Dragon's Dogma FAQ/Walkthrough
Version 1.02
July 25, 2012
By Brian Nii (bnii at hawaii dot edu)

Table of Contents
-----------------
1.  Version History
2.  Character Creation
3.  Vocations
4.  Walkthrough
5.  Side Quests
6.  Weapons
7.  Armor
8.  Items
9.  Beastiary
10. Bosses
11. Miscellaneous
12. Acknowledgements

O------------------O
|1. Version History|
O------------------O

Version 1.02 (July 25, 2012) - Updated main quest Trials and Tribulations in
walkthrough. Updated side quests with Dying of Curiosity, Farewell, Valmiro,
Mettle Against Metal, and Search Party.
Version 1.01 (July 12, 2012) - Created side quest section. Updated side quests.
Version 1.00 (July 7, 2012) - First completed version of FAQ/Walkthrough.
Version 0.04 (July 3, 2012) - Updated walkthrough and bosses.
Version 0.03 (June 30, 2012) - Updated walkthrough and bosses.
Version 0.02 (June 27, 2012) - Updated walkthrough, beastiary, and bosses.
Added materials to item section.
Version 0.01 (June 23, 2012) - First version.

O---------------------O
|2. Character Creation|
O---------------------O

Once you've completed the prologue you will be prompted to create your own
character. While most edits are purely cosmetic, there are a few that will
actually have an impact on your character's abilities.

GENDER
Surprisingly, gender has no impact on the game's potential romances, which can
lead to some rather awkward moments in the game. Other than a quest involving a
band of all female rogues (the leader of which hates men) and encounters with
ogres (who get "excited" by women), the gender of your main character doesn't
have much of an influence on what goes on in the storyline.

NAME
Your character is called the "Arisen" (or "Ser Arisen") throughout the game, so
it doesn't matter what you name your main character. You will also need to
choose a moniker for your character as well. If you're lucky you'll find one
close to the name you chose. Otherwise, just choose one that appeals to you
the most.

BUILD
Your character's build isn't just for looks. It actually has relevance on your
character's performance and ability in the game. Small characters move faster,
recover stamina faster, and have a smaller hit box than larger characters. On
the down side, they have the lowest carrying capacity and can get knocked down
easier than larger characters. Large characters can carry a huge inventory but
move slower and recover stamina much more slowly than other characters. Average
sized characters fall in between these two size categories, with average
stamina recovery and weight capacity.

VOICE
Other than the sound your character makes when they attack or are hit, voice
has no other effect on the game.

When you create your main pawn later in the game, the same rules above apply to
their abilities as well.

O------------O
|3. Vocations|
O------------O

After the prologue you can select your main character's vocation (class) from
three basic vocations (Fighter, Strider, Mage). Once you reach level 10 and
reach Gran Soren, you will be able to change your vocation by talking to Asalam
at the Gran Soren Union Inn to either an advanced vocation (Warrior, Ranger,
Sorcerer) or a hybrid vocation (Mystic Knight, Assassin, Magick Archer). You
can change vocations as many times as you want, but to do so you will need
1,000 discipline points to do so the first time you change into a new vocation.
The same rules apply to your main pawn, except that they cannot choose any of
the hybrid vocations. 

Not only do vocations determine your character's skills, weapons, and armor,
but also your character's growth. When you level up your stats increase
depending which vocation you are currently using. Each vocation has a rank
associated with it (1-9) which is separate from your character level. A
vocation rank is increased by accumulating discipline points, which are also
used to purchase skills for that vocation. Some skills can carry over between
vocations, while others are exclusive. Augment skills, once purchased, can be
used by any vocation, but you can only have six augment skills active at once.

---------------
Basic Vocations
---------------

#########
#FIGHTER#
#########

Strengths: Strong Melee, High HP/Attack/Defense
Weaknesses: Flying Enemies, No Ranged Attacks
HP Growth: High
Stamina Growth: Average
Attack Growth: High
Defense Growth: High
Magic Attack Growth: Low
Magic Defense Growth: Very Low

The fighter is your basic melee class. If you choose this as your vocation you
will probably want your main pawn to either be a strider for ranged support or
a mage for ranged support/weapon enchantment/healing. If your main pawn is a
fighter you are probably either a strider or mage. In either case, the
fighter's main duty is to keep most of the monsters focused on him/her while
the ranged or magic characters sit back and shoot the enemy. Focus on enemies
that primarily use melee attacks (such as goblins and human fighters/warriors)
and leave the flying and ranged characters to the others (unless they are
conveniently nearby or close to the ground). If your main pawn is a fighter
they will basically be a damage sponge, so expect to heal/revive them often.
Since fighters have no ranged attacks flying enemies can give them problems, as
can enemies with ranged attacks such as archers.

Notable Skills

Blink Strike/Burst Strike: This skill is great to use against fast moving
enemies (such as wolves) and to close the distance while attacking enemy
archers/mages.

Stone Will/Steel Will: This skill is probably more useful for pawn fighters,
since they tend to take much more damage than human fighters.

Shield Summons/Shield Drum: Expect to use this often to draw aggression away
from your party. Pawn fighters use this skill frequently as well.

Shield Strike/Shield Storm: Many melee enemies have shields of their own.
Extremely useful against blocking enemies.

Vigilance: It's cheap and increases your HP. Why not?

Sinew: One of the best augments in the game, especially if you're playing a
light character. Remember that weapons and armor count towards your carrying
capacity.

Vehemence: Great for any non-magic using character.

#########
#STRIDER#
#########

Strengths: Ranged Attacks, Fast Melee
Weaknesses: Large Groups of Enemies, Ranged Attacks
HP Growth: Average
Stamina Growth: High
Attack Growth: Average
Defense Growth: Average
Magic Attack Growth: Average
Magic Defense Growth: Low

The strider is probably the easiest class to use early in the game as they have
both a ranged attack and a decently fast melee attack in case enemies get too
close. While their bow damage is weak initially, it has the advantage of having
both range and accuracy, especially when targeting a specific weak point on an
enemy (such as a cyclops eye). Since their stamina growth is above average
they can frequently dash around the battlefield to avoid enemies that get too
close. Even in close combat their dagger attacks are fairly effective as long
as you remember to use hit and run strategies. Just be careful not to use too
much special attacks as they can run out of stamina fairly quick if you spam
them often in battle. You also need to maintain situational awareness
frequently as well, as enemy fighters/warriors can put a world of hurt on you
if they hit you while you are focused on a distant enemy. Enemy archers can
also present a problem, since early on their damage output exceeds your own,
and if you trade shots at each other while the battle rages around you, chances
are good that you will lose out in the end.

Notable Skills

Scarlet Kisses/Hundred Kisses: Probably one of the best dagger skills in the
game. Best when used to target a vulnerable spot on a boss.

Quick-Loose: A no brainer if you're playing a strider.

Double Vault: Makes getting to hard to reach places a bit easier.

Forward Roll: One of the few evasion moves in the game. Can be a real life
saver against strong melee enemies.

Threefold Arrow/Fivefold Furry: You will probably use this skill the most in
battle. Just be careful not to use to too much as it can quickly drain stamina.

Endurance: More stamina is always good.


######
#MAGE#
######

Strengths: Homing Ranged Attacks, Elemental Attacks, Enchantments, Healing
Weaknesses: Large Groups of Enemies, Melee Attacks, Ranged Attacks
HP Growth: Average
Stamina Growth: Low
Attack Growth: Low
Defense Growth: Very Low
Magic Attack Growth: High
Magic Defense Growth: High

Mages are the only vocation with a healing spell, which makes having one in
your party extremely useful. They also have various elemental attacks, which
can do big damage when used against the appropriate enemies. They can also
bestow elemental damage to other characters making them extremely useful
indeed. On the downside, they are quite weak physically, which makes them quite
vulnerable to both melee and ranged attacks.

The primary attack for mages is a magic blast from their staff. This attack
homes in on nearby enemies, but targeting is nowhere near as precise as that
of bow users. Spells require a charging period before they can be cast, but
once they are charged the mage can slowly move around and cast it at will.

Helpful Hints for Mages

When casting a Boon/Affinity spell you can target yourself by clicking on the
left stick.

When casting a spell that auto targets an enemy you can manually aim the spell
by clicking on the left stick.

While casting a spell you can cancel it by jumping (works great as an evasive
maneuver).

When casting an Affinity/High spell you can cast the weaker version of the
spell by releasing the casting button when the yellow spell gauge is full.

Notable Skills

Anodyne/High Anodyne: Worthy of mention as it's the only healing spell in the
game. It will only heal HP up to the grey bar (current recoverable HP).

Ingle/High Ingle/Fire Boon/Fire Affinity: Since most enemies in the wilderness
are weak to fire (including undead at night), these spells are useful if you're
planning an extended trek to a far off destination.

Ice Boon/Ice Affinity: Very useful if you're going up against saurians.

Levin/High Levin: Extremely useful if you know you're going up against cyclops.

Holy Boon/Holy Affinity: If you're going into the catacombs or are planning to
go against an undead boss (i.e. Wights) you're going to want this.

Halidom/High Halidom: Primary used against poison, which can be a pain if you
have nothing else to use it with.

Spellscreen/High Spellscreen: Good all purpose spell for most situations.

Levitate: Useful for getting to places that even a double jump can't reach.
To avoid falling death use before time of impact, as you can't reactivate it
once you use it. Also falls in certain areas are instant death regardless if
you have this spell (such as Bluemoon Tower and Soulflayer Canyon).

Apotropaism/Perpetuation/Attunement: All are good choices for an aspiring mage.

------------------
Advanced Vocations
------------------

#########
#WARRIOR#
#########

Strengths: Melee Damage, Large Attack Radius
Weaknesses: Slow Attacks, Limited Skills, Flying Enemies, No Ranged Attacks
HP Growth: Very High
Stamina Growth: Low
Attack Growth: Very High
Defense Growth: Average
Magic Attack Growth: Low
Magic Defense Growth: Very Low

Whereas the fighter mitigates damage to the party by drawing enemy attention
and defending, the warrior mitigates damage by clearing out groups of enemies
in large, sweeping arcs. Warriors are all about melee and use powerful
longswords and warhammers to deal amazing damage. While their attacks are slow,
they cover a wide arc and can hit multiple enemies around them. They do have
problems hitting fast or flying enemies since they swing so slowly. One trick
is to use jumping light attacks since they come much faster than their regular
ground attack. Otherwise, the warrior's primary tactic is to get close to the
enemy and lay into them with wild abandon. They are limited to 3 weapons skills
so they don't have as much flexibility as other vocations, but the skills they
have are quite powerful.

Notable Skills

Spark Slash/Corona Slash: Being surrounded is a common occurrence as a warrior.
This skill hits all enemies around the user in a wide arc.

Battle Cry/War Cry: Similar to the fighter's Shield Summons/Shield Drum, this
draws attention away from vulnerable ranged/support characters.

Bastion: Since the warrior is going to be up close and personal with enemies,
having increased defense is always handy.

Clout: Since melee damage is the warrior's bread and butter, this augment is
very useful.

########
#RANGER#
########

Strengths: Long Range Attacks, Fast Melee
Weaknesses: Large Groups of Enemies, Ranged Attacks
HP Growth: Average
Stamina Growth: Very High
Attack Growth: High
Defense Growth: Low
Magic Attack Growth: Average
Magic Defense Growth: Low

The ranger is pretty much an upgraded version of the strider vocation. They
both use dagger and bow skills, except that the ranger uses a longbow instead
of a regular bow. The longbow has the greatest range of any missile weapon in
the game, and as a result the ranger can attack enemies long before they are
even aware of your presence. Since the ranger also has the highest stamina
growth of all vocations, they can pretty much dart about the battlefield at
will, using their accurate bow fire to target vulnerable areas of large foes or
using hit and run tactics. Think of them as striders with longer range and you
can't go wrong.

Notable Skills

Quick-Loose: Unfortunately, you need to purchase this skill again for longbows.
Fortunately, it's only 600 discipline points so it's a major bargain.

Sixfold Arrow/Tenfold Furry: The ranger's bread and butter skill.

Trajectory: Since the longbow already has an amazing range, increasing its
range makes a good thing even better.

##########
#SORCERER#
##########

Strengths: Ranged Attacks, Powerful Elemental Attacks, Enchantments
Weaknesses: Large Groups, Melee Attacks, Ranged Attacks, Spell Charge Time
HP Growth: Low
Stamina Growth: Low
Attack Growth: Low
Defense Growth: Very Low
Magic Attack Growth: Very High
Magic Defense Growth: Very High

Sorcerers are essentially mages with an emphasis on offense. They lose the
healing spell Anodyne, but gain several impressive elemental spells in return.
Unfortunately, these spells require an extremely long casting time, during
which the sorcerer is very vulnerable to attack. But when they do go off, they
are among the most damaging attacks in the game. A high level sorcerer can
often annihilate a boss type monster in a matter of seconds with the right
spell. Other than the fact they use archstaves rather than staves, sorcerers
play the same way as their mage counterparts.

Notable Skills

Necromancy/High Necromancy: This spell is probably more useful for pawn
sorcerers, as they tend to get into trouble far more often than human
characters. It adds a layer of defense for them in battle, although oddly
enough they tend to cast it after the battle more often than not.

Voidspell/High Voidspell: One of the most useful spells in the game. Cures
all negative status effects, including the dreaded petrification. Unless your
sorcerer is silenced, then you are totally screwed.

Maelstrom/High Maelstrom: Either one of the best offensive spells in the game,
or the worse, depending on your point of view. Creates a huge tornado that
sucks all nearby enemies into it, causing huge amounts of damage. Against boss
type monsters it also causes large amounts of damage, often killing them
outright at higher levels. The downside to this spell is that it completely
obscures all sight within its radius (which is huge), which prevents you from
seeing anything while the spell is in effect. This can lead to some rather
unpleasant situations, such as falling off a cliff or running into the boss
monster's attacks (lighter enemies will fortunately be unable to do much of
anything while the spell is in effect). The absolute worst scenario for this
spell (which has occurred to me more than once) is when your helpful sorcerer
pawns decide to use this against a golem. Not only does this spell have no
effect on a golem, but it completely obscures the golem's weak points while
leaving it free to stomp on you while you flail blindly about.

----------------
Hybrid Vocations
----------------

Note: Hybrid vocations are not available to pawn characters.

###############
#MYSTIC KNIGHT#
###############

Strengths: Strong Melee Attacks, Enchantments, Magick Cannon/Great Cannon
Weaknesses: Spell Charge Time
HP Growth: High
Stamina Growth: Average
Attack Growth: Low
Defense Growth: Average
Magic Attack Growth: Average
Magic Defense Growth: Average

The mystic knight is an interesting combination of the fighter and mage. They
are the only vocation that can use maces which have high attack power. While
they share some of the fighter's sword skills, they also have several unique
magical attacks. In addition, their magick shield allows them to add elemental
enchantments to not only their own weapon, but to nearby party members as well.
While they can use staves like a mage, the only new spell they have access to
causes sleep, which isn't particularly exciting.

Notable Skills

Perilous Sigil/Ruinous Sigil: Since most enemies tend to make a beeline for you
once you get their attention, it can be ridiculously easy to bait them into a
sigil if you know where they are ahead of time. Great to use in narrow passages
and chokepoints. Not as effective against boss type monsters as they can just
plow through it.

Magick Cannon/Great Cannon: Arguably the best skill in the game, especially
when upgraded to the Great Cannon. Has great homing ability and can be spammed
over and over on regular enemies and boss monsters alike. It also picks up your
weapon's current enchantment, making it deadly against enemies with a
definitive elemental weakness.

X Enchanter/Trance: A bit better than the mage's boon/affinity spells as they
enchant the weapons of all nearby allies as well as your own. Enchanter spells
don't last too long so upgrade to the trance versions as soon as you can.

Fortitude: Great skill for just about any class, especially those that have a
lower than average defense (i.e. mages/sorcerers).

Restoration: If your pawns die frequently, or if you're planning to go up
against a tough boss that you know will eat your pawns for breakfast, this
skill is a must have.

##########
#ASSASSIN#
##########

Strengths: Range Attacks, Melee Attacks
Weaknesses: Requires Solo Play to Reach Full Potential
HP Growth: Average
Stamina Growth: Very High
Attack Growth: Very High
Defense Growth: Low
Magic Attack Growth: Low
Magic Defense Growth: Very Low

The assassin is a rather unique hybrid of the fighter and strider. They can
equip both swords and shields or daggers and bows, making them a natural
progression of the fighter or strider class respectively. What makes them
particularly interesting is that they have two skills that can exponentially
strengthen any vocation, but only at night and if you have no pawns with you.

Notable Skills

Stealth/Invisibility: This skill is more invincibility rather than
invisibility, as you cannot be damaged while "invisible". Still, it's one of
the most powerful abilities in the game.

Bloodlust/Autonomy: Bloodlust drastically increases strength and magick at
night, and autonomy has the same effect but only if you have no pawns with you.
Both skills stack with each other, so you can imagine how outrageously powerful
an assassin can get under the right conditions. For autonomy to work you'll
need to get rid of your main pawn, which you can conveniently do by dropping
them into deep water or off a high cliff.

###############
#MAGICK ARCHER#
###############

Strengths: Homing Ranged Attacks
Weaknesses: Magick Bow not as Accurate as Regular Bows
HP Growth: Average
Stamina Growth: Average
Attack Growth: Low
Defense Growth: Average
Magic Attack Growth: Average
Magic Defense Growth: High

A hybrid of the strider and mage, magick archers use magick bows that fire
bolts of magical energy that automatically home in on targets that it locks on
to. Damage is based on magick rather than strength, so former mages tend to
transition well into this vocation. They can use both daggers or staves as
weapons, but the only unique spell they have curses enemies, so it's nothing 
too exciting. While having an auto lock on feature and homing shots for the
magick bow makes targeting and hitting enemies a breeze (especially at night),
it can be difficult to target specific areas on a boss. It's interesting to
note that Magick bow skills have a default elemental affinity for each one.
This element cannot be changed even with an enchantment, although regular
magick bow shots are affected normally.

Notable Skills

Threefold Bolt/Sixfold Bolt: This multi-shot attack has the ice element, making
it quite effective against enemies weak to ice (such as saurians).

Seeker Bolt/Hunter Bolt: Can lock up to 5 (10 when upgraded) enemies at once.
Has the holy element. Against large enemies with multiple targetable locations
(such as chimeras) will target every location on them, causing massive hits.

Potential: More stamina is always nice.

Regeneration: This skill recovers 1 HP about every 3 seconds. You might be
wondering how this is better than anodyne, which recovers HP at a much faster
rate. While anodyne does indeed recover HP much faster than this skill, it
should be noted that it will only heal up to the grey bar on the health meter
(maximum limit for healing spells), while this skill can recover HP up to your
HP max. Once you've recovered as much as you can with anodyne, this skill will
over time restore you to maximum health. Considering how much time you usually
spend on the road, this skill is extremely useful for topping of your HP on
long journeys.

O--------------O
|4. Walkthrough|
O--------------O

##########################
#The End at the Beginning#
##########################

The prologue is pretty much a tutorial for the game's controls. You control a
fairly high level fighter so you won't have to worry about dying any time soon
(that comes later). Your main pawn is also a decent fighter as well. Go ahead
and use the lantern from your inventory. The lantern uses oil as fuel, but you
don't have to worry about that for now. The dragon will make an appearance and
take a pot shot at you, but you can't do much about it at this point. You can
however lay into the two  goblins that appear shortly after. Kill them and
proceed down the path until you reach the riftstone. Use it to summon two
additional pawns (a strider and mage) to your party.

Continue onwards to the next area where you'll face a group of goblins and
hobgoblins. With your party take them all down. Don't worry if you take too
much damage, as your mage will heal you after the battle. Go up the stairs and
into the next corridor, where you'll find a survivor fighting two goblins in
a side room. In the next open room a snow harpy will make its appearance. Try
to use a jump attack to hit it while it flies low. Otherwise, you'll have to
wait until your pawns hit it with an attack to drop it to the ground, where you
can finish it off with sword strikes.

Drop down to the center of the room where more goblins, hobgoblins, and snow
harpies appear. Kill them until the nearby gate opens, and then follow the men
to the next area. As you try to leave a chimera appears.

BOSS FIGHT: CHIMERA

Ideally you will want to take out the snake head first, followed by the goat
head, and finaly the lion head. Circle around to the chimera's rear while your
pawns keep it busy. Be careful to avoid the venom spray that the snake head
spits out or you will be poisoned. Jump onto the chimera's hindquarters and
start attacking the snake. With a few good whacks the snake head should fall
off. The shock will cause the chimera to drop to the ground. Use this
opportunity to get as many hits on the goat and/or lion head as possible. When
the chimera gets back up focus your attacks on the goat head next. Be careful
when approaching from the rear as the chimera can hit you with its hind legs.
Hop on the chimera and hack away at the goat head. The chimera might roll over
on the ground to shake you off, but if that happens just jump back on and try
again. If by chance you get critically wounded during the battle, feel free to
use one of the many curative items in your inventory.

Once the snake and goat heads are taken care of, it's only a matter of time
before the lion head falls as well. The lion head can let out a roar that will
stun anyone nearby, but at this point the battle is pretty much over. Continue
to wail on the lion head until victory is yours.

##########################
#Harbinger of Destruction#
##########################

You can't win this obviously scripted battle, so just go up to the dragon and
start attacking it (try jumping on its leg and attacking it for fun). When you
wake up you'll be prompted to choose your initial vocation. You won't be able
to change it for some time, so choose carefully. Once you've made your choice,
try to leave and a cut scene will play. At this point you are free to explore
Cassardis. The next part of the story will occur when you try to leave town.
Until then go ahead and take a look around town, looting everything that isn't
nailed down. There are a lot of items hidden in boxes, and nobody seems to mind
you taking their stuff from their houses. There are actually a few side quests
that you can do without even leaving town. People with side quests are
indicated with a green speech balloon over their head.

OPTIONAL SIDE QUESTS

Floral Delivery
Objective: Gather 5 Sunbright and 1 Moonglow for Benita.
Benita has set up a triage in the middle of town after the dragon attack, and
she needs your help gathering herbs to treat the wounded. Sunbright can be
found growing around the base of large trees outside of town, but only during
the day. Once you find and bring her back 5 Sunbright she will ask for a
Moonglow. Moonglow can be found at night in a small cove southeast of town. 

Goblin Raid (Cassardis Inn Notice Board)
Objective: Kill 10 goblins.

Grim Tidings
Objective: Tell Merin about Cortese's death and report back to Elvar.
Elvar can be found in the church on the hill south of town. Talk to him and
he'll tell you that Cortese died during the dragon attack, but he didn't help
him. He's too ashamed to tell Cortese's brother Merin about his death, so he
wants you to go in his stead. Go and talk to Merin and report back to Elvar to
complete this quest.

He Should Be So Lucky (Cassardis Inn Notice Board)
Objective: Kill 5 rabbits.
Rabbits can be found just outside of Cassardis near the entrance to town.

Lost Faith
Objective: Find the scriptures and return them to Clemente.
In the church you'll find Clemente who has lost his scriptures. You can find
them on the roof of a building near the church.

Rat Catcher (Cassardis Inn Notice Board)
Objective: Kill 7 rats.
You can easily complete this quest by killing the giant rats in the well later
in the game.

#############
#Upon a Pawn#
#############

When you try to leave Cassardis a pawn will appear and automatically join you.
His name is Rook and he's quite a useful mage. Your next objective is to make
for the encampment west of town. Along the way you will encounter a merchant
under attack by goblins. Kill them all with the help of Rook, and then talk to
the merchant. His name is Reynard and he'll give you a cloak as a reward, which
you can equip for a bit of extra defense. Continue onwards until you reach the
encampment.

####################
#Call of the Arisen#
####################

When you enter the encampment a voice will call out to you. Go to the riftstone
and examine it. Before you can call upon pawns you will need to be tested
first. Go back towards the entrance and a scene will play. Follow the guards to
the eastern gate and exit to fight a boss.

BOSS FIGHT: CYCLOPS
Weak Point: Eye
Weak Against: Thunder

This isn't too difficult of a fight considering that the cyclops has been
somewhat weakened already. Go ahead and take out the goblins first so that you
can concentrate your efforts on the cyclops. The strategy to use depends on
your current vocation. Fighters should try to climb up on its back and hit the
head. Striders should target the eye, which is the cyclops' vulnerable spot.
Mages should also target the eye with magick. If you have the Levin spell,
target the eye with it to do major damage, as cyclops are weak to thunder.

Once the cyclops is slain loot anything it drops and return to the encampment.
Examine the riftstone again and you'll be able to create your main pawn. This
pawn will always be in your party (unless you kill them on purpose, but even
then they will reappear when you activate a riftstone). Unlike regular pawns,
your main pawn can change vocations and gain levels. You'll probably want to
initially make your pawn a vocation that complements your own (i.e. mage if
you're a fighter, fighter if you're a mage, etc.). Pawns also have personality
attributes as follows:

Scather: Engages nearby enemies. Raise by engaging enemies as soon as they
appear.
Medicant: Avoids combat and heals frequently. Raise by recovering health or
removing status effects.
Mitigator: Attacks weak enemies first. Raise by attacking weak enemies first.
Challenger: Attacks strong enemies first. Raise by attacking ranged or support
enemies first.
Utilitarian: Uses skills frequently. Raise by using support skills and
enchantments frequently.
Guardian: Protects main character as a priority. Raise by using "Help" and
"Come" commands frequently.
Nexus: Uses support skills on party. Raise by healing and removing negative
status effects frequently.
Pioneer: Frequently scouts ahead of party. Raise by using the "Go" command
frequently outside of combat.
Acquisitor: Frequently gathers items nearby. Raise by picking up items
frequently.

You can also influence your main pawn's personality by using knowledge chairs
located at inns or certain campsites. Once you've created your main pawn, go
ahead and recruit two secondary pawns from the riftstone. It's recommended that
you include at least one mage with the anodyne spell and preferably fire boon.
A well balanced party should include at least one of each of the basic
vocations (fighter, strider, and mage). The last vocation is up to you, but you
can't go wrong with another mage in the party. Once you have your party
assembled head back outside. A knight by the name of Ser Berne will stop you
and offer to train you in group tactics.

#####################
#Strength in Numbers#
#####################

This is yet another tutorial, this time focusing on group tactics. If you've
brought a full complement of pawns you shouldn't have a problem completing any
of the training exercises. The first test involves carrying boxes from various
locations and moving them to the indicated target area. Try not to go for the
boxes that your pawns are already headed for. The second test involves hitting
training dummies. If you're a ranged character target the dummies that are
on top of the structures. Otherwise, focus on the ground targets nearby first
and your pawns should take care of the rest. The final test is the same as the
second, except that the red targets can only be knocked down with physical
attacks and the blue targets can only be knocked down with magick. If you have
two mages in the party this should be a piece of cake.

##################
#A Rude Awakening#
##################

Once your training is complete, talk to Mercedes who is standing nearby. Take
up her offer to rest. The next day you wake up to find an unexpected guest.

BOSS FIGHT: HYDRA

Weak Against: Slashing Weapons
Like the earlier dragon fight, this is not a battle you can win (at least not
until much, much later in the game). Your primary goal is to drive off the
hydra by cutting off one of its heads. If you're a fighter you need to make a
daring leap and climb up one of its necks as close as possible to its head, and
then slash away until the head comes off. Striders can do the same, but it
might be safer to just shoot the neck with missile fire instead. Mages should
just fire spells at the hydra and let the pawns do most of the work. Sooner or
later one of the heads will come off and the hydra will retreat.

After the battle Mercedes will thank you for driving off the hydra and asks
that you meet up with her at the Mountain Waycastle to the north so that you
can escort the caravan taking the hydra's head to the duke. Doing so will
move the story forward, but there are a few optional quests that you can do
in the meantime.

