore the Merchant
in the southwest passage for now. The other three Goblin Mine Shafts are past
the north door. Return to Granstone and talk to Union Leader Esar once all 8
mine shafts have been destroyed.
      REWARDS: 1500xp, 200 gold, and items?


You should get to level 2 by completing Rift in the Ruins or early during the
Lucky Anvil quest. You may want to hunt to get to level 2 before doing the
Lucky Anvil quest.


      !Side Quest Lucky Anvil
Talk to Rheda Slatehelm in front of the Armor Merchant in Granstone. Exit
Granstone to begin the ESCORT MISSION. Head into the main southeast tunnel, go
past the merchant, and open the door to the south. Fight your way to the Lucky
Anvil. Light the four firepits so Rheda can do his blacksmithing. Hold off the
three waves of goblins so Rheda can do his work. Escort Rheda back to the town
square.
	REWARD: 1500xp and 250 gold, Longsword
	
	
      !Quest Tools of the Trade
Talk to Master Paxton to begin the quest. Talk to Master Ayer. Head out to the
mines and take the first door to the south to Ayer Shaft. Fight your way to the
central pit and pick up the Gear Key. Follow the arrow on the minimap and give
the Gear Key to Union Leader Esar. Next, find the Oxenmoor in Nobleton Shaft.
Go to the southeast passage and go through the southwest door. The Oxenmoor is
tucked away in the south. Return to Granstone and give the Oxenmoor to Master
Ayer.
	REWARD: 1500xp and 250 gold

You should be close to level 3 at this point.
	
      !Quest Mine Rescue
Talk to Union Leader Esar to start the quest. Go down the southeast passage and
go through the southeast door, the second door to the south. Talk to the
Injured Worker. Head down the path marked by the hanging lanterns. The Lost Axe
can be found by a green banner and two CHESTS. The Lost Helmet can be found in
the southeast dead end. The Lost Tool can be found by two CHESTS in the
southwest dead end. Talk to the Injured Worker. Escort the Injured Worker to
the camp. Go back to the southeast tunnel and go through the north door. Talk
to Union Leader Esar.
	REWARD: 1500xp and 300 gold
	
	
      !Side Quest Burnin' Down the House
Talk to Hirron Gravelvein by the Dwarven Cleric in Granstone. Exit Granstone
and go down the southeast tunnel. Take the first lever-door on the left/north.
Kill the 10 Crazed Dwarfs in the area. Go back and talk to Gravelvein.
	REWARD: 1500xp and 250 gold
	
If you do some heavy duty mob farming during Dirty Deeds, you can get about 30%
of the way into level 4 before the final quest.
	
      !Quest Dirty Deeds
Talk to Mast Paxton by the Dwarven Cleric. Kill the Crazed Dwarf attacking the
guards right outside Granstone. Go through the north gate and talk to Master
Ayer. Go back through the gate and go south and enter Paxton Shaft. Destroy the
Contaminated Water Barrels. Exit the area and go down the southeast tunnel. Go
through the southeast door to Nobleton Shaft. Destroy the second set of
Contaminated Water Barrels. Kill the Zhent Black Hand Soldier. Pick up the
Water Satchel Filled with Grey Powder. Talk to Master Ayer. Open wide for some
story.
	REWARD: 1500xp and 350 gold

Prepare for the last quest. Buy the best equipment you can afford from the
three available merchants. Get as many Healing Potions as possible. Visit the
Dwarven Cleric in Granstone and get to full health. If possible, look for
equipment that gives you cold damage as the cold/slow will be helpful in the
next quest. Ongoing damage (ongoing fire, poison, bleeding) is also helpful.

You should be about 75% of the way to level 4 during a casual/speed run. You
can complete the last quest at level 3.
	
      !Quest Nasty Surprise
Enter Granstone and talk to Master Paxton and accept the quest. Talk to Master
Paxton outside the Grand Gates. Goblins and Zhents break through. Five Elite
Goblin Brutes begin pushing a ballista to the gates of Granstone. You have to
stop the ballista by killing the 5 Elite Goblin Brutes before the ballista gets
to the Granstone while fighting off the waves of enemies. Concentrate on the
brutes pushing the ballista and keep chugging health potions. The ballista
stops at 700 meters, 500 meters, and probably at 300 meters and 100 meters.
	REWARD: 2000xp and 500 gold
	
Open the special CHEST for some nice loot, including Bouldershoulder's Dwarven
Bow, a unique heavy throwing weapon. Exit through the Grand Gates to end the
chapter.

