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    FAQ/Walkthrough by Misfit119

    Version: 0.7 | Updated: 08/17/09 | Search Guide | Bookmark Guide

    =========================================================
    Sacred 2: Fallen Angel Walkthrough
    =========================================================
    This FAQ may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    
    Written by: Daniel Acaba 
    GameFAQS ID: Misfit119
    Contact me at: eternalmisery718@yahoo.com
    System: PC / PS3 / Xbox 360
    
    This FAQ Copyright 2009 Daniel Acaba
    
    List of Sites that may host this FAQ:
    www.gamefaqs.com
    www.ign.com
    www.gamesradar.com / www.cheatplanet.com
    
    
    =========================================================
    Index
    =========================================================
    1 - Update History
    2 - About This FAQ
    3 - Characters
    4 - Gods
    5 - Light Walkthrough
        5.01 - Chapter 1: Levied Taxes
        5.02 - Chapter 2: Through the Wall
        5.03 - Chapter 3: Among Orcs
        5.04 - Chapter 4: Realm of the Seraphim
        5.05 - Chapter 5: Fire, Brimstone and Dragon Scale
        5.06 - Chapter 6: Family Ties
        5.07 - Chapter 7: Throne of Conflict
        5.08 - Chapter 8: The Forgotten City
        5.09 - Chapter 9: Green Islands
        5.10 - Chapter 10: The Wasteland
    6 - Shadow Walkthrough
        6.01 - Chapter 1: Levied Taxes
        6.02 - Chapter 2: Through the Wall
        6.03 - Chapter 3: Among Orcs
        6.04 - Chapter 4: Realm of the Seraphim
        6.05 - Chapter 5: Fire, Brimstone and Dragon Scale
        6.06 - Chapter 6: Contrary to Recollections
        6.07 - Chapter 7: Throne of Conflict
        6.08 - Chapter 8: The Forgotten City
        6.09 - Chapter 9: Green Islands
        6.10 - Chapter 10: The Wasteland
    7 - Class Quests
        7.01 - Dryad
        7.02 - High Elf
        7.03 - Inquisitor
        7.04 - Seraphim
        7.05 - Shadow Warrior
        7.06 - Temple Guardians
    8 - Side Quests
    9 - Skills
        9.01 - Aspect Skills
        9.02 - Combat Art Skills
        9.03 - Defensive Skills
        9.04 - General Skills
        9.05 - Offensive Skills
    10 - About the Author
    
    
    =========================================================
    1. Update History
    =========================================================
    v.0.5 - 7/26/2009 - This is the initial version of the guide. A PDF version
    will be coming in the future.
     - Light Campaign Completed
     - Temple Guardian Class Quests Completed
     - Seraphim In Progress
     - Shadow Campaign In Progress
     - Parts 3, 4 and 9 fully completed.
    v.01 -  8/17/209 - Second gpdate to the guide.
     - Shadow Campaign Completed
     - Shadow Warrior Class Quests Completed
     - Character build suggestions added.
     - More Side Quests Added
    
    
    =========================================================
    2. About This FAQ
    =========================================================
    This guide is being created thanks to the work of a friend I met at E3. It was
    decided that putting out some sort of FAQ or guide would be of great help for
    the fans since the official strategy guide fell through thanks to Ascarons'
    money woes. However support for this game continues thanks to the work of some
    dedicated folks and this guide is my small contribution.
    
    This guide will not include every sidequest since that'd take more time than
    one person with another job can dedicate to it. However both campaigns will
    be included as well as all character opening scenarios. Skill build suggestions
    for each character will be included as well although these will be simple types
    to aid newer players not something to even attempt to compete with the works
    of pure destruction that the expert players have come up with.
    
    
    =========================================================
    3. Characters
    =========================================================
    Dryad
    ==============
    Generally speaking the Dryad will fill the role of ranged attacker. Her skill
    with the bow, blowgun and just about any thrown weapon excels above any that
    the other characters might hope to use. This means that she is able to hang
    back and pummel her foes with attacks from a distance. By herself she can have
    some difficulty dealing with large groups or individual foes but careful use of
    her skills can slow down, damage and restrain foes. Exploiting these can allow
    you to take out even the hardest enemies fairly easily.
    
    --------------
    Example Build - Ranged Dryad
    --------------
    Combat Arts
    -----
    Ancient Bark - Rugged, Divert, Invigorate
    Ravaged Impact - Perforate, Breach, Double Shot
    Darting Assault - Reload, Throwbck, Pierce
    Sinister Predator - Eagle Eye, Marked Shot, Hunting Focus
    Black Curse (Bosses) - Porous, Elongate, Dispel
    Edaphic Lances (Bosses) - Thorns, Stings, Barbs
    ---------
    Stat Focus - Dexterity, Stamina, Endurance
    *********
    Skills
    *********
    Ranged Weapons - Keep this at least at close to your level, it's important.
    Concentration - You're taking this to use Ancient Bark and  together.
    Capricious Hunter Focus - Needed as these are your primary attacks.
    Tactics Lore - The damage boost is absolutely necessary as are the criticals.
    Armor Lore - It's very important to keep your defenses high.
    Combat Reflexes - The dryad desperately needs to avoid getting hit.
    Nature Weaver Lore - Becomes very important in boss fights.
    Nature Weaver Focus - Becomes very important in boss fights.
    Speed Lore - She needs the upgrade to her attack speed as well as movement.
    Constitution - A very minor skill, not the most necessary.
    
    The order that you take these skills in all kind of depends on how you're able
    to play the game. If you have runes stashed in your player chest then it's a
    good idea to take Concentration pretty early on to allow you to keep Ancient
    Bark and another buff up, ideally Sinister Predator since Moribund Animus is
    more or less useless against bosses. It's also a good idea to keep something
    set at all times to offset the extra fire damage but it's not necessary. Really
    the only thing that's important with this build is that you keep your Ranged
    Weapons, Tactics Lore and Capricious Hunter very high so that you can make sure
    your damage output stays as high, and reliable, as possible.
    
    
    ==============
    High Elf
    ==============
    This is your basic mage type character, able to bend fire and ice to her will
    while also having a variety of support skills to call upon. While immensely
    powerful in her own right she suffers greatly when forced to deal with enemies
    on her own. Since she relies almost entirely on the use of her skills to hurt
    enemies you have to be careful how you use them, how often you use them and
    what sort of equipment you're putting on her. She is definitely the hardest of
    the characters to get a handle on but also among the most powerful.
    
    --------------
    Example Build - Pyromancer
    --------------
    Combat Arts
    -----
    Ancient Fireball - Explosion, Fusillade, Hot Pursuit
    Incandescent Skin - Inferno, Revenge, Arrant Pyromancer Expertise
    Grand Invigoration - Arrant Pyromancer Expertise, Replenish, Fleetness
    Magic Coup - Heavy Damage, Life Leech, Stray Damage (Regular enemies only)
    Shadow Step - Phase Shift, Sanctuary, Mend
    Cobalt Strike - Chain Reaction, Chain Reaction, Explosion
    Blazing Tempest - Ignite, Conflagration, Ambition
    Incindiary Shower - Magma Rain, Smoking Rock, Devastation
    ---------
    Stat Focus - Stamina, Willpower
    *********
    Skills
    *********
    Concentration - Absolutely necessary for lowering your CA regen times.
    Arrant Pyromancer Focus - Lowers regen times further still.
    Arrant Pyromancer Lore - Needed to increase damage and critical hit % for CA's.
    Ancient Magic - Used to increase the damage your skills do.
    Delphic Arcana Focus - Lowers regen times further still.
    Delphic Arcana Lore - Needed to increase damage and critical hit % for CA's.
    Armor Lore - Just leveling this up to get to Constitution.
    Constitution - Desperately needed to help up the High Elfs Hp / Regen. rate.
    Alchemy - This is useful for making your Concentration potions last longer.
    Combat Discipline - Very useful for lowering your CA Regen times yet further.
    
    With this setup you will be absolutely set to make your skills regen as fast as
    possible as well as raising their damage as high as possible. When you have
    Grand Invigoration, Concnetration and a Focus skill you will see the speed of
    your spells regenerating going through the roof. Add in a concentration potion
    and you can fire those things off all day long. Combat Discipline only enhances
    this late game when your skills have gotten to a very high level. Delphic
    Arcana mostly only matters for the sake of Shadow Step and Grand Invigoration
    but Magic Coup and Cobalt Strike are very useful as well.
    
    * NOTE: Do not memorize too many runes. Try to keep your spellcasting times
    low enough that you can use Ancestral Fireball and Cobalt Strike as your basic
    moves. Put the excess runes into your equipment.
    
    
    ==============
    Inquisitor
    ==============
    A servant of pure darkness and Shadow the Inquisitor is the one character who
    is seemingly meant to stand on his own. With melee combat capabilities, some
    ranged combat arts and the ability to summon allies to assist him in battle he
    is ready for most situations. The main problem here is that he doesn't really
    excel at any one type of fighting which leaves him with issues when dealing
    with some of the tougher boss type monsters. However with the right equipment
    and skill useage he can actually be one of the most powerful and rounded of all
    the characters in the game.
    
    --------------
    Example Build - Spellcasting Inquisitor
    --------------
    Combat Arts
    ---------
    Levin Array - Disperse, Hesitation, Steal Life
    Raving Thrust - Lash Out, Relay, Lesion
    Clustering Maelstrom - Gravitation, Vortex, Vortex
    Reverse Polarity - Rebound, Counterblow, Evade
    Soul Revear - Zealot, Source, Zealot
    Paralyzing Dread (Boss) - Despair, Decrepit, Extension
    Purifying Chastisement (BOSS) - Purge, Merciless, Hallow
    Zealous Doppleganger (BOSS) - Incentive, Domination, Determination
    ---------
    Stat Focus - Intelligence, Stamina
    *********
    Skills
    *********
    Astute Supremacy Lore - Keep this as high as possible to increase damage.
    Concentration - Allows two buffs to be used and lowers regeneration times.
    Astute Supremacy Focus - Keep this high to lower regeneration times.
    Armor Lore - You'll need to keep your defenses high to offset the bosses.
    Nefarious Underworld Focus - You'll need to keep Soul Reaver effectiveness up.
    Toughness - The Inquisitor needs all of the damage resistance that he can get.
    Alchemy - The skills that these trophies provide will be of help with bosses.
    Combat Discipline - Setting your common skills in combos helps out with regen.
    Nefarious Underworld Lore - Raises the damage of your skills 
    Constitution - The Inquisitor needs all of the damage resistance that he gets.
    
    For an Inquisitor you're going to have very distinct strategies when dealing
    with regular enemies and against bosses. You're going to want to increase your
    movement speed as much as possible so that you can battle regular enemies with
    more efficiency. This is because of the main buff you're going to use against
    basic enemies, Soul Reaver. Using Clustering Maelstrom and Levin Array / Raving
    Thrust to kill enemies quickly. This will power your Soul Reaver buff, allowing
    you to cleave through your foes. Against bosses you will want a Paralyzing
    Dread / Zealous Doppleganger combo to start things off, followed up by using
    Purifying Chastisement and Reverse Polarity buffs to keep yourself alive. Then
    you will be able to unload on him with Levin Array and Raving Thrust to thin
    their health fairly rapidly. Don't worry too much about your health since that
    will assist your Purifying Chastisement, just don't let yourself die.
    
    * NOTE: Do not memorize too many runes. Try to keep your spellcasting times
    low enough that you can use Levin Array and Raging Thrust as your basic moves.
    Put the excess runes into your equipment.
    