OPTIONAL SIDE QUESTS

An Uninvited Guest (Cassardis)
Objective: Catch the thief in Cassardis.
You can start this quest by talking to the innkeeper Pablos back in Cassardis.
He'll tell you about a thief that has been stealing items from shopkeepers.
Talk to Astella and Heraldo (it might take some time before Heraldo to return
to his shops since he has a strange schedule), and then return to Pablos.
Rest until evening, and patrol the streets until you spot the thief. You will
need to grab him using a grapple. It can be tricky since he moves so fast.
However, he does tend to double back on his route so if you wait near a narrow
point (such as the stairs leading up to the church) you might have an easier
time grabbing him as he comes back. If you take too long to catch him he will
get away, but you can always try again the following night.

Basic Training (Encampment Notice Board)
Objective: Kill 8 spiders.
Spiders can be found just about everywhere underground.

Deep Trouble (Cassardis)
Objective: Kill all the saurians in the Dripstone Cave.
When you enter Cassardis a soldier named Poll will mention that he heard the
sound of monsters coming from the well. If you agree to enter the well he'll
give a lantern to use. Down the well you'll encounter giant rats and bats,
which doesn't seem to be too much of a deal. However, the tunnel eventually
leads to a large underground cave with a great deal of saurians. The saurians
are incredibly tough early on in the game. If you do decide to fight them,
make sure you have a mage that can cast ice boon, as they are weak to it. Try
to circle around the saurians and attack their tail, as once it is cut off
they become greatly vulnerable to attack. Once the saurians are killed talk to
Poll for your reward.

Extermination (Cassardis Notice Board)
Objective: Kill 24 giant bats.
Like spiders, bats can be found just about everywhere underground.

Guard Duty (Cassardis)
Objective: Escort Madeleine to the encampment.
You'll find a traveling merchant by the name of Madeleine in the Cassardis inn.
She'll ask for an escort to the encampment. This is one of the more easier
escort missions in the game, as the encampment isn't very far from Cassardis
and you will at most only encounter goblins along the way. Madeleine will stop
occasionally to pick up some random items, but otherwise you should have no
problems getting her to the encampment in one piece. Once there Madeleine will
ask for 1,000 gold to help her set up shop at Gran Soren. Go ahead and give her
the money if you want to increase your relationship with her.

Hounded By Fate (Encampment Notice Board)
Objective: Kill 10 wolves.
Wolves can be found on a path north of the encampment on the Manamia Trail.

Lost and Found (Cassardis)
Objective: Find Quina at Witchwood and escort her to the witch.
When you leave the encampment Elvar shows up and tells you that Quina has gone
missing. You can officially start this quest by heading back to Cassardi and
talking to the chief Adaro who is waiting by the gate. He'll tell you that
Quina might have headed towards Witchwood. 

The path to Witchwood is the Manamia Trail, which is just north of the
encampment. Head southwest fighting a pack of wolves along the way. Near the 
top of the path you'll notice a very large boulder. The boulder (along with two
smaller ones) will come crashing down the moment you approach, so be prepared
to get out of the way. You can also trigger the boulder to come down by hitting
it with ranged attacks. Once the boulder is gone several bandits will appear
when you get to the top of the trail. At this point early in the game chances
are that the bandits are considerably stronger than your party, so you might
just want to run quickly past them and continue southeast to Witchwood. If you 
do decide to engage them be ready to use hit and run tactics as they are quite
tough. Past the initial group there are even more bandits waiting further along
the trail. Fight or run past them and continue southeast until you reach 
Witchwood.

Compared to getting there, Witchwood is much easier in the enemy department.
You will primarily encounter wolves and the occasionally spiders. There is a
persistent fog that obscures the map, but it can be cleared by destroying
certain totems in the area. When you enter Witchwood you'll encounter Quina.
You will need to escort her to the witch's house deep within Witchwood. Keep
her safe from enemy attacks and head east. Eventually you will find a small
house where you'll meet the witch Selene. Go ahead and raid her house for
items, particularly the bronze idol outside by the window. The bronze idol is
a quest item, but it also gives you a 10% discount on shop items as long as it
is in your inventory. From Selene's house head north to a small path which will
take you to a cliff overlooking Cassardis. Head back to town and talk to Adaro
for your reward.

Ruffled Feathers (Encampment Notice Board)
Objective: Kill 2 seabirds.
Seabirds can be found in Cassardis in the beach area.

###################
#Off with its Head#
###################

It's recommended that you start this quest early in the morning as opposed to
later, as depending on how well you do clearing a path for the caravan it may
end up being dark by the time you reach Gran Soren. And night means reduced
visibility. And undead. If the undead so come out having fire boon will help as
undead are weak to it.

Follow the path north from the encampment and head up the hills, fighting
bandits along the way. At the Mountain Waycastle you will meet up with Ser
Mercedes and the caravan carrying the hydra's head. This is an escort mission
and you will need to protect the ox pulling the cart. Note that the cart will
not move unless you are nearby, so you can scout ahead and clear the way
beforehand if you like. During the first leg of the journey the caravan will
be attacked by goblins, followed by harpies. Wolves will make an appearance
later on as well.

When you reach a break in the road (a mountain cottage will be in the distance)
face the path leading downwards and take a look at the area directly behind it.
There should be a gigantic boulder nearby. Dislodge it with a ranged attack so
it doesn't come down later and crush you (or the caravan) as it comes rolling
down. If you don't have a ranged weapon you will need to coax the rock to come
down after you by heading down the path and dodging to the side. Make sure you
do this before the cart goes down the path.

At the end of the downward path the caravan will encounter a large gate along
with a large group of goblins. Fight through them and activate the lever on
the gate. Even more goblins will pour through. Fight them off before they can
get to the cart. Once they are taken care of you have a clear shot at the
capitol. The only thing stopping you are a few bandits along the path. If night
has fallen at this time, you will be facing the undead. Holy boon is quite
effective against them, but fire boon works just as well. Once the caravan
reaches the gates of Gran Soren the quest is complete.

#######################
#A Matter of Myrmidons#
#######################

Your first goal in the city is to head for the pawn guild in the craftsman's
quarter to the northwest of the city. Before that you can change your vocation
at the Gran Soren Union Inn, upgrade your weapons and armor at Caxton's armory,
purchase supplies at Camellia's apothecary, and get new quests at the notice
boards at either the inn or the ale house (which is just southwest of the
fountain). There's also a business in the southeast of the city called the
Black Cat that sells expensive items and can make duplicates of items in your
inventory, which might come in handy later on. Take the time to adjust your
party and inventory and explore the urban quarter before moving on to the pawn
guild.

To the right of the pawn guild is a circle surrounded by several crystals.
This a portcrystal and you can use a ferrystone to teleport to this location
from anywhere in Gransys. You can find a ferrystone here initially, and it
will respawn after a long period of time. Enter the pawn guild and talk to
Barnaby to complete this quest.

OPTIONAL SIDE QUESTS

A Troublesome Tome
Objective: Find Salomet's Grimoire and return it to Steffen.
You can find Steffen wandering the area behind the Union Inn. He's searching
for the legendary tome Salomet's Grimoire. Talk to Camellia at the apothecary
and she'll mention that thieves might have taken it. You'll notice a location
marked on the map by the encampment. Make your way there to find someone
under attack by bandits. Rescue the individual and talk to him to find out that
the grimoire was taken by bandits to their hideout. That hideout is the ruins
of Aernst Castle, which is to the west of Witchwood. If you haven't been there
already, the path is to the north of the encampment. Follow the trail southwest
and south until the branch in the road. Take the southwest path and you should
see it in the distance. Note that there are a ton of bandits along the way, and
unless your party is at a high level it is recommended that you take things
nice and slow instead of trying to plow through the bandit hordes.

The ruins are loaded with bandits and you have two options of dealing with 
them. If you don't provoke them (i.e. attack them) you can just walk through
the bandits and they won't attack. You can even loot their chests and they 
won't even mind. The second is to just kill them all. If your party is low 
level this approach is not recommended. There are a large number of archers in
their midst, and their attacks are quite powerful. Rushing in is a bad idea, so
use hit and run tactics and try to take them down using ranged attacks and
running away as they get close. 

The grimoire is located in a chest at the very top of the castle, so you'll 
need to do some jumping around to reach it. There is also a wakestone shard 
located to the west of the ruins near the oceanside. It's on a small tower off
to the side attached to a small bridge (it's on the ground, not in a chest). 
Grabbing it now will help out in a later quest. Return the grimoire to Steffen
for your reward. Don't worry. He'll come through later in the game.

Bone of Contention (Pawn Guild Notice Board)
Objective: Kill 36 skeletons.

Dire Straits (Pawn Guild Notice Board)
Objective: Kill 15 direwolves.

Epicurean Delights (Alehouse Notice Board)
Objective: Obtain 5 kept sour ambrosial meat.
Ambrosial meat is a rare drop. Sometimes ox will rarely drop them. Ambrosial
meat goes sour after 2 days, at which point you need to combine it with an
airtight flask to create kept sour ambrosial meat.

Foreign Service (Alehouse Notice Board)
Objective: Obtain 20 seeker's tokens.

Head Count (Alehouse Notice Board)
Objective: Obtain 66 skulls.

Land of Opportunity
Objective: Help Fournival evict the tenants Jasper, Sara, and Pip.
When you first encounter Fournival (either on the street or in his manor in the
noble quarter) he'll ask for your assistance in helping convince some his
tenants to leave his property. You'll need to talk to each tenant in turn.

Japser is usually hanging out in the area behind the Union Inn as a doomsayer.
Talk to him and he'll tell you that he needs the consent of his family before
he'll make a decision. His wife Sara is usually near the market by the
fountain area. She needs some time to think things over. That leaves Jasper's
son Pip. Pip is initially in the noble quarter near the gate that leads to the
craftsman quarter. Talk to him and he'll run off. He's actually on top one of
the houses in the craftsman quarter near the wall. You'll need to jump onto
the rooftops to reach him. Talk to him and Pip will run off yet again. This
time he's in the urban quarter near the aqueducts. You'll need to run after
him and grab him. Once you've caught him he'll give up and agree to leave. Go
back and talk to Jasper. You may have to wait an additional day if Sara is
still deciding, but eventually after talking to all three of them Jasper will
agree to leave, but asks you for 30,000 gold to help with moving expenses.
Fournival will pay you 40,000 gold for your help, so you won't lose any money
in the end.

Reaper's Scorn
Objective: Bring a wakestone back and revive Wilhem.
You'll find the blacksmith Austine near the pawn guild. His son Wilhem has just
died and he is trying to revive him using a wakestone. Unfortunately, he only
has two wakestone shards and needs a third to create a wakestone. If you did A
Troublesome Tome earlier you already have a wakestone shard and can complete
this quest right away. Otherwise you'll need to find a wakestone shard. They
are rare items until late in the game. You can always buy one from Fournival
for 15,000 gold. Your best bet is to just go to Aernst Castle and grab the one
there while you're getting Salomet's Grimoire.

Reveille Revelry (Alehouse Notice Board)
Objective: Obtain 50 war bugles.

Sisters in Peril (Pawn Guild Notice Board)
Objective: Kill 2 ogres.
You'll end up killing 3 ogres on your way through the Ancient Quarry, so you
might as well pick this one up.

The Absent Apprentice (Pawn Guild Notice Board)
Objective: Kill 45 rabbits.

Trail of Corruption (Alehouse Notice Board)
Objective: Find the gift ledger and bring it back.
The gift ledger can be found in Fournival Manor in the noble quarter.

Witch's Brew (Alehouse Notice Board)
Objective: Give Selene a Gransys herb and bring back a herb ale.
You can actually give Selene a Gransys herb and get a herb ale during the Lost
and Found side quest. Otherwise you'll need to head back to Witchwood and get
it from her. Gransys herbs can be found all over the place so you shouldn't
have any trouble getting one.

###################
#Lure of the Abyss#
###################

Barnaby wants you to explore the Everfall. Before you do so, it is highly
recommended that you bring as much stamina restorative items as possible. If
you need some there are ox just outside of Gran Soren near the southwest gate
of the city. They drop meat items and respawn when you enter and exit Gran
Soren. It is also recommended that you bring a mage with holy boon as you will
be facing a considerable amount of undead in the Everfall.

The Everfall is primarily a long circular stairway leading downward. Initially
you'll face bats and spiders. You'll need to make a detour along the way
through a side passage due to a blocked gate. There are a great deal of
skeletons in the next area and they blend in with the darkness, so you might
want to get out your lantern in this area. Eventually you'll come back to the
main stairway. Pulling the lever will open all the gates blocking the
stairway, but will at the same time close all gates leading to the side
passages.

A short distance away you'll encounter the first ogre in the game. In fact
chances are you'll hear it long before you see it. Be sure to save the game.
Ogres are fast and tough boss type monsters, and if you try to take them down
conventionally this early in the game you'll have a tough time doing so.
However, there is a trick you can use to your advantage here. Ogres tend to
dash and flail about wildly, and it is entirely possible to lure the ogre to
the side of the stairway and fall to its doom. In fact, during the course of
the battle the ogre may actually fall off on its on volition. Aim for the
ogre's face with ranged attacks or magick spells. When you get its attention
try to put yourself between the ogre and the edge. When the ogre charges get
out of the way and hopefully he'll go off the edge. Of course, this may
backfire and the ogre may end up knocking you over the edge, but that is why
you saved beforehand, no?

Past the ogre you'll encounter several groups of undead and undead soldiers.
Hopefully your mage has holy boon, but fire boon works just as well. At the
very bottom of the Everfall you'll find a glowing circular device. Examine it
and all hell breaks loose. Your new objective is to escape the Everfall by
the same way you came in. Except this time you'll be hounded by unlimited
tentacle monsters that cast highly damaging spells. Don't bother fighting
them. There are an unlimited number of them and you don't get any experience
for your trouble. They are also quite capable of killing you, so beat feet
back to the surface ASAP. Your pawns are probably going to get killed along
the way, but as long as you survive that's all that matters. Sprint all the
way up the stairway and don't stop for anything. If you run out of stamina go
ahead and eat any stamina restoring items in your inventory (fish, mushrooms,
meat, you did remember to stock up beforehand didn't you?) and continue
sprinting towards the exit. Afterwards revive your pawn (and get new pawns if
necessary) at the riftstone and talk to Barnaby to complete the quest.

When you try to leave the pawn guild a soldier will appear and ask you to meet
Ser Maximilian in the noble quarter. You'll also get a Wyrm Hunt license, which
gives you a small discount for the shops in Gran Soren as long as it is in your
inventory. When you talk to Ser Maximilian he'll give you a choice of four
quests to complete. You can choose to take on any or all of them, but you need
to complete at least two of them to move the story forward. There are also a
few optional side quests you can take on at this point.

OPTIONAL SIDE QUESTS

Chasing Shadows
Objective: Follow the suspect from the castle and report back to Arsmith.
Find Mason near the fountain. He'll ask you to follow a suspicious individual
from the castle at night. Wait until nightfall and approach the castle in the
noble quarter. Follow the suspect, but keep your distance (his movements will
be tracked on the map so you can keep track of him even when he's out of
sight). He'll end up in the urban district. After the cut scene go back to the
alehouse and talk to Arsmith to complete the quest.

Escort Duty (Available after completing Chasing Shadows and Land of 
Opportunity)
Objective: Take Symone on a tour of Gran Soren.
Note: You cannot complete this quest while Trials and Tribulations is active.
Before you undertake this quest, grab a flask of water from your storage. Talk
to Fournival at his manor and he'll ask you to accompany his daughter Symone
around Gran Soren for the day. Follow Symone as she makes her way to the urban
quarter (closely, but not too closely). She'll bump into someone on the way,
but don't worry about it. As you get to the market she'll ask you to play a
game of hide and seek with her. She'll either be in the Union Inn or alehouse.
Afterwards she'll wander about the market for a while, and then head for the
craftsman quarter. As she gets to the entrance, she'll complain of being
thirsty. Give her a flask of water. She will then challenge you to a race
through the craftsman quarter. Follow her closely (again, not too closely) and
don't lag too far behind otherwise she'll know you were letting her win on
purpose. Keep up with her until she reaches the gate. If you kept close to
her, found her quickly when she hid, gave her a drink, and let her win the
race, you should receive a gold idol as a reward when you speak to her 
afterwards. The gold idol is one of the best items in the game, as it gives you
a 30% discount on all items in the game. Note that you don't have to carry it
yourself as it will work just as well in your main pawn's inventory.

############
#The Cypher#
############

There are three people in Gran Soren who might know about the slate. The first
is Josias, a farmer in the field in the craftsman quarter. He can't even read,
so he's not a big help. The second is Mountebank at the Black Cat. While he
can read the slate, it doesn't make any sense since it's a cypher. The last
person is Maurin, who can be somewhat difficult to location since he moves
around the city. He tells you to head for the Hillfigure Knoll, which is to
the north of the city.

Head north across the bridge and follow the conquest road east to the Windbluff
Tower. Continue past the tower and head north to Hillfigure Knoll. Expect to
encounter snow harpies, direwolves, and even a cyclops along the way. Once you
reach Hillfigure Knoll an event will occur. Afterwards, loot everything in the
cave (including a bronze idol if you didn't already get one from Selene's house
earlier). Note that you can find a wakestone shard on the hill drawing located
near the chest area (where the "heart" is). Make your way back to Gran Soren
and report back to Ser Maximilian to complete the quest. Make sure to dump the
slate into storage afterwards or it will just take up a considerable amount of
space.

###################
#Seeking Salvation#
###################

You need to investigate the Salvation cult by talking to several people in
town. Eventually you will be directed to go see Mason, who is hiding in the
slums near the aqueducts. He'll give you a Salvation Badge. Continue talking to
the people indicated on the map and you'll eventually find out that Salvation
meets in the catacombs. The catacombs are a fair distance away from Gran Soren.
Head north past the bridge and follow the road west to get there. Make sure
you have mages with holy boon/affinity, as the catacombs are filled with
undead. It's also quite dark in there, so bring a lantern and some oil. Note
that you can open sarcophagi like treasure chests. Sometimes you find items,
other times undead. Some sarcophagi are filled with a miasma that can curse
you, but if you examine the sarcophagi closely you can see dark mist coming
out of it. Unfortunately, your pawns tend to be treasure hunting happy and
tend to open them will zeal. It shouldn't be much of a problem if they can
cast high halidom or voidspell.

The first gate you come to is locked, so you'll need to go the long way around.
Fight through the undead until you come to a room filled with sarcophagi and a
level. Pull it and continue until you reach the same door that was locked
earlier. Smash the bar for a handy shortcut, then pull the nearby lever to
activate the elevator to the next floor.

The next gate is locked so you'll need to take a detour to a large room filled
with yet more undead. Note that the ghostly phantoms are immune to physical
attacks, so if you're playing a melee or bow wielding vocation you need to have
an enchantment to deal any damage to them. Activate the level to proceed to the
next area, which has skeleton mages. The path splits left and right, but both
ways lead to the same area. Make sure to save as the said area contains
skeleton knights that can kill you quickly if you aren't careful and rush in.

Head down the ladder and carefully make you way past the undead on the narrow
pathway. An ogre waits for you nearby. It is possible to try to lure the ogre
off the narrow ledge, but it's also pretty risky as you can easily get knocked
off as well. You can also try to just run past the ogre. If you do decide to
fight the ogre, use hit and run tactics and use the layout of the cavern to
hide from its attacks. Visibility is poor and the ogre can move fairly quickly,
so it can be a tough battle. If you do manage to defeat the ogre make sure to
loot and mine the area afterwards.

The next area is a large series of rooms in the shape of an E. Be sure to loot
all the items at the ends of the E. The Salvation meeting is to the west, but
before you head there make sure to take the passage south first. It leads to a
barred door (which you can break from this side) that leads to a rear entrance
to the catacombs. This rear entrance is located near Gran Soren and makes a
very handy shortcut if you need to get to the catacombs in the future.

Drop down to interrupt the Salvation meeting and get ready for a Resident Evil
style zombie killing fest. Afterwards, head to the next room to find Mason with
a captured Salvation cultist. You can either let him go or kill him. Killing
the cultist pleases Mason, but otherwise there isn't any real pros or cons on
either decision. After you decide his fate, continue along the passage and exit
the catacombs (this exit leads to the area under the bridge). Report back to
Ser Maximilian to complete the quest.

######################
#The Watergod's Altar#
######################

Talk to Geffrey in the Gran Soren cathedral. He'll tell you of an expedition
that was sent to the Watergod's Altar. It's located west of the Mountain
Waycastle, so you have quite a bit of travelling to get there. From the
Mountain Waycastle head south and around to the west, eventually leading to a
ravine. You need to jump to the right side and continue west to the waterfall.
Talk to Haslett who is waiting outside, and the proceed into the door past the
falls.

Make your way through the area until you reach a lever switch missing the
lever. Head down a ladder to the west. In the next area a large group of
saurians awaits. Ice spells and enchantments will make things a lot easier
here. Once the initial group of saurians has been dealt with, a second group
will appear. Kill them all and loot the room they just came out of. Inside
you can find the missing lever. Head back the way you came and use the lever to
lower the bridge.

The next area is wide open with several skeleton mages about. There are also
several cloaked sulfur saurians hanging on the walls that will leap on you as
you pass by. They can be hard to see, but if you look closely you can make out
their outline on the walls. Proceed carefully around the left side to make your
way to the large central offering chamber.

Examine the body on the floor. You will be prompted to report back to Haslett.
Before you do so it would be a good idea to take out the cyclops in the back of
the chamber. He doesn't have a helmet on and the area is rather large, so you
should have no problem avoiding his attacks and taking him down. The cyclops
drops the Watergod's Altar key when you kill it. Now you can open the locked
door that you encountered previously. Before you leave make sure to loot all
the chests in the area. Make your way back to Haslett. He'll ask you to
continue exploring the ruins. Your mission now is to lower the water level in
the dungeon and bring back five altar slates.

Head back to the lowered bridge and unlock the gate to the east using the key.
As you make your way downwards look out for yet more cloaked sulfur saurians
hanging on the walls. You will eventually reach an area with a large number of
skeleton knight and mages. Nearby is a pressure switch that will lower the
water level throughout the entire area. Now you can access the lower levels.
The slates you need to obtain are indicated on your map. Some are on the higher
levels while some are on the lower ones. Expect to encounter a large number of
undead as you search, including specters. In one of the areas is another
cyclops, but this one is very weak so you should have no problems taking it
out. Once you manage to obtain all five altar stones head back outside and talk
to Haslett. Return to Gran Soren and report back to Ser Maximilian to complete
the quest.

#####################
#A Fortress Besieged#
#####################

This is probably the hardest of the initial quests Ser Maximilian gives you.
You need to travel to the Shadow Fort (which in itself is quite an undertaking)
and clear it of the goblins that have taken it over. The fastest way there is
via the Ancient Quarry which is due west of Gran Soren. From the southwest gate
head north and then west at the collapsed meeting room (where the bandits
usually hang out). Follow the road and head south when the road splits, and go
past the miner's hut to the entrance of the Ancient Quarry.

OPTIONAL SIDE QUEST

Of Merchants and Monsters
Objective: Open the gate and clear the Ancient Quarry of ogres.

Talk to Alon who is waiting outside of the quarry to start this quest. There
are no less than three ogres inside of the Ancient Quarry, and to make things
safe again you need to kill all three of them. The first area is mostly empty
save for some giant rats. Head down the southeast passage and step on the
pressure plate. When it goes down all the way the gate in front will open. Take
the Quarry Key in the next room and backtrack to the main corridor. The
southwest passage is blocked for now, so head south. A group of bandits will
attack in the next area. The first ogre is down the passage to the south, but
before you head in that direction you might want to take a detour to the west
first. 

The west passage leads to a room with more bandits and loot. Use the Quarry Key
to gain access to the mining tunnels to the south. There are a great deal of
mining spots, mushrooms, and undead in this area. Southeast of this area leads
to a small door leading back to the main southern corridor, along with a lever
that opens a side passage leading further south. The ogre should be right
outside the door. While the ogre can't fit through the door, and you can
easily hit it with ranged attacks, chances are your pawns will rush right out
to take it on. Fortunately, the area is shaped like a circle, so you can
literally run in circles using hit and run attacks against the ogre. After the
first ogre is defeated take the time to mine the deposits in the room, and then
step on the pressure switch to the south. While this fulfills the gate opening
part of the quest, there are still two more ogres to take care off.

A few goblins meet you on the other side of the gate. Follow the path south
and you'll encounter several spiders near a stone block "staircase". At the top
is the second ogre. Before you take the second one on, head down the western
corridor. You'll reach a dead end with more goblins and quite a bit of loot and
mining veins. Head back the way you came and go up the ramp to the closed door.
Break the wooden bar to create a handy shortcut. Go through the door and head
back east to where the second ogre was. Now you can attack it. When it gets too
close you can either back up into the door you just came from, or run past the
ogre and go down the stone staircase and circle around back to the door. Do not
go past the ogre into the area beyond, as the third ogre is in that area.

Once the second ogre is dealt with you can proceed into the area beyond to
fight the third ogre. The area is circular so you can use the same tactics that
you used on the first ogre, or just lead it around the area and use the door
you came from previously to stop it from following you. Once the third ogre is
dead return to Alon. From this point the quarry will remain monster free (for
the most part) so you can use it as a handy shortcut to get to the Shadow Fort.
Alon will also set up shop in the area where the bandits were in a room to the
west.

Once the quarry has been cleared take the southern exit to the aptly named
Devilfire Grove and Lake Hardship. Your next target is to make for the rest
camp to the southeast of the lake. There will be several saurians waiting along
the way. At the rest camp you can unload your excess inventory, purchase
supplies, change your skills, use a riftstone, and rest. Try to pick up a mage
with thunder spells, as it will come in handy at the fort.

The entrance to the Shadow Fort is to the northwest of Lake Hardship. Lake
Hardship has a large number of saurians around it, but the biggest threat is
the drake that wanders around Devilfire Grove. Unless your party is at
extremely high levels the drake will most likely wipe your party out if you try
to engage it. Your best bet is to move in a counterclockwise direction around
the lake. There are a large number of goblins and hobgoblins in the area, but
fighting them is far preferable to fighting the drake. Stay near the northern
boundaries of the area and you should keep combat to a minimum. If the drake
does spot you the only thing you can really do is make a break for it.

The Shadow Fort can be a dangerous place, especially if you don't know what to
do. Talk to Ser Robert when you arrive. Drop down the nearby hole and follow
it to the underground room. Kill the goblins and loot the room. Head up the
stairs but do not leave via the door yet. Continue up to the top of the roof.
Kill the goblins up there. There is a slot for a lever that will open the gate
but the lever is missing. Your next goal is to take out the goblins on the
ballista on the roof opposite. Head back down and exit through the door, and
then climb the ladder on the opposite end to get to the roof. At this point
the goblins on the ballista on the far side of the area will start firing
explosive bolts at you. Quickly take out the goblin manning the ballista and
then head back down the ladder and get back under cover.

Your next goal is to get into the prison that has the missing lever. The gate
that leads inside has a wooden bar locking it, so you will need to find an
alternate way inside. There is a ladder that leads over the wall into the
prison, but the ladder is facing in the direction of the ballistae so you'll
need to move fast. Quickly climb up the ladder and jump over the wall. Break
the wood bar on locked door, and then quickly head inside the prison. Note
that the explosion from the ballista bolts can go through the stone wall, so
you're not entirely safe from attack. Also note the two armored cyclops that
are hanging around outside. Ignore them for now and focus on getting the lever.
Inside the prison are yet more goblins. Slay them all and get the lever inside
the nearby chest. Now you need to head back to the top of the roof where the
slot for the lever was and use the lever to open the gate. If your character is
small there is actually an alternate way to get into the prison. There is a
hole near the prison that small characters can go down and use to get into the
prison without having to use the ladder. If you do this make sure to open the
door for your larger comrades once you're inside, or they will be blown to
paste by the ballistae outside.