==============================================================================
dndd-02
		CHAPTER TWO: THE DEPTHS
				
==============================================================================

                Goblin            Tower Crypt
                 Area  \           |
               /        \          G
              G          G         |                      Red Seal
     +       /            \_______ Phaerlock Area          /
Starting Area                                   \_G__ $ __S_______Skull
    $         \                                      /            Lord
               \___G_______ Tower ____G_____        /
                           Storage  |       \      /
                              /     $        Goblin
                             /              Chieftain
                          Dryad
                          Dust
Unique Items
West Merchant
    4,285 gold   Stonecut Helm
   10,250 gold   Archendale Scale Armor
    4,790 gold   Spellstruck Ring
    7,120 gold   Necklace of Adaption
East Merchant
    2,635 gold   Mace of Zhentil Keep (1HB)
    4,505 gold   Goblinbane (2H Axe)
    6,345 gold   Watchwall Shield (Light Shield)
South Merchant
    3,365 gold   Celestial handaxe (thrown)
    6,200 gold   Longsword of the Moonshaes
    4,245 gold   Battlestaff of Cormyr
    7,300 gold   Underwatch Waraxe (1AX)

Phaerlock Scavenger (minion)
Phaerlock Impaler (artillery)
Phaerlock Sentry

You should be close to level 4 or level 4 at this point. If you are already
level 4, you should get to level 5 by the end of the quest By Your Own Hands.

      !Quest By Your Own Hands
Talk to Master Ayer. Check out the area and the Merchant. Take the southeast
path down to the gate. Open the gate using the lever and continue along the
tunnel to the Tower Storage Area. Kill the goblins and free Master Paxton. Head
down the south tunnel. Don't get crushed by the boulder. Go into the next area
and destroy the six barrels of Dryad Dust. Dryad Dust is explosive so use a
ranged or thrown weapon to destroy the Dryad Dust.

Go back to where you freed Master Paxton and head east. Go through the next
gate. Cross the suspension bridge to meet up with the Goblin Chieftain. Kill
the Chieftain and the rest of the goblins. Meet a very angry Garbo
Silvertongue. Kill Garbo before he makes it to the water supply. Ranged attacks
work best. If you fail to kill Garbo, you have to restart the quest from the
beginning. Go back to the starting area and talk to Master Ayer to finish the
quest.
	REWARD: 3500xp and 300 gold
	

      !Side Quest	Spirit Shackles
Begin the quest by talking to Rol Quartzbellows. Go through the northeast gate.
Fight your way past the goblins and phaerlocks (lizards). Go down to where
Resil Quartzbellows is being held. You have to kill four Goblin Phantoms. The
first ghost is right by Quartzbellows. Go up the nearest bridge and kill the
second ghost. Go up the next bridge and kill the third ghost. The fourth and
final ghost is located past the bridge with the two red banners. Go back down
and talk to Resil. Escort Resil back to Rol.
	REWARD: 3500xp and 300 gold

You should be level 5 by now.
	
      !Quest Morbid Collector
Talk to Master Ayer. Collect 10 Phaerlock Skulls. The skulls drop off of
Phaerlock Warriors. Hunt through the eastern and northern tunnels until you
have the 10 skulls. Go talk to Master Ayer.
	REWARD: 3500xp and 300 gold
	

      !Side quest We Were Friends	
Talk to Brandus Axestein. Go through the northeast gate. Make your way to the
lowest section. Guldrazak gets resurrected! Defeat Guldrazak and some Goblin
Phantoms. Go and report to Brandus Axestein.
	REWARD: 3500xp and 300 gold

Completing "We Were Friends" should get you to level 6.