    
    ==============
    Seraphim
    ==============
    Much like the above Inquisitor the Seraphim has the tools to make herself a one
    woman fighting machine. Her combat capabilities are pretty excellent and, when
    paired up with her combat arts, she can be surprisingly powerful. Of course it
    can be quite a trial learning how to use her properly since she is basically a
    weaker version of the Shadow Warrior when you boil it all down. However she is
    a fairly beginner character so learning how to use her isn't really all that
    difficult, it just requires some planning before playing for too long.
    
    --------------
    Example Build - Whirling Dervish
    --------------
    Combat Arts
    -----
    Soul Hammer - Aim, Battering, Coup de Grace
    Pelting Strikes - Succession, Focus, Precision
    Battle Stance - Aggression, Flexibility, Retaliation
    Assailing Somersault - Spurt, Brawn, Concussion
    ---------
    Stat Focus - Endurance and Strength split
    *********
    Skills
    *********
    Dual Wield - Try to keep this at pace with your level for maximum effect.
    Tactics Lore - It's obvious why this matters to a melee character.
    Sword Lore - Doesn't need to be too high but it's still very helpful.
    Concentration - The two buffs can be very helpful.
    Exalted Warrior Focus - These are the only CA's you'll really use.
    Armor Lore - Obviously you want your defenses to be as strong as possible.
    Toughness - These two are pretty obvious in use.
    Constitution - These two are pretty obvious in use.
    Combat Reflexes - This is mostly important against the later bosses.
    Speed Lore - This rounds you out rather well and helps against bosses as well.
    
    You're going to need to use plenty of healing items with this build but you're
    also going to be a danger to everything in your vicinity. Early on the Seraphim
    is more dangerous to groups of basic enemies than to bosses but she is still
    capable of dealing the pain. It is heavily suggested that you make her God
    Forens for the melee reflection since that will allow you to tear up bosses
    rather ridiculously. As the character levels up she slowly gets better with the
    whole staying alive thing while she's always useful in killing.
    
    
    ==============
    Shadow Warrior
    ==============
    This is the primary warrior type amongst the classes. While he initially might
    appear to be a brute character there are two ways you can use him. He could be
    a brute, relying on power over everything else, or you could teach him skills
    that have a more speed based focus. Either way he is suitable to be a tank in
    most groups, able to take as much damage as he can dish out. The one problem he
    can come across is that of quicker enemies. Since he isn't all that fast he
    will sometimes find himself seriously outnumbered so careful use of his AOE
    attacks is needed to keep him alive.
    
    --------------
    Example Build - Defensive Tank
    --------------
    Combat Arts
    -----
    Demonic Blow - Vehemence, Frailty, Trauma
    Grim Resilience - Fortify, Readiness, Safeguard
    Scything Sweep - Force, Intent, Rage
    Frenzied Rampage - Double Attack, Double Strike, Vampire
    Rousing Command (Bosses) - Persistence, Impulse, Surge
    Reflective Emanation (Bosses) - Backlash, Antimagic, Riposte
    Killing Spree - Control, Perseverance, Sway
    ---------
    Stat Focus - Endurance mostly, Strength secondary
    *********
    Skills
    *********
    Tactics Lore - Try to keep this pace with your level to ensure effectiveness.
    Armor Lore - Armor Lore is more important than Shield Lore.
    Shield Lore - The mastery skill is incredibly good and the skill is useful.
    Constitution - These two are pretty obvious in use.
    Toughness - These two are pretty obvious in use.
    Sword or Hafted Weapons - Pick one of these for your weapon.
    Death Warrior Focus - The regen boosts to your skills will help greatly later.
    Malevolent Champion Focus - Regen boosts to your skills helps greatly later.
    Concentration - The two buffs aren't as important as the regen speed.
    Speed Lore - Rounds out the build fairly well.
    
    While it seems like you're really making your life difficult by not taking much
    in the ways of offensive skills until much later on that's not quite the case.
    When a Shadow Warrior takes Tactics Lore he gains modification points to his
    top two Aspects at the same time. This gives him the ability to make some very
    good offensive choices early on. By then giving him Armor & Shield Lore as well
    as Constituion and Toughness you're basically making him invulnerable to early
    game enemies. A one-handed melee weapon round out his offense. From here we
    move into making his Combat Arts more effective which is the last thing needed
    to make sure you're set for major boss battles.
    
    This build was able to beat the first three bosses using one healing potion
    each time. Amusingly his divine gift (Forens' reflective barrier) was forgotten
    about during these fights meaning it might have been possible to do so without
    using any healing items at all.
    
    
    ==============
    Temple Guardian
    ==============
    One of the stranger character types in the game, this machine man is both a
    melee and ranged fighter. His arm cannon, powered by a battery, allows him to
    fire at enemies from a distance with one hand while he carries a melee weapon
    in the other hand. This allows him to fight at all ranges with ease but stops
    him from using two handed weapons or shields. However his skills are all over
    the place, from area-of-effect spells to direct damage attacks and even down to
    buffs that change him into a pure melee fighter. The problem here is that all
    of this variety causes a number of weaknesses, namely amongst them him being
    overly reliant on socketing things into equipment. With only a few really good
    skills he's one of the worst characters in the game.
    
    --------------
    Example Build - Melee Guardian
    --------------
    Combat Arts
    -----
    Fiery Ember - Incinerate, Churn, Sustain
    Icy Evanescence - Ice Needles, Deep Frost, Sustain
    T-Energy Shroud - Power, Recharge, Reflection
    Combat Alert - Assault, Riposte, Permanent
    Battle Extension - Double Attack, Efficiency, Double Attack
    Deathly Spears (Bosses) - Gore, Occult, Jab
    ---------
    Stat Focus - Strength, Vitality
    *********
    Skills
    *********
    Sword or Hafted Weapons - Pick one as your primary combat.
    Tactics Lore - It's incredibly important that you keep this at character level.
    Devout Guardian Focus - Much as with Tactics Lore you must keep this up high. 
    Armor Lore -  He's going to need that defensive bonus people.
    Concentration - The two buffs are VERY important (T-Energy Shroud and C. Alert)
    Source Warden Focus - These are the other important skills you'll have.
    Source Warden Lore - These are the other important skills you'll have.
    Warding Energy Lore - This can be pretty powerful as an offensive skill.
    Speed Lore - Useful for making the slow ass Temple Guaridan more effective.
    Toughness - This, paired with his equipment, can really help keep him alive.
    
    Giving the Temple Guardian a powerful melee weapon you can cleave through your
    foes with ease. The key to this build is to make good use of Combat Alert and
    Battle Extension with your skills and the right modifications.
    
    Unfortunately for the Temple Guardian most of these are incompatible to be used
    at the same time. You will want to get Combat Alert to be a Buff with its
    modification ASAP and alternate between Battle Extension and Deathly Spears as
    your primary forms of attack. Fiery Ember and Icy Evanescence are important for
    when you're dealing with enemies who are weak to either of them but they don't
    do enough damage to be primary forms of attack. 
    
    Generally speaking Lost Fusion is a very weak Combat Art and any builds you
    make with the Temple Guardian should never rely on them. Sure, it's okay to use
    them a bit but you don't want that to be your primary means of offense. If you
    find yourself wanting to use these Combat Arts then Amplifying Discharge and a
    well modded Archimedes Beam can be of great use.
    
    
    =========================================================
    4. Gods
    =========================================================
    Gods of Light
    ===================
    Forens - The Goddess of Philosophy seems to be something of a God of sages. Her
    Divine Gift could be regarded as something peculiar seeing as how it almost
    seems like hers and Lumens powers should be reversed. Regardless her Gift,
    Inspiration, causes those enemies who attack you to have their attacks reflect
    right back into their faces. This is a very powerful ability especially against
    big and powerful bosses and is one of the best Divine Gifts in the game.
    
    Kybele - God of Nature and Life he is known as something of a patron saint of
    all living creatures. His Divine Gift, Infusion, increases the speed that your
    health regenerates for a short time. This is very powerful since in most cases
    you will be regenerating faster than the enemies can actually even damage you.
    Paired up with potions or defensive buffs you're basically immune to attack for
    the time that this lasts.
    
    Lumen - Known as the God of Light and Good he is exclusively for those who are
    on the Light Campaign. Fitting his nature as a healer his Divine Gift is fairly
    passive in its offensive nature but it oddly enough isn't a healing power. The
    gift, Dazzle, stuns all enemies nearby the character, rendering them dazed for
    a fair duration while also dealing a fair bit of damage. Not the best of the
    Gods of Light but still far better than what Ker gives.
    
    
    ===================
    Gods of Shadow
    ===================
    Ker - The goddess of Chaos and Evil is a fickle mistress. While her divine gift
    is the most powerful of the lot it's also the most dangerous. Ker allows her
    followers to summon upon a mighty demon of immense proportions. This beast can
    cleave through enemies like no problem but it will eventually turn on you and
    begin trying to murder you. This is probably one of the least useful of the
    divine gifts since it's just too dangerous. She is also exclusively for those
    on the Shadow Campaign.
    
    Kuan - Know as the God of War, Kuan is regarded as the guardian of warriors. He
    is an incredibly powerful warrior with cults that are literally all over the
    world. His divine gift is pretty powerful and a great choice for Inquisitors,
    Kuan's Breath. This causes all creatures in a large radius to be afflicted by
    confusion, killing each other in an orgy of destruction. Very useful.
    
    Testa - While he is known as the God of Science he seems to be more of a God
    of the dark nature of science. Testa's Divine Gift is that of the Will-o-Wisp.
    These creatures assist the summoner by healing them while simultaneously doing
    damage their opponents. It's not the most powerful of skills but it can be very
    useful especially for ranged characters or a High Elf.
    
    
    =========================================================
    5. Light Walkthrough
    =========================================================
    The Light Campaign really seems to begin once you've reached Sloeford. Anything
    that goes on before this point is covered under the Class Quests in a later
    section of the guide. The campaign isn't terribly difficult but a few of the
    later bosses are somewhat difficult.
    
    ==================================
    5.01 - Chapter 1: Levied Tax
    ==================================
    The elder tells you that some thieves have stolen their tax money and if you
    don't get it back then the village is doomed. So lets follow our quest marker
    to the bridge north of town. From here the quest marker will move deep into the
    Elven lands of Tyr Lisia so you've got a walk ahead of you. It might be a good
    idea to complete a bunch of quests to help you get ready for the enemies you
    will be facing.
    
    Eventually you will find your way to Thylysia so head on over to the large
    building that makes up the Senate. When you talk to the guard he mentions
    something about not being able to do a bribe at the Senate building. Uh... not
    a good sign. Upon arrival at the tavern you're instead greeted by Liosilath who
    tasks you with delivering those gems to the teachers who are building a new
    school on the outskirts of town.
    
    Bring them to the area that looks like it was demolished and you will be
    thanked for this. Now you need to head towards the quest marker to speak to
    Liosilath again which will finally end this quest.
    
    ===================
    Through the Wall
    ===================
    Apparently we need to make our way into the Orcish territories to stop one of
    the clans from getting too powerful. Well it's time to make our way over there
    then, our first stop is just north of the town gates. From here the gold marker
    is going to go all the freaking way over to the boundary between the Elven and
    Orcish territories which is a long, long walk. It helps if you have a horse by
    now to make the whole thing less tedious.
    
    What you will want to do is head straight for Clearview, if you haven't gotten
    that portal already, and from there head north towards the trading post. If you
    don't know where this is pick up the "A Long Journey" quest in Clearview. This
    gives you a small break from the enemies every so often. Your goal is the
    ressurection stone and teleporter in Dragonmaw Pass. With those activated you
    can continue to the golden marker to find Contact Person Charos.
    