Once the gate is open you will need to assist the soldiers pouring into the
fort in clearing the goblins out. You'll probably want to take on the cyclops
at this point. Be sure to stay close to the fortress as the ballistae have a
limited arc of fire and can't hit you if you're too close to the fort. Once a
certain number of goblins are killed the fortress gates will open. Enter and
make your way to the top of the fort. There is another armored cyclops up
there along with the ballistae. Fortunately, the ballistae can't hit you from
this angle, so you just need to worry about the cyclops. However, it is very
easy to get hit off the top of the roof by the clycops attack, so keep your
distance.

Once the rooftop enemies have been dealt with continue into the fort until you
reach the goblin leader. He has a boss type health bar but he's not really any
harder to beat than a regular enemy. Once you beat him he'll jump out the 
window and try to flee. It is actually possible to leap out of the window and
chase after him (you'll suffer fall damage though). The leader will try to make
a break for it down a nearby hole, but if you kill him before he escapes you'll
earn 5,000 experience for your efforts. Return to Gran Soren and report to Ser
Maximillian to complete the quest. While you could use a ferrystone to get back
it's probably better to save it for the Griffin's Bane quest later on.

###############
#Come to Court#
###############

Once you've completed at least two of the four initial quests that Ser
Maximilian give you, you have the option to see the Duke. However, doing so
will cancel any of the other quests that he assigned you that you didn't finish
yet, so make sure you've completed them before proceeding forward. You will
also need to give up the Wyrm Hunt License as well. The Duke's Demesne is a
large area with lots of items to loot. Unfortunately, pawns are not allowed on
the premises, so you'll need to carry anything to take yourself. Enter the
castle and a scene will play. Talk to the Duke and then leave the castle. You
can talk to the Duke's wife Aelinore in the garden. If you talk to her enough
she'll take your hat as a gift. When you try to exit the area the Duke's
advisor Aldous will approach you. He will now be your contact and assign quests
to you. You can talk to him in the castle to start the next series of storyline
quests (of which there are currently two), but there are quite a few optional
side quests you can do at this time.

OPTIONAL SIDE QUESTS

A Bookkeeper's Bind (Alehouse Notice Board)
Objective: Obtain a promissory note.
Once you've cleared out the Ancient Quarry in the Of Merchants and Monsters
side quest, Alon will set up shop inside. You can purchase a promissory note
from him.

Arousing Suspicion
Objective: Meet Aelinore in her bedchamber at night.
Talk to Mirabelle who is waiting inside the castle near the entrance. She will
request to meet with you at night regarding Aelinore. Come back later at night
and speak with her in the north garden. She will ask you to meet with Aelinore
in her bedchamber. You will need to sneak past the guards on the way there.
Enter the castle via the northern door near the gardens. Be careful as a guard
may come walking down the stairs from the audience chamber. If they do you can
hide in a side chamber (the servants won't do anything if they see you, so
you're safe) until they pass. Enter the audience chamber and head up the stairs
to the left. Enter the nearby door and head up the stairs to the walkway 
leading to Aelinore's bedchamber.

Once inside an event will occur. The Duke will actually kill Aelinore if you
don't intervene, so step out and do so. You will end up in the dungeon, but
Aelinore will appear with some skeleton keys. Open your door cell and then open
the door cell just south of the cell you just left. Go down the escape hole and
follow the passage outside, minding the rats, spiders, and snakes along the
way. The path leads to the slum area near the aqueducts of Gran Soren.

Idol Worship/Supplier's Demand
Objective: Find an idol and bring it back to Caxton/Madeleine.
Both Caxton and Madeleine are looking for special idols. There are three idols
in the game: bronze, silver, and gold. Each gives a 10%, 20%, or 30% discount
in shops respectively. Giving them an idol opens up new inventory in their
shop depending on which idol you return to them. You can also give them a
forgery of the idol, but the reward you get for the quest will be minimal. The
idols and their locations are as follows:

Bronze Idol: Found at Selene's hut (Witchwood) or Dragonforged cave
(Hillfigure Knoll).
Silver Idol: Obtained by completing Put The Eye Out.
Gold Idol: Obtained from Symone by completing Escort Duty with a maximum 
rating.

Nameless Terror
Objective: Defeat the assassins sent to kill you.
When leaving the southwest gate of Gran Soren talk to Ser Rickart nearby. He'll
mention that some suspicious people were asking about you and gives you a
letter. From this point on four groups of assassins will appear at night at
particular locations in Gransys. Their locations are as follows:

1. Area north of the stone bridge.
2. Near the north entrance of the Ancient Quarry.
3. North of the Mountain Waycastle, follow the path you escorted the convoy in
Off With Its Head.
4. South of the Mountain Waycastle, on path leading south towards the 
Encampment near the abandoned storehouse.

Once you've defeated the four groups their leader will appear at night outside
of Cassardis. Defeat him to complete this quest.

Parcel Service (Alehouse Notice Board)
Objective: Obtain 10 parcels from Soulflayer Canyon.
You might want to start The Conspirators side quest while you're doing this, as
both the parcels and letter for that quest are in the exact location. There are
two entrances to Soulflayer Canyon. The closest one to Gran Soren is along the
road leading to the initial entrance to the Catacombs. Head north past the
bridge and west following the road past the Catacombs. The entrance is north of
the Wilted Forest in an area north before the winding path leading up to the
Ruins of Havenspeak Fort.

From the southern entrance you will need to make your way up to the top of the
area. At the very top there is a path with a cyclops. This is the way you need
to go. Past the cyclops there is an area with slopes you can slide down. Take
the left slope around counterclockwise. The next area will have more slopes to
go down. This time take the right slope down. You should see the parcels
scattered about this area. The letter for The Conspirators should also be in
this area as well.

Putting The Eye Out (Pawn Guild Notice Board)
Objective: Slay the cyclops in the Frontier Caverns.
The entrance to the Frontier Caverns is located at the Shadow Fort. A hole
near the front of the main fort (where the battle took place) leads to an
underground cavern filled with goblins and hobgoblins. There is a staircase in
the area that leads to a large circular area. An armored cyclops is in this
area. Defeat it to obtain the silver idol as a reward.

Rise Of The Fallen
Objective: Investigate Salvation's involvement with the undead.
Talk to Ser Maximilian and he'll ask you to investigate an increase in
undead around Gran Soren and a possible link with Salvation. Head towards the
ubran quarter at night to the location marked on the map (it might take a
while). After the Salvation members meet you can either follow the first member
to the key location (which is near the alehouse) or just directly confront
the second member. If you confront him you can either pay 10,000 gold for the
key or just threaten him for it. Paying gets you the first key and threatening
(or following the first member) gets you the second key. Either one will do.

The next stop is the Catacombs. The gate you unlock depends on which key you
obtained. Use the handy entrance near Gran Soren and make your way to the area
where the elevator is. If you have the second key head south from the elevator
(do not take it up) and unlock the gate heading south. Continue south to the
end of the passage and take the stairs up. If you have the first key take the
elevator up, unlock the nearby gate, and head down the stairs.

If you took the second key route expect to fight a lot of skeleton mages when
you reach the top of the stairs. There is a locked door nearby, so you will
need to search the sarcophagi in the area for five keys. The first key path
puts you at the opposite end of the same area. Once you find all five keys
you can unlock the door. A Salvation cultist named Balsac is waiting for you
inside. He will summon skeleton knights and attack. Keep an eye on Balsac
during the fight as his spells are quite powerful. Once he is slain report back
to Ser Maximilian.

Smells Suspicious (Alehouse Notice Board)
Objective: Obtain a vial of Wyrmward Perfume.
The perfume can be found in a chest at the Ruins of Aernst Castle. Just go past
Maul up the nearby stairs. The chest should be nearby behind some boxes.

Suppression (Pawn Guild Notice Board)
Objective: Kill 3 chimeras.

Swamp Things (Pawn Guild Notice Board)
Objective: Kill 10 sulfur saurians.

The Absent Apprentice (Pawn Guild Notice Board)
Objective: Kill 25 crows.

The Conspirators
Objective: Obtain the letter for Fedel/Ser Gabrian.
Talk to Fedel on the second floor of the castle and he will ask to meet you
later that night in the gardens. Come back at night and meet him in the
southern garden area. He will ask you to retrieve a letter that was taken from
him by a monster. This letter is located in the same location as the parcels
in the quest Parcel Service. See details of that quest for directions on
getting to Soulflayer Canyon and the location of the letter. You'll know you're
in the right area when you see a cut scene with a gargoyle flying away to the
north. Follow it north to reach the southern entrance to Soulflayer Canyon.

Once you've obtained the letter head back to the castle. Ser Gabrian will
approach you and ask that you deliver the letter to him instead. The rewards
for the quest are the same regardless of who you give the letter to.

Witch Hunt
Objective: Save Selene from the mob.
Near the fountain in Gran Soren you can overhear some people talking about a
witch being the cause of all the recent problems. This will trigger a quest
where you need to go back to Witchwood to save Selene. When you reach Selene's
hut an event will occur and you'll have to fight a golem. After the battle go
through the door below the hut and follow the path until you reach Selene.
Talk to Selene and the spirit to end the quest. Note at this point afterwards
Selene will move into your house in Cassardis.

#########################
#Trials and Tribulations#
#########################

This is a timed quest during which you will have four days to gather evidence
to either prove (or disprove) Fournival's innocence. Proving him guilty will
remove him from the game, while proving him innocent will earn his gratitude
(along with a small discount for his goods). There is no downside to proving
him innocent, so you'll most likely want to do so. In order to prove him
innocent you will need to bring a witness from Windbluff Tower and obtain at
least three petitions for Fournival's release.

Start by talking to Fedel on the second floor of the castle. He'll give you a
petition. If you completed the side quest Escort Duty earlier, talk to 
Fournival's daughter Symone (who should be near the manor). She'll give you a 
petition (she won't if you didn't complete Escort Duty). Head for the cathedral
and talk to Geffrey for another petition. If you have three petitions all that
remains is to bring a witness for the trial. If you didn't obtain one from
Symone (because you didn't complete Escort Duty earlier) you can find a
Chamberlain's Affidavit in Fournival's manor that you can use instead. If you
turned it in for the alehouse notice board quest Thanks Mislaid, you will need
to find Reynard and purchase some forged affidavits from him. Fortunately, his
location will be displayed on the map if this quest is active. Unfortunately,
he could be halfway across Gransys and this is a timed quest. If you didn't
save Reynard for whatever reason at the beginning of the game and you don't
have either Symone's petition or the Chamberlain's Affidavit then there is no
way to prove Fournival's innocence since you need at least three documents.

Once you've obtained three petitions the only thing remaining is to bring a
witness from Windbluff Tower to the north. Talk to Ser Daerio and he'll ask 
that you bring a witness back to Gran Soren to testify on his behalf. Escort
Ser Castor back to Gran Soren and talk to Aldous to drop him off (you can also
drop off any other evidence you have by talking to him). Once you have all the
evidence you can either rest at the inn until the four days are up or you can
do other things in the meantime. Note that you don't have to return exactly in
four days, but when the time is over you will automatically hear the verdict
upon returning to Gran Soren. Talk to Aldous afterwards to complete the quest.

If you want to convict Fournival for some reason, all you need to do is
gather condemnations from Jasper, Sara, and Pip (who you might remember were
evicted during Land of Opportunity). Reynard the traveling merchant can also
forge letters of evidence (for both innocence and guilt), but if you've
gathered the basic evidence it shouldn't be necessary. In fact if you don't
submit any evidence at all Fournival will automatically be found guilty.

################
#Griffin's Bane#
################

This is a two part quest and can be done concurrently with Trials and 
Tribulations. Head out the southwestern gate of Gran Soren and talk to Ser
Georg. Follow the group west, fighting the goblins along the way. They will
eventually end up in an area where they will set up an ambush for the griffin.
Kill a nearby goblin and carry its corpse to the indicated area. The griffin
will arrive shortly.

BOSS FIGHT: GRIFFIN
Weak Against: Fire

The griffin will spend most of the battle in the air, using diving attacks as
it passes by. Get out of the way as it does so. Eventually it will land briefly
to attack. Use this opportunity to get in as much hits as possible. Do not try
to grab onto the griffin as it will usually take off high into the air and drop
you to your death. Fire attacks work well, but the griffin is strong against
thunder. When you deal enough damage to it the griffin will fly away to its
lair at Bluemoon Tower, which is the second part of this quest.

Getting to the Bluemoon Tower is a very long and arduous journey. It is located
far to the northeast of Gran Soren. The first stage involves getting to the
rest camp located northeast of Hillfigure Knoll where you met the Dragonforged
in The Cypher quest. From Gran Soren head north past the stone bridge and
follow the road east and north to the Windbluff Tower. Keep following the road
east where it branches near Hillfigure Knoll. When the road branches take the
right path and then the left path when it branches again. The path should lead
to a rest camp with a riftstone. Drop off any excess inventory and rest up, as
the next stage of the journey is quite difficult.

From the rest camp follow the path southeast. There will be strong winds 
blowing in the valley so you will need to run in order to make any progress.
At the end of the path you'll reach an area where the winds will stop. The path
is linear here, but that doesn't make things any easier. Watch out for the
rocks nearby to the north as they will come crashing down as you pass. The next
area is extremely difficult so it is highly advised that you save your game.
The crevasse nearby leads to a narrow gulley and around the corner are a large
group of bandits waiting to ambush you. At this point in the game the bandits
are incredibly powerful and will most likely kill your party in moments if you
try to take them head on (especially the archers as they do insane amounts of
damage). You need to bait some of the bandits from their position to follow
you back up the crevasse. The main thing is that you stay out of the line of
sight of the archers. After you kill one or two of the bandits save and repeat
the process until only the archers are left. Quickly run up the ledge to the
right and try to take out the archer there with melee attacks (shooting with
ranged attacks is a bad idea as the archer will most likely kill you as you
trade fire). There should be another archer nearby below the ledge as well.
Once the first group of bandits are dead save the game.

Near the elevated platform you should be able to spot two more archers nearby
on the outcroppings. Try to snipe them with ranged attacks, falling back to
heal if things get dangerous. Several more bandits will appear below, including
more archers. Concentrate on the archers first and foremost, as they are the
biggest threat. Once they are dealt with you will need to clear out the 
remaining bandits. Try to snipe at them from the high ground if at all 
possible. Once the bandits are taken care of you can safely loot the chests in
the area.

The next area is wide open, with a few harpies flying about. The large pile of
suspicious looking rocks nearby is actually a golem, which will activate and
attack when you approach. Near the golem is an entrance in the rock face that
leads to yet another bandit camp above. Chances are you probably don't want to
face the golem (or more bandits) at this point. Fortunately, you can simply run
past the golem and continue on your way. The path beyond is rather uneventful,
with a large number of mushrooms and spiders along the way. There is an 
optional side area to explore (your pawns will mention it as they pass), with
some skeletons and chests, but to fully explore the area you will need some
skeleton keys.

Eventually you will reach the Bluemoon Tower. There is a riftstone nearby.
Heal your pawns and save the game. The Bluemoon Tower is a very dangerous place
due to the fact that there are many areas where you can fall to your death.
This includes pawns, and if this happens to them you cannot revive them and
must rehire them back at the riftstone. The fact that you will be facing tons
of harpies (who can grab and drop you into the void) and skeleton warriors
(who can easily knock you back with their attacks) means you will most likely
lose a pawn or two upon your initial assault on the tower. The remaining 
soldiers aren't much of a help either. Make your way through the tower, 
carefully avoiding the gaping holes everywhere. There are a lot of things to
loot in the area, but you can always explore later after the battle. The first
door you reach will be barred from the other side, so head into the next door.

The griffin will appear. While you can actually attack the griffin while it's
hovering nearby, chances are you probably won't do much damage to it at this
point of the game. Instead head to the barred gate and help the soldiers
break it open. This leads to yet another barred gate. You won't be able to
break this one open like the first, so you will need to head around the gate
by taking the elevated path to the right. Follow the path to the area behind
the locked gate. Hit the switch nearby to open the gate and let everyone
through. The next gate can't be opened or broken through, so you will need to
weather the griffin's attacks until it smashes through the gate. The griffin
will start to chase you and smash the floor. Run away from it until you get to
the end of the area. Explore the rooms for items, and then make your way up the
stairway to the boss fight.

BOSS FIGHT: GRIFFIN
Weak Against: Fire

This time the fight is to the death. The tactics are the same here as the 
earlier fight with the griffin. If you helped Steffen earlier in the side
quest A Troublesome Tome he will appear during the fight and use Salomet's
Grimoire to attack the griffin with fire.

Once the griffin has been defeated take the time to loot the griffin's sizable
horde (which includes a large amount of gold). You will also find a portcrystal
here. Portcrystals can be placed at any non dungeon area. You can then use a
ferrystone to teleport it. Portcrystals can be picked up and reused, making
them quite handy to reach distant locations. If you want you can place the
portcrystal at the entrance to Bluemoon Tower (as you will be returning here 
again). Other ideal places to use it include the Shadow Fort and later in the
gate the Greatwall. On the opposite end of the area is a staircase leading down
to the barred door that you encountered earlier. Break the bar to create a
handy shortcut. Once the griffin is defeated you are free to explore the tower
and loot it of its many items. There are a lot of items located on the outer
areas lying in the open or in chests, so take the time to explore thoroughly.
Once you are done you can use a ferrystone to teleport back to Gran Soren. If
you don't have one or don't want to use it right now, make your way back there
using the same route that you used to get here.

#####################
#Pride Before A Fall#
#####################

Talk to Ser Mercedes and she will ask that you accompany her to the Windbluff
Tower. This isn't an escort mission so you don't have to wait for her and
can head there at your leisure. Once you get there a battle will be in
progress. While you can fight the attackers you can't kill them, so ignore them
and head up the stairs to where Mercedes is. A scene will play and you have
the option of either interfering with the duel by killing Julian (which
isn't hard at all) or letting her fight it out. If you let her fight she will
lose but Julian will let her live. Either way she will be completely shamed
after the duel (but her affinity for you will go up if you didn't interfere).
She will give you a gift after the battle which will either be a silver rapier
(if you didn't interfere) or a cutlass (if you did). She will then leave for
her country afterward. Return to Aldous to complete the quest.

#####################
#The Wyrmking's Ring#
#####################

The first part of this quest involves some detective work. Speak to the 
indicated people in the castle to find out who might have taken the ring. The
suspect was said to have gone to the Ancient Quarry. Head there and you will
be ambushed inside by a large group of bandits, along with Salomet, who turns
out stole the ring. This is the same Salomet whose grimoire you stole for
Steffen earlier. While you can reduce his health to zero you can't kill him
yet. When he flees head back to Aldous. You now need to find out where Salomet
might have gone. This time you'll need to talk to people around the city.
Eventually you will learn that Salomet went to Bluemoon Tower. If you left a
portcrystal there the last time and have a ferrystone you can teleport there.
Otherwise you'll need to make the long trek back there using the same route
that you did during Griffin's Bane.

A large number of bandits have taken up residence in the tower. In the first
area try to draw out the melee bandits and deal with them first before
engaging the archers on the upper levels. Take the door that you unlocked on
your previous visit here and make your way up the stairs, being careful of
the archers that are positioned on the side areas and above on the arches. When
you reach the area that you fought the griffin previously a boss fight will
ensue.

BOSS FIGHT: SALOMET

Salomet can be difficult to defeat if you are a melee character, as he will
simply teleport away if you try to hit him. He will summon skeleton knights
and skeleton lords. While you are engaged with them he will start casting
powerful spells. If you have ranged attacks try to focus on hitting him from a
distance. Otherwise you will need to destroy the skeletons first before he
starts to tire and becomes unable to teleport.

Once Salomet is dead you can reclaim the Wyrmking's Ring. Make your way back to
Gran Soren via ferrystone or by walking. Once there you can return the ring
back to Aldous. However, it is possible to make a forgery of the ring at the
Black Cat and turn in the forgery to Aldous instead. This allows you to keep
the real Wyrmking's Ring for yourself. As long as it is in your possession it
shortens the casting time of any spell. If you are primarily a mage/sorcerer
character it is definitely worth the investment. However, you will be unable to
obtain a special cloak in an event later in the game.

#####################
#Honor and Treachery#
#####################

After you complete Pride Before A Fall and The Wyrmking's Ring you will be 
asked to head for the Mountain Waycastle. Once there you will be told by a
messenger to return to Gran Soren. You might want to hire a sorcerer with high
voidspell at the riftstone before you leave. The gate to the urban quarter is
blocked so you will need to head for the gate leading to the craftsman 
quarter instead.

BOSS FIGHT: COCKATRICE
Weak Point: Throat
Weak Against: Thunder

Like the first fight against the griffin, you need not kill the cockatrice in
this battle, but just deal enough damage to it to drive it away. The cockatrice
attacks by running around in a zig-zag pattern and striking with its claws
which can poison you. However, the biggest threat is its petrifying breath. It
can breathe it out on the ground in a wide arc, or fire it as projectiles in
the air. If you don't have a character with high voidspell or items that cure
petrification, getting hit with it spells certain death. Before it breathes its
throat will swell up. This is a vulnerable point on the cockatrice. It is also
weak against thunder, which is useful for knocking it out of the air while it
flies around. Once the cockatrice is dealt enough damage it will fly away to
its lair in Soulflayer Canyon, where you can later fight it to the death.

###########################
#Reward and Responsibility#
###########################

Back at the castle talk to Aldous. He leads you upstairs to the Duke's Solar.
The Duke will lead you to the treasury downstairs. If you gave the Duke the
real Wyrmking's Ring he will use it to open a chest that has the paladin's 
mantle. If you gave him the forgery he will be unable to open the chest but
tells you that he will deliver its contents to you later (he won't). Loot all
the gold in the treasury. You will then be given a mission to travel to the
Greatwall.

################
#Deny Salvation#
################

This is the final main quest before the endgame. Depending on what side quests
you have done previously there may be two new side quests available to you at
this point (Bad Business and Duchess In Distress). Your main goal is to travel
to the Greatwall fortress and clear out the Salvation cultists that have taken
it over. Reaching it isn't as bad as reaching Bluemoon Tower, but it is quite a
long distance and there are no rest camps along the way. The easiest way there
is to head north across the stone bridge and follow the road west. You might
encounter some female bandits along the way, but they shouldn't be too much of
a problem. You will eventually reach a T intersection where more bandits are
along with an armored cyclops (who seems to be trained to help them). Fight or
run past them and take the path heading north. The road is fairly linear, but
be careful along the S road as a chimera wanders around the area.

You will eventually reach a high cliffside road leading further up the 
mountain. Another armored cyclops is here along with yet more female bandits.
It is possible for the cyclops to fall off the cliff and die instantly if you
fight it. Just make sure you aren't hanging on to it while it goes over as
you will also die in the fall. Past the cyclops is the Ruins of Havenspeak 
Fort. Be careful of the giant rock in front of the gate as it will come
crashing down at you as you approach it. The gate will be initially closed
(unless you went through Soulflayer Canyon earlier and opened it already). Make
your way to the left of the gate and around to the upper area of the fort.
Unlike their outside brethren, the female bandits in the fort are not hostile.
Their leader Ophis is quite hostile towards men, however, and if you have any
males in your party she will attack on sight (as will all the bandits in the
fort). You can avoid this by having your male characters wear women's clothing.
Of course, if your entire party is female you have nothing to worry about.
Talking to her initiates a side quest Thick As Thieves. From the upper gate
area is a ladder that leads to the area behind the gate. From there you can
activate the nearby lever to open the gate.

Follow the path west, avoiding the murky lake area to the south. A chimera
wanders the area. You can fight it or run away to the north. The north path
leads to a murky pond which causes various negative status effects. Avoid the
pond but be aware that your pawns often tend to wander into it blindly. East of
the pond is the northern entrance to Soulflayer Canyon. Head west to find yet
another miasma pond with hobgoblins milling about. From there head north and 
you should see the Greatwall rest camp in the distance.

Entering the gate nearby leads to a battle against several snow harpies and two
armored cyclops. The fight, as you might imagine, is quite chaotic. Try to take
care of the harpies first. Otherwise they will be a major nuisance during the
battle. Once the enemies have been cleared from the courtyard head back outside
and heal your party. 

Re-enter the area and head into the fortress. Some skeleton knights will rise
up from the floor. Destroy them and head into the room to the east. Several
Salvation cultists are nearby. Once the enemies have been dealt with a solider
will open a nearby door that leads to the second floor. You can go up this way
or take the stairs to the left of the door (which is guarded by cultists). Both
lead to the same area. In order to access the nearby cell with the undead you
will need an explosive to break through the weak wall section. There are some
explosive barrels near the stairway to the north. Breaking down the wall allows
you access to the cell and stairs leading down into the dungeon. Several more
undead are down there, along with some prisoners and a chest with armor inside.

On the second floor you will enter a large room with a chimera. You shouldn't
have problems defeating it at this point in the game, and there are ballistae
inside the room as well. Once the chimera is dead the soldier will open the
door to the next area. Make sure to loot the room of items before moving on.
Beyond is a staircase with a large number of Salvation cultists and skeletons. 
Once they are all eliminated a soldier will open a side door that leads to a
chest. Exit using an explosive barrel to blow open the wall to find yourself at
the top of the stairs where you fought earlier. Continue up the nearby stairs
to the third floor.

A skeleton lord waits for you on the third floor. Once it is defeated the
soldier will open the nearby storeroom. Save game and step outside for the
boss fight.

BOSS BATTLE: WIGHT x2
Weak Against: Holy

This battle is much easier if you have a character with ranged holy attacks,
such as a mage/sorcerer or a mystic knight. Even if you don't have holy attacks
the battle will be easier if you have ranged attacks. If you are a melee
character you will have a hard time hitting the wights as they tend to stay in
the air casting spells. The only time they descend to the ground is to summon
more undead into the battle. If you are a fighter or warrior concentrate on
destroying the undead on the ground and then attack the wights as they drop
down to summon more undead. If you have ranged attacks focus on killing one
of the wights as quickly as possible. Once one wight has been destroyed it's
only a matter of time before the battle is over.

At this point you can actually head for the final battle, but note that you
cannot access your storage from the Greatwall rest camp. It's a better idea to
head back to Gran Soren and restock for the final push to the dragon.

OPTIONAL SIDE QUESTS

Bad Business
Objective: Help Madeleine escape Gran Soren.
If you helped out Madeleine establish her own shop in Gran Soren by completing
the Guard Duty and Chasing Shadows side quests, this quest becomes available.
At Madeleine's shop a woman named Katlyn will inform you that Madeleine has
gone missing. Grab the Diving Razors off the nearby counter and head to the
alehouse. Talk to the people there to learn that she was last seen heading for
the aqueduct area. When you get there follow her through the nearby gate.

It turns out that Madeleine has been accused of dealing in illegal goods. She
is trying to flee town but she forgot her lucky daggers in her shop. Give her
the daggers. The guards will appear and ask if you've seen her. Tell them no
and Madeleine will be safe. She will ask you for 50,000 gold in traveling
expenses. Doing so will considerably increase her affection towards you. She
will then leave Gran Soren. While she won't come back for the rest of the game,
she will return to the inn at Cassardis during the post game.

Duchess In Distress
Objective: Free Aelinore from the Blighted Manse and help her escape.
If you completed the side quest Arousing Suspicion earlier this quest will be
available. Talk to Mirabelle outside of the castle and she will tell you that
since the event that happened earlier Aelinore was moved to the Blighted Manse
to the north where she fears that she will be killed. Mirabelle will give you
a disguise to wear to gain access to the manse. The Blighted Manse is on the
same route used to go to the Bluemoon Tower. After passing the Hillfigure Knoll
take the left path when the road branches. Follow the path and the manse will
be on the right across a stone bridge. Normally you cannot access the manse,
but the guards will let you in if you are wearing the set of royal guard armor.

Inside the manse make your way upstairs to where the Duchess is being held. You
will then need to escort her back downstairs (you can go ahead and remove the
disguise at this point). Be careful as the guards will focus their attacks on
Aelinore. She will open a gate downstairs. Follow the path down to an
underground area. You will need to carry her and jump across several gaps along
the way. You will eventually reach a wooden bridge with several guards nearby.
Carefully dispatch the guards (the bridge can be destroyed) and make your way
to the other side.