      !Quest The Undead Gauntlet
Travel to the Tower Crypt in the northeast section of The Depths. Kill the
Undead in the area before talking to Master Ayer. Fight the three waves of
undead to charge the Talisman. Sometimes one of the monsters drops the Naga
Skin Leather Armor, a nice unique armor. Talk to Master Ayer.	
	REWARD: 3500xp and 300 gold
	
	
      !Quest Rise of the Skull Lord
Talk to Master Paxton. 	Return to the Grand Gate. Protect the dwarves from the
goblins until the dwarves dig through the stone blocking the gate.
	REWARD: 4500xp and 350 gold
	

      !Quest The Skull Lord	
Talk to Master Ayer. Go through the gate. Follow the path. Fight the Skull
Lord. The Skull Lord uses both Fire and Ice attacks. The Cold attack can Slow
your movement speed. The Skull Lord has two Fire attacks. One is a spray of
lava creating lava pools on the ground. Standing in a lava pool does continuous
damage. The second Fire attack is a large Fireball that does AOE burning
damage.

Avoid the Skull Lord's attacks by keeping a column between you and the Skull
Lord. Get the Skull Lord to damage the bases of the columns. The Skull Lord
become vulnerable when it kneels down to rest. Get the Skull Lord low on health
and it moves to the middle of the area to regenerate health. The Skull Lord
summons additional mobs while regenerating. Attack damaged columns while the
Skull Lord is regenerating to make a column fall and crush the Skull Lord. A
falling column should be enough to destroy one skull of the Skull Lord. Destroy
all three skulls of the Skull Lord to defeat it. Loot the special CHEST which
includes one unique item.
	REWARD: 5000xp and 500xp

      !Quest Entering Mouth of the Void
Exit through the Red Seal to end the chapter.
	REWARD: 1000xp and 100 gold
	
==============================================================================
dndd-03
		CHAPTER THREE: MOUTH OF THE VOID
				
==============================================================================

Tiefling Guard, minion
Tiefling Darkblade, Lurker
Tiefling Necromancer, elite controller
Tiefling Heretic, artillery

       G--Haunted 2 -- G -- Zhentarim Camp
      /     G                $
     |      |
  Ghouls   Lufic
     |      |
     |      G--CAVE     __|_________ The Pit
      \         |         |
       G        G         |
        \ $     |         |
          ----Camp---G----| $

The Pit Merchant
       8,480 gold   Rashemen Light Shield
      10,880 gold   Netheril Shield (Heavy Shield)
      14,655 gold   Winter Wolf Hide (hide armor)
      17,735 gold   Deep Maw Mithril Scale Armor
Camp Merchant
      10,625 gold   Arrn'ess, Greatbow of Cormanthor
      16,825 gold   Flamefoe, The Frostbrand Scimitar
      17,490 gold   Vethicaex, Blade of Tymanther (2HS)
      21,660 gold   Ghellin's Grit (necklace)
Zhent Camp Merchant
       7,100 gold    Fallen Star (light thrown weapon)
      10,195 gold    Bonebreaker (heavy thrown weapon)
      14,405 gold    Moradin's Might (ring)
      14,950 gold    Circle Magic Ring
      16,100 gold    Hand of Torm (amulet)

      !Quest Fresh Meat
Talk to Daewen Bael. Wait for the Tiefling Guard to show up. Listen to Kilkar
Demoneye ramble for a couple of minutes. Run around the arena and start looting
weapons and healing potions. Try to find a weapon that matches your skills.
Kill the enemies. The first wave are goblins, followed by Phaerlocks, and
finally Tiefling Guards. Talk to Daewen once you get back to your cell.
      Gravedigger 2-9 damage
      The Tenderizer 5-17 damage
      Crossbow
      Bow

During the next fight in the Arena, you want to protect Drathca. Grab some
weapons and healing potions and start going to town on the enemies. The first
wave consists of Phantom Warriors, Horde Ghouls, and Skeletons. Tiefling
Darkblades, Phaerlock Scavengers, and more Horde Ghouls are in the second wave.
You get sent back to your cell after the second wave.
	REWARD: 4500xp
	
      !Quest A Slave to None	
Talk to Drathca by approaching the bars of the cell. Listen to Rezlus, who
likes the color green a little too much. Drathca, NOOOOOOOOOOO! Hang out in the
cell for a minute or two. A mysterious Zhent shows up and opens your cell. Let
Daewen fight the guards. Run around and open the four cells to free the other
prisoners. Open the fifth cell to get your gear back. Re-equip your items and
reassign your shortcut keys.