    Time to head on through the tunnel! The tunnel is very straightforward so you
    can't get turned around and it's basically just a running fight against a bunch
    of enemies. The rats aren't too hard but the floating enemies can be a bit
    tough depending on your skills. It's easier for melee characters to get through
    all of this intact but good use of skills will allow anyone to pass without you
    dying a bunch of times.
    
    To start the next stage of this quest you need to head east to the town there
    so it's time to travel! This also marks the end of Chapter 1!
    
    ==================================
    5.02 - Chapter 2: Through the Wall
    ==================================
    Once you've checked out Griffinborough to your hearts content you're going to
    have to make your way north to the gold marker. This can get pretty dicey. As
    you head more and more north you will start encountering werewolves that are
    really, really powerful. These guys can do a whole lot of damage really fast
    even if you've got a high defense value and they don't go down easy. If you've
    got a mount it's suggested that you don't ride it around them since this shuts
    off your buffs and prevents you from using any combat arts.
    
    Eventually you will reach Royal Honky-Tonk. What the... Talk to the guy with
    the golden markers above his head to continue this bizarre game. The man you're
    looking to talk to walks from Honky-Tonk to Valeview, an unmarked town to the
    south of it, so you might have to fight a bit to get to him. When you do he
    gives you another person to speak to and once again you're off!
    
    ===================
    Beyond the Wall
    ===================
    Now you're going to need to make your way to Black Oaks but this city is really
    in the middle of nowhere. Plus the enemies have gotten tougher, faster moving
    and they're kind of a pain to outrun even with a horse. If you're feeling
    really industrious you could go get your special mount (see side quest for more
    information) which will help but it's not going to solve the problem entirely.
    Just be patient and try not to get overwhelmed.
    
    When you reach Black Oaks you're looking for a dungeon that this guy you're
    looking for seems to be hiding in. After a short trip we learn something kind
    of interesting - Guide Jaftar is a slaver. Kill him and go into the cell to
    speak to the elven woman to find out that her sister is dying and you need to
    get a scroll of release for her sister. Make your way out of the dungeon to the
    healers for said scroll.
    
    The sister is in a house nearby so go talk to her to use the scroll to save her
    life from her fever. She tells you that the main villain is Enadris, a slave
    trader who lives in the Orcish Byway. This is good since it gives us a way to
    actually harm the slave trading. Time to start heading into the orcish areas.
    
    ===================
    Gar'Colossus
    ===================
    When you arrive in the Byway you will find the slave broker easily enough. But
    there's a problem; a golem known as the Gar'Colossus is attacking the town. If
    you kill it he will stop slave trading but you know this isn't going to be easy
    and you are most certainly correct. To even get to the golem you're going to
    have to head towards the northwestern side of the town to find some busted up
    buildings. The golem lairs in the middle of a valley here so go down all of the
    wooden bridges, or use the green portal, to reach the monster.
    
    ************************
    BOSS: Gar'Colossus
    ************************
    This is a heck of a fight especially if you're not a melee oriented warrior.
    The Gar'Colossus resists the heck out of physical and cold attacks, regenerates
    very rapidly and he has a shield barrier before you can even attack hurt him
    directly. Top it off with him having numerous very powerful moves and you're in
    for a serious world of hurt.
    
    He has three main moves you need to watch out for:
    * Ground Slam: Raising up his arms he will slam his fists into the ground and
    cause a tremor. This makes rocks come falling down from above onto your face
    which can stun and damage you.
    * Charged Slam: With energy arcing between his hands he will slam them into the
    ground causing a wave of energy to push you back. This travels in a straight
    line right at you, damaging and stunning you for a bit. Try to avoid this one
    especially if he is close to you.
    * Rock Toss: He will fling a rock at you. This isn't so bad in and of itself 
    since it's easily dodged but if you're using magic or ranged attacks this rock
    will confuse your aim. So be careful.
    * In addition to this the big guys hands can really rock your world with each
    of his melee strikes. He also attacks you a lot quicker than you might think so
    try to stay moving.
    
    The Gar'Colossus, luckily enough, only does physical damage which means simply
    equipping good armor will go a long ways to protect you from his attacks. But
    his special moves also do arcane damage and to that end you should equip relics
    and armor (or use Combat Arts) that increase your resistances to this. He is
    weak to Fire, Ice or Poison attacks (resists 60% physical and 40% give or take)
    so just forge a weapon to take advantage of this and prepare the proper skills.
    
    Your best bet for taking this big boy down is to use ranged attacks or combat
    arts to whittle down its shield. Once the shield is gone you don't have much 
    more damage to deal before the big guy goes down. However even though the
    barrier will go down fairly easily he's not going to actually die so quickly. 
    He regenerates at such a rapid speed that you will have problems keeping up the
    damage enough to whittle him down even with a powerful mage or archer.
    
    If you're a ranged focused character then you don't have many options; simply
    keep on moving and pummel him with everything that you've got. But if you're
    able to handle him in melee then this is the preferred method. Get your best
    weapon out and use your skills to just go toe to toe with him. It shouldn't
    take you more than ten health potions to tear this guy down and rake in a whole
    lot of experience. Using a Potion of the Mentor will make this even more of a
    joyous occasion.
    ************************
    
    Head on back to Enadris for some more information. It seems like Liosilath is
    nearby looking for you so we need to meet up with him. Head on up to the north
    to find him in the building here. It seems that the area that this colossus
    might have come from is known to him. He wants us to continue towards the Gurag
    Clan and find out more information on this place the creature came from. Well
    we're heading deep into Orc territory now so ya know you're getting somewhere.
    
    Looking at the map we're heading a fair ways to the west so get out that mount
    and start moving. Leave town via the northwestern road and stick to it, this is
    going to take you all the way to your target but it just takes some time. As 
    you go you'll have to deal with numerous goblins but once you cross the border
    wall into the Orcish territory you will start being attacked by the orcs. These
    guys aren't too tough but they do give a nice chunk of experience so if you
    need to / want to level up here's a good place to use a potion of the mentor
    and just go nuts.
    
    When you near the gold marker you will see a pit to your north where a bunch of
    orcs are fighting giant, blue elementals. This is obviously that training area
    that was just talked about. To reach the orc you need to talk to you will have
    to go around the west side, up over the north (through Ruka) and around to the
    east where you can actually reach him. However before he will talk with you
    you're going to have to prove that you're a true warrior.
    
    
    ==================================
    5.03 - Chapter 3: Among Orcs
    ==================================
    Head on into the pit near him and look for the elementals that he mentioned. 
    You will have to kill three of them but be very careful doing so. These guys do
    a whole lot of damage and they can take a lot before going down. Make sure you
    only fight them one at a time and use your strongest combat arts to take them
    down. Let your skills recharge before tackling the next one to make the fights
    yet easier. Once you've killed three of them you can head on over to the quest
    giver who tells you to speak to the wise woman of the tribe.
    
    Mosey on over to her to find out that you're now a member of the Clan (honorary
    natch) and to go ahead and speak to the rest of "your" clan. You will see the
    quest marker has moved on over to one Orc in particular. Speak to him to find
    out that you have to kill a Troll to be proven warrior enough to speak to the
    leader of the Gurag Clan. Fine... off to the west to the town of Entruag.
    
    **************
    *NOTE: Don't go wandering off for this quest if you haven't activated the town
    portal in Ruka. It'll make your life much easier since you can then activate
    the town portal in Entruag so you can move around this region with ease.
    **************
    
    Speak to the Tribal Elder here to find out that you must kill ten Trolls just
    outside of town. Luckily for you there are Orc warriors out there acting as
    some support so you're not entirely on your own. These Trolls deal a fair bit
    of damage but they go down pretty quick to Combat Arts so make liberal use of
    these here. Once you have the ten requested teeth head on back to the Elder to
    have it made into a necklace. Now you must take this necklace to the leader of
    the Clan as proof of your valor.
    
    Make your way to Sloptok to the north to try to find the Clan Leader. He's not
    there but there is someone else who seems willing to accept you as a member of
    the clan but the problem is that they need you to do something first of course.
    You need to find the leader of the Ore-Thag clan that is attacking this village
    and kill him so as to intimidate the tribe into stopping its onslaught. This is
    very easy. As easy as leaving the north gate, killing the orc and then coming
    back to talk to the chief here. He directs you to the Gurag Clan leader who is
    somewhere near the mountains to the west so lets head that way ourselves.
    
    Your destination is the mountain pass village of Za'Zurik where the clan leader
    is actually located. Upon talking to Chieftain Jurrtag you will find out that a
    monster called the Octaglomus has taken over the river that all the Orc clans
    share. To get it out of the water so you can kill it you will have to bring a
    shaman over there and let him run the well dry. This is going to be a bit on
    the rough side but not as bad as you might think. Mr. Shaman is actually fairly
    competant at not running off into horrible situations.
    
    ===================
    Wet Danger
    ===================
    Make your way north along the river and mountains to avoid as much trouble as
    possible. Soon you will reach a mountain pass that you can slip through to head
    towards the gold marker. Activate the ressurection marker as you go and then
    head on into the caves. Down here you will have to cut your way through some
    goblins before your each the quest marker. Talk to the shaman once you reach
    the location and he will perform his ritual to shut down the flow of water.
    
    With that done head back the way you came in the tunnels to find a previously
    locked door. It can now be opened to allow you access to the Octaglomus. Go
    through the tunnels killing any goblins you encounter and exit out the other
    tunnel here. You're now in the mountain valley that is home to the beast.
    
    ************************
    BOSS: Octaglomus
    ************************
    Unfortunately the Octaglomus isn't quite as easily defeated as the Gar'Colossus
    was. He is far too big and has far too much reach for you to defeat him without
    at least some frustration. This is doubly true if you're fighting him by your
    lonesome but it is mitigated exponentially by how mnay people you bring along
    into this fight with you. So with four people it's not quite as bad as it is
    with two and by yourself it's just a headache.
    
    The problem here is that all of the Octaglomus' attacks have a whole lot of
    reach due to his cephalapod body. So you're going to have a hard time dodging
    his attacks when he sets his sights on you. Add on the ability to reach out and
    literally pull you in close so he can smash you down easier this isn't going to
    be an easy one.
    
    A list of his attacks:
    * First of all you will be trying to deal with his regular attacks where he
    slams the ground with his tentacles. This does a fair bit of damage.
    * A spray of ink in your direction that does a fair bit of damage and seems to
    be able to stun you momentarily.
    * Charging himself with electricity he smashes the ground doing heavy damage to
    anyone caught in the attack.
    * Rushing forward he smacks into anyone in his way.
    
    These are his primary attacks and due to them there's not a whole lot you can
    do if you are by yourself. You're forced into a slugfest with him so make sure
    you bring LOTS of potions especially if you're a ranged character like a Dryad
    or High Elf. He will knock through barriers like the Temple Guardians shield in
    a single strike and he moves too fast to actually outpace, even with a mount,
    so just get in his face and lay into him. 
    
    One thing that works in your favor here is that it's easy to protect yourself
    from his attacks and deal lots of damage to him. The Octaglomus uses physical,
    arcane and poison attacks meaning that if you bring good armor and three of
    each of these runes you will be just fine. He resists mostly everything at
    least a little bit. Everything except fire. Bring a strong weapon enhanced with
    fire damage as well as any skills to help out with the fight and you will be
    hurting him plenty.
    
    With a group of people let one draw aggro from him and keep his attention while
    the others pummel him from a distance. This makes for a quick, easy kill on the
    lower difficulties although the target of his ire should be prepared with lots
    of healing items anyways. The attackers should all have some form of fire type
    damage at their disposal be it through combat arts or enhanced weapons since
    these attacks do more damage to the Octaglomus than any other.
    