Your pawns will join up with you there, and they can heal Aelinore if she took
any damage in the last skirmish (which she probably did). The next area has
more guards and archers. Focus on the archers first as they are the biggest
threat. Make you way through the area via the side walkway or the central
walkway. There are a few more guards in the next area, but you shouldn't have
a problem with them. Walk past the long bridge to the next area where a ladder
leads to the rear entrance of the manse and freedom. Note that if you tried
to enter the manse this way prior to this quest the door would be locked. Also
beware of the chimera that roams around the area nearby. Follow the path 
leading out of the valley into a gulley with high winds and direwolves. From
there you can make your way to the rest camp that you arrived at during the
Griffin's Bane quest and back to Gran Soren.

Thick As Thieves
Objective: Kill 10 male bandits near the Ruins of Aernst Castle or feed Ophis'
pet cyclops.
Ophis will ask you to kill 10 members of a rival bandit group. These are the
male bandits that make their base at the Ruins of Aernst Castle near Witchwood.
If you talk to Betiah near the gate she will ask you to feed their pet cyclops.
Doing either of these will complete this quest. Their pet cyclops is found in
a walled off fort southwest of the Greatwall. There are goblins nearby and you
will need to kill one of them and carry it back there to feed the cyclops.

##################
#The Final Battle#
##################

Before heading to the final battle stop by the Hillfigure Knoll and speak with
the Dragonforged. He'll give you a scroll of tactics for fighting dragons as
well as a dragonleather vest. Before you leave Gran Soren you should make
preparations for the final battle. You cannot change your vocation or inventory
so make sure you are using your best vocation. Fighters and warriors will
probably have the hardest time against the dragon. Mages, sorcerers, and
mystic knights should bring an ice enchantment as well as a dark enchantment.
Striders, rangers, assassins, and magick archers should have attacks that hit
rapidly such as hundred kisses and multi-shot arrows. Bring plenty of health
and stamina restorative items. Any armor that reduces fire damage is good to
have (such as the ring of guiles). You should also bring your best weapons and
armor. Not only will this help you survive, but defeating the dragon will
dragonforge all your currently equipped weapons and armor, upgrading them to
level four (max level). Once your preparations are complete head back to the
Greatwall and enter the fortress. The passage leading to the top has been
buried in rubble, so the only way left open is straight ahead. Enter the door
to head for the Tainted Mountain and the final battle.

The layout of the Tainted Mountain is the same as it was in the prologue, 
except that the enemies that are now here are much stronger. From the starting
point head west to find a chest, and then east to the large open area where the
dragon appeared earlier. Geo saurians appear here. They are much like regular
saurians except far more stronger. If you don't have any ice based attacks you
will have a difficult time putting a dent in them due to their thick scales.
Try to get around them and cut of their tail if at all possible. There is a
chest with cape armor located near the northern edge of the cliff. Head south
through the cave to encounter the succubi. The succubi are the strongest
harpy type enemy in the game. Instead of putting you to sleep or freezing you
they can curse your characters. They have a powerful grab attack where they can
quickly drain your health. Although they are weak against holy, even with the
holy enchantment it takes quite a bit of hits to kill them.

The next area features yet even more geo saurians. Again, ice based attacks
make the fight a whole lot easier. Search the lower area to the east for a 
chest with a golden belt and the upper area for a chest hidden in an 
outcropping around the corner to the east for some arm armor. Follow the next
corridor to a small side room with items to loot. Continue onwards to the next
area and get ready for some serious combat.

You will end up in a large area on the upper levels. Succubi will attack here,
but the real threat are the new hellhound enemies. Hellhounds are similar to
direwolves, but far stronger. They have a long range fireball attack that has
does huge splash damage and can be very difficult to dodge at close range. Like
geo saurians, hellhounds are weak against ice attacks. You will usually hear a
roaring sound just before they launch a fireball, so be prepared to dodge their
attacks when you hear it. Once the area has been cleared proceed to loot the
many items and chests scattered about. If your health is low you might want to
heal up before going down the next corridor, as you will fight a boss.

BOSS FIGHT: GORECHIMERA
Weak Against: Ice

The chimera that was previously in this room has been replaced with a 
gorechimera, a stronger version that has far more health. The gorechimera has
two unique abilities compared to a regular chimera. First, it can regenerate
the snake head after a period of time if it has been cut off. Second, and most
importantly, the goat head is capable of healing the gorechimera. And when I
say heal, I mean completely restore it almost back to full health. Unless you
kill the goat head, the gorechimera will keep regenerating its health over and
over again. Make killing the goat head your primary objective, as once it is
killed it stays dead and will no longer be able to heal the gorechimera.
Attacks such as hundred kisses and dire gouge work well. Once the goat head is
slain the battle becomes much easier. The lion head has a considerable amount
of health though, so you still need to be on your guard as it can still do a
lot of damage with its leap attacks.

Once the gorechimera has been slain loot the room of items and chests. Step on
the pressure plates in the room to open the gate. The final battle with the 
dragon lies beyond. When you encounter the dragon you will need to make a 
decision on whether to fight it or to sacrifice the person you hold most dear.
The person that appears is the character in the game that you have the highest
affection with. You can tell if a character has a high affection for you if
you hear a chime when you speak with them and a pink aura appears around them.
If you have multiple characters that have high affection with you, I believe
that the game chooses the last person you spoke with. Turning around and
heading away from the dragon gets you the "bad" ending. Heading towards the
dragon starts the final boss fight.

The first part of the battle involves running away from the dragon down a
corridor. You have unlimited stamina for this part so don't worry about 
running out. You will enter a room will several pieces of fallen masonry.
Target the dragon's head, but when the dragon prepares to breathe fire quickly 
get behind the masonry to shield yourself. Eventually the dragon breaks into
the room and flies through a hole in the roof. Before you leave make sure to
grab the molten boots from a chest on the west side of the area.

You will need to follow the bridge to the next area. Grab the ring of argent
from a chest on the right side near the start of the bridge. Follow the bridge
to the tower in the distance. Make sure to grab the two chests in the tower for
the flame skirt and dragon hide bracers. Yet another bridge awaits you on the
other side. Make your way to the next tower. You will need to shoot the dragon
with the ballista at the top of the tower, but before you do so make sure to
grab the dragon band from the chest nearby as you won't get a second chance to
get it. Once you strike the dragon with a ballista bolt the next part of the
battle ensues.

Once you're on top of the dragon make your way to the front. You will need to
maintain your balance by shaking the control stick a few times. Once you get to
the glowing area on its back strike it. You will need to shake the control
stick one more time to avoid the next attack. Doing so will cause the dragon to
fall back to the earth to the final arena.

FINAL BOSS FIGHT: THE DRAGON
Weak Point: Heart
Weak Against: Dark

If you've fought the drake previously, the dragon is much the same in terms of
attacks, just on a much stronger scale. The primary weak point of the dragon is
its heart. You will need to expose it first by striking its chest area. Try to
use ranged attacks from the dragon's flanks to avoid its claw and breath 
attacks. Melee characters will have to get up close and personal underneath the
dragon in order to reach its heart.

The dragon attacks primarily by swiping with its claws or breathing fire. Other
attacks include a wide tail sweep, grabbing characters with its mouth and
chewing on them, stomping, jumping into the air and using a crush attack, and
grabbing characters to possess them. The dragon can also cast various sorcerer
spells which do a great deal of damage.

During the battle the dragon will fly off to a nearby cliff and start launching
fireballs at you. You can use the ballistae around the edges of the arena to
attack the dragon, but you need to time it so that you mount and fire it after
the dragon shoots or the ballista will be destroyed by incoming fire before you
even have a chance at lining up a shot. If you have a bow you can try to attack
the dragon from the stone "steps" to the right of the dragon. You can use the
top step to shield yourself from the dragon's fire while firing from the step
just below it. Eventually the dragon will fly off again and resume the battle.

The dragon has a large amount of health and it will take a long time to defeat
the first time you encounter it. The key to victory is to have your pawns
occupy the dragon while you concentrate on hitting its heart. When the dragon
focuses its attacks on you run away until it goes back to targeting your pawns.
Eventually you should be able to wear the dragon down to zero health. Note that
even if the dragon's health is depleted it will not die until you strike the
heart. Once you strike the final blow victory will be yours.

After the credits you will end up back in Cassardis with whomever you had the
highest affection with at the ending. This person will stay in your house for
the remainder of the post game (if you completed Witch Hunt Selene will be in
your house as well). If you completed Bad Business Madeleine will be inside the
inn. Step outside and you will notice that the world looks a bit, well, 
different. The sky is a murky green color and will stay this way for the 
remainder for the post game. In case you're wondering what the post game is, it
is basically a continuation of the main storyline after the defeat of the
dragon. New enemies will appear in Gransys, and new storyline events and quests
are now accessible. There is a new optional dungeon to explore in Gran Soren
and a final storyline quest that will lead to the game's true ending.

################
#A Warm Welcome#
################

Your initial goal in the post game is to return to Gran Soren. That is easier
said than done as the enemies between Cassardis and Gran Soren have been
replaced with extremely strong monsters.

OPTIONAL SIDE QUEST

A Challenge (Cassardis Inn Notice Board)
Objective: Defeat the monster in the Frontier Caverns.
You probably won't want to take this on right away, as said monster is the
hydra that you encountered early in the game. Only this time you will actually
have to kill it rather than just cut one of its heads off.

The goblins that are normally along the Seabreeze Trail between Cassardis and
the Encampment have been replaced by grimgoblins. Grimgoblins are far more
powerful than goblins or hobgoblins. There is also a wandering Gorechimera on
the beach nearby, but fortunately you don't have to fight it unless you want 
to. The ease at which you can defeat the grimgoblins is a good indicator of the
strength of your party in the post game. If you don't have a problem with them
then you are in fairly good shape for things to come. If you have difficulty
killing them then you need to take things nice a slow, as things are going to
get far worse later on. Head back to Cassardis to heal if necessary, and then
proceed to the Encampment.

OPTIONAL SIDE QUEST

Put To The Test (Encampment Notice Board)
Objective: Defeat Ser Berne.
This is a one on one fight against Ser Berne. He is a powerful warrior, but can
be easily defeated by using hit and run ranged attacks. Bow users should just
run away from him and fill him with arrows from a distance. Magick users should
do the same except use their normal attack as he moves too fast to get off a
regular spell (unless you are at a considerable distance). Melee characters 
will need to get in close, but since warrior attacks are fairly slow you should
have no problem avoiding his attacks and counterattacking.

The next leg of the journey is the Manamia Trail between the Encampment and
the Mountain Waycastle. Here you will encounter succubi and hellhounds, along
with giant undead. Giant undead are pretty much like regular undead, except
much larger and much stronger. Even with fire or holy magick they will take a
considerable amount of punishment before they fall. If you are taking serious
damage don't be afraid to run back to the Encampment to heal. You will also
want to make the journey during the day, as most of the enemies here are very
hard to see in the dark.

Once at the Mountain Waycastle you will need to make your way through the
Moonsbit Pass to reach Gran Soren. Geo saurians have taken up residence in the
pass, so you will have a tough fight on your hands. When the path branches you
have a decision to make. The left path leads to a golem and geo saurians, while
the right has grimgoblins and an ogre. Once you make it past these obstacles
you should have a clear path to Gran Soren. Just be wary of the wyvern that
will most likely appear as you approach the city. Unless you actually want to
fight it, just make a break for the gate.

The city is quite a mess. The alehouse and shops are still intact, but most of
the urban quarter is gone. Asalam has moved into the pawn guild, and Mountebank
has moved to the refugee camp in the craftsman quarter along with the barber
Devyn. Fournival (if you didn't convict him) moves around the urban and 
craftsman quarters. Your next stop is the Duke's Demesne.

OPTIONAL SIDE QUESTS

Committed To Memory (Alehouse Notice Board)
Objective: Obtain a Gran Soren Rubble.

Destruction (Pawn Guild Notice Board)
Objective: Kill an archydra.

Destruction (Pawn Guild Notice Board)
Objective: Kill 10 vile eyes.

Eradication (Pawn Guild Notice Board)
Objective: Kill 25 saurian sages.

Grim Tidings (Pawn Guild Notice Board)
Objective: Kill 7 grimgoblins.

Hair Raising (Alehouse Notice Board)
Objective: Obtain 30 Tuft of Hair.

Suppression (Pawn Guild Notice Board)
Objective: Kill a wyvern.

Enter the Duke's Solar and you'll end up having to fight the Duke himself. 
It's not really a boss fight as in his weakened condition there's no way you
can possible lose. After the battle you will need to flee the castle and make
your way to the large gaping hole in the urban quarter. While you can fight the
guards they don't give you much experience and they spawn infinitely, so just
ignore them and make your way to the urban quarter. If you do feel the need to
kill them (especially Ser Maximillian) you can jump onto the wall near the
cathedral and either shoot them or have your pawns kill them for you (they
can't seem to jump into the wall and will completely ignore your pawns). Note
that from this point on the guards will attack you on sight if you enter the
noble quarter, and you cannot enter the Duke's Demese again.

The huge hole in the urban quarter is the Everfall that you explored earlier in
the game. It is a unique dungeon in that it is made of several areas circling a
large central shaft. Falling all the way down to the bottom of the shaft sends
you back to the top in a repeating loop. To exit the fall you will need to land
on one of the outcroppings (which causes fall damage) or use the grab button to
latch on to it (you can just press the button when you are near or above the 
area). Regardless of where you land you will always appear at the Chamber of
Confusion the first time you enter the Everfall.

CHAMBER OF CONFUSION

In order the access the other areas of the Everfall you will first need to
clear the Chamber of Confusion.

BOSS FIGHT: EVIL EYE
Weak Point: Eye
Weak Against: Holy

See the bosses section for more details on this fight.

Once the evil eye has been slain the remaining levels of the Everfall become
available to you. The most important area is the exit/entrance located at the
top of the Everfall to the north. This location is where you originally entered
the Everfall from and leads to the pawn's guild. A pawn named Quince is there
and speaking with her starts the final storyline quest.

#############
#Fathom Deep#
#############

In order to proceed to the final area and face the true boss of the game you
will need to obtain 20 wakestones and bring them back to Quince. While this
may seem like a lot many of the bosses in the Everfall drops wakestones when
you defeat them, and many regular enemies drop wakestone shards. You do not
need to clear every area of the Everfall to obtain all the wakestones necessary
but it does hasten the process. Like other areas of the game the chambers in
the Everfall reset after a period of time, so you can keep obtaining wakestones
until you have the necessary number for the quest. Since it is easy to get
turned around as you fall down the Everfall it may be easier to start from the
top again if you miss your intended destination, as you will automatically be
reoriented facing north when you reappear.

EXIT
Location: North side of Everfall near the top.
Here you can exit the Everfall to the pawn's guild. Quince will be here when
you are ready to give her the 20 wakestones. There is also a pawn merchant 
named Akim here, but he doesn't sell anything interesting other than the golden
wristbands arm armor (which has good defense for mages and sorcerers).

CHAMBER OF ANXIETY
Location: West side of Everfall near the top.
The Chamber of Anxiety has a single wight in it. If you have ranged attacks the
battle should be no problem. Otherwise you will need to destroy the various
undead it summons before it lowers itself to the ground to summon more.

CHAMBER OF ABSENCE
Location: East side of Everfall near the top.
There isn't a boss monster in the Chamber of Absence, but there are plenty of
powerful enemies to keep you on your toes. The upper level of the area has
geo saurians and skeleton sorcerers, while the lower level has hellhounds. The
lower floor has a door which leads to another area with a mixed group of
goblins, hobgoblins, and grimgoblins.

CHAMBER OF HESITATION
Location: Northwest side of Everfall near the top.
The Chamber of Hesitation contains a large number of saurian sages hiding
along the walls of the chamber. They are just as powerful as geo saurians
but they have a weakness to dark instead of ice. In addition, they have the
ability to cast anodyne to heal themselves. Take them on one at a time if
possible, as the others don't seem to attack until hit with an attack or you
get too close to them.

The boss of the Chamber of Hesitation is an archydra, a much stronger version
of the hydra. If you want a practice run on fighting the archydra you should
first attempt the side quest A Challenge and fight the hydra in the Frontier
Caverns. The tactics you learn during that battle will serve you well in this
one. There will be undead warriors milling about instead of goblins, but other
than that the battle tactics you use here are the same that you used against
the hydra (except the battle will be much longer since the archydra has far
more health).

CHAMBER OF APPREHENSION
Location: Southeast side of Everfall near the top.
The Chamber of Apprehension can have one of two sets of boss monsters when you
enter it. The first set is a gorechimera and two wights. The second set is two
cockatrices along with vile eyes and grimgoblins. Note that if you defeat the
enemies and exit and reenter the chamber, the second set of bosses that you 
didn't fight before will spawn in the chamber.

CHAMBER OF REMORSE
Location: North side of Everfall halfway down.
The biggest draw of the Chamber of Joyce is the presence of Joye, a pawn
merchant who sells the most powerful weapons you can buy in the game. The
prices are a little up there (the longsword Wounded Heart costs over a million
gold), but are a bit more manageable if you have the gold idol. The area has
a golem on the upper level and an armored cyclops on the lower level, with
grimgoblins all about. It can be awkward to fight the golem in such narrow
confines, but if you're lucky the golem might fall to the lower level by
accident, where you can snipe at it from relative safety. The armored cyclops
might be a bit trickier as it will usually attack by going up the staircase.
While this makes keeping it confined a snap, it also makes killing it harder.
If you're patient enough you can just chip away at it until its armor breaks.

CHAMBER OF TRAGEDY
Location: South side of Everfall near the top.
There is no boss monster in the Chamber of Tragedy, but you will find plenty of
gargoyles, succubi, and specters. Aside from experience, you can also collect
some wakestone shards or even wakestones from the enemy drops.

CHAMBER OF LAMENT
Location: Southeast side of Everfall halfway down.
This unassuming ledge leads to the Chamber of Lament and the most powerful
boss in the game, the Ur-Dragon. Before you encounter the Ur-Dragon you will
need to kill three corrupted pawns in the room. When the Ur-Dragon arrives get
ready to rock. See the bosses section for more details. If you manage to defeat
the Ur-Dragon you will obtain 20 wakestones as a reward, along with a powerful
weapon (if you defeated it offline).

CHAMBER OF FATE
Location: Southwest side of Everfall halfway down.
The entrance leads directly to a boss arena where you'll either encounter a
drake and some harpies or a chimera, gorechimera, and lich with some 
hellhounds. Expect a major fight if you get the latter. Like the Chamber of
Apprehension the arena will spawn the second set of bosses when you reenter it.
The area beyond the boss chamber is the standard two level area where you'll
face a number of flying enemies including giant bats, harpies, succubi, and
gargoyles.

CHAMBER OF DISTRESS
Location: North side of Everfall near the bottom.
The Chamber of Distress is notable for being one of two places in the game
where you can fight a wyrm, an ice variant of the drake. The wyrm focuses on
casting spells rather than physical attacks, but it can be quite dangerous just
the same. The area prior to the boss fight is filled with rather weak enemies
such as direwolves and snow harpies.

CHAMBER OF ESTRANGEMENT
Location: Northwest side of Everfall near the bottom.
Like the Chamber of Apprehension and Fate, the Chamber of Estrangement features
one of two possible sets of bosses. The first set is a trio consisting of a 
cyclops, golem, and ogre. The second set is a duo of a lich and metal golem.
Like the other chambers featuring multiple boss sets, the second set will
spawn when you reenter the chamber. The area after the boss chamber is notable
for the presence of the pawn merchant Delec, who has powerful weapons for sale
(three of which cost over a million gold). The area beyond is the standard two
level area with giant undead, undead warriors, and specters.

CHAMBER OF WOE
Location: South side of Everfall near the bottom.
The Chamber of Woe is a very small area with a lich, giant undead, skeleton
lords, and hellhounds. Not much in the way of loot, but good experience.

CHAMBER OF SORROW
Location: Northwest side of Everfall at the very bottom.
This chamber is quite annoying as you will be constantly attacked by the evil
eye tentacles while you are in it. The boss of the chamber is an evil eye, but
even killing it won't stop the tentacles from appearing. The other chambers
have grimgoblins and vile eyes.

CHAMBER OF RESOLUTION
Location: Northeast side of Everfall at the very bottom.
The passage leading to the boss features various undead and a whopping three
ogres to deal with. The boss of the chamber is a cockatrice which may or may
not have saurian support in the form of geo saurians and saurian sages.

CHAMBER OF INSPIRATION
Location: South side of Everfall at the very bottom.
There are no bosses in this chamber, just the standard two level area with 
skeleton sorcerers and phantasms.

CHAMBER OF HOPE
Location: East side of Everfall at the very bottom.
The first room contains hellhounds and stout undead. The second area is the
standard two level area with a twist. You will be attacked by a gorechimera
shortly upon entering, along with skeleton sorcerers. Fighting a gorechimera in
close quarters is bad enough, but the skeleton sorcerers will make things much
more difficult as they will continuously cast spells at you during the battle.
Some of them will even target you through the floor from below. You might want
to take them out first before dealing with the gorechimera. Otherwise their
spells will hit you over and over again during the fight.

################
#Final Judgment#
################

Once you give the 20 wakestones to Quince a portal will open up at the bottom
of the Everfall. Once you drop into it there's no turning back. The portal will
take you to a mysterious entity called the Seneschal and a boss fight.

TRUE FINAL BOSS FIGHT: THE SENESCHAL (Part 1)

The Seneschal will fire a wave of energy at you as his primary attack, so get
ready to dodge it when he does. If you have ranged attacks simply stay back
and pelt him with missile fire. If you try to attack him with melee he will
disappear after a few hits and reappear to counterattack with an energy wave.
Once you deplete his health another scene will play and you will fight him
again. Use the same tactics that you used in the first battle.

In the next scene you have a choice similar to the one you faced when you
encountered the dragon. Turning back will send your character back to 
Cassardis. To get to the next part of the fight continue forward, killing the
illusionary copies of the various characters you encountered during the game.
At the end of the tunnel you will engage the Seneschal in the final battle.

TRUE FINAL BOSS FIGHT: THE SENESCHAL (Part 2)

The Seneschal turns out to be Savan, the fighter that you controlled during the
prologue. He will attack you along with his pawn Salde, who is another fighter.
Fortunately, your pawn will also appear for this battle. Concentrate on taking
out Salde first. Ranged attacks work well as your pawn will keep Salde
occupied while you keep firing at him. Just make sure to avoid the energy waves
that Savan will fire at you during the battle. Once Salde is defeated it's only
a matter of time before Savan falls as well. Note that even if Savan's health
is depleted he will not fall until your pawn grabs him and you strike the final
blow while he is being held.

Note: If you play through the new game plus, the Seneschal will be replaced 
with your character as he or she was when you defeated the previous Seneschal.
The pawn you fight against will be your own pawn as they were in the previous
battle. And in case you are wondering, when you fight against the Seneschal a
third time (and so on) the Seneschal and pawn you fight against will be the
same as your character and pawn were the last time you fought the battle.

After the battle you will have the opportunity to ask the Seneschal questions
about the nature of the world. When you're done asking questions go ahead and
end his life using the Godsbane sword.

#####################
#The Great Hereafter#
#####################

Once you've taken the Seneschal's place, go ahead and sit on the throne. You
will be transported to Cassardis where you will be invisible to everyone. In
case you're wondering, the brine can still kill you and you can die from falls.
I guess even the Seneschal has limitations. Leave using the gate and you will
end up back at the Seneschal's chamber. Sit on the throne again and you will
end up in Gran Soren. As with Cassardis you can't interact with anyone, so 
leave via the gate to end up back in the Seneschal's chamber. Sitting on the
throne again sends you back to Cassardis and Gran Soren alternatively. If you
want to proceed forward you need to equip the Godsbane sword in your inventory
and use it to kill yourself.

After the true ending and credits you will have the option to save your 
existing data and start a new game plus. You will start the game over (minus
the prologue) and keep your levels, skills, and inventory.

Note: On your second and subsequent playthroughs you will actually be able to
interact with people in Cassardis and Gran Soren. And when I say interact, I
mean attack them with your weapons and skills. Killing them doesn't really do
anything, as they will respawn when you come back to the area again.

O--------------O
|5. Side Quests|
O--------------O

Floral Delivery
Available: Start of Game
Location: Cassardis
Objective: Gather 5 Sunbright and 1 Moonglow for Benita.
Benita has set up a triage in the middle of town after the dragon attack, and
she needs your help gathering herbs to treat the wounded. Sunbright can be
found growing around the base of large trees outside of town, but only during
the day. Once you find and bring her back 5 Sunbright she will ask for a
Moonglow. Moonglow can be found at night in a small cove southeast of town. 

Goblin Raid
Available: Start of Game
Location: Cassardis Inn Notice Board
Objective: Kill 10 goblins.

Grim Tidings
Available: Start of Game
Location: Cassardis
Objective: Tell Merin about Cortese's death and report back to Elvar.
Elvar can be found in the church on the hill south of town. Talk to him and
he'll tell you that Cortese died during the dragon attack, but he didn't help
him. He's too ashamed to tell Cortese's brother Merin about his death, so he
wants you to go in his stead. Go and talk to Merin and report back to Elvar to
complete this quest.

He Should Be So Lucky
Available: Start of Game
Location: Cassardis Inn Notice Board
Objective: Kill 5 rabbits.
Rabbits can be found just outside of Cassardis near the entrance to town.

Lost Faith
Available: Start of Game
Location: Cassardis
Objective: Find the scriptures and return them to Clemente.
In the church you'll find Clemente who has lost his scriptures. You can find
them on the roof of a building near the church.

Rat Catcher
Available: Start of Game
Location: Cassardis Inn Notice Board
Objective: Kill 7 rats.
You can easily complete this quest by killing the giant rats in the well later
in the game.

An Uninvited Guest
Available: After returning from Encampment
Location: Cassardis
Objective: Catch the thief in Cassardis.
You can start this quest by talking to the innkeeper Pablos back in Cassardis.
He'll tell you about a thief that has been stealing items from shopkeepers.
Talk to Astella and Heraldo (it might take some time before Heraldo to return
to his shops since he has a strange schedule), and then return to Pablos.
Rest until evening, and patrol the streets until you spot the thief. You will
need to grab him using a grapple. It can be tricky since he moves so fast.
However, he does tend to double back on his route so if you wait near a narrow
point (such as the stairs leading up to the church) you might have an easier
time grabbing him as he comes back. If you take too long to catch him he will
get away, but you can always try again the following night.

Basic Training
Available: Start of Game
Location: Encampment Notice Board
Objective: Kill 8 spiders.
Spiders can be found just about everywhere underground.

Deep Trouble
Available: After returning from Encampment
Location: Cassardis
Objective: Kill all the saurians in the Dripstone Cave.
When you enter Cassardis a soldier named Poll will mention that he heard the
sound of monsters coming from the well. If you agree to enter the well he'll
give a lantern to use. Down the well you'll encounter giant rats and bats,
which doesn't seem to be too much of a deal. However, the tunnel eventually
leads to a large underground cave with a great deal of saurians. The saurians
are incredibly tough early on in the game. If you do decide to fight them,
make sure you have a mage that can cast ice boon, as they are weak to it. Try
to circle around the saurians and attack their tail, as once it is cut off
they become greatly vulnerable to attack. Once the saurians are killed talk to
Poll for your reward.

Deeper Trouble
Available: After completing Deep Trouble (after about a week)
Location: Cassardis
Objective: Clear out Dripstone Cave of saurians.
About a week after completing Deep Trouble you should hear a voice calling for
help from the well in Cassardis. Go down the well to find Rorric, who seems to
have heard the sounds of monsters coming from inside the Dripstone Cave. Head
towards the area where you fought the saurians previously and head west through
the water to a new area. There you will find several saurians along with their
egg sacks. Kill the saurians and destroy the egg sacks on the rocks nearby. A
second wave of saurians appear shortly after the first. Once they have been
taken care of destroy the remaining eggs and return to Rorric.

Extermination
Available: After defeating hydra at Encampment
Location: Cassardis Notice Board
Objective: Kill 24 giant bats.
Like spiders, bats can be found just about everywhere underground.