Exit the prison area and make your way through the stronghold. Don't worry if
the escaped prisoners die. Exit the stronghold and fight the Tieflings on the
bridge to drive them out of the area.
      REWARD: 6500xp

      !Quest The Counter Attack
Talk to Daewen. Repel the two waves of enemies. Defeat Kilkar Demoneye and his
elite Dragonborn guard. The Dragonborn Warriors have a Cold breath attack. The
Dragonborn Soldiers use a Fire breath attack.
	REWARD: 6500xp and 450 gold

You should be level 7 at this point.
	
      !Side Quest Do You Smell That?!
Talk to Madder Belebrix by the Weapon Merchant. Go through the gate to the
ghoul area. You will take continuous damage while in the area. Kill the
Stinking Ghoul. Talk to Madder.
	REWARD: 6500xp and 450 gold


      !Quest A Proper Burial
Talk to Daewen. Cross the bridge and look for Krollan on the right. Open the
gate between the two statues. Krollan's bones can be found in the ghoul area.
Go back to the camp and follow the blue banners up the path to a gate. Go
through the gate and the rock thing shows up. Continue along the path until you
encounter Granifex, the rock monster. Fight Granifex. Granifex is vulnerable
when its fist is stuck in the ground. It runs off before you can destroy it. Go
up the stone ramp and go through the gate. Follow the path to another gate that
leads to a haunted cathedral area. Go through another gate to the Zhent camp.
Talk to Nezra.
	REWARD: 6500xp and 500 gold
	
	
      !Side Quest The Haunting Party
Talk to Eenthi, next to Nezra. Go to the west end of the camp and go through
the gate by the merchant. Go through the next gate on the left/south. Kill the
Tiefling Lufic Hellheart. Defeat the skeletons to free Taich. Kill Lufic before
he casts his spell. Report back to Eenthi.
	REWARD: 6500xp and 450 gold
		
	
      !Quest New Allies
Talk to Nezra. Go to the ghoul area and rescue the Zhentarim Patrolman. Head
south into the tunnels and find the other three patrols. Free the three
patrolmen from their cages. Talk to Nezra after finding all four patrolmen.
	REWARD: 6500xp and 500 gold

You probably want to farm the mobs during "The Rockfist Smasher" quest so you
can get to level  before the final boss battle.
	
      !Quest The Rockfist Smasher
Talk to Nezra. Start the fight against Granifex. Once Granifex is reduced to
about half hit points, a second boss appears, Obsidia. Obsidia has an AOE lava
attack so keep moving. Granifex is aided by Elemental Sparks and skeletons.
Obsidia summons Chaos Sparks and Zhents. All of your "allies" conveniently show
up once both rockfists are dead.
	REWARD: 8500xp and 800 gold
	
      !Quest Entering the Alter of Bane	
This quest starts automatically. Loot the special CHEST. You can go back to the
Zhent camp before going through the portal. Enter the portal to end the
chapter.


==============================================================================
dndd-04
		CHAPTER FOUR: THE ALTAR OF BANE
				
==============================================================================

                        Boss
                         |
                         |
                        You


Watch what happens when Nezra meets a trebuchet.

      !Quest Top of the Tower
Defeat Rezlus and his army. The army consists of Dragonborn, enemy Zhents, and
Flameborn skeletons. Daewen gets taken out by magic. Union Leader Esar gets a
face full of flame from a Dragonborn. Reduce Rezlus to zero health and he
summons Incendius, a red dragon. Master Ayer goes for the claws, but meets the
teeth.

Incendius attacks at long range with his fire breath. This also leaves a
burning floor that causes a lot of damage if you spend too much time standing
on it. At close range Incendius attacks with leg sweeps, a bite, and a tail
sweep. Attack both legs of Incendius. Get on the tail side of Incendius and
attack the head. Incendius will lay down some flames and fly off. Get right by
the flames. As soon as the flames go out, run up and press the [F] key to
attack Rezlus. If you don't reach Rezlus in time, Incendius comes back and
literally blows you away. You have to start with the claws again until you can
take down Rezlus.

-----------------
      INCENDIUS
-----------------

Incendius flies away to do Rezlus' bidding. You jump onto Incendius' back.

The next part is a Quick Time Event (QTE). Long live Shenmue! Watch for the
prompts on the screen and press the corresponding button on the keyboard or
mouse.  Possible keys/buttons include:
	[1]
	Right Mouse Button
	Left Mouse button
	[F]
	
Use the [WASD] keys to crawl around on Incendius' back. You want to use [W] to
crawl forward to Incendius' head. There are two gaps in the dorsal spine that
you can move through using [A] and [D]. You may want to stay in a gap to avoid
Incendius' flame attack. If Incendius raises its head to the right, move to the
left side of the dorsal spine and crawl forward. If Incendius raises its head
to the left, try to get to the right side. Move forward using the [W] key to
get to Incendius' head.