    As you deal damage to him he will lose some of his tentacles, reducing his
    range of attack and how many people he can hit at once. Don't let up and keep
    on pummeling him to finish him off when this starts happening for lots of XP
    and items from the brawl.
    ************************
    
    Returning to the chieftain you will find out that he is not only immensely
    grateful for your help but he's been holding the Elves captive. Set them free
    as he indicates only to find out that the stupid pointy ears (as the Temple
    Guardian likes to call them) is an arrogant fop. But he does tell you that you
    need to go speak to the Seraphim in their Crystal Palace. This is pretty far to
    the north from Sloptok so be ready for another expidition before setting out.
    
    Before you can actually get to the Crystal Palace you're going to need a boat
    that leaves from the Orcish lands. The quest marker will lead you to a Ships
    Captain in the harbor town of Blulutuz. Talk to him to end this quest and then
    speak to him a second time to travel to Seraphim Island. The island itself is
    not that big of a deal, the enemies aren't too difficult but there are a lot of
    them and this is the point of the game where you're going to see a lot of magic
    being thrown at you. This is probably the point where you will want to start
    looking into items that protect you from other sources of damage, not only the
    physical damage.
    
    Make your way towards the golden marker to find the Maid of the Seraphim and to
    get the next quest.
    
    
    ==================================
    5.04 - Chapter 4: Realm of the Seraphim
    ==================================
    The Maid explains that the machine that you're looking for information from is
    broken up into several pieces now. So you're going to have to get those pieces
    and bring them to Mr. Giles so that the machine can be put back together. The
    pieces are just lying around in the open but getting there can be a problem due
    to the fact that this is where the enemies start to get thick and hard to fight
    your way through. There are a lot of stronger elementals here so be ready to do
    a whole lot of healing if you're not already prepared for them.
    
    Once you have the two pieces of the machine you're going to have to head to the
    settlement on the other side of the island. Head back to the little encampment
    that the Maid was located in where you can find a greenish portal. Use this to
    teleport instantly to the librarians location. Find him and speak to him to
    find out that not only is he a pervert but you need to speak to the leader of
    the Seraphim.
    
    This isn't as hard as it might sound like it's just going to be a bit circular.
    To get to Sophia you need to get into the center of the island. To do that you
    have to head to the northeastern tip near the ressurection stone and then make
    your way down the winding path there. This will eventually lead you to the
    citadel where Sophia lairs. There's another western path but the northeastern
    one, while longer, is a better choice since you get to activate the stone.
    
    Talk to Sophia to learn a whole lot of nothing besides backstory and then it's
    time to find Liosilath on the island. Head back to the area that you spoke to
    the Maid and head on over to where the shop is, that's where Liosilath is
    waiting for you. Talk to him to find out that you're going to have to head on
    over to the Dragons to find out the information that you're looking for. 
    
    Teleport back on over to the librarian to find out that you need a protective
    amulet made out of Dragon scales. We need to make our way back to Sophias area
    but we're not talking to her. Head around to the side of the tower towards the
    crystals at the back and you will find the Carnach Cave. Make your way towards
    the back of it where you will find a Dragon Hunter who can help  you out.
    
    ==================================
    5.05 - Chapter 5: Fire, Brimstone and Dragon Scale
    ==================================
    It seems that this hunter knows of a settled Dragon nearby and if you get to it
    that it's scales are worth a lot. Well seeing as how we need those scales to
    stay alive in the lands of the Dragons let's go along with him. Ignore the cave
    nearby and continue moving forward through these tunnels. You're going to be
    slowly but steadily making your way towards this Dragons lair.
    
    After a bit of cutting your way through the enemies you will find a portal and
    ressurection stone you should activate. If you need to leave these will make
    getting back very easy. Now continue pressing your way forward. These tunnels
    aren't very complicated to find your way through they are just cram packed full
    of enemies. Essentially you're going to have a running brawl on your hands so
    make sure you're ready for it.
    
    When you find the Dragon you're looking for... he's already dead. His body is
    surrounded by hostile Elves who will attack you the moment they see you. These
    Overseers and their minions aren't too hard to take out so wipe the floor with
    them and then talk to your Dragon Hunter friend. You are given the scale you
    needed but you should talk to the nearby kennels to find out what they were
    guarding so viciously.
    
    **************
    NOTE: It is very hard to play a ranged attack character down here. The tunnels
    are cramped, enemies get in your face with ease and when they move around you
    will often find yourself having difficulty targeting the enemy that you are
    trying to aim for.
    **************
    
    It seems that the inside of these pens are living food for the Dragons, humans
    and lizardmen mostly. There seems to be some sort of resistance movement to
    save people from being Dragon food but they are a fair ways away so be ready to
    spend quite a bit of time underground. Make your way towards the northeast from
    where you are to head in the direction of the two ressurection stones. The
    northern one is your first target, as well as the merchant near it.
    
    Eventually you will reach an area called The Maze. This is named such since it
    is very easy to find yourself going the wrong way here. Watch the direction you
    are moving in very carefully here. First head to the east from the start, take
    the eastern path again at the next intersection of tunnels and then head to the
    west at the next intersection. This will lead you straight to the quest marker
    which is a staircase out of the tunnels. Daylight! Yes!
    
    Unfortunately this daylight thing isn't going to be lasting very long. This is
    a very small island so reaching Blackhammer takes no time at all and he sends
    you right back into the tunnels. Make your way to the south from where you are
    and you will be able to proceed towards the quest marker. Soon enough you will
    reach the lair of the Dragon.
    
    ************************
    BOSS: Xanthiar
    ************************
    This boss... pure hatred. Probably one of the most annoying fights in the game,
    Xanthiar isn't necessarily hard but glitches happen very easily here. It's very
    easy for you to get stuck under his belly where he can proceed to just continue
    to abuse you for the longest time and there isn't too much that you can do
    about this issue... except to die. Over and over.
    
    Xanthiar isn't necessarily hard though. Oh sure his attacks might do a whole
    lot of damage, he has a ridiculous amount of health and his defenses are waaay
    high but you can protect yourself from a fair bit of this. Let's look at his
    attacks to see what I mean.
    
    * His primary attack is a high powered blast of energy from his mouth. This
    seems like it should be fire, most every other attack in this dungeon is fire
    based, but even a ridiculous amount of fire protection seems to do nothing to
    stop this. Ultimately the best defense against this is to keep your health at
    maximum as much as possible. This might be magic energy.
    * Flame strikes from the sky will rain down on you occasionally. There's not a
    whole lot you can do about this attack either. Equip things to resist fire
    based attacks to reduce the amount of damage that you take.
    * Basic claw and bite attacks. These are not your main concern during the fight
    since they don't do all that much damage.
    * Power strikes. It's hard to identify these attacks as incoming but you can
    tell when they hit by your controller starting to vibrate like crazy. These do
    a lot of damage and it's imperative that you start healing immediately.
    * Leaping smashes. Occasionally the dragon will leap up into the air and crash
    down on top of your character. This is where you get stuck under him. It does
    not do all that much damage on its own but once you're trapped things get very
    rough for you all around.
    
    Now being trapped under him does seem to protect you from his fire breath type
    attack but that's about it. Also take note that even if the dragon is focused
    entirely on one particular person, others who enter melee with it can still be
    damaged by its attacks even though it's not even facing them. Assume that the
    wings and tail are battering your people.
    
    Aggravatingly enough Xanthiar really doesn't have any weaknesses either. What
    he does have is a resistance to physical, fire based and magical attacks. His
    attacks deal physical, fire, magic and poison damage so that's a lot to be
    preparing yourself for. The only vulnerability he has is to ice or electricity.
    Generally speaking there aren't a whole lot of these that will do too much
    damage to the dragon so you're going to have to tough it. Lastly the fight can
    really drag so expect to see your buffs fade away so keep your eyes on that.
    
    Defeating Xanthiar, due to all of this, really boils down to a slugfest. You're
    going to just have to pummel his face in with a weapon that does a good amount
    of damage and place something in it so that it does ice or at least poison type
    damage. Make sure you have relics set to protect you from magic, poison and
    most importantly fire and be ready to throw down. So long as you keep your HP
    above half you shouldn't ever be in danger of dying - it just takes a whole lot
    of potions from you.
    ************************
    
    Continue forward along the path to find some more slaves who were being held on
    to for dinner. Make your way from there towards the Outpost. It's a fairly long
    trek but there aren't any surprises along the way so just keep on killing the
    three billion enemies until you reach the Outpost proper. Here a man will take
    your dragon scales and turn it into an amulet that you should equip right away.
    Every enemy you fight down here uses fire (more or less) so it's of great help
    to you immediately.
    
    The Outpost is actually something of a small town of sorts, complete with a
    teleporter, ressurection stone and a side quest. Use the merchant, blacksmith
    or the runemaster as you need before moving along your merry way. Fighting your
    way through the next tunnels you will end up on a beach. Follow the path until
    you reach the dragon Mer-Kil who promises to give you the information that you
    need if you kill Carnach for him.
    
    ===================
    The Oldest of the Immortal
    ===================
    Go back into the tunnels that led you to Mer-Kil but head to the northwest once
    you get back inside of them. This will eventually lead you to Carnach once you
    go down yet more stairs. However the path there is absolutely crammed full of
    enemies, the same enemies you've been fighting this whole time, so cleave right
    through them and make your way to the boss.
    
    ************************
    BOSS: Carnach
    ************************
    As one look at this boss might have told you he is pretty much a pure physical
    and fire powerhouse. Those are the only things you really need to be prepared
    for in this battle so it's a lot easier to get yourself ready for it than it
    was for the dragon. Take note though - this fight is pretty tough unless you're
    at least in your mid-20's or so.
    
    To start with simply equip the best armor you can get as well as the best anti-
    fire and physical damage equipment you can cram on your character. If you can
    deal ice damage then now's the time to get those combat arts ready for use.
    
    Let's talk about what sort of attacks you'll be dealing with:
    * To start the fight off he will almost always summon up some fire elementals
    to attack you while he waits. They're easy to kill but he will heal any damage
    you dealt to him while you do this so don't waste your good skills, or Divine
    Gift, before this gets done.
    * Basic attack, a hard but somewhat slower attack that criticals a bit too much
    for magic users / ranged characters to be comfortable with.
    * Slam the ground and damage all nearby characters a fair bit. Not exactly a
    huge damage dealer but it can be painful to weaker characters as well as to any
    summoned pets or the like.
    * Strike far away opponents with flame attacks. This attack has only been done
    once during the course of putting this guide together. It does to a heck of a
    lot of damage if it connects though.
    
    So long as you stick someone in his face who can take the beating Carnach will
    stick almost exclusively to his basic melee attack. This hits hard and fast but
    nothing that you can't just use potions to heal yourself from. So long as you
    stick to hitting him back with everything you've got he will go down quite fast
    especially if you use any form of ice attacks. These deal an incredible amount
    of damage to him with even a very low level Icy Evanesence from a melee spec
    Temple Guardian was tearing his health apart rapidly. 
    
    Ranged combat types will have a harder time of it and it's suggested that they
    get someone to tank for them. You see the problem is that Carnach is very good
    at punishing you if you're not able to damage him quickly enough and for the
    most part a ranged character just can't do that. If you stay back using Combat
    Arts / run enhancements then he will spew flame but if you enter melee he will
    make your lower defenses your downfall.
    ************************
    
    Make your way through the tunnels back towards Mer-Kil to be sent out on the
    next stage of your journey. At least this big scary dragon honors his promises.
    He's going to be sending you to the Lost City to search for the family Grackk
    where you will be welcome. Apparently the High Temple here is where we will be
    able to find the answers to the questions we're looking for. So be it!
    