Guard Duty
Available: After returning from Encampment
Location: Cassardis
Objective: Escort Madeleine to the encampment.
You'll find a traveling merchant by the name of Madeleine in the Cassardis inn.
She'll ask for an escort to the encampment. This is one of the more easier
escort missions in the game, as the encampment isn't very far from Cassardis
and you will at most only encounter goblins along the way. Madeleine will stop
occasionally to pick up some random items, but otherwise you should have no
problems getting her to the encampment in one piece. Once there Madeleine will
ask for 1,000 gold to help her set up shop at Gran Soren. Go ahead and give her
the money if you want to increase your relationship with her.

Hounded By Fate
Available: Start of Game
Location: Encampment Notice Board
Objective: Kill 10 wolves.
Wolves can be found on a path north of the encampment on the Manamia Trail.

Lost and Found
Available: After defeating hydra at Encampment
Location: Cassardis
Objective: Find Quina at Witchwood and escort her to the witch.
When you leave the encampment Elvar shows up and tells you that Quina has gone
missing. You can officially start this quest by heading back to Cassardi and
talking to the chief Adaro who is waiting by the gate. He'll tell you that
Quina might have headed towards Witchwood. 

The path to Witchwood is the Manamia Trail, which is just north of the
encampment. Head southwest fighting a pack of wolves along the way. Near the 
top of the path you'll notice a very large boulder. The boulder (along with two
smaller ones) will come crashing down the moment you approach, so be prepared
to get out of the way. You can also trigger the boulder to come down by hitting
it with ranged attacks. Once the boulder is gone several bandits will appear
when you get to the top of the trail. At this point early in the game chances
are that the bandits are considerably stronger than your party, so you might
just want to run quickly past them and continue southeast to Witchwood. If you 
do decide to engage them be ready to use hit and run tactics as they are quite
tough. Past the initial group there are even more bandits waiting further along
the trail. Fight or run past them and continue southeast until you reach 
Witchwood.

Compared to getting there, Witchwood is much easier in the enemy department.
You will primarily encounter wolves and the occasionally spiders. There is a
persistent fog that obscures the map, but it can be cleared by destroying
certain totems in the area. When you enter Witchwood you'll encounter Quina.
You will need to escort her to the witch's house deep within Witchwood. Keep
her safe from enemy attacks and head east. Eventually you will find a small
house where you'll meet the witch Selene. Go ahead and raid her house for
items, particularly the bronze idol outside by the window. The bronze idol is
a quest item, but it also gives you a 10% discount on shop items as long as it
is in your inventory. From Selene's house head north to a small path which will
take you to a cliff overlooking Cassardis. Head back to town and talk to Adaro
for your reward.

Ruffled Feathers
Available: Start of Game
Location: Encampment Notice Board
Objective: Kill 2 seabirds.
Seabirds can be found in Cassardis in the beach area.

Search Party
Available: After rescuing Reynard
Location: Varies (Reyard moves between Cassardis, Encampment, Gran Soren, 
Greatwall, and various rest camps)
Objective: Help Reynard find information about his father.
Once you rescue Reynard from the goblins at the start of the game you can start
this quest, but chances are you won't be able to complete it until late in the
game. To start this quest you will need to purchase 10 items from him. You will
need to make 10 separate transactions (buy something and exit out) and not
simply buy 10 items at once. Once you do so he will ask you to obtain a scrap
iron. Scrap iron is dropped by skeletons. Once you give him the scrap iron
you will need to make 5 additional purchases. He will then ask you for some
Miasmite (which is dropped by phantoms). Make 10 additional purchases and he
will ask you to find information regarding the whereabouts of his missing
father. You will need to recover six journal entries scattered about Gransys
and bring them back to Reynard.

First Journal: Chest in the encampment.
Second Journal: Chest in the catacombs.
Third Journal: Gran Soren. Head up to the rooftops near the Black Cat. There is
a small alleyway to the northwest that can only be accessed via ladder from the
roofs. The journal is in a chest.
Fourth Journal: Chest in a camp near the Miasmic Haunt.
Fifth Journal: Chest in Soulflayer Canyon near broken bridge.
Final Journal: Chest in Ancient Quarry.

Bring the journals back to Reynard to complete the quest. Note that Reynard
will disappear from the game after this quest is complete.

A Dark Chorus
Available: After reaching Gran Soren
Location: Cassardis Inn Notice Board
Objective: Kill 10 harpies.

A Formless Foe
Available: After reaching Gran Soren
Location: Encampment Notice Board
Objective: Kill 5 phantoms.

A Lost Cause
Available: Start of Game
Location: Alehouse Notice Board
Objective: Obtain a snakeskin purse.
You won't be able to obtain a snakeskin purse until you have access to the
Blighted Manse, which doesn't happen until the side quest Duchess In Distress.
Once inside look for the purse in a chest located near the waterways of the
escape passage that you used to escort Aelinore.

A Troublesome Tome
Available: Start of Game
Location: Gran Soren
Objective: Find Salomet's Grimoire and return it to Steffen.
You can find Steffen wandering the area behind the Union Inn. He's searching
for the legendary tome Salomet's Grimoire. Talk to Camellia at the apothecary
and she'll mention that thieves might have taken it. You'll notice a location
marked on the map by the encampment. Make your way there to find someone
under attack by bandits. Rescue the individual and talk to him to find out that
the grimoire was taken by bandits to their hideout. That hideout is the ruins
of Aernst Castle, which is to the west of Witchwood. If you haven't been there
already, the path is to the north of the encampment. Follow the trail southwest
and south until the branch in the road. Take the southwest path and you should
see it in the distance. Note that there are a ton of bandits along the way, and
unless your party is at a high level it is recommended that you take things
nice and slow instead of trying to plow through the bandit hordes.

The ruins are loaded with bandits and you have two options of dealing with 
them. If you don't provoke them (i.e. attack them) you can just walk through
the bandits and they won't attack. You can even loot their chests and they 
won't even mind. The second is to just kill them all. If your party is low 
level this approach is not recommended. There are a large number of archers in
their midst, and their attacks are quite powerful. Rushing in is a bad idea, so
use hit and run tactics and try to take them down using ranged attacks and
running away as they get close. 

The grimoire is located in a chest at the very top of the castle, so you'll 
need to do some jumping around to reach it. There is also a wakestone shard
located to the west of the ruins near the oceanside. It's on a small tower off
to the side attached to a small bridge (it's on the ground, not in a chest). 
Grabbing it now will help out in a later quest. Return the grimoire to Steffen
for your reward. Don't worry. He'll come through later in the game.

Bone of Contention
Available: Start of Game
Location: Pawn Guild Notice Board
Objective: Kill 36 skeletons.

Dire Straits
Available: Start of Game
Location: Pawn Guild Notice Board
Objective: Kill 15 direwolves.

Dying of Curiosity
Available: After reaching Gran Soren
Location: Cassardis
Objective: Help Valmiro survive.
Make sure to have at least 6 greenwarish in your inventory before starting this
quest. Talk to Merin on the beach and he'll mention that Valmiro has gone
missing. Head outside Cassardis and down to the beach to find Valmiro. Give
him a greenwarish. Next head to the encampment. You'll find Valmiro just
outside the entrance. Give him 2 greenwarish. Finally head to Witchwood. Near
the entrance you'll find Valmiro. Give him 3 greenwarish. Head back to
Cassardis and talk to Merin to complete the quest.

Epicurean Delights
Available: Start of Game
Location: Alehouse Notice Board
Objective: Obtain 5 kept sour ambrosial meat.
Ambrosial meat is a rare drop. Sometimes ox will rarely drop them. Ambrosial
meat goes sour after 2 days, at which point you need to combine it with an
airtight flask to create kept sour ambrosial meat.

Final Farewell
Available: After reaching Gran Soren
Location: Encampment Notice Board
Objective: Kill 15 undead warriors.

Foreign Service
Available: Start of Game
Location: Alehouse Notice Board
Objective: Obtain 20 seeker's tokens.

Head Count
Available: Start of Game
Location: Alehouse Notice Board
Objective: Obtain 66 skulls.
Note that the reward for completing Bone Of Contention is 60 skulls.

Land of Opportunity
Available: Start of Game
Location: Gran Soren
Objective: Help Fournival evict the tenants Jasper, Sara, and Pip.
When you first encounter Fournival (either on the street or in his manor in the
noble quarter) he'll ask for your assistance in helping convince some his
tenants to leave his property. You'll need to talk to each tenant in turn.

Japser is usually hanging out in the area behind the Union Inn as a doomsayer.
Talk to him and he'll tell you that he needs the consent of his family before
he'll make a decision. His wife Sara is usually near the market by the
fountain area. She needs some time to think things over. That leaves Jasper's
son Pip. Pip is initially in the noble quarter near the gate that leads to the
craftsman quarter. Talk to him and he'll run off. He's actually on top one of
the houses in the craftsman quarter near the wall. You'll need to jump onto
the rooftops to reach him. Talk to him and Pip will run off yet again. This
time he's in the urban quarter near the aqueducts. You'll need to run after
him and grab him. Once you've caught him he'll give up and agree to leave. Go
back and talk to Jasper. You may have to wait an additional day if Sara is
still deciding, but eventually after talking to all three of them Jasper will
agree to leave, but asks you for 30,000 gold to help with moving expenses.
Fournival will pay you 40,000 gold for your help, so you won't lose any money
in the end.

Quell The Hobs
Available: After reaching Gran Soren
Location: Cassardis Inn Notice Board
Objective: Kill 30 goblins.

Reaper's Scorn
Available: Start of Game
Location: Gran Soren
Objective: Bring a wakestone back and revive Wilhem.
You'll find the blacksmith Austine near the pawn guild. His son Wilhem has just
died and he is trying to revive him using a wakestone. Unfortunately, he only
has two wakestone shards and needs a third to create a wakestone. If you did A
Troublesome Tome earlier you already have a wakestone shard and can complete
this quest right away. Otherwise you'll need to find a wakestone shard. They
are rare items until late in the game. You can always buy one from Fournival
for 15,000 gold. Your best bet is to just go to Aernst Castle and grab the one
there while you're getting Salomet's Grimoire.

Reveille Revelry
Available: Start of Game
Location: Alehouse Notice Board
Objective: Obtain 50 war bugles.

Sisters in Peril
Available: Start of Game
Location: Pawn Guild Notice Board
Objective: Kill 2 ogres.
You'll end up killing 3 ogres on your way through the Ancient Quarry, so you
might as well pick this one up.

The Absent Apprentice
Available: Start of Game
Location: Pawn Guild Notice Board
Objective: Kill 45 rabbits.

Trail of Corruption
Available: Start of Game
Location: Alehouse Notice Board
Objective: Find the gift ledger and bring it back.
The gift ledger can be found in Fournival Manor in the noble quarter.

Thanks Mislaid
Available: After Trail of Corruption
Location: Alehouse Notice Board
Objective: Obtain the chamberlain's affidavit.
You can find the affidavit in Fournival Manor on the counter. You can
use this as evidence to prove Fournival innocent in the quest Trails and 
Tribulations.

Venture Forth
Available: After reaching Gran Soren and completing Lost and Found
Location: Cassardis Inn Notice Board
Escorting Quina to Prayer Falls is a difficult task due to the fact that she is
rather fragile and enemies tend to target her above anyone else. The Wilted
Forest is especially dangerous as the bandits that are in the woods can kill
her in a matter of seconds. Escorting her during the day is slightly easier
since you can see (and therefore avoid) enemies easier than wandering about at
night. Save the game frequently and try to stick to the road if at all 
possible. Once you escort her safely to Prayer Falls Quina will move to the
nearby Abbey.

Witch's Brew
Available: Start of Game
Location: Alehouse Notice Board
Objective: Give Selene a Gransys herb and bring back a herb ale.
You can actually give Selene a Gransys herb and get a herb ale during the Lost
and Found side quest. Otherwise you'll need to head back to Witchwood and get
it from her. Gransys herbs can be found all over the place so you shouldn't
have any trouble getting one.

Chasing Shadows
Available: After completing A Matter of Myrmidons
Location: Gran Soren
Objective: Follow the suspect from the castle and report back to Arsmith.
Find Mason near the fountain. He'll ask you to follow a suspicious individual
from the castle at night. Wait until nightfall and approach the castle in the
noble quarter. Follow the suspect, but keep your distance (his movements will
be tracked on the map so you can keep track of him even when he's out of
sight). He'll end up in the urban district. After the cut scene go back to the
alehouse and talk to Arsmith to complete the quest.

Arise To Power
Available: Start of Wyrm Hunt
Location: Encampment Notice Board
Objective: Kill 10 saurians.

Arise To Power
Available: Start of Wyrm Hunt
Location: Encampment Notice Board
Objective: Kill 20 wild boars.

Extermination
Available: Start of Wyrm Hunt
Location: Encampment Notice Board
Objective: Kill 15 snakes.

Arise To Power
Available: After completing Griffin's Band and Trials and Tribulations
Location: Encampment Notice Board
Objective: Kill 10 seabirds.

Burden Of Proof
Available: After completing Griffin's Band and Trials and Tribulations
Location: Cassardis Inn Notice Board
Objective: Kill 10 Geo Saurians.

Escort Duty 
Available: After completing Chasing Shadows and Land of Opportunity
Location: Gran Soren
Objective: Take Symone on a tour of Gran Soren.
Note: You cannot complete this quest while Trials and Tribulations is active.
Before you undertake this quest, grab a flask of water from your storage. Talk
to Fournival at his manor and he'll ask you to accompany his daughter Symone
around Gran Soren for the day. Follow Symone as she makes her way to the urban
quarter (closely, but not too closely). She'll bump into someone on the way,
but don't worry about it. As you get to the market she'll ask you to play a
game of hide and seek with her. She'll either be in the Union Inn or alehouse.
Afterwards she'll wander about the market for a while, and then head for the
craftsman quarter. As she gets to the entrance, she'll complain of being
thirsty. Give her a flask of water. She will then challenge you to a race
through the craftsman quarter. Follow her closely (again, not too closely) and
don't lag too far behind otherwise she'll know you were letting her win on
purpose. Keep up with her until she reaches the gate. If you kept close to
her, found her quickly when she hid, gave her a drink, and let her win the
race, you should receive a gold idol as a reward when you speak to her 
afterwards. The gold idol is one of the best items in the game, as it gives you
a 30% discount on all items in the game. Note that you don't have to carry it
yourself as it will work just as well in your main pawn's inventory.

Of Merchants and Monsters
Available: Start of Game
Location: Ancient Quarry
Objective: Open the gate and clear the Ancient Quarry of ogres.
Talk to Alon who is waiting outside of the quarry to start this quest. There
are no less than three ogres inside of the Ancient Quarry, and to make things
safe again you need to kill all three of them. The first area is mostly empty
save for some giant rats. Head down the southeast passage and step on the
pressure plate. When it goes down all the way the gate in front will open. Take
the Quarry Key in the next room and backtrack to the main corridor. The
southwest passage is blocked for now, so head south. A group of bandits will
attack in the next area. The first ogre is down the passage to the south, but
before you head in that direction you might want to take a detour to the west
first. 

The west passage leads to a room with more bandits and loot. Use the Quarry Key
to gain access to the mining tunnels to the south. There are a great deal of
mining spots, mushrooms, and undead in this area. Southeast of this area leads
to a small door leading back to the main southern corridor, along with a lever
that opens a side passage leading further south. The ogre should be right
outside the door. While the ogre can't fit through the door, and you can
easily hit it with ranged attacks, chances are your pawns will rush right out
to take it on. Fortunately, the area is shaped like a circle, so you can
literally run in circles using hit and run attacks against the ogre. After the
first ogre is defeated take the time to mine the deposits in the room, and then
step on the pressure switch to the south. While this fulfills the gate opening
part of the quest, there are still two more ogres to take care off.

A few goblins meet you on the other side of the gate. Follow the path south
and you'll encounter several spiders near a stone block "staircase". At the top
is the second ogre. Before you take the second one on, head down the western
corridor. You'll reach a dead end with more goblins and quite a bit of loot and
mining veins. Head back the way you came and go up the ramp to the closed door.
Break the wooden bar to create a handy shortcut. Go through the door and head
back east to where the second ogre was. Now you can attack it. When it gets too
close you can either back up into the door you just came from, or run past the
ogre and go down the stone staircase and circle around back to the door. Do not
go past the ogre into the area beyond, as the third ogre is in that area.

Once the second ogre is dealt with you can proceed into the area beyond to
fight the third ogre. The area is circular so you can use the same tactics that
you used on the first ogre, or just lead it around the area and use the door
you came from previously to stop it from following you. Once the third ogre is
dead return to Alon. From this point the quarry will remain monster free (for
the most part) so you can use it as a handy shortcut to get to the Shadow Fort.
Alon will also set up shop in the area where the bandits were in a room to the
west.

A Bookkeeper's Bind
Available: After meeting the Duke
Location: Alehouse Notice Board
Objective: Obtain a promissory note.
Once you've cleared out the Ancient Quarry in the Of Merchants and Monsters
side quest, Alon will set up shop inside. You can purchase a promissory note
from him.

A Hero's Worth
Available: After meeting the Duke
Location: Encampment Notice Board
Objective: Kill 35 male bandits.

A Token Of Esteem
Available: After meeting the Duke
Objective: Obtain Maul's badge of amity.
You can obtain this by completing the side quest No Honor Among Thieves.

An Airborne Plague
Available: After meeting the Duke
Location: Encampment Notice Board
Objective: Kill 8 snow harpies.

An Innocent Man
Available: After meeting the Duke
Location: Cassardis
Objective: Free Tomlin's father from the dungeon.
Talk to Tomlin in Cassardis and he'll tell you that his father, a gardener in
the Duke's Demesne went missing a while back. He'll give you a gardener's 
permit and ask that you try to find him. Talk to Ser Jakys in the noble quarter
and he'll mention about someone being thrown in the dungeon. You will need at
least two skeleton keys to break him out. You can find one in a chest behind
some boxes just before the dungeon and a second one in a chest near the top of
the steps leading from the craftsman quarter to the noble quarter. Jump to the
left at the top of the stairs to get to it. You can also make a skeleton key by
combining a shackle with either a hunk of ore or a scrap iron. Purchasing them
at the Black Cat is also an option, but since you can get two of them for free
at the locations mentioned previouly you shouldn't have to.

Once you obtain two skeleton keys head for the dungeon in the Duke's Demesne.
It's located down the stairs to the right when you enter the room just before
the Duke's audience chamber. Tomlin's father Ansell is in the cell in the back
to the left. Talk to him and then open his cell with the skeleton key. Then
open the cell directly opposite with the second key which has a hole that leads
to an escape passage. Follow the passage to the exit, taking out the various
rats, spiders, and snakes along the way (otherwise Ansell will freak out). 
Before you leave make sure that Ansell is as close to the exit as possible 
(i.e. Ansell stops right in front of the exit and doesn't move further). If
Ansell is not at the door when you exit he won't follow you through the door
and end up right back at his cell. If this happens you will need to get another
two skeleton keys and start the whole process over again.

Once Ansell goes through the door you will end up in the slums near the city
aqueducts. Tomlin will be there to meet his father. Lead them both to the 
nearby exit and the quest will be complete. Note that you can actually do this
quest while you are escaping the dungeon during Arousing Suspicion.

Arise To Power
Available: After meeting the Duke
Location: Encampment Notice Board
Objective: Kill 29 oxen.

Arise To Power
Available: After meeting the Duke
Location: Encampment Notice Board
Objective: Kill 5 skeleton mages.

Arousing Suspicion
Available: After meeting Aelinore
Location: Gran Soren - The Duke's Demesne
Objective: Meet Aelinore in her bedchamber at night.
Talk to Mirabelle who is waiting inside the castle near the entrance. She will
request to meet with you at night regarding Aelinore. Come back later at night
and speak with her in the north garden. She will ask you to meet with Aelinore
in her bedchamber. You will need to sneak past the guards on the way there.
Enter the castle via the northern door near the gardens. Be careful as a guard
may come walking down the stairs from the audience chamber. If they do you can
hide in a side chamber (the servants won't do anything if they see you, so
you're safe) until they pass. Enter the audience chamber and head up the stairs
to the left. Enter the nearby door and head up the stairs to the walkway 
leading to Aelinore's bedchamber.

Once inside an event will occur. The Duke will actually kill Aelinore if you
don't intervene, so step out and do so. You will end up in the dungeon, but
Aelinore will appear with some skeleton keys. Open your door cell and then open
the door cell just south of the cell you just left. Go down the escape hole and
follow the passage outside, minding the rats, spiders, and snakes along the
way. The path leads to the slum area near the aqueducts of Gran Soren.

Burden Of Proof
Available: After meeting the Duke
Location: Cassardis Inn Notice Board
Objective: Kill 3 golems.

Farewell, Valmiro
Available: After meeting the Duke and Dying of Curiosity
Location: Cassardis
Objective: Give Valmiro supplies for his trip.
This is pretty much a fetch quest for Valmiro. He requires a potent 
greenwarish, lantern, sour ambrosial meat, and pilgrim's charm. You can easily
purchase the first two items if you don't have them already. Ambrosial meat is
a rare drop from oxen, but you can find one in a box in the Ancient Quarry in
the area where you first encountered an ogre. You can also use spring water on
a rotten ambrosial meat to turn it into an ambrosial meat. The pilgrim's charm
can be bought from Fournival, but you can also find one in Soulflayer Canyon
near the ladders leading up to the west entrance.

Idol Worship/Supplier's Demand
Available: After meeting the Duke
Location: Gran Soren
Objective: Find an idol and bring it back to Caxton/Madeleine.
Both Caxton and Madeleine are looking for special idols. There are three idols
in the game: bronze, silver, and gold. Each gives a 10%, 20%, or 30% discount
in shops respectively. Giving them an idol opens up new inventory in their
shop depending on which idol you return to them. You can also give them a
forgery of the idol, but the reward you get for the quest will be minimal. The
idols and their locations are as follows:
Bronze Idol: Found at Selene's hut (Witchwood) or Dragonforged cave
(Hillfigure Knoll).
Silver Idol: Obtained by completing Put The Eye Out.
Gold Idol: Obtained from Symone by completing Escort Duty with a maximum 
rating.

Nameless Terror
Available: After meeting the Duke
Location: Gran Soren
Objective: Defeat the assassins sent to kill you.
When leaving the southwest gate of Gran Soren talk to Ser Rickart nearby. He'll
mention that some suspicious people were asking about you and gives you a
letter. From this point on four groups of assassins will appear at night at
particular locations in Gransys. Their locations are as follows:

1. Area north of the stone bridge.
2. Near the north entrance of the Ancient Quarry.
3. North of the Mountain Waycastle, follow the path you escorted the convoy in
Off With Its Head.
4. South of the Mountain Waycastle, on path leading south towards the 
Encampment near the abandoned storehouse.

Once you've defeated the four groups their leader will appear at night outside
of Cassardis. Defeat him to complete this quest.

Parcel Service
Available: After meeting the Duke
Location: Alehouse Notice Board
Objective: Obtain 10 parcels from Soulflayer Canyon.
You might want to start The Conspirators side quest while you're doing this, as
both the parcels and letter for that quest are in the exact location. There are
two entrances to Soulflayer Canyon. The closest one to Gran Soren is along the
road leading to the initial entrance to the Catacombs. Head north past the
bridge and west following the road past the Catacombs. The entrance is north of
the Wilted Forest in an area north before the winding path leading up to the
Ruins of Havenspeak Fort.

From the southern entrance you will need to make your way up to the top of the
area. At the very top there is a path with a cyclops. This is the way you need
to go. Past the cyclops there is an area with slopes you can slide down. Take
the left slope around counterclockwise. The next area will have more slopes to
go down. This time take the right slope down. You should see the parcels
scattered about this area. The letter for The Conspirators should also be in
this area as well.

Putting The Eye Out
Available: After meeting the Duke
Location: Pawn Guild Notice Board
Objective: Slay the cyclops in the Frontier Caverns.
The entrance to the Frontier Caverns is located at the Shadow Fort. A hole
near the front of the main fort (where the battle took place) leads to an
underground cavern filled with goblins and hobgoblins. There is a staircase in
the area that leads to a large circular area. An armored cyclops is in this
area. Defeat it to obtain the silver idol as a reward.

Rise Of The Fallen
Available: After meeting the Duke
Location: Gran Soren
Objective: Investigate Salvation's involvement with the undead.
Talk to Ser Maximilian and he'll ask you to investigate an increase in
undead around Gran Soren and a possible link with Salvation. Head towards the
ubran quarter at night to the location marked on the map (it might take a
while). After the Salvation members meet you can either follow the first member
to the key location (which is near the alehouse) or just directly confront
the second member. If you confront him you can either pay 10,000 gold for the
key or just threaten him for it. Paying gets you the first key and threatening
(or following the first member) gets you the second key. Either one will do.

The next stop is the Catacombs. The gate you unlock depends on which key you
obtained. Use the handy entrance near Gran Soren and make your way to the area
where the elevator is. If you have the second key head south from the elevator
(do not take it up) and unlock the gate heading south. Continue south to the
end of the passage and take the stairs up. If you have the first key take the
elevator up, unlock the nearby gate, and head down the stairs.

If you took the second key route expect to fight a lot of skeleton mages when
you reach the top of the stairs. There is a locked door nearby, so you will
need to search the sarcophagi in the area for five keys. The first key path
puts you at the opposite end of the same area. Once you find all five keys
you can unlock the door. A Salvation cultist named Balsac is waiting for you
inside. He will summon skeleton knights and attack. Keep an eye on Balsac
during the fight as his spells are quite powerful. Once he is slain report back
to Ser Maximilian.

Smells Suspicious
Available: After meeting the Duke
Location: Alehouse Notice Board
Objective: Obtain a vial of Wyrmward Perfume.
The perfume can be found in a chest at the Ruins of Aernst Castle. Just go past
Maul up the nearby stairs. The chest should be nearby behind some boxes.

Supply and Demands
Available: After meeting the Duke
Location: Windbluff Tower
Objective: Deliver supplies to Ser Daerio.
Talk to Ser Daerio at Windbluff Tower and he will ask that you deliver a
message to Julien requesting supplies. Talk to Julien at the Duke's Demesne and
request one week's supply. Julian will give you ambrosial meat to take back.
Head back to Ser Daerio and give him the ambrosial meat. Speak to him again
and he'll give you the Windbluff Tower key, which opens up a nearby storage
room where you can get some nice armor from two chests.

Suppression
Available: After meeting the Duke
Location: Pawn Guild Notice Board
Objective: Kill 3 chimeras.

Swamp Things
Available: After meeting the Duke
Location: Pawn Guild Notice Board
Objective: Kill 10 sulfur saurians.

Talent in Bloom
Available: After meeting the Duke and Venture Forth
Location: Abbey
Objective: Give the blessed flower as a gift.
After Quina moves into the abbey talk to her and she'll ask you to help her
with her healer training. She'll give you a blessed flower to give to someone.
While you are supposed to give it to Geffrey back at the Gran Soren cathedral
to show him Quina's talent, you can give the flower to just about anyone as a
gift (even back to Quina herself). Doing so will complete the quest. Note that
the flower will wilt within two days, and if it does you will fail the quest.

The Absent Apprentice
Available: After meeting the Duke
Location: Pawn Guild Notice Board
Objective: Kill 25 crows.

The Conspirators
Available: After meeting the Duke
Location: Gran Soren - The Duke's Demesne
Objective: Obtain the letter for Fedel/Ser Gabrian.
Talk to Fedel on the second floor of the castle and he will ask to meet you
later that night in the gardens. Come back at night and meet him in the
southern garden area. He will ask you to retrieve a letter that was taken from
him by a monster. This letter is located in the same location as the parcels
in the quest Parcel Service. See details of that quest for directions on
getting to Soulflayer Canyon and the location of the letter. You'll know you're
in the right area when you see a cut scene with a gargoyle flying away to the
north. Follow it north to reach the southern entrance to Soulflayer Canyon.