Keep following the button prompts once you get to the head. The prompts come
very quickly so stay alert. If you miss a QTE prompt, you return to Incendius'
back and have to crawl again. Automatically stab Incendius in the eye to finish
the game.

Congratulations! Open wide for some credits.

=============================================================================
dndd-items

                  THE LOOT

=============================================================================

dndd-pots
---------
POTIONS
---------
+30 HP      Potion of Healing
+60 HP      Potion of Vitality
+100 HP     Potion of Recovery
+4 regen    Potion of Regeneration
+2 MD       Elixir of Magic Defense
+5 resist   Potion of (Fire/Cold) Resistance
+5 resist   Potion of Stormshield (Lightning resist)
+5 resist   Potion of Antivenom (Poison resist)
+5 resists  Cryptspawn Potion (necrotic and poison resistance)
+4 STR      Elixir of Giant Strength
+4 DEX      Elixir of Elven Grace
+4 INT      Elixir of the Magi
+4 WIS      Elixir of the Ancients
+2 speed    Elixir of Speed
+3 attack   Elixir of Accuracy

=======================================

dndd-armor
-------
ARMOR
-------
L1 Cloth Armor ..... +1 AC
L2 Leather Armor ... +3 AC
L3 Hide Armor ...... +4 AC
L4 Chain Armor ..... +6 AC
L5 Scale Armor ..... +? AC

L1 Light Shield ........... +1 AC, +1 MD
L1 Elven Light Shield ..... +1 AC, +1 MD
L3 Heavy Shield ........... +2 AC, +2 MD
L3 Dwarven Heavy Shield ... +2 AC, +2 MD

L1 Eagle Helm
L1 Leather Helm
L1 Dwarven Helm

=======================================

dndd-weapons
---------
WEAPONS
---------

Weapon Speed
Extremely Fast ... 1.2
Very Fast ........ 1.1
Fast ............. 1.0
Normal ........... 0.9
Slow ............. 0.8

1HS Dagger 2-4 damage, extremely fast
1HS Shortsword 2-6 dmg, fast
1HS Elven Shortsword 2-6dmg, very fast
1HS Longsword 3-8 dmg, Normal
1HS Scimitar 2-8 dmg, very fast

2HS Tiefling Bastard Sword 4-14 dmg, fast
2HS Greatsword 5-12 dmg, Normal
2HS Dragonborn Greatsword 5-16 dmg, slow

1AX Khopesh 1-7 dmg, fast
AXE Battleaxe 1-9 dmg, normal
AXE Dwarven Waraxe 1-11 dmg, slow
2AX Greataxe 1-19 dmg, normal
AXE Heavy War Pick 1-19 dmg, slow

1HB Club 2-5, very fast
1HB Mace 2-6, fast
1HB Dwarven Warhammer 2-9 dmg, normal
1HB Morning star 5-13dmg, normal
1HB Mordenkrad 5-19 dmg, slow

2HQ Quarterstaff 3-6 dmg, normal
2HQ Elven Quarterstaff 3-6, very fast
2HQ Ornate Quarterstaff 3-6, fast

BOW Shortbow 2-5 dmg, fast
BOW Longbow 2-7 dmg, normal
BOW Elven Greatbow 2-7 dmg, very fast

XBO Crossbow 2-7 dmg, slow
XBO Superior Crossbow 3-7 dmg, normal
XBO Hand Crossbow 1-5 dmg, fast

LTH Throwing Dagger 2-4 dmg, fast
LTH Shuriken 204 dmg, very fast
HTH Handaxe 2-7 dmg, extremely fast
HTH Throwing Hammer 2-9 dmg, fast
HTH Dwarven Throwing Hammer 2-11 dmg, normal