    Teleporting to the Lost City area ends this quest but you need to reach the
    Lizardmen before you can get the next quest. So make your way south and to the
    west until the quest marker shows up which you can then follow to Asui'thaz.
    Speak to the Lizardman Elder to start the next quest line.
    
    
    ==================================
    5.06 - Chapter 6: Family Ties
    ==================================
    Unfortunately this simple task of speaking to the Shaman to get a family name
    is complicated by the fact that two Lizardmen will be escorting you. Urgh. Not
    much to be done about it except to move quick so start heading to the west. It
    isn't a long trip so don't worry too much, just find the shaman and give him
    the scroll. Speak to him again to end this quest.
    
    Now speak to the Family Shaman who was escorting you. He asks that you deliver
    a scroll full of the names of undead to the leader, Thaziz. Well, doing favors
    for our new "brothers" can only lead to good things so lets head on over there
    for them. Once again this isn't a terribly difficult trip, a nice change of
    pace from the tunnels of the last chapter. However upon arrival you're going to
    be in for a fairly rude surprise.
    
    ************************
    BOSS: Swirling Mist of Miasma
    ************************
    Let's get the first major detail of this fight out of the way immediately.
    While the Miasma might be able to hurt you there is nothing you can do to hurt
    it. It really only has one attack that can do you any harm anyways, a big ol'
    wind funnel that it creates out of thin air. If you touch that then you take a
    fair shake of damage otherwise you will be just fine. You should be able to win
    this fight without taking any damage from him at all.
    
    With that out of the way let's talk about how to handle this bad boy.
    
    Notice how every so often he summons up a bunch of undead? These are the ticket
    to taking him out. Apparently he is infusing these undead with a measure of his
    energy because after you take out a wave of them (five or six undead summoned
    at the same time) he loses about an eight of his health. To defeat him all you
    need to do is stay back, draw the undead on over to you and kill them.
    
    Honestly this is one of the easier fights in the entire game so if you die here
    it's time to really evaluate how well your character spec holds up.
    ************************
    
    Head on into the village itself and speak to Thazziz. Now you're going to need
    to clear a building site for a shrine to the dead to stop the undead rising up.
    Oh and Thazziz is coming with you but he holds his own fairly well. The path to
    the building site is somewhat long so you can shorten the trip by using the
    teleporter you should have activated while coming here.
    
    In either case when you reach the building area you will have to defeat 15
    Nameless Souls. These guys are pretty tough; strong melee, powerful archers and
    even some spellcasters who can paralyze or just flat out wreck your health. If
    you don't have a good arcane resistance by this point you might find your
    health dwindling alarmingly at times so be mindful of it. Finish off at least
    fifteen of them (there are twenty or so in the area) and talk to Thazziz to be
    sent to the next part of your quest. Seems that someone here knows how to get
    to the desert and that's where we are going so let's go find them in Sar'thaz.
    
    ===================
    Defying the Fog
    ===================
    Reaching this place is most quickly done by just forgetting about the roads and
    taking a shortcut through the swamplands and the million enemies in them. 
    Unfortunately when you arrive there is another Swirling Mist of Miasma to deal
    with. It works out just like the last fight so don't stress over it, just take
    it out the same way and head on over to the person with the gold marker over
    their head. 
    
    It seems that the Marigold flowers that were mentioned earlier have become your
    next goal. You have to escort the companion to the fields and gather it up to
    fend off the fog beast. This is a simple enough task since your location is to
    the very south of your location. All you need to do is go to the fields and
    pick up 20 of the Marigolds. Talk to the Lizardmen to find out that he will now
    show you the way to the desert but you will have to fight the fog again. No
    matter! We have flowers!
    
    Make your way to the south along the roads. If you feel the need to do some
    shopping you can detour to the ressurectino stone to the east of the roads to
    find a small settlement. In either case you will reach a ressurection stone
    along the southern roads and enter the Ruins of Gazath. It is here that you are
    going to have to fight the fog one last time.
    
    ************************
    BOSS: Swirling Mist of Miasma
    ************************
    Let's get the first major detail of this fight out of the way immediately.
    While the Miasma might be able to hurt you there is nothing you can do to hurt
    it. It really only has one attack that can do you any harm anyways, a big ol'
    wind funnel that it creates out of thin air. If you touch that then you take a
    fair shake of damage otherwise you will be just fine. You should be able to win
    this fight without taking any damage from him at all.
    
    With that out of the way let's talk about how to handle this bad boy.
    
    Notice how every so often he summons up a bunch of undead? These are the ticket
    to taking him out. Apparently he is infusing these undead with a measure of his
    energy because after you take out a wave of them (five or six undead summoned
    at the same time) he loses about an eight of his health. To defeat him all you
    need to do is stay back, draw the undead on over to you and kill them.
    
    HOWEVER! Things are very different this time. Not only is he a lot stronger but
    he is also quite pissed off at you. Whereas before he was easily distracted by
    lizardmen or he just meandered off now he wants to eat your face. This means he
    will be charging you, attempting to trap you in his winds (slows you down) and
    conjure up those wind funnels underneath you over and over.
    
    What this means is that you desperately need to stay mobile while also doing
    your level best to kill off the undead he is summoning. Try to use damage over
    time and area of effect attacks to kill off the undead as quickly as possible,
    the longer this fight drags on the more likely that you're killed by a lucky
    shot or wind funnel.
    ************************
    
    Once he has been dispersed again move towards the quest marker to see what is
    causing this creature, a broken T-Eng machine. While the lizardmen attempts to
    fix it you're going to have to kill a whole bunch of undead, simple enough. It
    will be fixed rather quickly, allowing you to follow the gold marker to the
    entrance to the deserts. After a quick jaunt through the caves, there you are!
    
    
    ==================================
    5.07 - Chapter 7: Throne of Conflict
    ==================================
    Welcome to the desert and it's wonderland of... brown sand. The enemies here
    are actually a little easier to take out than the monsters in the swamps, the
    dervishes are notable in this regard. While they can surprise you with their
    appearances, and do decent damage, they die easily enough. Continue past the
    ressurection stone until you reach some warriors who demand you and the lizard
    fight to the death to see if you can enter the desert.
    
    However the lizardman refuses to fight and you will need to speak to the Tribal
    Leader again. However he is pleased by your loyalty and you are allowed to
    enter the lands as well as invited to join his tribe. The lizardman is going to
    leave you at this point but he informs you that your next destination is the
    oasis to the south of your location. Well fine, flat leaver. Reaching the oasis
    is simple as long as you don't bother with the roads, just make a flat run to
    the south, avoiding the rocks, and you will find El-Darrag in no time.
    
    Make your way to the gold marker and speak to Uncle's Ally. If this story he
    tells you sounds something like the Cave of Wonders from Aladdin you're not
    alone. In either case your new destination is on the other side of a gorge that
    looks like a dry river with only two places it can be reliably crossed, just
    west (and a bit north) of El-Darrag and aaaalll the way to the south where you
    can swing around the gorge. Obviously your best bet is to the west.
    
    *******************
    NOTE: If you're going to go do this quest now is the time to pick up the second
    part of the "Attack is the Best Defense" side quest. Where you're going there
    are plenty of Desert People and completing this quest here is a piece of cake.
    *******************
    
    When you head to the west you will have to swing just a bit north and then down
    into the gorge proper. From here just keep moving west and you will find the
    thin path up onto the other side. There are numerous Desert People here, some
    riding on the back of giant beetles, and they can deplete your health in record
    time if you aren't a serious powerhouse so watch your health at all times.
    
    After cutting through an army of these guys you will find the tomb you were
    sent to enter. This is a pretty easy cave to get through with only some weak
    beetles as your foes. Grab the scroll from the back of the cave when you've
    cleared the path. DO NOT TELEPORT OUT OF THE CAVE! If you do this then the gold
    quest marker does NOT update and you will have to enter and leave the cave once
    again to make it update. When you leave the cave you will see the marker move
    to the big city in the canyon area in the middle of the map, this is Khorum.
    
    Teleport on over to El-Darrag, turn in the Attack is the Best Defense mission
    and start the trip to Khorum. You will find some spiders along the way, big ol'
    new enemies for you to fight. This is as good a point as any to equip some
    anti-poison relics to help protect you from the enemies here if you have not
    done so already. Near the end of this trip, as you near the Alchemists home,
    the spiders and beetles get incredibly plentiful so make sure to equip them
    before you hit this point.
    
    By following the road you will reach a narrow mountain pass that takes you to
    the alchemists house. Speak to him and he will agree to follow you. DO NOT
    TELEPORT AWAY, walk from this place until you reach the mouth of this pass and
    you will see the quest marker is here. An Envoy from the Prince wants you to
    hand over the alchemist in exchange for money. However we can't do that so when
    you talk to them again you will have to kill the three of them. It's not a big
    issue since they die quite easily.
    
    Once they're dead you can teleport to Khorum and make your way on over to where
    Al Sadim is standing. He is quite eager to hear what the Alchemist has to say.
    
    
    ===================
    Demise of a Scorpion
    ===================
    We now have to find this gigantic scorpion, the Garganthropod, kill it and burn
    the remains so that they can't ever make the Devil's Fire. This is easier said
    than done since this beast is tough and the trip is quite long so be ready for
    it. If you have any weapons or enhancements that will let you do fire or ice
    damage now is the time to place them in your weapons. Get your physical and
    poison resistances up as high as you possibly can, you'll need it.
    
    If you exit Khorum from the southern part of town it's a much shorter trip to
    the cave that contains the Garganthropod. There is a town, Rajab, to the north-
    east of the location of the beast where you can stock up. Swing around to the
    west to find a ressurection stone and the path that leads to the scorpion
    beasts' lair. Enter the caves and make your way to the Garganthropod.
    
    ************************
    BOSS: Garganthropod
    ************************
    Probably one of the toughest bosses in the whole damn game the Garganthropod is
    more than capable of wiping out a whole group of adventurers in short order if
    you aren't very careful about fighting it. The problem is that you're not safe
    no matter where you are and all of his attacks pack a serious punch. Let's look
    at how bad they are:
    
    * Whereas most bosses basic melee attack is no big deal this scorpion packs a
    mean left / right combo. With a clip of each claw your health will plummet.
    This is often paired up with a stab of its stinger that can cleave even a tough
    melee fighter down to size.
    * It can stab its tail into the ground causing it to rise up out of the sand to
    stab a target. This doesn't do as much damage as a melee combo but it's pretty
    bad regardless and it can hit people in a 360 degree radius. Oh and it's also
    very freaking hard to dodge.
    * While it normally doesn't resist Ice all that much it can cover its body in a
    sheen of Ice. This causes it to deal just a bit of Ice damage and shoots up the
    beasts resistance to Ice magics.
    * Last but most certainly not least is its digging ability. It will start to
    move its claw like it is digging in the ground, sending dust and rocks flying
    at your face. If you stand in the way of this you will lose most of your health
    in one fell swoop. It's imperative that you and anyone else with you get the
    heck out of the way of this or you might find yourself at that ressurection
    stone you jut passed.
    * Oh and just for the heck of it he will summon up two of the bigger scorpion
    monsters to attack. These guys do a whole lot of damage on their own.
    
    Unfortunately the big boy is also incredibly fast and has little problem with
    keeping pace with a character who is running around. This means that the battle
    is going to have to devolve into a slugfest. To increase your chances of making
    it through the brawl you're going to want to do a few things:
    
     - Get the best armor you possibly can. Most of his attacks are physical blows
    so simply raising up your defense values can help out immensely.
     - Use relics and blacksmithing to boost your defense against poison. He does a
    whole lot of poison damage with that stinger and you really want to mitigate
    that as much as possible.
     - Bring a weapon that does fire damage. While the boss takes more damage from
    fire than ice for the most part he has no abilities that allow him to resist
    the heck out of fire. This makes it a solid choice for weapon as well as being
    a good idea of what skills you should be using.
     - If you are dying a lot to him bring a friend. If you're a magic user or
    archer type then a tank can help you immensely (and vice versa). So long as you
    work together it will die readily.
     - Kill the little scorpions as soon as they appear. These guys do a whole lot
    of damage, sometimes more than the boss itself. Don't allow yourself to be hit
    by a triple team or you will be dead in a flash.
    