Once you've obtained the letter head back to the castle. Ser Gabrian will
approach you and ask that you deliver the letter to him instead. The rewards
for the quest are the same regardless of who you give the letter to.

The Maker's Mercy
Available: After meeting the Duke
Location: Cassardis Inn Notice Board
Objective: Kill 10 deer.

The Secret Admirer
Available: After meeting the Duke
Location: Alehouse Notice Board
Objective: Obtain Ophis' badge of amity.
You can obtain Ophis' badge of amity by completing Thick as Thieves.

Witch Hunt
Available: After meeting the Duke
Location: Gran Soren
Objective: Save Selene from the mob.
Near the fountain in Gran Soren you can overhear some people talking about a
witch being the cause of all the recent problems. This will trigger a quest
where you need to go back to Witchwood to save Selene. When you reach Selene's
hut an event will occur and you'll have to fight a golem. After the battle go
through the door below the hut and follow the path until you reach Selene.
Talk to Selene and the spirit to end the quest. Note at this point afterwards
Selene will move into your house in Cassardis.

Mettle Against Metal
Available: After Witch Hunt
Location: Witchwood
Objective: Kill the metal golem.
Near the entrance of the new area in Witchwood that opened up during Witch Hunt
there is a path leading south towards the river. You might have noticed a
large shining rock there earlier. It doesn't do anything until after you 
complete Witch Hunt. Then it will animate as a metal golem and attack you when
you approach it. The metal golem is completely immune to attack, so the only
way to destroy it is to destroy its control medals which are scattered about
the area along the river. The control medals periodically send out an energy
pulse back to the golem so you can track their locations. Once you destroy all
the control medals the metal golem will be destroyed as well and the quest
will end.

The Dragon's Tongue
Available: After Witch Hunt
Location: Witchwood
Objective: Discover the meaning of the ancient tablet.
Return to the grave that you discovered during Witch Hunt. There is an ancient
tablet on the ground in front of it. Talk to Roland nearby, and then head for
the Gran Soren cathedral and speak with Geffrey. Then head towards Hillfigure
Knoll and speak with the Dragonforged. He will give you the Arisen's Bond.
Giving this to a chararcter will "lock" them into the endings (i.e. they will
appear in both the regular and post game endings).

A Fabled Dram
Available: After meeting the Duke and Witch Hunt
Location: Alehouse Notice Board
Objective: Obtain 5 king bay leaves.
King bay leaves are found near the grave in Witchwood that you found during the
events of Witch Hunt.

Supression
Available: After Pride Before a Fall and The Wyrmking's Ring
Location: Encampment Notice Board
Objective: Kill 2 metal golems.

Supression
Available: After Pride Before a Fall and The Wyrmking's Ring
Location: Pawn Guild Notice Board
Objective: Kill 3 gargoyles.

A Parting Gift
Available: After Talent in Bloom and before Deny Salvation
Location: Abbey
Objective: Obtain a pilgrim's charm and return it to Clarus.
If you already have a pilgrim's charm (or bought one from Fournival or 
Madeleine) you can simply give it to Clarus after accepting this quest.
Otherwise you will need to go into the Catacombs to find one. Enter the 
Catacombs via the entrance closest to Gran Soren. When you enter the Catacombs
Quina will be inside. Escort her to the chest containing the charm (which is
close by) and grab it. You will fight a specter nearby but you shouldn't have
any problems with it, especially since Quina knows some pretty strong magick.
Head back to the abbey and give the charm to Clarus.

Bad Business
Available: After Guard Duty and Chasing Shadows and during Deny Salvation
Location: Gran Soren
Objective: Help Madeleine escape Gran Soren.
If you helped out Madeleine establish her own shop in Gran Soren by completing
the Guard Duty and Chasing Shadows side quests, this quest becomes available.
At Madeleine's shop a woman named Katlyn will inform you that Madeleine has
gone missing. Grab the Diving Razors off the nearby counter and head to the
alehouse. Talk to the people there to learn that she was last seen heading for
the aqueduct area. When you get there follow her through the nearby gate.

It turns out that Madeleine has been accused of dealing in illegal goods. She
is trying to flee town but she forgot her lucky daggers in her shop. Give her
the daggers. The guards will appear and ask if you've seen her. Tell them no
and Madeleine will be safe. She will ask you for 50,000 gold in traveling
expenses. Doing so will considerably increase her affection towards you. She
will then leave Gran Soren. While she won't come back for the rest of the game,
she will return to the inn at Cassardis during the post game.

Duchess In Distress
Available: After Arousing Suspicion and during Deny Salvation
Location: Gran Soren - The Duke's Demesne
Objective: Free Aelinore from the Blighted Manse and help her escape.
If you completed the side quest Arousing Suspicion earlier this quest will be
available. Talk to Mirabelle outside of the castle and she will tell you that
since the event that happened earlier Aelinore was moved to the Blighted Manse
to the north where she fears that she will be killed. Mirabelle will give you
a disguise to wear to gain access to the manse. The Blighted Manse is on the
same route used to go to the Bluemoon Tower. After passing the Hillfigure Knoll
take the left path when the road branches. Follow the path and the manse will
be on the right across a stone bridge. Normally you cannot access the manse,
but the guards will let you in if you are wearing the set of royal guard armor.

Inside the manse make your way upstairs to where the Duchess is being held. You
will then need to escort her back downstairs (you can go ahead and remove the
disguise at this point). Be careful as the guards will focus their attacks on
Aelinore. She will open a gate downstairs. Follow the path down to an
underground area. You will need to carry her and jump across several gaps along
the way. You will eventually reach a wooden bridge with several guards nearby.
Carefully dispatch the guards (the bridge can be destroyed) and make your way
to the other side.

Your pawns will join up with you there, and they can heal Aelinore if she took
any damage in the last skirmish (which she probably did). The next area has
more guards and archers. Focus on the archers first as they are the biggest
threat. Make you way through the area via the side walkway or the central
walkway. There are a few more guards in the next area, but you shouldn't have
a problem with them. Walk past the long bridge to the next area where a ladder
leads to the rear entrance of the manse and freedom. Note that if you tried
to enter the manse this way prior to this quest the door would be locked. Also
beware of the chimera that roams around the area nearby. Follow the path 
leading out of the valley into a gulley with high winds and direwolves. From
there you can make your way to the rest camp that you arrived at during the
Griffin's Bane quest and back to Gran Soren.

No Honor Among Thieves
Available: After An Uninvited Guest
Location: Ruins of Aernst Castle
After completing An Uninvited Guest in Cassardis speak to the bandit leader
Maul in the Ruins of Aernst Castle. He'll ask you to either kill a former
member of his gang (Pike whom you captured earlier in An Uninvited Guest) or
take out some rival bandits (Ophis's female bandits near the Ruins of 
Havenspeak Castle). Talk to Pike at Cassardis and you can either convince him
to return to Maul, run far away, or you can kill him yourself. Alternatively,
you can kill 10 female bandits (they don't have to be in the ruins). Or you
can both convince Pike and kill 10 bandits (which gets you the best reward).
Return to Maul and he'll give you his badge, which unfortunately does not stop
bandits from attacking you in the area (you can however turn it in as a quest
item at the alehouse).

Thick As Thieves
Available: Start of Game
Location: Ruins of Havenspeak Castle
Objective: Kill 10 male bandits near the Ruins of Aernst Castle or feed Ophis'
pet cyclops.
Ophis will ask you to kill 10 members of a rival bandit group. These are the
male bandits that make their base at the Ruins of Aernst Castle near Witchwood.
If you talk to Betiah near the gate she will ask you to feed their pet cyclops.
Doing either of these will complete this quest. Their pet cyclops is found in
a walled off fort southwest of the Greatwall. There are goblins nearby and you
will need to kill one of them and carry it back there to feed the cyclops.
Ophis will give you her badge as a reward, but unfortunately it doesn't stop
female bandits from attacking you (you can however turn it in as a quest item
at the alehouse).

O----------O
|6. Weapons|
O----------O

SWORDS (Fighter, Mystic Knight, Assassin)

Rusted Sword: Str 10
Iron Sword: Str 50
Trusty Sword: Str 84
Eden's Warden: Str 120 Mag 170 Fire Element
Broadsword: Str 121
Cutlass: Str 149
Caladbolg: Str 152 Mag 202 Thunder Element
Almace: Str 161 Mag 244 Ice Element
Tight Cinquedea: Str 178
Silver Rapier: Str 204
Undulant Sword: Str 211
Bastard Sword: Str 244
Crossed Cinquedea: Str 464
Ascalon: Str 510 Mag 332 Holy Element
Dragon's Dogma: Str 522
Carnation: Str 619

SHIELDS (Fighter, Assassin)

Rusted Shield: Str 4
Round Shield: Str 15
Pelta: Str 26
Iron Shield: Str 38
Scorched Pelta: Str 42 Mag 170 Fire Element
Feather-Light Pelta: Str 47
Gran Soren Shield: Str 57
Mark of the Chimera: Str 68
Scarred Sentinel: Str 80
Orilux Shield: Str 92
Dragon's Den: Str 138
Dragon's Aegis: Str 156
Sable Sentinel: Str 186

DAGGERS (Strider, Ranger, Assassin, Magick Archer)

Rusted Daggers: Str 7
Criteria: Str 36
Throatcutters: Str 61
Stilettos: Str 87
Scalding Razors: Str 91 Mag 190 Fire Element
Snagdaggers: Str 128
Divine Razors: Str 143
Vouge Daggers: Str 151
Galvanic Razors: Str 153 Mag 216 Thunder Element
Crimson Teeth: Str 160
Bardiche Daggers: Str 176
Chilling Razors: Str 235 Mag 384 Ice Element
Heaven's Key: Str 258 Mag 418 Holy Element
Dragon's Vein: Str 362
Dragon's Pain: Str 428

BOWS (Strider, Assassin)

Rusted Bow: Str 6
Shortbow: Str 31
Sylvan Bow: Str 59
Direwolf Bow: Str 77
Fluted Bow: Str 113
Hunter's Bow: Str 136
Pleached Limbs: Str 148
Stalwart Bow: Str 252
Dragon's Rancor: Str 283
Fey Whisper: Str 336

STAVES (Mage, Mystic Knight, Magick Archer)

Rusted Staff: Str 1 Mag 10
Wooden Staff: Str 11 Mag 52
Ironclad Staff: Str 16 Mag 78
Crimson Glare: Str 14 Mag 122 Fire Element
Favored Flower: Str 24 Mag 154
Thunderclap: Str 21 Mag 171 Thunder Element
Unspoken Grace: Str 36 Mag 183
Anchor To Heaven: Str 43 Mag 215
Divine Axis: Str 33 Mag 229 Holy Element
Cast Stone: Str 46 Mag 246
Algid Bloom: Str 41 Mag 302 Ice Element
Unfettered Claw: Str 92 Mag 482
Dragon's Nous: Str 102 Mag 533
Volant White: Str 118 Mag 603 Holy Element
Frigid Finger: Str 121 Mag 632

LONGSWORDS (Warrior)

Rusted Greatsword: Str 15
Two-Hander: Str 156
Malignance: Str 183 Mag 239 Ice Element
Steel Greatsword: Str 194
Warblade: Str 232
Ardent Will: Str 233 Mag 269 Fire Element
Thousandlimbs: Str 257
Lifetaker: Str 271
Flamberge: Str 311
Cassardi Flamberge: Str 351
Saving Grace: Str 603
Dragon's Bite: Str 672
Wounded Heart: Str 794

WARHAMMERS (Warrior)

Rusted Warhammer: Str 18
Judgement: Str 163
Fiery Talon: Str 197 Mag 242 Fire Element
Ferric Talon: Str 205
Rooted Gloom: Str 232 Mag 312 Dark Element
Mounted Pale: Str 245
Steel Urchin: Str 287
Black Matter: Str 303
Chestcaver: Str 329
Triple Tooth: Str 360
Cyclops Sigil: Str 624
Dragon's Repast: Str 707
Bloody Thistle: Str 835

LONGBOWS (Ranger)

Rusted Longbow: Str 7
Reinforced Longbow: Str 64
Bespoke Longbow: Str 118
Plain Longbow: Str 140
Veteran's Arc: Str 153
Noble Limbs: Str 272
Dragon's Blink: Str 312
Savage Fang: Str 368

ARCHSTAVES (Sorcerer)

Rusted Archstaff: Str 3 Mag 12
Common Archstaff: Str 26 Mag 140
Grievous Horns: Str 33 Mag 179
Favored Branches: Str 40 Mag 215
Helical Archstaff: Str 47 Mag 253
Meniscus: Str 43 Mag 274
Frozen Tomorrow: Str 35 Mag 283 Ice Element
Solar Numen: Str 55 Mag 291
Stagnant Surge: Str 46 Mag 340 Dark Element
Solar Providence: Str 99 Mag 554
Dragon's Wit: Str 105 Mag 624
Talarian White: Str 120 Mag 704 Holy Element
Dragon's Risen: Str 126 Mag 738

MACES (Mystic Knight)

Rusted Mace: Str 12
Mace: Str 134
Font Of Fire: Str 144 Mag 248 Fire Element
Cresending Roar: Str 159 Mag 210 Thunder Element
Thousand Troops: Str 163
Obliteratrix: Str 177
Bloodthirsty Beak: Str 194
Morgenstern: Str 229
Ingot Club: Str 265
Thousand Stings: Str 286
Steel Beak: Str 303
Threaded Cudgel: Str 501
Dragon's Toll: Str 549
Dragon's Presence: Str 650

MAGICK SHIELDS (Mystic Knight)

Rusted Magick Shield: Str 5 Mag 9
Wooden Wall: Str 45 Mag 96
Magick Buckler: Str 60 Mag 122
Knight's Honor: Str 73 Mag 146
Thunder Kite Shield: Str 84 Mag 227 Thunder Element
Fine Magick Buckler: Str 86 Mag 172
Blue Kite Shield: Str 100 Mag 198
Angel's Sanctum: Str 185 Mag 372
Dragon's Faith: Str 204 Mag 417
Dark Buckler: Str 245 Mag 494

MAGICKAL BOWS (Magick Archer)

Rusted Spellbow: Mag 7
Magian Crutch: Mag 73
Master's Merle: Mag 124
Terminal Gyre: Mag 149
Gimble Gyre: Mag 166
Herald's Helix: Mag 285
Dragon's Breath: Mag 330
Dragon's Quickening: Mag 390

O--------O
|7. Armor|
O--------O

F=Fighter S=Strider M=Mage W=Warrior R=Ranger SOR=Sorcerer MK=Mystic Knight
A=Assassin MA=Magick Archer

HEAD

Circlet (All): Def 3 Mag Def 30 Magick+4
Faerie Hood (M, SOR, MK, MA): Def 4 Mag Def 13
Farewell Hood (All): Def 6 Mag Def 3
Leather Circlet (All): Def 6 Mag Def 27
Leather Cap (All): Def 7 Mag Def 4
Feather Hood (M, SOR, MK, MA): Def 7 Mag Def 18
Leather Hood (S, R, A, MA): Def 8 Mag Def 7
Verdant Hood (M, SOR, MK, MA): Def 9 Mag Def 16
Incognito Mask (All): Def 10 Mag Def 15
Wizard's Helm (M, SOR, MK, MA): Def 10 Mag Def 22
Laurel Circlet (All): Def 10 Mag Def 44 Magick+7
White Cap (All): Def 11 Mag Def 11
Chain Coif (F, W, A, MA): Def 13 Mag Def 3
Skulker's Mask (S, R, A, MA): Def 13 Mag Def 11
Twilight Hood (M, SOR, MK, MA): Def 13 Mag Def 28
Red Leather Cap (All): Def 14 Mag Def 13
Bandit's Mask (All): Def 16 Mag Def 2
Diadem (SOR, MK): Def 16 Mag Def 62 Magick+10
Red Leather Hood (S, R, A, MA): Def 17 Mag Def 14
Crowned Hood (M, SOR, MK, MA): Def 17 Mag Def 33
Gossip's Mask (All): Def 18 Mag Def 13
Guardian's Hood (All): Def 20 Mag Def 9
Assassin's Mask (S, R, A, MA): Def 21 Mag Def 20
Horned Helm (F, W, MK): Def 22 Mag Def 7
Iron Headgear (S, R, A, MA): Def 22 Mag Def 16
Clerical Cap (All): Def 22 Mag Def 22
Archwizard's Helm (M, SOR, MK, MA): Def 22 Mag Def 38
Lupine Veil (W, R, A, MK): Def 23 Mag Def 4
Summery Cowl (All): Def 23 Mag Def 24 Female Only
Barreled Helm (F, W, MK): Def 25 Mag Def 10
Autumn Hood (M, SOR, MK, MA): Def 25 Mag Def 34
White Hawk Sallet: (F, W, MK): Def 26 Mag Def 13
Dragonroar (All): Def 26 Mag Def 18 Strength+8 Magick+8
Lion-Lord's Helm (S, R, A, MA): Def 26 Mag Def 19
Bronze Sallet (F, W, MK): Def 27 Mag Def 5
Sage's Hood (M, SOR, MK): Def 27 Mag Def 41
Iron Helm (F, W, MK): Def 28 Mag Def 9
Twilight Mask (R, MA): Def 29 Mag Def 35
Cyclops Veil (W, A): Def 30 Mag Def 1 Strength+6
Dragon Band (All): Def 30 Mag Def 33 Strength+5 Magick+3
Gryphic Helm (F, W, MK): Def 31 Mag Def 10
Sultry Cowl (All): Def 31 Mag Def 32 Female Only
Coupled Headgear (S, R, A, MA): Def 32 Mag Def 21
Chimeric Armet (F, W, MK): Def 33 Mag Def 11 Strength+2 Magick+1
Golden Lion Helm (S, R, A, MA): Def 35 Mag Def 25
Grisly Skull (F, W, MK): Def 39 Mag Def 16
Direwolf Veil (F, W, MK): Def 40 Mag Def 8 Strength+5
Meloirean Helm (F, W, MK): Def 41 Mag Def 13
Dragon Knight's Helm (F, W, MK): Def 42 Mag Def 21
Steel Sallet (F, W, MK): Def 45 Mag Def 7
Crimson Armet (F, W, MK): Def 46 Mag Def 15
Meloirean Cyclops Veil (W, MK): Def 48 Mag Def 2 Strength+8
Barbarian Chief's Helm (W , MK): Def 56 Mag Def 4 Strength+10

TORSO CLOTHING

Cassardi Shirt (All): Def 2 Mag Def 2
Bandages (All): Def 3 Mag Def 3
Fine Cassardi Shirt (All): Def 3 Mag Def 3
Tunic (All): Def 3 Mag Def 4
Bliaut (M, SOR, MK, MA): Def 3 Mag Def 9
Traveler's Shirt (All): Def 4 Mag Def 3
Linen Shirt (All): Def 4 Mag Def 6
Faded Vest (F, W, A, MK): Def 5 Mag Def 2 
Hemp Shirt (All): Def 5 Mag Def 4
Cotton Tunic (All): Def 5 Mag Def 6
Leather Chestguard (All): Def 6 Mag Def 3
Quilted Jerkin (All): Def 6 Mag Def 5
Riveted Coat (All Except M/SOR): Def 7 Mag Def 2
Light Outfit (All): Def 7 Mag Def 6
Lady Corset (All): Def 7 Mag Def 7 Female Only
Assembled Vest (All Except M/SOR): Def 8 Mag Def 3
Braided Shirt (All): Def 8 Mag Def 6
Doublet (All): Def 8 Mag Def 6
Blessed Vest (All): Def 8 Mag Def 10
Chainmail Bracers (All Except M/SOR): Def 9 Mag Def 5
White Hawk Tunic (All): Def 9 Mag Def 7
Maiden's Camisole (All): Def 9 Mag Def 12 Female Only
Alchemick Vest (All): Def 10 Mag Def 12
Chain Mail (All Except M/SOR): Def 11 Mag Def 4
Brigandine Jerkin (All): Def 11 Mag Def 8
Swordsman's Shirt (All): Def 12 Mag Def 2
Trooper Outfit (All Except M/SOR): Def 12 Mag Def 5
Hard Leather Plate (All): Def 12 Mag Def 7
Forest Tunic (All): Def 12 Mag Def 8
Hunter's Shirt (All): Def 12 Mag Def 8
Iron Vest (F, W, A, MK): Def 13 Mag Def 3
Gambeson (All): Def 13 Mag Def 11
Silver Chestplate (All): Def 14 Mag Def 8
Noblewoman's Corset (All): Def 14 Mag Def 12 Female Only
Plated Coat (F, W, A, MK): Def 15 Mag Def 8
Dragonleather Vest (All Except M/SOR): Def 15 Mag Def 11
Silver Vest (F, W, A, MK): Def 16 Mag Def 6

TORSO ARMOR

Plebian Shirt (All): Def 5 Mag Def 2
Shabby Robe (M, SOR, MA): Def 11 Mag Def 35
Leather Jacket (All Except M/SOR): Def 22 Mag Def 14
Scholar's Coat (M, SOR, MK): Def 25 Mag Def 56
Chestguard (All Except M/SOR): Def 26 Mag Def 22
Skull Belts (All Except M/SOR): Def 28 Mag Def 4
Recluse's Robe (M, SOR, MK, MA): Def 29 Mag Def 60
Sectional Armor (F, W, MK): Def 34 Mag Def 8
Golden Belt (All): Def 32 Mag Def 34 Strength+20
Missionary's Robe (M, SOR, MK): Def 34 Mag Def 63
Bronze Lorica (S, R, A, MA): Def 35 Mag Def 26
Bone Plate Armor (All Except M/SOR): Def 36 Mag Def 1
Magician's Surcoat (M, SOR, MA): Def 38 Mag Def 69
Mummer's Wear (All): Def 39 Mag Def 33
Padded Armor (S, R, MK, MA): Def 40 Mag Def 41
Frame Plate (All): Def 41 Mag Def 44 Female Only
Leather Waistwrap (F, W, A, MA): Def 42 Mag Def 13
Animistic Robe (M, SOR, MA): Def 42 Mag Def 80
Leather Protector (S, R, A, MA): Def 43 Mag Def 31
Dalmatica (M, SOR, MA): Def 43 Mag Def 72
Berserkin (S, MA): Def 44 Mag Def 102 Strength+3 Magick+12 Female Only
Scale Coat (F, W, A, MA): Def 46 Mag Def 29
Flutter Padding (S, R, A, MA): Def 46 Mag Def 45
Hunter's Jacket (S, R, A, MA): Def 47 Mag Def 32
Sage's Robe (M, SOR, MA): Def 47 Mag Def 73
Weak Guard (All Except M/SOR): Def 48 Mag Def 30
Summery Pareo (All): Def 50 Mag Def 51 Female Only
Hide Armor (F, W, A, MA): Def 52 Mag Def 17
Maiden's Petticoat (All): Def 53 Mag Def 28 Female Only
Crimson Robe (M, SOR, MA): Def 53 Mag Def 77
Red Leather Armor (S, R, A, MA): Def 54 Mag Def 36
Matte Robe (M, SOR, MA): Def 55 Mag Def 90
Cardinal Surcoat (M, SOR, MA): Def 56 Mag Def 72
Surcoat (F, W, MK): Def 57 Mag Def 18
Rex Lion Padding (S, R, MK, MA): Def 57 Mag Def 38 Female Only
Bronze Cuirass (F, W, MK): Def 59 Mag Def 14
White Hawk Half-Plate (F, W, MK): Def 59 Mag Def 24
Philosopher's Robe (M, SOR, MK): Def 60 Mag Def 84
Sectional Iron Plate (F, W, MK): Def 61 Mag Def 19
Bone Armor (All Except M/SOR): Def 63 Mag Def 2
Archer's Culottes (S, R, A, MA): Def 64 Mag Def 42
Gryphic Armor (F, W, MK): Def 65 Mag Def 20
Sultry Pareo (All): Def 65 Mag Def 66 Female Only
Swordsman's Plate (F, W, MK): Def 66 Mag Def 13
Dark Lorica (R, A): Def 66 Mag Def 59
Grand Surcoat (F, W, MK): Def 67 Mag Def 21
Chimeric Half Plate (F, W, MK): Def 69 Mag Def 21 Strength+3 Magick+2
Lamellar Jacket (S, R, A, MA): Def 69 Mag Def 34
Divine Surcoat (F, W, MK): Def 72 Mag Def 30
Golden Lion Padding (S, R, A, MA): Def 76 Mag Def 46
Grisly Bone Armor (F, W, MK): Def 77 Mag Def 27
Meloirean Plate (F, W, MK): Def 78 Mag Def 23
Royal Surcoat (F, W, MK): Def 80 Mag Def 25
Steel Cuirass (F, W, MK): Def 84 Mag Def 16
Crimson Plate (F, W, MK): Def 86 Mag Def 25

ARM

Talismanic Beads (All): Def 2 Mag Def 5
Wooden Bands (All): Def 4 Mag Def 2
Farewell Gloves (All): Def 6 Mag Def 3
Scholar's Bangle (All): Def 8 Mag Def 20
Funnybone Guards (All): Def 11 Mag Def 16
Bronze Bangles (All): Def 11 Mag Def 26 Magick+1
Novice's Bracers (All Except M/SOR): Def 13 Mag Def 10
Silver Bands (All): Def 13 Mag Def 38
Tiger Bangle (All): Def 16 Mag Def 31 Magick+2
Hand Covers (All Except M/SOR): Def 17 Mag Def 14
Bandit's Gloves (All Except M/SOR): Def 18 Mag Def 2 Strength+3
Runic Bangles (All): Def 21 Mag Def 37 Magick+3
Leather Gloves (All Except M/SOR): Def 22 Mag Def 22
Iron Bracers (All Except M/SOR): Def 23 Mag Def 18
Red Leather Gloves (All Except M/SOR): Def 26 Mag Def 19
Jade Bangles (All): Def 26 Mag Def 42 Magick+4
Arm Crest (All Except M/SOR): Def 27 Mag Def 28
Navy Leather Gloves (All Except M/SOR): Def 28 Mag Def 25
Alchemickal Bangles (All): Def 28 Mag Def 53 Magick+5
Scale Armguard (F, W, A, MK): Def 29 Mag Def 9
Iron Manicae (All Except M/SOR): Def 29 Mag Def 21
Champion's Bangles (All): Def 31 Mag Def 46 Strength+4
Assembled Sleeves (S, R, A, MA): Def 32 Mag Def 23
Golden Wristbands (All): Def 32 Mag Def 55
Bronze Gauntlets (F, W, MK): Def 34 Mag Def 4
White Hawk Gauntlets (F, W, MK): Def 34 Mag Def 17
Assailant's Bracers (All Except M/SOR): Def 35 Mag Def 15 Strength+5
Scarlet Hand Covers (All Except M/SOR): Def 35 Mag Def 24
Gleaming Bangles (All): Def 35 Mag Def 49 Magick+6
Iron Armguard (F, W, MK): Def 36 Mag Def 11
Assassin's Armguards (All Except M/SOR): Def 36 Mag Def 32
Master's Bracers (All Except M/SOR): Def 38 Mag Def 20
Darkened Gloves (All Except M/SOR): Def 38 Mag Def 29
Gryphic Gauntlets (F, W, MK): Def 39 Mag Def 12
Swordsman's Bracers (All Except M/SOR): Def 40 Mag Def 6
Black Leather Gloves (All Except M/SOR): Def 41 Mag Def 26
Twilight Manicae (R, A, MA): Def 42 Mag Def 36
Chimeric Gauntlets (F, W, MK): Def 43 Mag Def 13 Strength+2 Magick+1
Dragon Hide Bracers (S, R, A, MA): Def 44 Mag Def 21
Grizly Bracers (All Except M/SOR): Def 44 Mag Def 30
Burnished Bracers (All Except M/SOR): Def 47 Mag Def 29
Meloirean Armguard (F, W, MK): Def 48 Mag Def 16
Shadow Gauntlets (F, W, MK): Def 51 Mag Def 27
Steel Gauntlets (F, W, MK): Def 54 Mag Def 6
Crimson Gauntlets (F, W, MK): Def 56 Mag Def 19
Dragonscale Arm (W, MK): Def 65 Mag Def 7