=======================================

dndd-unique-w
----------------
UNIQUE WEAPONS
----------------
L8 1HS Crystal Dagger of D'Ahn, 2-4 dmg, Extremely Fast
L4 1HS Ironfell Shortsword, 2-5 dmg, Fast
L2 1HS Shortsword of Evereska, 2-6 dmg, Very Fast
L5 1HS Longsword of the Moonshaes, 3-8 dmg, Normal
L6 1HS Spectral Longsword, 3-8 dmg, Normal
L9 1HS Flamefoe, The Frostbrand Scimitar, 2-8 dmg, Very Fast
L7 2HS Blade of Zolfura, 4-14 dmg, Very Fast
L5 2HS Greatsword of the Flaming Fist, 5-12 dmg, Normal
L9 2HS Vethicaex, Blade of Tymanther, 5-16 dmg, Slow
L1 Axe Westgate Khopesh, 1-7 dmg, fast
L2 Axe The Wanderer's Battleaxe, 1-9 dmg, normal
L6 Axe Underwatch Waraxe, 1-11 dmg, slow
L3 Axe Goblinbane, 1-19dmg, normal
L4 Axe Earthfast War Pick, 1-19 dmg, slow
L7 1HB Bonecrusher, 2-5 dmg, very fast
L3 1HB Mace of Zhentil Keep, 2-6 dmg, fast
L3 1HB Warhammer of Mithral Hall, 2-9 dmg, normal
L5 1HB Phantom Warhammer, 2-9 dmg, normal
L4 1HB Skullbasher, 5-13 dmg, normal
L6 1HB Glory, Mordenkrad of Tethyamar, 5-19 dmg, slow
L1 2HQ Harper Quarterstaff, 3-6 dmg, normal
L4 2HQ Battlestaff of Cormyr, 3-6 dmg, very fast
L9 2HQ Staff of the Red Wizards, 3-6 dmg, Fast
L3 BOW Shortbow of Deepingdale, 2-5 dmg, fast
L8 BOW Longbow of Lathander's Light. 2-7 dmg, normal
L9 BOW Arrn'ess, Greatbow of Cormanthor, 2-7 dmg, very fast
L2 XBO Luskan Crossbow, 2-7 dmg, slow
L3 XBO Battlehammer Crossbow, 3-7 dmg, normal
L5 XBO Hand Crossbow of Deneir, 1-5 dmg, Fast
L6 LTH Throwing Dagger of Trueshot, 2-4 dmg, Fast
L8 LTH Fallen Star, 2-4 dmg, very fast
L5 HTH Celestial Handaxe, 2-7 dmg, extremely fast
L10 HTH Bonebreaker, 2-9 dmg, fast
L3 HTH Bouldershoulder's Dwarven Bow, 2-11 dmg, normal

=======================================

dndd-unique-a
--------------
UNIQUE ARMOR
---------------
UNIQUE ARMOR
L2 Cloth    Bloodstained Aketon
L5 Cloth    Sarrukh's Robe
L4 Leather  Assassin's Jerkin
L7 Leather  Naga Skin Leather Armor
L9 Hide     Winter Wolf Hide
L6 Hide     Semberholme Porcupine Hide
L10 Chain   Bregan D'aerthe Chainmail
L4 Chain    Hammergate Chainmail
L8 Scale    Deep Maw Mithral Scale Armor
L5 Scale    Archendale Scale Armor

UNIQUE SHIELDS
L3 Light   Chult Wood Shield
L1 Light   Uthgardt Barbarian Shield
L9 Light   Rashemen Light Shield
L6 Light   Watchwall Shield
L4 Heavy   Impervious Guard
L8 Heavy   Netheril Shield
L5 Heavy   Battlehammer Shield
L7 Heavy   Shield of Forgefires

HELM UNIQUES
L3 Eartheart Helm
L5 Ironforge Helm
L9 Marlspire of Najara
L4 Stonecut Helm
L7 Thruldar's Eagle Helm
L7 Crown of the Skybinder
L1 Ravenscar's Old Leather Helm
L6 Mooshie's Thinking Cap

=======================================

dndd-unique-j
----------------
UNIQUE JEWELRY
----------------

NECKLACE UNIQUES
L9  Hand of Torm
L10 Tear of the Gods
L3  Halfling's Wit
L7  Halagothra's Gift
L10 Ghellin's Grit
L5  Necklace of Adaptation
L3  Fire Opal Torque
L6  Helm's Blessing

RING UNIQUES
L1  Stormspawn Ring
L3  Vampire's Embrace
L5  Curse of the Lich
L4  Spellstruck Ring
L8  Moradin's Might
L6  Ring of the Shadow Thieves
L10 Ring of Annihilation
L8  Circle Magic Ring