    Just keep flailing away until the big boy drops. When he stops being hostile
    run over to him and use the action command to set him on fire, killing the big
    beast off and netting you a lot of experience.
    ************************
    
    With the beast dead use the green teleporter in the previous room, near the
    ressurection stone, to be teleported out of the caves. Make your way to Rajab,
    the city near this place, to find Al Sadim. He will show you the way to the
    jungles, your next stop, and wish you well on your travels. Off to the next
    area of the game!
    
    The roads will actually take you straight to the jungle entrance where the
    Archaeologist Camp is located. Activate the ressurection stone and the portal
    before doing anything else. Kill off any nearby enemies so you can talk to the
    quest giver in peace and don't forget to unload any unnecessary items you've
    got on your person at the shop.
    
    
    ==================================
    5.08 - Chapter 8: The Forgotten City
    ==================================
    Well it seems that we're going to need to kill this Kral of the Winged Daemons
    before we can explore the pyramid for the information that we're looking for.
    This trip is pretty damn long and fairly arduous since the enemies are very
    strong here and will be a trial for most characters. Obviously you will want to
    stick to the southern path so as to hit the ressurection stones. Just in case
    one of the Ghost Warriors turns you inside out.
    
    *******************
    NOTE: I'm not sure if this is a glitch or what but there were several occasions
    where a Garema Ghost Warrior turned partially invisible (like the Predator from
    the movies) and proceed to beat the crap out of my character. It was impossible
    to directly target him so area of effect attacks had to be used to whittle down
    his almost 1,500 hit points. It gave a bit XP reward but was annoying as hell
    so be aware of it.
    *******************
    
    The trek to the temple is absolutely bursting at the seams with jungle cats and
    warriors so it might take some time but eventually you will reach the Lost City
    itself. Make sure to activate the ressurection stone here and then head on in 
    to meet Kral of the Winged Daemons. He's not necessarily what you might have
    been expecting. Take note of the energy turrets in the room with him - it is a
    good idea to bust these up before you get Kral's attention to stop them from
    attacking you during the boss fight.
    
    ************************
    BOSS: Kral of the Winged Daemons
    ************************
    Kral isn't actually a normal creature, he's some sort of T-Eng powered flying
    machine that wants to eat your face. However he's not actually as deadly as you
    might initially think. He can do some serious damage and he has a whole lot of
    health but by simply staying close you will be surprised at how quickly this
    boss battle ends. Kral only has a few attacks you need to be worried about:
    
    * Since he flies all over the place he will sometimes try to put some space
    between you and him before firing on you with twin energy bursts. These can do
    a whole lot of damage if they inflict a critical but aren't all that bad as 
    long as you have some arcane resistance.
    * Also performed from a distance he will sometimes let out a wave of sound /
    force at you. Whereas the energy blast only hits one person this can hit more
    or less everyone in one direction. This seems to be another arcane attack so it
    isn't too dangerous if you're prepared.
    * Lastly he will focus on a single character in melee range, tucking his body
    in and starting to attack VERY rapidly. While his individual hits don't do much
    damage the speed he hits you now causes damage to add up incredibly fast. It
    also seems to boost up his critical hit rate so that's not going to make things
    any easier on you.
    
    There are no notable weaknesses to take advantage of here. Most of his defenses
    are in Arcane resistance with physical, fire, poison and ice tied for the next
    amount of resistance. This means that so long as you aren't using Arcane type
    attacks everything else works just as well as the next thing. Then again his
    resistance to Arcane isn't necessarily high enough to stop you from using that
    if your character build is focused on such (only about 40% or so).
    
    Fighting him is as simple as making sure that you come into the fight with as
    much physical and arcane resistance as possible. Everything that he does is
    basically one of these two with a slight bit of fire damage on top of it. This
    fire damage is negligable so focus on the other two. With that done you really
    can try to fight him either from a distance or face to face. If you're at a
    distance make sure that you try to dodge his blasts just to spare yourself some
    healing.
    
    Honestly this is another slugfest for the most part but the trick is that he is
    one of the easier bosses. He should give you little to no difficulty if you're
    prepared for him or if you've got a strong party (all it takes is one good tank
    and some strong offense).
    ************************
    
    With that done you can now enter the city. Go down into the entrance indicated
    and kill the three Earth Elementals. Now make your way further into the cave to
    find some pillars you can activate. Do so to find out just what happened to the
    Great Machine. Step over to the pedestal and activate it a few times to have a
    little chat with Liosilath. Seems that we need to make our way to the Dryads
    Lands to get the key to reach the Great Machine.
    
    Take the path either to the north or west out of the Lost City (north is longer
    but seems to be the easier of the two) and make your way to the coastal town of
    Na-Fian to find a ships captain who will take you to the island of the Dryads,
    Aerandyr. This is where you will find that key... and lots of tree huggers.
    
    
    ==================================
    5.09 - Chapter 9: Green Islands
    ==================================
    And the hippie stuff starts immediately. We gotta go ahead and shut down a
    strip mine to make them bleeding hearts trust us. Fine, I suppose I can help a
    bit with all that pollution garbage. Their tolerance for the garbage that the
    Elves are pulling has worn thin apparently. Well let's handle that for them so
    they will give us the information that we need to get.
    
    Exploring this island is pretty dangerous since it can be very hard to see what
    you're fighting and where they are thanks to the trees. Bushes and the like can
    also make it very hard to shoot targets. If you'd like to make your life simple
    you should have a weapon with fire enhancements and equip protection against
    arcane, fire and poison.
    
    Upon arrival you will see that this mine is actually pretty bad - it looks like
    a volcano exploded over here or something. Go on over and talk to the guy with
    the golden marker above his head. Him and his fellow guard will attack you so
    kill the two of them. You can now return to hippie... concerned woodland lady
    Dranaigh. You're given permission to enter the forest but they want you to
    rescue a Dryad girl. Well that's a good cause so let's get right on with that.
    
    As you make your way there you will encounter some orcs standing in the road
    who wish to talk to you. These are the orcs you rescued from the strip mine
    just before. They will help you get back the girl so continue along to your
    objective with your buddies in tow. They're pretty good fighters so they don't
    hold you back any. From the ressurection stone to the north your goal is to the
    west so head on over to find the Bandit Camp.
    
    At the camp you will have to fight three fairly tough bandits (not a whole lot
    of damage but they can take FOREVER to kill off). However they give a bunch of
    experience so using a mentor potion might be a good idea. When they're dead go
    on over to the girl in the magical cage to free her. Dyria will teleport away
    after asking you to find her so she may properly show her gratitude.
    
    With that done head back to the ressurection stone and head north this time.
    Take the long, winding path to another ressurection stone and continue forward
    to find the city of Dyr-Laigh. To enter the city you're going to have to walk
    into the big ol' tree and take the elevator into it. From there continue toward
    the quest marker. Actually navigating around this city can be a serious pain in
    the ass since things are so twisty-turvy in this city. The best thing to do is
    keep moving towards the quest marker and only use elevators in your direct path
    to avoid too much confusion. When you reach the main body of the city talk to
    Dyria to find out what's next.
    
    ===================
    Lethal Crystal
    ===================
    Okay so the little girl is leader of the Dryads and we have to kill some beast
    made out of crystals to find the key we need? Fair enough. We should begin to
    prepare ourselves for the fight now so that we're better off when the time
    comes to actually fight this guy. The boss uses cold and magic attacks so make
    sure you've got some good defense against those. Also you will want to get your
    weapon dealing either fire or poison damage, preferably one of each you can
    swap on the fly.
    
    With all of that done you can head onwards to the destination on your map. As
    you go the road is going to get absolutely thick with hostile Dryads and other
    various enemies. Watch your health bar and make a shot for the northern-most
    resurrection stone. Follow the path around until you enter a cave. Now the only
    thing standing between you and the boss are some minor enemies so cut through
    them and find yourself at the lair of the Facetteleon.
    
    ************************
    BOSS: Facetteleon
    ************************
    The Facetteleon is probably one of the most annoying bosses in the game. He's
    not the hardest but the way that he is designed makes fighting him an excercise
    in the worst sorts of frustration. With only one really damaging attack to his
    name he instead relies upon his extremely high defense and hit points as well
    as a single really powerful attack to draw this one out.
    
    * His basic attacks are quick to strike but they don't do much damage. This is
    nothing to worry about and it means that staying close keeps you from taking
    much in the ways of damage.
    * If you stay at a distance he will fire off a burst of arcane lightning at you
    that does a hefty bit of damage. However even a low HP character should be able
    to survive this with little difficulty and simply heal from it.
    * A radial life leeching attack. This one is the real pain in the rear. Anyone
    who is nearby the beast will start having their HP drained to supply it with
    health. The more people in the area the faster it heals. This means that it is
    actually a BAD idea to use summoned pets, escorts or even other players against
    this guy if you're not fighting carefully. You can identify this attack by him
    shooting off blasts of light around the area.
    * Every single attack that he does carries a chance of stunning you. This plus
    his health leeching is what makes this fight so long, drawn out and annoying.
    
    The regeneration is the serious problem here and it means you're going to have
    to watch your health or you might find yourself in a bad situation suddenly. To
    be honest this fight is probably one of the most frustrating battles put into a
    video game if you're not playing the right sort of character. A "pure" type
    character like a melee Shadow Warrior / Seraphim or a magical type like a good
    High Elf can tear this boss apart. Meanwhile more ranged character types like
    Dryads or certain Temple Guardian builds will probably find this to fight to
    devolve into sheer frustration and aggravation by the time the boss gets down
    to around 25% of his health.
    
    Unfortunately if you're one of these people the best thing you can do is get
    some friends to help you kill the thing. Just make sure that they're focused
    melee types if you want to do this with the least amount of frustration.
    
    The general strategy to beat him is to try and get off as many DPS type attacks
    as you can in as short a time possible. By having a series of spells going off
    like this you can whittle down his health even when he's got you stunned. If
    you have a good Divine Gift like Forens' then that can help protect you from
    the stunning effects but otherwise there's no real way around them. So just
    keeping him losing health to fire or magic DPS is ideal although ice will work.
    
    Amusingly enough he has absolutely no defense against physical damage. He does
    have a really high defense though (warrior focused Temple Guardian only has a
    30.8% chance to hit in one playthrough), so you end up struggling.
    ************************
    
    Eventually the nuisance will finally die allowing you to proceed. Fight your
    way through the enemies still remaining in the cave and get the Hub Key from
    the center platform. Follow the path out of the caves from the other side and
    make your way towards the quest marker. You will find a ship captain who will
    take you to the Wastelands. Make your way to the small basecamp and talk to the
    Officer to find out what's going on.
    
    Seems that the forces of Shadow, led by an Inquisitor, have taken the hill with
    the key mechanism. We're going to have to make our way over to Liosilath on the
    other side of the battlefield eh? Sounds like fun.
    
    
    ==================================
    5.10 - Chapter 10: The Wasteland
    ==================================
    Onward! Fighting past the enemies in this area it's heavily suggested that you
    have Ice or Fire enhacements in your weapon. Many of the enemies resist these
    very little, if at all, although you yourself should have protection against
    magic and fire as your priorities. Now from the basecamp make your way into the
    tunnels. Hang a left to find the way back outside although you might want to
    kill all of the demons here for the experience.
    