LEG CLOTHING

Cassardi Trousers (All): Def 1 Mag Def 1
Cotton Hosen (All): Def 1 Mag Def 3
Silk Lingerie (All): Def 1 Mag Def 9 Female Only
Fine Cassardi Hosen (All): Def 2 Mag Def 2
Leather Bandings (All): Def 2 Mag Def 2
Traveler's Tights (All): Def 2 Mag Def 2
Laced Leggings (All): Def 2 Mag Def 7
Brown Laced Leggings (All): Def 2 Mag Def 11
Short Pants (All): Def 3 Mag Def 1
Hemp Hosen (All): Def 3 Mag Def 2
Denim Hosen (All): Def 3 Mag Def 3
Bandit Stalkers (All): Def 3 Mag Def 6
Yellow Gaiters (All): Def 4 Mag Def 2
Evening Tights (All): Def 4 Mag Def 5
Worker's Pants (All): Def 5 Mag Def 1
Urban Hosen (All): Def 5 Mag Def 3
Seeker Tights (All): Def 5 Mag Def 7
White Stockings (All): Def 5 Mag Def 10
Brown Leathers (All): Def 6 Mag Def 2
White Hawk Leggings (All): Def 6 Mag Def 5
Iron Bandings (All Except M/SOR): Def 6 Mag Def 10
Half Chain Hosen (All Except M/SOR): Def 7 Mag Def 1
Twisted Leathers (All): Def 7 Mag Def 4
Braded Hosen (All): Def 7 Mag Def 5
Black Gaiters (All): Def 8 Mag Def 4
Laborer's Breeches (All): Def 8 Mag Def 4
Alchemickal Hosen (All): Def 8 Mag Def 9
Swordsman's Pants (All): Def 9 Mag Def 1
Huntsman's Trousers (All): Def 9 Mag Def 3
Full Chain Hosen (All Except M/SOR): Def 10 Mag Def 2
Silver Hosen (All Except M/SOR): Def 11 Mag Def 3

LEG ARMOR

Plebian Trousers (All): Def 3 Mag Def 1
Leather Shoes (All): Def 4 Mag Def 18
Cassardi Greaves (All): Def 7 Mag Def 12
Dusk Shoes (All): Def 8 Mag Def 34
Scholar's Boots (All): Def 9 Mag Def 24
Leather Cuisses (S, R, A, MA): Def 10 Mag Def 9
Gloaming Shoes (All): Def 12 Mag Def 50
Novice Breeches (All): Def 13 Mag Def 11 Female Only
Blue Longkilt (M, SOR): Def 13 Mag Def 28
Fur Greaves (All Except M/SOR): Def 15 Mag Def 12
Wizard's Boots (All): Def 15 Mag Def 45 Magick+4
Budget Greaves (F, W, A, MA): Def 16 Mag Def 2
Mage's Shoes (All): Def 17 Mag Def 32 Magick+3
Fur & Cuisses (S, R, A, MA): Def 20 Mag Def 13
Raptor Cuisses (All Except F, S, M): Def 20 Mag Def 44 Strength+3 Magick+3
Red Longkilt (M, SOR): Def 21 Mag Def 39
Metal Greaves (F, W, MK): Def 22 Mag Def 5
Over-Knee Boots (All): Def 22 Mag Def 26
Downcuffs & Cuisses (All Except M/SOR): Def 23 Mag Def 22
Flame Skirt (All): Def 23 Mag Def 38 Female Only Strength+8 Magick+8
Steel-Toed Boots (All Except M/SOR): Def 25 Mag Def 7
Iron Leg Guards (F, W, MK): Def 26 Mag Def 1
Red Leather Cuisses (S, R, A, MA): Def 26 Mag Def 17
Royal Cuisses (All Except F, S, M): Def 26 Mag Def 55 Strength+5 Magick+5
Riveted Boots (All Except M/SOR): Def 28 Mag Def 4
Iron Boots (All Except M/SOR): Def 28 Mag Def 15
Fine Over-Knee Boots (All): Def 29 Mag Def 25
Striker's Greaves (All Except M/SOR): Def 30 Mag Def 19
Scale Greaves (All): Def 31 Mag Def 14
Red Over-Knee Boots (All): Def 31 Mag Def 41
Chainmail Skirt (All Except M/SOR): Def 32 Mag Def 21
Purple Longkilt (M, SOR): Def 32 Mag Def 48
Assassin's Breeches (All Except M/SOR): Def 33 Mag Def 28
Holy Cuisses (All Except F/S/M): Def 33 Mag Def 60 Strength+7 Magick+7
Battle Greaves (F, W, MK): Def 34 Mag Def 11
White Hawk Cuisses (F, W, MK): Def 36 Mag Def 19
Assembled Breeches (All): Def 36 Mag Def 16 Female Only
Nimble Cuisses (S, R, A, MA): Def 37 Mag Def 24
Exotic High Boots (All): Def 37 Mag Def 51
Bronze Sabatons (F, W, MK): Def 38 Mag Def 6
Dark Over-Knee Boots (All): Def 38 Mag Def 35
Iron Cuisses (F, W, MK): Def 39 Mag Def 13
Thick Fur Greaves (All Except M/SOR): Def 40 Mag Def 20
Molten Boots (F, W, MK): Def 42 Mag Def 34
Swordsman's Greaves (All Except M/SOR): Def 43 Mag Def 7 Strength+5
Gryphic Greaves (F, W, MK): Def 43 Mag Def 10
Twilight Greaves (R, A): Def 43 Mag Def 37
Chimeric Sabatons (F, W, MK): Def 45 Mag Def 16 Strength+2 Magick+1
Superior Cuisses (S, R, A. MA): Def 45 Mag Def 27
Leather Ocreae (All Except M/SOR): Def 48 Mag Def 23
Carmine Breeches (All Except M/SOR): Def 49 Mag Def 31
Shadow Greaves (F, W, MK): Def 51 Mag Def 25
Meloirean Greaves (F, W, MK): Def 52 Mag Def 18
Grisly Greaves (All Except M/SOR): Def 53 Mag Def 24
Steel Sabatons (F, W, MK): Def 56 Mag Def 12
Crimson Sabatons (F, W, MK): Def 60 Mag Def 20
Dragonbeards (W, MK): Def 66 Mag Def 9

CLOAKS

Tattered Mantle: Def 2 Mag Def 2
Alchemickal Cloak: Def 2 Mag Def 6
Dignified Cape: Def 2 Mag Def 6
Farewell Cloak: Def 3 Mag Def 3
Magnanimous Cloak: Def 3 Mag Def 3
Ebon Neck Wrap: Def 3 Mag Def 4
Feather Cape: Def 3 Mag Def 4
Mahogany Cape: Def 3 Mag Def 4
Scarlet Cape: Def 3 Mag Def 4
Violet Neck Wrap: Def 3 Mag Def 4
Ancient Cape: Def 3 Mag Def 7
Adventurer's Cloak: Def 4 Mag Def 3
Gryphic Cloak: Def 4 Mag Def 3
Harpy Cloak: Def 4 Mag Def 3
Leather Cape: Def 4 Mag Def 3
Pauldron: Def 4 Mag Def 3
Scholar's Cape: Def 4 Mag Def 3 Max HP +30
Shoulder Cape: Def 4 Mag Def 3 Max Stamina +30
Shed Cape: Def 4 Mag Def 4
White Hawk Cape: Def 4 Mag Def 4
Direwolf Cape: Def 5 Mag Def 2 Stamina +30
Feral Cape: Def 5 Mag Def 2
Swordsman's Mantle: Def 5 Mag Def 2
Knight's Mantle: Def 6 Mag Def 1
Royal Mantle: Def 6 Mag Def 1
Lordly Cloak: Def 6 Mag Def 6
Dragon Knight's Cloak: Def 7 Mag Def 2
Nebula Cape: Def 7 Mag Def 7
Paladin's Mantle: Def 7 Mag Def 7

JEWELRY

Baleful Nails: Def 1 Strength +10 Magick +10
Barbed Nails: Def 1
Dragonblood: Def 1
Ogre Bone: Def 1
Ring of Amethyst: Mag Def 2 Thunder Resistance +25%
Ring of Argent: Mag Def 2 Holy Resistance +15%
Ring of Azure: Mag Def 2 Ice Resistance +15%
Ring of Guiles: Mag Def 2 Fire Resistance +15%
Ring of Onyx: Mag Def 2 Dark Resistance +25%
Ring of Pearl: Mag Def 2 Holy Resistance +25%
Ring of Purpure: Mag Def 2 Thunder Resistance +15%
Ring of Ruby: Mag Def 2 Fire Resistance +25%
Ring of Sable: Mag Def 2 Dark Resistance +15%
Ring of Sapphire: Mag Def 2 Ice Resistance +25%
Iris Ring: Mag Def 3 Frozen Solid Resistance +100%
Rose Ring: Mag Def 3 Caught Fire Resistance +100%
Violet Ring: Mag Def 3 Thundershock Resistance +100%
Golden Ring: Def 2 Mag Def 2
Platinum Ring: Def 2 Mag Def 2
Silver Ring: Def 2 Mag Def 2
Benevolent Earring: Def 1 Cursed Resistance +60%
Cleansing Earring: Def 1 Poison Resistance +60%
Dignified Earring: Def 1 Petrification Resistance +60%
Exuberant Earring: Def 1 Skill Stifling Resistance +60%
Faithful Earring: Def 1 Possession Resistance +60%
Free-Spoken Earring: Def 1 Silence Resistance +60%
Harmonious Earring: Def 1 Magick Lowered Resistance +60%
Indomitable Earring: Def 1 Strength Lowered Resistance +60%
Nimble Earring: Def 1 Topor Resistance +60%
Noble Earring: Def 1 Magick Defenses Lowered Resistance +60%
Restless Earring: Def 1 Sleep Resistance +60%
Sight Earring: Def 1 Blindness Resistance +60%
Stalwart Earring: Def 1 Defenses Lowered Resistance +60%

SETS

Set of Fisherman's Tatters (All): Def 2 Mag Def 2
Set of Prisoner's Rags (All): Def 16 Mag Def 3
Set of Fisherman's Garb (All): Def 30 Mag Def 24
Set of Lady's Garb (All): Def 60 Mag Def 53
Set of Salvation Robes (All): Def 70 Mag Def 172
Set of Royal Guard Armor (All) Def 166 Mag Def 59

O--------O
|8. Items|
O--------O

CURATIVES

Absorbent Rag: Removes oil when doused with it.
Anathema Grass: Restores health.
Ambrosial Meat: Restores a large amount of stamina. Turns sour after 2 days.
Apple: Restores health. Turns moldy after 3 days.
Avernal Mushroom: Restores stamina. Causes poison.
Backfat Oil: Restores stamina.
Balmy Incense: Restores health to entire party.
Balmy Perfume: Restores health to entire party.
Beast-Steak: Restores stamina. Turns sour after 3 days.
Berry: Restores a small amount of health. Turns moldy after 3 days.
Bladeleaf: Cures poison.
Bottled Haste: Cures topor.
Bringbout: Cures sleep.
Carrot: Restores a small amount of health. Turns moldy after 3 days.
Chaffstem: Restores health.
Clean Cloth: Removes water when doused with it.
Cleric's Draught: Restores magick defenses.
Cleric's Incense: Restores magick defenses for entire party.
Cockatrice Liquor: Cures petrification for entire party.
Cragwort: Restores health.
Decoction of Bandily: Increases magick defenses for entire party.
Desiccated Herbs: Restores health.
Destiny Grass: Restores health.
Detoxicating Powder: Cures poison for entire party.
Devilwort: Restores health.
Distilled Herb Ale: Restores health for entire party.
Dose of Courage: Restores defenses.
Dose of Strength: Restores strength.
Drop of Deliverance: Cures skill stifling for entire party.
Droughtshroom: Restores stamina. Causes poison.
Egg: Restores health and stamina.
Eyedropper: Cures blindness.
Fiend's Perch: Restores stamina.
Finest Herb Ale: Restores health and stamina for entire party.
Font of Constitution: Restores defenses for entire party.
Font of Vigor: Restores strength for entire party.
Foreign Medicament: Restores a large amount of health.
Fragrant Herb Ale: Restores health for entire party.
Frozen Holy Water: Cures curse for entire party.
Giant Fish: Restores stamina. Turns rank after 1 day.
Gloamcap: Restores stamina.
Grandgrapes: Restores health. Turns moldy after 3 days.
Greenwarish: Restores health.
Harspud Juice: Restores health and stamina.
Harspud Milk: Restores health and stamina.
Harspud Sauce: Restores a large amount of health and stamina.
Herb Ale: Restores health for entire party.
Interventive: Restores health and stamina. Cures burning, freezing, poison,
topor, and silence.
Isometricine: Cures lowered strength, defense, magick, and magick defense.
Large Fish: Restores stamina. Turns rank after 2 days.
Large Mushroom: Restores stamina.
Large Nut: Restores health.
Liberating Brew: Cures skill stifling.
Light-Cure: Restores health and stamina. Cures blindness, curse, sleep, and
skill reduction.
Liquid Vim: Prevents stamina from decreasing for a period of time.
Matured Greenwarish: Restores health.
Mithridate: Cures poison.
Mushroom: Restores stamina.
Mushroom Potage: Restores stamina for entire party.
Nightcry: Cures poison.
Nostalgia Dust: Restores health and cures possession for entire party.
Oak Leaf Oil: Cures topor for entire party.
Panacea: Restores health and stamina and cures all negative status effects.
Peppermint Seed: Cures sleep for entire group.
Perfect Herb Ale: Restores stamina for entire party.
Pickled Mushrooms: Restores stamina.
Placative Brew: Cures possession for entire party.
Polar Mushroom: Restores stamina.
Potent Greenwarish: Restores health.
Purifying Brew: Cures curse.
Pumpkin: Restores health. Turns moldy after 3 days.
Red Wine: Restores health.
Reminishroom: Restores stamina.
Rousing Incense: Restores stamina for entire party.
Rousing Perfume: Restores stamina for entire party.
Salomet's Secret: Increases magick for entire party.
Salubrious Brew: Restores a great deal of health.
Scarlet Angelica: Cures poison.
Scrag of Beast: Restores stamina. Turns sour after 3 days.
Secret Herb Ale: Restores stamina for entire party. Causes sleep.
Secret Softener: Cures petrification.
Shadowcap: Restores stamina. Causes poison.
Small Fish: Restores stamina. Turns rank after 2 days.
Small Nut: Restores a small amount of health.
Smother Sap: Cures caught fire.
Sobering Wine: Prevents negative status effects for entire party.
Spicy Mushroom Tea: Cures frozen solid.
Spring Water: Restores health for entire party.
Stagnant Shroom: Restores stamina. Causes poison.
Staminal Drench: Restores a large amount of stamina.
Steel Nut Salve: Increases defense for entire party.
Stone-Moss Poultice: Restores health.
Strongwarish: Restores a large amount of health.
Tagilus's Miracle: Increases strength for entire party.
Throat Drops: Cures silence.
Throat Remedy: Cures silence for entire group.
Toadstool Sitter: Restores stamina.
Twigbean: Restores a small amount of health. Turns moldy after 3 days.
Vigilite: Cures blindness for entire party.
Warlock's Draught: Restores magick.
Warlock's Incense: Restores magick for entire group.
Waterfall Gentian Leaf: Restores health.
Waterfall Gentian Root: Restores health.
White Wine: Restores health.

TOOLS

Airtight Flask: Creates a kept version of a time sensitive curative.
Angel's Periapt: Increases defense.
Banker's Periapt: Doubles gold gained.
Blast Arrow: Explodes on impact.
Blinder Arrow: Causes blindness.
Brick
Ceramic Jug: Can douse an enemy with water.
Cerulean Concoction: Causes topor.
Coin Purse of Charity
Conqueror's Periapt: Increases strength.
Crimson Concoction: Causes poison.
Decaying Grimoire
Demon's Periapt: Increases magick.
Dragon's Gaze: Locates wakestone shards on map.
Dragon's Spit: Can ignite an enemy in flames.
Empty Flask: Can be filled with spring water, oil, poison, or water.
Ferrystone: Allows teleportation to a portcrystal.
Festival Pie: Can blind an enemy.
Flask of Oil: Can douse an enemy in oil. Also used as fuel for the lantern.
Flask of Water: Can douse an enemy with water.
Foreign Knife
Fulgurous Lord Tome
Goddess Cameo
Goldbean Grind: Increases magick defense. Lowers strength.
Golden Talisman: Increases gold gained.
Headless Icon: Causes curse.
Iridescent Talisman: Causes enemies to drop more gold. Causes curse.
Jewel of Darkness
Jewel of Endurance
Jewel of Health
Jewel of Petrification
Jewel of Silence
Jewel of Sleep
Jewel of Time
Jewel of Toxicity
Jewel of Vicissitude
Kindling: When held can be used as a torch when ignited by flame. Can also set
an enemy on fire when thrown.
Lantern: Casts light in a small radius around your character. Uses oil.
Leaden Globe: Causes petrification.
Maker's Finger: Instantly kills target.
Mage's Periapt: Increases magick defense.
Mage's Talisman: Increases gold and experience. Causes curse.
Martyr's Talisman: Increases experience.
Monk's Periapt: Prevents negative status effects.
Oil Arrow: Causes oil dousing.
Petrifying Arrow: Causes petrification.
Pickaxe: Used to mine at veins.
Pilgrim's Charm: Increases gold and experience.
Poison Arrow: Causes poison.
Poison Flask: Can poison an enemy.
Portcrystal: When dropped at a location, a ferrystone can be used to teleport
to that location. Can be picked up and reused.
Rock
Salomet's Grimoire
Serenity Extract: Increases defense. Lowers strength.
Silencer Arrow: Causes silence.
Silverwheat Paste: Increase magick. Lowers magick defense.
Skull: Causes curse.
Sleeper Arrow: Causes sleep.
Sundering Spear Tome
Throwblast: Causes caught fire.
Verdigris Concoction: Causes blindness.
Veteran's Periapt: Doubles experience.
Vigor Extract: Increases strength. Lowers defense.
Violet Concoction: Causes poison and topor.
Winter's Path Tome

MATERIALS

Acid Sac: Dropped by geo saurian.
Agate: Dropped by skeleton mage.
Aged Insignia: Dropped by undead warrior.
Alluvial Yore-Ore: Mined.
Amber Dragon Scale: Dropped by drake.
Ancient Ore: Mined.
Argence
Argentine Sac: Dropped by saurian sage.
Astracite: Dropped by phantom.
Astracite Shard: Dropped by phantom.
Azure Dragon Scale: Dropped by wyrm.
Bastard Wing: Dropped by gargoyle.
Beech Branch: Found in logs.
Black Crystal: Dropped by wight.
Black Freakish Claw: Dropped by gorechimera.
Black Freakish Horn: Dropped by gorechimera.
Black Freakish Mane: Dropped by gorechimera.
Black Freakish Scale: Dropped by gorechimera.
Black Hydra Scale: Dropped by hydra.
Blood Decanter: Restores health and stamina. Dropped by grimgoblin.
Brawn Runes: Dropped by giant undead.
Burst-Rock: Mined.
Capeflower: Restores a small amount of health.
Cassardite: Mined.
Catacomb Gold: Mined.
Cedar Branch: Found in logs.
Chestnut Branch: Found in logs.
Cloudwine: Restores health and stamina.
Cockatrice Beak: Dropped by cockatrice.
Copper Ore: Mined.
Copperstone: Mined.
Craft Bone: Dropped by skeleton.
Crimson Dragon Scale: Dropped by dragon.
Curious Wine: Restores health and stamina. Dropped by hobgoblin.
Cursed Carving
Dappled Ore: Dropped by golem.
Dark Peridot: Dropped by skeleton knight.
Direwolf Pelt: Dropped by direwolf.
Dragon Claw: Dropped by dragon.
Dragon Horn: Dropped by dragon.
Dragon Scale: Dropped by dragon.
Ebon Blade Piece: Dropped by grimgoblin.
Eldricite: Dropped by specter.
Eldricite Shard: Dropped by specter.
Electrum: Dropped by metal golem.
Elongated Claw: Dropped by harpy.
Ember Crystal: Dropped by hellhound.
Evil Eyeball: Dropped by evil eye.
Fell-Lord's Bone: Dropped by skeleton lord.
Firefly Stone: Mined.
Fisheye Stone: Dropped by saurian.
Flammica
Forgotten Arcanum: Dropped by skeleton sorcerer.
Freakish Claw: Dropped by chimera.
Freakish Mane: Dropped by chimera.
Freakish Scale: Dropped by chimera.
Fuligin Ore: Mined.
Glacial Pinion: Dropped by snow harpy.
Glacial Rectrix: Dropped by snow harpy.
Goblin Horn: Dropped by goblin.
Godsthrone Blossom: Restores a small amount of health.
Gold Ore: Mined.
Gran Soren Rubble
Grandblossom: Restores a small amount of health.
Gransys Herb: Restores a small amount of health.
Great Dragon Alula: Dropped by dragon.
Great Dragon Claw: Dropped by dragon.
Great Dragon Fang: Dropped by dragon.
Great Dragon Horn: Dropped by dragon.
Great Griffin Claw: Dropped by griffin.
Griffin Pinion: Dropped by griffin.
Hard Bone: Dropped by skeleton knight.
Harpy Pinion: Dropped by harpy.
Harpy Rectrix: Dropped by harpy.
Hellhound Fang: Dropped by hellhound.
Hellhound Pelt: Dropped by hellhound.
Hemp
Hex Runes: Dropped by giant undead.
Hunk of Gold Ore: Dropped by metal golem.
Hunk of Ore: Dropped by goblin.
Hydra Gallstone: Dropped by hydra.
Hydra's Lifeblood: Restores health/stamina to group. Dropped by hydra.
Immortelle: Restores health. Dropped by wight.
Imperial Acid
Incarnadine Scale: Dropped by geo saurian.
Indurated Dragonsblood: Restores health/stamina. Dropped by drake.
Inky Saurian Skin: Dropped by geo saurian.
Iron Blade Piece: Dropped by hobgoblin.
Jasper Blossom: Restores a small amount of health.
King Bay Leaf: Restores a small amount of health.
Large Fang: Dropped by direwolf.
Lava Flower: Restores a small amount of health.
Lodestone: Mined.
Loneflower: Restores a small amount of health.
Lordly Emblem: Dropped by skeleton lord.
Love-In-The-Rough
Magick Metal: Dropped by golem.
Malecryst: Dropped by evil eye.
Malecryst Shard: Dropped by evil eye.
Mandrake: Restores a small amount of health. Dropped by skeleton mage.
Miasmite: Dropped by phantom.
Miasmite Shard: Dropped by phantom.
Misshapen Eye: Dropped by cyclops.
Moonglow: Restores a small amount of health.
Necrophagous Loin: Dropped by stout undead.
Night Terror's Horn: Dropped by grimgoblin.
Noonflower: Restores a small amount of health.
Nurse Log Sap
Ogre Spur: Dropped by ogre.
Ogre Tooth: Dropped by ogre.
Petrifactor: Dropped by gargoyle.
Pigeon's Blood: Dropped by skeleton mage.
Pine Branch: Found in logs.
Poison Hydra Fang: Dropped by hydra.
Poison Sac: Dropped by saurian.
Pretty Stone: Mined.
Priceless Artifact: Mined.
Purple Anise: Restores a small amount of health.
Purpure Crystal: Dropped by saurian sage.
Putrid Dragon Scale: Dropped by ur-dragon.
Putrid Gold Tooth: Dropped by undead.
Rabbit Pelt: Dropped by rabbit.
Rugged Bone: Dropped by cyclops.
Rugged Tusk: Dropped by cyclops.
Rusted Plate: Dropped by undead warrior.
Sand-Layer Ore: Mined.
Saurian Scale: Dropped by saurian.
Saurian Tail: Restores stamina. Dropped by saurian.
Scrap Iron: Dropped by skeleton.
Shiverberry: Restores a small amount of health.
Shroud: Dropped by undead.
Silk
Silver Ore: Mined.
Sinistone: Dropped by succubus.
Slate-Colored Horn: Dropped by hobgoblin.
Slick Black Pinion: Dropped by cockatrice.
Small Fang: Dropped by wolf.
Snakeskin: Dropped by snake.
Snakeskin Purse
Snowy Saurian Skin: Dropped by saurian sage.
Sorrowstone: Mined.
Southron Iron: Mined.
Southron Oregano: Restores a small amount of health.
Spider Venom: Dropped by spider.
Spiny Nut: Restores a small amount of health.
Spourious Wing: Dropped by succubus
Striped Saurian Skin: Dropped by sulfur saurian.
Sunbright: Restores a small amount of health.
Sweet Pollen: Restores a small amount of health and stamina.
Thornflower: Restores a small amount of health.
Torn Grimoire Appendix: Dropped by skeleton mage.
Torn Grimoire Preface: Dropped by skeleton mage.
Tuft of Hair
Unremarkable Ore: Mined.
Unspeakable Meat: Restores stamina. Dropped by ogre.
Virid Dragon Scale: Dropped by wyvern.
White Hydra Scale: Dropped by archydra.
White Orchid: Restores a small amount of health.
White Sage: Restores a small amount of health.
Wilted Blossom: Moonglow and sunbright turns to this in 3 days.
Vengeful Mirror: Dropped by lich.
Wailing Crystal: Dropped by lich.
Windmill Flower: Restores a small amount of health.
Wintry Herb: Restores a small amount of health.
Wolf Pelt: Dropped by wolf.
Wool-Cloth
Wormwood Sap: Restores a small amount of health. Dropped by goblin.
Yellow Poison Sac: Dropped by sulfur saurian.

SPECIAL

Altar Slate
Ancient Slate
Ancient Tablet
Arisen's Bond
Chamberlain's Affidavit
Confidential Letter
Fedel's Petition
Fifth Gem of Salvation
Fifth Journal Entry
Final Journal Entry
First Gem of Salvation
First Journal Entry
Fourth Gem of Salvation
Fourth Journal Entry
Second Gem of Salvation
Second Journal Entry
Third Gem of Salvation
Third Journal Entry
Gardener's Permit
Geffrey's Petition
Godsbane
Maul's Badge of Amity
Ophis's Badge of Amity
Parcel
Quarry Key
Salvation's Badge
Scriptures
Second Key to Salvation
Shadow Fort Lever
Symone's Petition
Tightly Folded Letter
Watergod's Altar Key
Watergod's Altar Lever
Windbluff Tower Key
Wyrm Hunt License: Gives a 5% discount for Caxton and Camellia.
Wyrmking's Ring: Reduces casting time for spells while in your possession.
Wyrmward Perfume

OTHER

Note: Items that give a discount from merchants do not stack. Only the highest
discount will apply.

Ancient Scroll
Antique Panoply
Badge of Merit: Gives an 8% discount for Caxton and Camellia.
Blank Scroll
Bronze Idol: Gives a 10% discount when buying from merchants.
Broom
Bucket
Drake's Tear
Enlistment Corps Banner
Fishing Bob
Gold Idol: Gives a 30% discount when buying from merchants.
Hammer
Hoe
Promissory Note
Quill
Royal Banner
Sconce
Scythe
Seeker's Token
Shackle
Silver Idol: Gives a 20% discount when buying from merchants.
Skeleton Key: Opens locked doors.
Spade
Tray
Trowel
Unsigned Letter
Wakestone: Can revive Arisen upon death.
Wakestone Shard: Collect 3 to create a Wakestone.
War Bugle
Wooden Board
Work Table
Wyrm's Tear
Wyvern's Tear

O------------O
|9. Beastiary|
O------------O

BANDIT

Bandits are among the most dangerous enemies in the game, due to the fact that
they have the same vocations as you and your pawns. Fighter/warrior bandits can
absorb large amounts of damage before striking for obscene amounts of damage.
Strider/ranger bandits use multi/charged shots that can quickly kill you or
your pawns. Being bandits, they tend to attack by ambushing your party in
locations that give them a strategic advantage (such as from above). They
usually appear in groups, so early on you will want to avoid dealing with them
in large numbers until your party has gained some serious levels.