=============================================================================
dndd-affixes

                  THE MAGIC

=============================================================================

dndd-prefixes

    Type A  | Type B
-----------------------
+1  Level 1 | Level 2
+2  Level 3 | Level 4
+3  Level 5 | Level 6
+4  Level 7 | Level 8
+5  Level 9 | Level 10

Everything is Type A unless otherwise noted
Resists are always Type A

WEAPON DAMAGE BONUS / ARMOR RESIST BONUS
PROPERTY  |   +1      |    +2    |    +3     |   +4         |  +5
------------------------------------------------------------------------------
Fire      | Fiery     | Burning  | Flaming   | Scorching    | Blazing
Lightning | Crackling | Shocking | Brilliant | Flashing     | Luminous
Poison    | Lethal    | Noxious  | Toxic     | Debilitating | Venomous
Cold      | Frozen    | Icy      | Glacial   | Hailing      | Chilling
Necrotic  | Deathly   | Decaying | Lifeless  | Ethereal      | Rotting

PROPERTY  |   +2      |    +3    |    +4     |   +5         |  +6
------------------------------------------------------------------------------
Radiant   | Shining   | Dazzling | Bright     | Beaming      | Glowing

    Cold and Radiant are Type B for Weapons

Weapon Damage vs Undead | Hit Points Gained per Weapon Kill (Type B)
------------------------------------------------------------------------------
+1   Horrific           | +1   Deadly
+2   Rising             | +2   Ferocious
+3   Roaming            | +3   Destructive
+4   Reanimating        | +4   Brutal
+5   Unholy             | +5   Merciless

+% Arcane/Divine Damage |  +1        |  +2        |  +3
-------------------------------------------------------------------------------
L2/4/6 Arcane Force ... | Novice     | Acolyte    |
L2/4/6 Arcane Fire .... | Scarlet    | Crimson    |
L3/5/7 Arcane Necrotic  | Bone       | Scarab     |
L3/5/7 Arcane Cold .... | Azure      | Cobalt     |
L4/6/8 Arcane Lightning | Silver     |            |
L3/5/7 Divine Radiant . | Shimmering | Iridescent |
      +1 is +5-10%
      +2 is +11-15%
      +3 is +16-20%

Cracked     -1 Attack


Movement Speed Increase
Quickened     5-10%
Hyper        11-15%
Swift        16-20%
Rapid        21-25%
Express      26-30%

=======================================

dndd-suffixes

Improved Crit
Every weapon plus adds 1-8 or 1-10 crit damage instead of 1-6
Level 4     +1-8    of Devastation
Level 8     +1-10   of Ruin

ONGOING DAMAGE (Levels 3/5/7/9/10)
Level |       Fire      |      Poison      | Bleeding         | Ice/Slow
------------------------------------------------------------------------------
  1   | of Combustion   | of Pestilence    | of Gore          | of Gore
  2   | of Fire         | of Blight        | of the Slaughter |
  3   | of Incineration | of Disease       | of Carnage       |
  4   | of Ignition     | of Infection     | of Destruction   |
  5   | of the Flame    | of Contamination | of Bloodshed     |
      L1 = +1   L2 = +2   L3 = +2  L4 = +3   L5 = +4

EFFECT
Level |  Attack Speed Increase   | Increased Range (Type A)
-------------------------------------------------------------------------------
  1   | of Flight        +10-14% | of Long Distance      + 5-7%
  2   | of Velocity      +15-18% | of Extended Aim       + 8-10%
  3   | of Rapidity      +19-22% | of the Great Expanse  +11-13%
  4   | of Haste         +23-26% | of Superior Length    +14-16%
  5   | of Acceleration  +27-30% | of Open Vastness      +17-20%

EFFECT
Level |  Knockback %chance       | Knockdown % chance, duration
-------------------------------------------------------------------------------
  1   | of the Wounded     5-7%  | of the Fallen      5-7%, 1 second
  2   | of the Forsaken    8-10% | of the Forgotten   8-10%, 1.25 seconds
  3   | of the Stricken   11-13% | of the Hidden     11-13%, 1.5 seconds
  4   | of the Inflicted  14-16% | of the Horde      14-16%, 1.75 seconds
  5   | of the Baseless   17-20% | of the March      17-20%, 2 seconds