    Once you're back outside you will be fighting Nimonuil's Guards, this is the
    Inquisitor that was mentioned. The guards die easily enough so help the allied
    soldiers kill them all off and then enter the next tunnel. Fight your way past
    the Guards here until you reach a cave, swing to the right here to find the 
    exit after you've killed off all of the Demons.
    
    You're back outside in an area called the Fortress of Storms. Make sure that
    you activate the resurrection stone before proceeding forward. Enter the next
    tunnels, make your way through them (killing all these damnable demons as you
    go) so you can get back outside. Eventually you will move through enough indoor
    and outdoor areas where you will reach the under-level. This is the area you
    were walking above earlier on the bridges.
    
    Down here is where this place starts getting hard as hell. You will have to
    fight off lots of Demons, Flying Demons and then yet more powerful Demons who
    can summon up Burning Skeletons to fight alongside them. Oh and they can shoot
    red lightning at you which paralyzes you. Lots of fun. Make good use of your
    Divine Gift and Combat Arts but always keep your finger on the health potion
    trigger so you don't die suddenly.
    
    After plenty of trials and hardships you will reach the next resurrection stone
    which is inside of a basecamp. Armor up, unload your garbage and restock up on
    potions before you continue forward through the new Guardian enemies. It's very
    weird playing through this area as a Temple Guardian and going around, wiping
    out all of these other Guardians. 
    
    *******************
    NOTE: This is a good point in the game to start stocking up on health potions.
    Go around to each of the towns you have a portal for and buy up all of their
    health potions in one fell swoop. Do this from town to town to town and then
    continue playing. If you need more potions simply save the game, load it up and
    then redo it all over again.
    *******************
    
    Cross the bridge and enter the temple, fighting your way through the Guardians
    here. You will come across a teleporter on the ground - step on this to poof on
    over to the temples inner workings. Now you can continue towards the marker. Be
    mindful of the very strong Temple Guardians here though as well as the numerous
    Fen Fire enemies. They're annoying most of the time but here they can kill you
    with a lucky hit.
    
    Make it to the end of this area and exit through the door to reach the Great
    Machine itself. Fight your way forward into what looks like a bridge over some
    sort of reactor core and watch as an Inquisitor kills a Seraphim and then turns
    their attention to you. Kill them however you like, they're ridiculously easy
    to defeat so no worries there. Continue on your way to the elevator and ride it
    to reach a new resurrection stone. However you're going to have to kill a bunch
    of Guardians and Fen Fires before you can be safe here.
    
    One they're all dead speak to Liosilath to find out that he's going to come
    with you to fight the Inquisitor. Uhm... okay. Follow the quest marker to reach
    Nimuonil, the Inquisitor, and his two guards. Prepare for an annoying boss
    fight as the Inquisitor is a vastly superior opponent in both melee and ranged
    combat if you aren't well prepared.
    
    
    ************************
    BOSS: Nimonuil
    ************************
    One of the most damaging bosses you will come across Nimonuil is also one of
    the more annoying bosses in the game. His damage stacks up incredibly fast even
    on a pure melee build character and he can really lay it into you. This is due
    to the fact that he actually casts spells as he's melee attacking you which
    allows him to pile on the damage at a ridiculous rate. He also seems to be very
    good at sudden kills (ie. go from near full health to dead in one shot).
    
    * His melee attack is nothing to sneeze at, tearing through your health at a
    very rapid pace with each thrust of his spear. If he scores a critical hit on
    you then expect to see your health plummet insanely fast. With how much damage
    he is pulling off it wouldn't be surprising to find out that he is using the
    Inquisitor skill Callous Execution. Unconfirmed but it seems likely.
    * While he is attacking you there will be a white wisp of sorts flitting around
    through the air and through your character. This seems to eliminate your buffs
    as well as doing a very minor amount of damage.
    * Nimonuil also seems to make use of Purifying Chastisement since he seems to
    do more damage as he loses health.
    * He most definitely has the Reverse Polarity buff going at near all times.
    This means that if you hit him with a ranged attack it will come back into your
    face and tear through you. This can happen with magical attacks as well so you
    really need to bring the battle into melee.
    
    There are a few things to make note of in this fight. Whatever weapon he is
    using he seems to only deal Arcane and Ice damage and his spells seem to mostly
    do Arcane damage. There is some Poison and Fire damage in there but it is very
    little compared to how much he hammers you with the other two types. So you can
    accept a slight bit of weakness in those areas in exchange for the others.
    
    On the other end of the spectrum he defends against almost every type of attack
    but he doesn't have a whole lot of resistance against any one in particular.
    The lowest point of his defenses are Poison with Ice taking the rear. Magic and
    Fire are his strong points but his Physical is pretty high as well. What this
    means is that you're going to want to have a lot of Poison damage to accompany
    your Physical damage. It's possible to get your conversion to Poison damage
    pretty high if you put the right items into your weapon.
    
    To make your life a lot easier you're going to want to have your Arcane and Ice
    resistances as high as possible. Put armor on you that adds to your Hit Points
    because it's going to take a lot of them to survive this battle.  As for your
    weapon you're going to want a weapon that does Poison damage and keep any of
    your Combat Arts that do Poison, Ice or a serious amount of Physical damage.
    
    One place where you can get a serious leg up is if you're a follower of Forens.
    Using his ability to reflect damage right back into the face of this dork will
    seriously cut down on the frustration of fighting him. Otherwise you're going
    to have to hammer him with melee attacks to whittle him down and use a whole
    lot of healing items.
    ************************
    
    Once you've killed off this nuisance you will be able to continue going deeper
    into this dungeon. With what just happened to your ally you're on your own now
    so it's more important than ever that you complete your goals. Fight through
    the Temple Guardians and head on down the stairs to enter the Hub.
    
    ===================
    The Great Machine
    ===================
    Inside of the Hub all that remains is that you hit the switch that will open up
    the Great Machine itself. Make use of the odd Temple Guardian merchant just
    standing around before doing anything else - now is a great time to restock on
    your health potions. However this area is devoid of enemies so you just need to
    find those two switches.
    
    The first switch is easily found along the outermost ring, you simply have to
    enter a room and hit it once it shows up on your map. To find the second switch
    you're going to have to go into the inner ring and be startled by the final
    boss music starting to play. Great music by the way. Once you hit this switch
    you will be ready to fight the final boss. Or should I say bosses.
    
    ************************
    BOSS: The Nameless Guardian
    ************************
    This is a pretty tough and well drawn out fight by virtue of the fact that you
    have to kill four different Guardians before the fight ends. They don't have
    all that many hit points for the most part but this fight is complicated by the
    Great Machine in the center of the room.
    
    Let's go over the machines effects for a moment. The Heart of the Machine will
    alternate between recharging the Nameless Guardians' shields and attacking you.
    This can easily be remedied by luring the Nameless Guardian out of the main
    room and leading it into the hallways where you can kill it without the machine
    interfering at all. However this can cause a bug that stops the other Guardians
    from waking up, this is obviously a bad thing. If this happens you're going to
    have to leave and come back, hoping that fixes the problem.
    
    That leaves you either taking the risk of just brawling it out with them and
    the Machine simultaneously or dealing with glitches. That's your call. Next up
    is the actual Guardians themselves.
    
    All four of the Nameless Guardians use the same basic attacks while fighting:
    * A strong downward thrust with their preying mantis type claws. This does a
    decent amount of damage but if you're hit with a critical while they're doing
    this then expect to be in a world of pain.
    * A one-two combo with both of their claws. This hits you from the right and
    then left, cutting your health down quite immensely. If you're hit with a crit
    in the middle of this it might be lights out for you should your resistances
    not be up to snuff.
    * Raising up their claws they will fire a shower of sparks down over you. These
    do a fair bit of damage to everyone in the area but it's still one of their
    weaker attacks all things considered.
    * Rearing up they will stomp down and cause a shockwave in the area around them
    that does light damage to everyone nearby. However this seems to stun pretty
    often so you have to watch out for that.
    
    Here's a rundown of what to expect:
    **************
    Nameless Guardian (A) - It's hit points are usually in the high thousands, more
    often than not in the 14,000 range or so. It attacks you with physical and
    Arcane type attacks while resisting Physical (45%), Arcane (10%), Poison (45%)
    and all of these resistances are usually fairly high numbers. Obviously this
    means that Fire or Ice are ideal for handling him. Watch out when fighting him
    though, he seems to stun you an exhorbant amount.
    **************
    Nameless Guardian (B) - Ahh, here's a weak link in the chain. This guy usually
    sits at around the 4,000 Hp range with a much lesser defense value than the
    other two. He hits just as hard and is using Physical and Ice damage. His
    resistances are along the lines of Physical (40%), Poison (20%) and Ice (20%).
    Obviously Fire and Arcane are ideal but just take out the fire weapon, namely
    because...
    **************
    Nameless Guardian (C) - This guy is fairly tougher than the last one. His HP is
    usually in the mid 20,000 range and his armor class is even higher than the
    last Nameless Guardians were. He does Physical and Fire damage while resisting
    Physical (45%), Fire (25%), Poison (30%). Ice or Arcane are going to be ideal
    for handling him.
    **************
    The Main Nameless Guardian - Stronger than C but weaker than the other two,
    this is the poison guardian who uses Physical and Poison. His resistances are
    to Physical (20%), Arcane (15%), Poison (50%) and Ice (15%). This means that
    Fire is your best bet. Good thing that's the previous enemies weakness as well.
    However as this is the MAIN Nameless Guardian things are going to get a fair
    bit uglier than they did against the other three.
    
    With every hit that he delivers in a one-two combo there is a chance that he
    will poison you. Severely. Rearing up he can also activate the Temple Guardian
    skill Charged Grid, hurting everyone nearby with Arcane damage. Oh and he is
    probably one of the most raw powerful enemies in the entire game. People who
    can fight the other three with little difficulty have been flattened by this
    one in a few hard hits. This is not a fight to take lightly.
    **************
    Note that all of these numbers are estimates as the details change depending on
    your difficulty level and the level of the bosses relative to yours.
    
    This means you only need to bring along two weapons into this fight with you.
    One that does Ice damage and one that does Fire, as well as abilities to do the
    same sorts of damage.
    
    Honestly due to their raw damage output and just how hard they can be to fight
    if you're not of a very particularly ideal character build it's almost suicide
    to try and fight them inside of the room. In three playthroughs the only one
    that has been successful at this ordeal is a Shadow Warrior who was built to
    tank damage no matter the source. Otherwise it's been almost impossible to do
    this solo. However if you have a solid build or a good party then feel free to
    give it a try. Fighting it inside of the room is much more rewarding as you do
    feel a great sense of accomplishment.
    
    If you do start dying due to running out of potions and you're fighting the
    final Nameless Guardian there are a few options. Firstly you could choose to
    just leave the Great Machine and bounce around between the various shops to buy
    all of the potions you can get your hands on. By doing this you're going to see
    the Guardian you were currently fighting return to full health.
    
    If you don't want to see this happen (likely because it's mostly dead) then
    your only option is to keep returning to the Guardian selling potions right in
    front of the stairs here and keep on buying his potions. You're likely to die
    by doing this but you will eventually wear the beast down.
    
    But then again this fight can be brutally difficult if you're not prepared for
    it. A Temple Guardian (level 35) on a zero death playthrough died to the final
    Guardian 22 times since it was literally impossible to damage him enough to
    slow down his life leeching before he took my health in full. On the other end
    of the spectrum a much frailer High Elf defeated the lot of them on her first
    real try so it's hard to predict how your build will hold up until you try.
    just make sure to bring a whole bunch of healing potions (more than 150) and
    you should survive this mess.
    *******************
    
    That's it for the main quest! Now it's either time to move to a higher level of
    difficulty, try a new character or just make a Shadow character. In either case
    there is still more to do!
    