CROW

Found in the Wilted Forest and Witchwood.

DEER

Found in the Wilted Forest.

DIREWOLF

Weak Against: Fire
Direwolves are pretty much the same as regular wolves, except they are much
larger and stronger. They take very little damage from ice attacks thanks to
their pelts, so fire is the best way to go.

GARGOYLE

Weak Against: Bludgeoning Weapons, Thunder
Gargoyles appear in the post game and are the strongest regular flying enemies
in the game. Due to their stone body slashing weapons do little damage to them.

GEO SAURIAN

Weak Point: Tail
Weak Against: Ice
Geo saurians appear at the end of the game and the post game. They are the
strongest of the saurian variants and are a dark black in color. Other than
their incredible strength and durability, they are pretty much identical to a
regular saurian except that they can turn invisible like a sulfur saurian.

GIANT BAT

These are found mostly in dark caves. They will attack you but otherwise are
primarily a nuisance.

GIANT RAT

Larger versions of the regular rat. Like giant bats, they will attack but are
mostly a nuisance.

GIANT UNDEAD

Weak Against: Fire, Holy
Giant undead only appear in the post game. They are pretty much like regular
undead, except that they are larger and far stronger.

GOBLIN

Weak Against: Fire
Goblins are pretty much everywhere in Gransys. While weak individually, they
can be a problem in large groups (which they usually are). You can usually
hear them long before you spot them, as they will usually yell and scream when
they spot you. They usually attack by charging in with their clubs (some of
them will leap at you occasionally), but a few will throw rocks or even bottles
of blinding liquid (at night they use torches). Setting them on fire works
well, but just about any magical attack will do.

GRIMGOBLIN

Grimgoblins appear in the post game. They look like regular goblins, but are a
pale ghastly white. They are also ridiculously powerful. They can take a
considerable amount of punishment and deal a good amount in return. Normal
goblin tactics don't apply here, so you will need to back off when they start
charging at you.

HARPY

Weak Against: Fire
Harpies can be difficult to deal with if you have no ranged attacks with auto
targeting. They swoop and dive about clawing with their talons, and are
difficult to hit with bows or melee attacks. They have a singing attack that
can put you to sleep, but their most dangerous attack is their ability to grab
characters and drop them high in the air, which can lead to instant death if
you're dropped off a cliff.

HELLHOUNDS

Weak Against: Ice
Hellhounds appear at the end of the game and quite frequently in the post game.
They are incredibly powerful versions of direwolves with a long range fireball
attack that has a large explosive radius and deals a great deal of damage.
They can also drag you away from your companions making you quite vulnerable.
Unlike regular wolf type enemies, hellhounds have a weakness to ice.

HOBGOBLIN

Weak Against: Fire
Larger, stronger versions of goblins, hobgoblins are a much greater threat than
their smaller brethren. You can easily tell them apart from regular goblins by
their size and their armament (swords and shields). They can take far more
punishment than goblins and attack by viciously swinging their swords in quick
succession.

OX

Found in the Estan Plains. Unlike most regular animals, ox will attack you if
provoked.

PHANTASM

Weak Against: Magick Attacks, Holy
Phantasms are stronger versions of phantoms and are dark blue/purple in color.

PHANTOM

Weak Against: Magick Attacks, Holy
These spirits roam the area around Gran Soren at night. Only magick attacks or
weapons imbued with magick enchantments can damage them. They can quickly
dematerialize and reappear, and can possess you or a pawn upon contact.

RABBIT

Found near Cassardis and in the Witchwood.

RAT

These are the ordinary sized rats that you may occasionally see running around
in certain areas. You can actually kill them with arrows or spells if you're
accurate enough. Otherwise, they can be safely ignored.

SALVATION CULTIST

These black robed figures are encountered primarily at night. They attack with
spells and can be hard to see since they all wear black robes. Fortunately,
their spell casting makes them easier to target. Just be aware that if you are
hit with one of their spells they often can hit you again as you are getting
back up, since they seem to target you above all others. 

SAURIAN

Weak Point: Tail
Weak Against: Ice
Saurians (and their variants) are powerful enemies. They can quickly attack by
rushing towards you and bowling you over, or by doing a leap attack from a
distance. They can also spit poison as well. Their scaly skin prevents a great
deal of damage from most attacks. Fortunately, all saurians have a weak point.
By chopping off their tail saurians become greatly weakened, often rolling
about on the ground and then fleeing in panic. They are highly vulnerable to
ice, which does major damage to them. 

SAURIAN SAGE

Weak Point: Tail
Weak Against: Dark
Saurian sages are similar to geo saurians except that they do not have a
vulnerability to ice and can actually use healing magick. They are white in
color and appear only in the post game.

SEABIRD

Found in Cassardis and near Gran Soren castle.

SKELETON

Weak Against: Bludgeoning Weapons, Holy
Skeletons can be fairly dangerous as they move and strike quickly. Since they
have no flesh to burn fire is not as effective against them like regular
undead, but bludgeoning weapons (such as warhammers and maces) and holy magick
works wonders. Note that for the purposes of damage staves and bows count as
bludgeoning weapons.

SKELETON KNIGHT

Weak Against: Bludgeoning Weapons, Holy
Skeleton knights are stronger versions of regular skeletons that are armed with
greatswords. They can quickly lunge at you and knock you down, which can be
dangerous in certain areas such as Bluemoon Tower where such an attack can
quickly send you over the edge to certain death.

SKELETON LORD
Weak Against: Bludgeoning Weapons, Holy
The most powerful skeleton type enemy, skeleton lords have large shields that
they use to block frontal attacks.

SKELETON MAGE

Weak Against: Bludgeoning Weapons, Holy
Skeleton mages are simply mage versions of regular skeletons. Like regular
mages they can be interrupted from casting a spell by hitting them while they
are charging it.

SKELETON SORCERER
Weak Against: Bludgeoning Weapons, Holy
Skeleton sorcerers are stronger versions of skeleton mages. While their spells
are more powerful, they also require more time to cast, so be sure to hit
them while they are vulnerable.

SNAKE

Snakes can be hard to see as they are small and blend into the background. They
can actually poison you with their bite.

SNOW HARPY

Weak Against: Fire
Snow harpies are basically stronger versions of regular harpies, except that
instead of putting you to sleep they fire a blast of cold that freezes you
solid.

SPECTER

Weak Against: Magick, Holy
Specters appear in the post game Everfall. They are dark blue in color and
stronger than their phantom/phantasm counterparts.

SPIDER

Like snakes, spiders are hard to see as they usually blend into the surrounding
area. And like snakes they can poison you with their attacks. Unlike snakes,
they can spit their poison a considerable distance, which makes dealing with
them a pain in some areas (such as Witchwood).

STOUT UNDEAD

Weak Against: Fire, Holy
Stout undead are similar to regular undead but have bloated bodies. Hitting
them with a fire attack will cause them to swell up and explode, damaging
everyone in the vicinity like an explosive barrel.

SUCCUBUS

Weak Against: Holy
Succubi appear in the post game and are the strongest of the harpy variants.
They can curse characters and have an annoying grab attack that can do a good
amount of damage.

SULFUR SAURIAN

Weak Point: Tail
Weak Against: Fire
Sulfur saurians are similar to regular saurians, but with a few differences.
They both share the same vulnerability to having their tail cut off. Unlike
regular saurians they are weak against fire, not ice. They can be distinguished
by their bright orange-yellow markings on their bodies, when you can see them
at all. Sulfur Saurians have the ability to blend in with their environment,
making them difficult to spot from a distance. You can faintly make out their
silhouette, and auto homing attacks can still lock on to them. This does make
them difficult to spot in the heat of battle, and they can cling to walls to
ambush you with a leap attack as you pass by.

UNDEAD

Weak Against: Fire, Holy
Usually appears around Gran Soren at night. Undead are incredibly resistant to
most physical attacks, but are very weak against fire and holy magick.

UNDEAD WARRIOR

Weak Against: Fire, Holy
Undead warriors are undead that have weapons and armor. Even stronger than
regular undead, they still have the same weakness to fire and holy magick.

VILE EYE

Vile eyes are smaller versions of the evil eye boss. Like the evil eye, vile
eyes have a shield that prevents damage and can summon tentacles to attack you.
They appear only in the Everfall post game.

WILD BOAR

Found in Deos Hills and Witchwood.

WOLF

Weak Against: Fire
Wolves hut in packs (as your pawns will constantly remind you) and move fairly
quickly, making them difficult to hit.

O----------O
|10. Bosses|
O----------O

ARCHYDRA

Weak Against: Slashing Weapons
Found in the post game Everfall, the archydra is pretty much the same as the
hydra, except it is far stronger. Expect the battle to be quite long, as the
archydra has a lot of health.

CHIMERA

The chimera consists of a lion, goat, and snake head, each with their own
attacks. Slaying the lion and goat head will kill the chimera regardless if the
snake head is still alive. Slaying the lion head alone will not kill the
chimera as the goat head can still control the body (same if the goat head is
slain). The chimera body attacks primary by pouncing while the goat head casts
spells and the snake head attacks from the rear while spewing venom on the
ground. The lion head will occasionally let out a load roar, stunning anyone
nearby. It may also attempt to grab and bite anyone that gets too close.

The most efficient way to slaw a chimera is to kill the snake first,
then the goat, and finally the lion. Killing the snake makes it easier to
attack the goat head on the back, but be cautious when approaching the chimera
from the rear, as it can kick backwards with its hind legs. Killing the goat is
best done by getting onto the chimera's back and hacking away at it. The
chimera will usually try to knock people off its back by rolling around on the
ground. The goat will usually cast fire or ice spells (you can tell which type
by the aura around the goat). If you see a red sigil around your character make
sure to jump away before the spell goes off. When heavily damaged the chimera
will occasionally drop to the ground, which is the best time for melee
characters to go to town on the chimera's heads.

COCKATRICE

Weak Point: Throat
Weak Against: Thunder
The cockatrice only appears in its lair in Soulflayer Canyon, but only after
you fight it first in Gran Soren. The most feared ability of the cockatrice is
its ability to petrify people, which it does by spraying out a gray mist. It
can also fire this gas as a projective from a distance. While it is preparing
to spray this gas, its throat is vulnerable to attack. Should a character be
petrified, they will slowly turn to stone and shatter. The only way to cure a
character undergoing petrification is to use an item that prevents it (such as
secret softener or cockatrice liquor, or use high voidspell.

Aside from its petrification attack, the cockatrice also attacks by charging
in a zig-zag pattern, striking with its poisonous claws, casting silence, and
roaring which causes various status effects to everyone in range. It will
fly up occasionally and attack from the air as well. Attacking with thunder
will help ground it again (which is also what it's weak against).

CYCLOPS

Weak Point: Eye
Weak Against: Thunder
The difficulty of a cyclops encounter depends on whether or not you have mages/
sorcerers with thunder magic and/or if the cyclops is wearing a helmet. If the
cyclops isn't wearing a helmet striders and rangers should aim for the eye to
do maximum damage. Melee characters will most likely want to climb the cyclops
and attack the head. Anyone with thunder magic should spam thunder spells at
the cyclops. Not only does this do a good amount of damage, but it will also
stun the cyclops, allowing everyone to take free hits against it. It should be
noted that when the cyclops is struck in the eye, it will most likely
retaliate by swinging around blindly, so you should be prepared to make a hasty
retreat when this happens. 

Helmeted cyclops make targeting their weak point a bit more difficult, but
there is a trick to removing their helmet. Simply climb up to their right
shoulder. The cyclops will attempt to grab you, but will end up taking off
their helmet instead. You can also disarm a cyclops by hitting the arm holding
the cudgel (if the cyclops has armor on their arm it needs to be destroyed
first). This will reduce its attack radius dramatically. You can also stun it
temporarily by shooting off its tusks (which you can also collect as a
material).

DRAGON

Weak Point: Heart
Weak Against: Dark
The final boss of the game, the dragon is an incredibly powerful foe and it
will take quite some time to defeat the first time you encounter it. It should
be noted that prior to the fight in the final area you can actually damage the
dragon when it appears while it is flying around outside of the tower and when
it perches outside of the tower to breathe fireballs at you. You won't do much
damage to it though unless your character is of an extremely high level.

If you've fought the drake in Devilfire Grove before, you pretty much know what
to expect from the fight, as the dragon pretty much has the same attacks as the
drake except they are much more powerful. You will want to steer clear of the
dragon's front as much as possible and attack the dragon's heart from the
sides, letting your pawns draw the dragon's attention as much as possible. If
the dragon starts to focus its attention towards you, run away from it until it
starts attacking your pawns again. Your pawns will most likely be killed fairly
quickly during the fight, so having the mystic knight augmentation restoration
will be a tremendous help here.

During one part of the battle the dragon will fly up onto a ledge and start
shooting fireballs at you. You will need to use the ballistae located around
the edges of the area to shoot the dragon. You'll need to time it after the
dragon shoots or the ballista will be destroyed before you can even get a shot
off. Once you shoot quickly get off the ballista as the dragon will fire at
you shortly afterward. If you don't manage to hit the dragon it will eventually
fly off and continue the fight. There is another trick that doesn't involve
using the ballistae. On the right side of where the dragon perches there are a
series of stone steps. If you have a bow you can fire at the dragon from the
step right below the stop step, using the top step as a shield from its
attacks.

DRAKE

Weak Point: Heart
Weak Against: Ice
Other than the dragon, the drake is probably the strongest boss type enemy in
the game (at least until the post game). It initially attacks by charging at
you, followed by breathing fire or swiping with its claws. It can also sweep
with its tail, grab your pawns and possess them, and roar loudly which
instantly kills your pawns if they are within range. Your party will need to be
at fairly high levels to even consider fighting the drake, and even then you 
will have your hands full dealing with it. Fortunately, it only appears at
Devilfire Grove (post game it spawns in three other locations). Unfortunately,
you will need to pass through the area to get to the Shadow Fort.

The drake's primary weak point is its heart. To get to it you will need to
first expose it by striking its chest area. While the heart is the primary
weak point, striking the head also works if you can't get at the heart. If the
drake grabs your pawn you need to deal a certain amount of damage to it to
make it let go. Hitting the claw that is holding them seems to work better than
striking the heart. You'll get ample warning when the drake is about to breathe
fire, so when you see flames gathering around its mouth quickly run away or to
the side (or behind cover if nearby) as appropriate. If your pawns are hit with
the roar there isn't much you can do except to quickly revive them as soon as
possible. If you have the mystic knight augment restoration it will help
greatly, as your pawns will most likely be killed repeatedly in the encounter.

While the drake is weak to ice, thunder is also helpful when the drake takes to
the sky. Fire obviously has little if no effect. Should the drake fall to the
ground quickly run to it and strike the heart with powerful attacks such as
hundred kisses or dire gouge. It should be noted that even if the drake's
health is completely depleted it will not die until the heart is struck.

There seems to be an invisible boundary south of Devilfire Grove that the drake
will not cross. When the drake approaches the area near the road leading to the
rest camp it will fly back north. You can exploit this if things are going bad
and you need to get away, or you can make hit and run attacks by shooting at it
from long range, backing up towards the road, and waiting until it flies away
and repeating the process.

EVIL EYE

Weak Point: Eye
Weak Against: Holy
Found in the post game Everfall, the Evil Eye is a fairly annoying boss due to
its shield that prevents all damage to its body. The only parts of the evil eye
that can be damaged while the shield is up are the tentacles on its body. The
tentacles will cast various spells. The evil eye can also summon tentacles
(similar to the ones that appear during the quest Fathom Deep) from the ground
to attack you. Destroying one of these will also destroy one tentacle from the
main body. Once all the tentacles on the main body have been destroyed the evil
eye will drop its shield to regenerate itself. This is the ideal time to attack
the body with your strongest attacks. Eventually it will regenerate all of its
tentacles and start the process all over.

There are a few opportunities to damage the main body during the battle. The
evil eye will drop its shield when it casts a spell. The evil eye will float
high into the air, open its main eye, and fire a beam of light that causes a
while slew of status effects, including petrification. You can hit the main
body during this attack (preferably hitting the eye), but the window of
opportunity doesn't last very long. The evil eye can also lunge at a character
(usually done after a teleport). If it connects it will grab the character in
its mouth and start chewing on them, doing massive damage. The barrier will be
down while it is feeding like this, so this is a golden opportunity to deal
heavy damage to the body.

GOLEM

Weak Point: Glowing Discs
Appearing first as a large pile of rocks, golems slowly stand up and attack as
you pass near them. They are fairly slow, so you can run away from them quite
easily. The only way to defeat a golem is to destroy the glowing purple discs
on its body. They are immune to magic attacks, so you will need to hit them
with physical attacks. Blunt weapons are best for this, and arrows are ideal.
The golem attacks by swinging its arms around, stomping and shooting a laser
beam from its head. One of the discs on its body will pulse with a white glow.
Destroying this disc will cause the golem to freeze, allowing you to get free
hits on it. Once the golem recovers though, it will enter a berserk frenzied
state, glowing red and moving with incredible speed. Keep away from the golem
until it returns to normal. Once it does you can continue destroying the discs
until the golem is defeated. The discs on the body are easily spotted, but 
there is a disk also on the palm of its hand, as well as one on the bottom of
its foot. The disc on its foot can be hard to target, but you can occasionally
strike it from behind by shooting its "ankle".

GORECHIMERA

Weak Against: Ice
Gorechimeras are stronger versions of chimeras and appear in the final area
and the post game. You can tell them apart from regular chimeras by their
black lion head and white goat head. They also have the unique ability to heal
themselves using anodyne, which pretty much nullifies all damage dealt to it.
The goat head is the only one that can heal, so make that your primary target.
Take it out as quickly as possible (hundred kisses and dire gouge are ideal) or
the battle will last indefinitely as the goat head will continuously heal the
gorechimera of all damage. Once the goat head is dead the rest of the battle
will be just like fighting a regular chimera, albeit a much stronger one. The
gorechimera does have the unique ability to regenerate the snake head even if
the goat head is dead.

GRIFFIN

Weak Against: Fire
Griffins can be tough to fight since they stay mostly in the air, making them
difficult to hit. They use diving attacks as they pass by, and when they land
they attack viciously before taking to the air and start diving again. It is
not advisable to hang on to the griffin when it takes off, as it flies very
high and falling from that height spells certain death. The primary opportunity
to deal damage to the griffin is when it lands. Fire spells like ingle and fire
boon work well. When airborne try to aim for its wings, as dealing enough
damage to them will cause the griffin to fall back to the earth. When the
griffin is prone strike the head for the most damage.

Oddly enough wild griffins are much more passive than the one you need to slay
as part of the story. They tend to stay in the air most of the time and
randomly attack goblins or other wildlife in the area. In fact, even when you
do draw its attention by attacking it while its on the ground, chances are it
will simply fly away and disappear.

HYDRA

Weak Against: Slashing Weapons
While you fight against the hydra early in the game, you cannot kill it until
the post game where you can obtain a quest to fight it in its lair. The hydra
is an incredibly powerful opponent, and is resistant to magick and blunt
weapons (such as arrows). The only way to deal any significant damage to the
hydra is to cut off its heads and attack the stumps. Once all four heads have
been cut off the hydra will take massive damage from attacks. The trick is
doing so, as the heads quickly regenerate when they are cut off. The only way
to prevent this from happening is to set them on fire, as this will delay the
regeneration for a period of time. This is easiest done by using a slashing
weapon that has a permanent fire enchantment. Fire spells will also work, as
will fire enchantments on weapons. This of course is far easier said than done.

The hydra has a fearsome variety of attacks, the least of which are its four
heads. The heads can grab and attempt to eat a character, which can kill them
instantly (you can struggle to escape, but if you fail to do so it's instant
death). They can also spit poison, which lingers in the area and can poison
you if you step in it. The hydra's body is a weapon in its own right and can
easily run over anyone in its path. It can also whip its tail around, which
knocks over everyone in a large radius and does massive damage. The only
vulnerable opportunity to strike at a head is when it tries to strike but
misses, leaving its head buried in the ground for a few moments.

LICH

Weak Against: Holy
Liches are stronger versions of wights and appear in the post game Everfall.
They summon skeleton lords, but otherwise are similar to wights in most
respects.

METAL GOLEM

Weak Point: Glowing Discs
The metal golem is similar to the regular golem, except that its discs are
scattered about the area instead of on its body. They send pulses of energy to
the golem on a regular basis, so you can use this to track where the discs are.
Metal golems are much faster than regular golems, and will focus their attack
on anyone that is targeting their discs. Note that for the metal golem in the
Witchwood you can actually destroy the dics in the area before the metal golem
even activates. Doing so will kill it automatically and you get full experience
for the kill.

OGRE

Weak Point: Face
While smaller than cyclops, ogres are actually more dangerous since they are
far more agile. If there are any females in your party the ogre will become
"excited" and tend to target them over male characters. They attack by swinging
their fists around or launching a powerful drop kick if they are at a distance.
Despite their size they can move fairly quickly. They will occasionally grab a
character and run off quickly, stopping somewhere to eat them until they
perish.

Ogres don't really have any weaknesses in particular, and the only part of
their body that seems to take any real damage is its face. Striking its face
repeatedly will cause it to cover up preventing further damage. Stay clear
though as it will counterattack shortly afterwards. Don't try to climb its back
to get to its head, as it will just fall over backwards and crush you. When
the ogre takes a certain amount of damage it will start to frenzy, making its
attacks even quicker.

UR-DRAGON

Weak Point: Heart(s)
Weak Against: Holy
The Ur-Dragon is the most powerful (and largest) boss type enemy in the game.
It is an optional post game boss found in the Everfall. While its attacks are
bad enough, it is difficult to fight as its sheer size makes it hard to see
what it is doing while close to it. The Ur-Dragon shares many of the same
attacks as the drake, albeit on a much larger scale. It can also cast extremely
powerful spells. If you see a magick sigil forming quickly run away. Also run
when the Ur-Dragon starts any type of breath attack, in particular when it
stands on two legs as this unleashes a large number of fireballs that will
rain around the area.

The Ur-Dragon has multiple hearts located around its body. Initially these will
be covered in flesh (the area will be purplish in color). As damage is dealt to
the area the heart will become exposed. When enough damage has been dealt to a
heart it will be destroyed and the Ur-Dragon will no longer take any damage
from that area. The Ur-Dragon will only take damage by attacking these hearts.
If you see a purple ichor coming out from an attack the Ur-Dragon is taking
damage. If you see a grey ichor coming out the area is immune to damage. The
hearts are located all over its body, including the head, wings, and tail.
There are also some on its back that require climbing to get to. The only way
to kill the Ur-Dragon is to destroy every heart on its body. The Ur-Dragon will
fly away after a period of time, but fortunately it will retain all the damage
that you inflicted upon it in the previous battles. Any hearts that you
destroyed will also stay destroyed as well. After each encounter the Ur-Dragon
will appear more and more skeletal as you destroy each heart. Destroying a
heart will cause the body part that it was located on to drop items.

WIGHT

Weak Against: Holy
Wights begin battle by summoning various undead, and then fly up into the air
and cast spells. This is not too much of a problem for ranged characters, but
melee characters will be unable to reach them until they come back down. Wights
descend only to summon more undead, so melee characters will need to focus on
them first to get to the wight. Mages should cast holy enchantments on
themselves and start blasting the wights out of the sky. Mystic knights have an
even easier time, as a holy infused magick cannon will make short work of them.

WYRM

Weak Point: Heart
Weak Against: Fire

The wyrm is similar to the drake with a few differences. First, the wyrm is ice
based instead of fire based like the drake. Second, the wyrm doesn't fly around
much like the drake. And finally the wyrm focuses on casting spells over direct
physical attacks (although it can still use them). Its spells can target
several areas at once, so you need to be wary of any red targeting sigils that
appear when it starts casting a spell. Other than these differences fighting a
wyrm is similar to how you would fight a drake. Target the heart with attacks
and fire magic, and keep an eye out for its magick attacks as they deal a
considerable amount of damage. Like the drake, the wyrm will not die even if
its health is completely gone until a blow is struck to its heart.

WYVERN

Weak Point: Heart (Located On Back)
The wyvern is a rather unique dragon type boss enemy as it stays in the air
rather than fighting on the ground. This can make killing it difficult, as
its weak point is on its back rather than chest area as it is with the drake
and wyrm. It attacks with a sonic blast that it breathes while it flies past.
This attack knocks characters high in the air and can prove fatal if they fall
a long distance (such as off a cliff). It is possible to knock the wyvern out
of the air while it dives during this attack with a shot to the face, but this
is rather difficult to do. It is much easier to shoot at the wyvern's face
while it is hovering in the air. When the wyvern takes a certain amount of
damage to its head it will drop to the earth. This is the best time to strike
at the wyvern between its wings at its exposed heart area. The wyvern is strong
against thunder damage, and like the drake and wyrm will not die until a blow
is struck against its heart when its health has been depleted.

O-----------------O
|11. Miscellaneous|
O-----------------O

-----
Pawns
-----

Remember that pawns (other than your main pawn) do not gain levels. Be sure to
regularly upgrade your pawns so they don't fall too far behind. A good rule of
thumb is to get new pawns if they are 2 or more levels behind your current
level.

Just touching a riftstone (you don't need to activate it) automatically heals
pawns. This is useful in areas that have nowhere to rest but have a riftstone
(such as the Mountain Waycastle or Bluemoon Tower). If your pawns have heavy
damage you will need to remain in contact with the stone to fully heal them.

Pawns can be used as "pack mules" to carry items that are weighing down your
character. Just remember to take the items back before you dismiss them. Also
be aware that pawns can use any curatives or tools in their inventory by
themselves, so if you want to save something valuable be sure to hold on to it.
Since materials are usually quite heavy (especially ones dropped by bosses) and
can't be used as an item, feel free to dump them on your pawns.

Pawns tend to fill empty flasks with whatever fluid container they encounter,
so if you need them for a particular reason (such as a trip to the healing
springs) make sure to "confiscate" them from your pawns when they pick one up.

Make sure to give your main pawn a lantern. Unlike your lantern, your pawn's
lantern never requires oil. Giving them a pickaxe will also help you find
mining spots as your pawn will automatically mine for materials if they are
close enough to a mining vein.

Pawns cannot revive other pawns, although they can carry incapacitated pawns to
you to so that you can revive them.

When searching an object such as a sack or a pile, or when mining a vein, only
the first person who searches or mines will get something. Having multiple
people searching will not make gathering items/ore go any faster, as they will
not obtain any items if someone started searching before them. If your pawn is
searching/mining wait until they are finished before you search/mine.

-----------------
Post Game Changes
-----------------

- Seabreeze Trail has grimgoblins patrolling it instead of goblins. There is
also a gorechimera on the beach nearby.

- Manamia Trail now has giant undead, succubi, and hellhounds.

- Moonsbit Pass now has geo saurians, grimgoblins, a golem on the upper trail,
and an ogre on the lower trail.

- A special wyrm appears in the Watergod's Altar where the cyclops appeared.

- Estan plains now has succubi and hellhounds. A drake is also in the area
along with a wyvern. Gargoyles appear near the archway southwest of Gran Soren.

- A wyvern patrols Deos Hills on the road to the Windbluff Tower.

- A pair of ogres are now in the Bluemoon Tower.

- A special wyvern appears at the top of Bluemoon Tower.

- The Shadow Fort has been reoccupied by goblins (and cyclops).

- A cockatrice appears at Vestad Hills.

- A special drake appears at the Conqueror's Sanctuary instead of two cyclops.

- Ser Alfonzo will no longer be at the Greatwall (he moves to Gran Soren in the
craftsman quarter), so you will be unable to rest, store items, or learn/change
skills there. On the plus side he charges 200 less gold to rest than Asalam.

- Gorechimeras replace many of the chimera encounters.

O--------------------O
|12. Acknowledgements|
O--------------------O

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Copyright 2012 Brian Nii
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