      Knockback is Level 2/3/4/5/6


EFFECT (Levels 3/5/7/9/10)
Level        |  BLIND           | STUN           | WEAKEN
-------------------------------------------------------------------------------
  1 [5-7%]   | of the Sightless | of the Prone   | of the Downtrodden
  2 [8-10%]  | of the Lost      | of Propagation | of the Frail
  3 [11-13%] | of the Darkness  | of Thorns      | of the Feeble
  4 [14-16%] | of the Blind     | of Fortune     | of the Delicate
  5 [17-20%] | of the Vanished  | of the Chosen  | of the Fragile

EFFECT (Levels 3/5/7/9/10)
Level        |  SLOW           | IMMOBILIZE        | FEAR
-------------------------------------------------------------------------------
  1 [5-7%]   | of the Sluggish | of the Helpless   | of the Frightful
  2 [8-10%]  | of the Dawdling | of the Still      | of Horror
  3 [11-13%] | of the Sloth    | of the Halted     | of Terror
  4 [14-16%] | of the Weak     | of the Motionless | of Dread
  5 [17-20%] | of the Measured | of the Unmoving   | of the Haunted

ATTACKER TAKES DAMAGE (Type B)
Lvl |  DAMAGE          | FIRE DAMAGE + DOT   | COLD + SLOW    | POISON + DOT
-------------------------------------------------------------------------------
 1  | of the Afflicted | of the Combustion   | of Frost       | of Pestilence
 2  | of the Sorrow    | of the Fire         | of Ice         | of Blight
 3  | of the Injured   | of the Incineration | of Hailstone   | of Disease
 4  | of the Vengeful  | of the Ignition     | of the Glacier | of Infection
 5  | of the Chaos     | of the Flame       | of the Arctic  | of Contamination
      L1 = 5-10% / L2=11-15% / L3=16-20$ / L4=21-25% / L5=26-30%

SAVING THROW BONUS VS (Level 1/3/5)
Bonus | BLIND/STUN/WEAKEN    | SLOW/IMMOBILIZE | ONGOING DAMAGE
-------------------------------------------------------------------------------
  +1  | of Perception        | of Promptness   | of Sturdiness
  +2  | of Clear-Sightedness | of Expediency   | of Stoutness
  +3  | of Vision            | of Progression  | of Indomitability

IMPROVED HEALING (Levels 3/5/7/9/10) (not working for necklaces?)
10-14    of Wellbeing
15-18    of Health
19-22    of Vigor
23-26    of Hardiness
27-30    of Constitution

REGENERATION (Levels 3/5/7/9/10)
of Cleansing
of Composure = +3 HP recovered every 7 seconds
of Renewal
of Rejuvenation = +5HP every 8 seconds
of Reanimation

KNOCKBACK REDUCTION (Levels 2/3/4/5/6)
20-26    of Consumption
27-32    of the Alaor
33-38    of Sapra
39-44    of Balance
45-50    of Inertia

FIGHTER BLOCK BONUS (Levels 2/4/6)
+1    of the protector
+2    of the Defender
+3    of the Guardian

IMPROVE ROGUE DODGE (Levels 2/4/6)
20-30    of the Sure-Footed
31-40    of Haste
41-50    of Swiftness

IMPROVED CLERIC HEALING WORD (Levels 2/4/6)
10-15    of Invigoration
16-20    of Remediation
21-25    of Life

RESISTS (Levels 1/3/5)
RESISTS   |       (+1)          |        (+2)        |       (+3)
-----------------------------------------------------------------------------
Fire .... | of the Burning Wood | of Draco           | of Claimport
Lightning | of Grounding        | of Shielding       | of the Scimitar Spires
Poison .. | of Neutralization   | of the High Forest | of Raven
Cold .... | of Dire Wood        | of the First Order | of the Lost Peaks
Necrotic  | of the Pact         | of Dark Arrow Keep | of the Six

=============================================================================
                             _______________________
 __________________________ |                       | _______________________
|                          ||      LEGAL STUFF      ||                       |
|                          ||_______________________||                       |
|__________________________|                         |_______________________|

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Copyright:
(c)  Copyright 2011  Matthew Y Brown.

This FAQ may be not be reproduced under any circumstances except for personal,
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