    
    =========================================================
    6. Shadow Campaign
    =========================================================
    The Shadow Campaign seems to begin once you've reached Sloeford. Anything that
    goes on before this point is covered under the Class Quests in a later section
    of the guide. The campaign isn't terribly difficult but a few of the later
    bosses are somewhat difficult.
    
    ==================================
    6.01 - Chapter 1: Thwarted Attack Plans
    ==================================
    After you speak to Inquisitor Tahlreth you are given a message that you must
    deliver to the Grand Inquisitor, warning her about a coming assault by the
    soldiers of the nobility. You'll have to make your way to the north of the city
    followed by going further to the northeast. They did say to the south right?
    Bah, anyways let's go!
    
    When you reach the area that the camp is located in the sounds of battle will
    reach your ears. Head on over and you will see some elven warriors fighting off
    some soldiers. Join into the melee and kill five of the soldiers to finish this
    group of enemies off. Now go into the camp and talk to the Commander-in-Chief
    to find out that they're getting low on men. You're going to have to head over
    to Thylysium, the capital, and deliver a message to Nimonuil, Grand Inquisitor,
    to ask for reinforcements.
    
    ==================================
    The Center of Power
    ==================================
    The trip to the capital from where you are is a fairly long one and it can be
    tough if you're still low leveled. Either do some leveling up or pick up a 
    horse from the Elven Outpost along the way. This will help make the trip a bit
    quicker and safer. If you're of a melee sort then you can attempt this at even
    level four or five but ranged fighters and spellcasters usually have a hard
    time at these levels.
    
    Upon arrival in the Elven capital city the quest marker will point you toward
    the large temple in Thylysium. When you arrive you will be made to speak to a
    soldier who claims that the scrollcase you have must be handed to her or you
    will have to die. Kill her for troubling you before speaking to the next one.
    She will be helpful, pointing you in the direction of the Grand Inquisitor. He
    is located in the center of town, underneath the colosseum.
    
    Once you find the colosseum go down the stairs here to find yourself near what
    appears to be a torture room. Upon talking to Nimonuil he will direct you to
    his head gladiator to see if you're worth keeping around. The head gladiator is
    located in this same area so go speak to him and then take the staircase that
    goes up into the arena.
    
    March on up into the arena and easily kill the three lizardmen that are waiting
    to be slaughtered here. You can now return to the head gladiator to turn in the
    quest. Now it's time to go speak to Nimonuil about some work. He is at the big
    temple you were at just before so head on over and talk to him. After he rants
    about the faithlessness of Ancaria talk to him again to accept the quest. We
    are to go to the wall that seperates the Human and Elven regions and force a
    flesh peddler to send his girls to Nimonuil instead of the Elven nobility.
    
    ==================================
    Through the Wall
    ==================================
    The trip to the wall is going to take you very far to the north so if you don't
    have a horse yet now is the time to get one. This makes the trip much less of
    a trial of endurance. There are some places you can stop off at to sell goods
    and the restock on supplies but for the most part it's just a straight ride as
    long as you stick to the roads.
    
    Eventually you will arrive at Dragonmaw Pass where you will find the ring gets
    you through the gate between the two lands. Talk to the guard to get permission
    to pass through as well as to find out that your next destination is to the
    east on the other side of the wall. Go on over to the gate and pass through to
    enter the Human realm. A sniveling little soldier on the other side offers you
    a gift of 100 gold "to further the bonds" between your two lands. Oaf. Head on
    towards the east as instructed, the city of Griffinborough awaits.
    
    The trip to Griffinborough is pretty long but the bad news is that the enemies
    are pretty tough along this trip. Normally that would be good but the problem
    is that they don't actually give as much experience as you might hope. So you
    are going to have to fight fairly hard for little reward. To mitigate this you
    will have to start seriously using your Combat Arts and picking the right skill
    set to build up a powerful character.
    
    Once you reach the city make sure to activate the town portal before you head
    out the south gate. Follow the path around to the quest marker destination to
    find the spy you're looking for. As you near their location this quest will
    complete itself and the next one will start.
    
    ==================================
    6.02 - Chapter 2: Beyond the Wall
    ==================================
    Unfortunately the spy has been pretty badly mauled by wolves. Kill off the pack
    before you talk to the injured spy. He gives you a vial that you can use to
    capture the essence of a defeated foe and tells you that the Brokers ally is
    located to the north of here in a place known as the Royal Honky-Tonk. Odd name
    for a town...
    
    When you make your way to the small little hamlet make sure to activate the
    resurrection stone before going into the building - just in case. Now go into
    the building here, this is the gambling den mentiond before. When you talk to
    the owner him and his two bodyguards will attack you so you're going have to do
    a little beatdown on them. The bodyguards are easy enough and don't let the
    fact that the Owner has a health bar like a boss, he's really easy to defeat.
    He doesn't do too much damage, has low defense values and goes down easily.
    
    After he has lost all of his health, and his guards have been taken out, you
    can talk to him again. He directs you to a place called Skook's Corner to the
    northwest of this location. Now you can either agree to this and run off with
    the information or you can refuse, killing him like the dog he is. If you
    choose to kill him then you have to fight him once more but upon dying you find
    out that he was lying to you. The Broker is located in the Orcish Byway. That's
    going to have to be our next destination.
    
    Unfortunately this is a really long trip that we're going to be embarking on
    and if you're below level 12 or so it's going to be fairly difficult as well.
    It's heavily recommended that you level up to at least the 10 or 11 range and
    then embark upon the trip. When you do set out it's a good idea to aim for the
    city of Black Oak, located near the resurrection stone on your map to the north
    of Dragonmaw Pass and its gate. This is a good place to unload junk, stock up
    on supplies and to head out for the Orcish Byway from.
    
    Leave town on the main road that heads to the west and follow it to the fork in
    the road. There is a town portal here that you will want to hit in case you
    have to come back to this area (the Wargfels). Don't bother crossing the bridge
    to the west and simply take the road north, following it all the way to the
    Orcish Byway.
    
    ===================
    Gar'Colossus
    ===================
    Finally you will reach the Orcish Byway and find the Broker just near the
    entrance to the village. It seems that some huge monster named the Gar'Colossus
    has been terrorizing the city and if you can kill it he will do whatever it is
    that we want. That sounds like a good trade. Let's go kill that beast so we can
    complete the quest that Nimunoil has set before us. However before we do that
    we're going to need to prepare ourselves for what's ahead. Get a weapon that
    can do either fire, ice or poison damage and some good physical and arcane
    resistances at the ready - this fight is a throw down.
    
    To even get to the golem you're going to have to head towards the northwestern
    side of the town to find some busted up buildings. The golem lairs in the
    middle of a valley here so go down all of the wooden bridges, or use the green
    portal, to reach the monster.
    
    ************************
    BOSS: Gar'Colossus
    ************************
    This is a heck of a fight especially if you're not a melee oriented warrior.
    The Gar'Colossus resists the heck out of physical and cold attacks, regenerates
    very rapidly and he has a shield barrier before you can even attack hurt him
    directly. Top it off with him having numerous very powerful moves and you're in
    for a serious world of hurt.
    
    He has three main moves you need to watch out for:
    * Ground Slam: Raising up his arms he will slam his fists into the ground and
    cause a tremor. This makes rocks come falling down from above onto your face
    which can stun and damage you.
    * Charged Slam: With energy arcing between his hands he will slam them into the
    ground causing a wave of energy to push you back. This travels in a straight
    line right at you, damaging and stunning you for a bit. Try to avoid this one
    especially if he is close to you.
    * Rock Toss: He will fling a rock at you. This isn't so bad in and of itself 
    since it's easily dodged but if you're using magic or ranged attacks this rock
    will confuse your aim. So be careful.
    * In addition to this the big guys hands can really rock your world with each
    of his melee strikes. He also attacks you a lot quicker than you might think so
    try to stay moving.
    
    The Gar'Colossus, luckily enough, only does physical damage which means simply
    equipping good armor will go a long ways to protect you from his attacks. But
    his special moves also do arcane damage and to that end you should equip relics
    and armor (or use Combat Arts) that increase your resistances to this. He is
    weak to Fire, Ice or Poison attacks (resists 60% physical and 40% give or take)
    so just forge a weapon to take advantage of this and prepare the proper skills.
    
    Your best bet for taking this big boy down is to use ranged attacks or combat
    arts to whittle down its shield. Once the shield is gone you don't have much 
    more damage to deal before the big guy goes down. However even though the
    barrier will go down fairly easily he's not going to actually die so quickly. 
    He regenerates at such a rapid speed that you will have problems keeping up the
    damage enough to whittle him down even with a powerful mage or archer.
    
    If you're a ranged focused character then you don't have many options; simply
    keep on moving and pummel him with everything that you've got. But if you're
    able to handle him in melee then this is the preferred method. Get your best
    weapon out and use your skills to just go toe to toe with him. It shouldn't
    take you more than ten health potions to tear this guy down and rake in a whole
    lot of experience. Using a Potion of the Mentor will make this even more of a
    joyous occasion.
    ************************
    
    Once you've killed the beast pick up the items that it drops and then head on
    back to the Orcish Byway to speak to the Broker. He will direct the girls to
    the temple and then tell you to speak to a priest in the nearby temple, seems
    they were looking for you. Follow the road to the west out of town and then
    take the second dirt road that leads to the south. It will eventually branch to
    the north - this takes you to the temple where you can speak to Nimonuil.
    
    ===================
    6.03 - Chapter 3: Among Orcs
    ===================
    Nimonuil really needs a spear shoved down his throat. Regardless of that damn
    Elves arrogance he gives us our next goal, sending us into the Orcish lands to
    tip the balance of power as well as finding out about an Elven expedition that
    got lost in those lands. Meh, fine. Let's head on over towards the west to see
    what we can do for this good for nothing.
    
    Eventually your travels will take you past the Nor-Plat Border Wall and into
    the orcish territory. The enemies here get a bit harder, mostly being goblins
    and orcs obviously. Honestly this is the first area where you will probably see
    problems with the basic enemies if your build isn't a good one especially for
    non-melee types. In either case continue following the quest marker, taking a
    side path to reach the pit where the orcs are watching their warriors fight the
    elementals in the "place where magic flows."
    
    Speak to the Orc here to be given a task - kill enough Earth Elementals to show
    your worthiness as a warrior. These enemies can be pretty tough since they're
    usually clustered together in a group and not easily seperated. This means that
    you're fighting a whole bunch of mini-bosses at the same time essentially. Be
    mindful of your hit points when dealing with them and you should be fine. Now
    speak to that Orcish Warrior again to be told to speak to the Wise Woman nearby
    to find out about your destiny.
    
    Now that you are one of the Orcs you can speak to the warriors nearby. One of
    them has a quest that he wishes completed. To prove your worth you'll have to
    deal with Orcs from another clan. Let's find that spy that he mentioned before
    doing anything else.
    
    Make your way to the north of this battle pit to find the city of Ruka. The spy
    is found to the eastern part of town near the blacksmith. It seems that the
    Orcs who insulted your clan are located to the north of Ruka in the mountain
    range. Take the path that leaves Ruka along the northern wall and follow this
    road to be taken close to your target. Eventually the path will go uphill and
    swoop back in the direction it came from taking you straight to the Orcs.
    
    There are only three people that need to be killed here, members of the Grurag
    Clan, so do this and then return to Ruka. Talk to the spy again to be dragged
    into more Orc foolishness, now we're killing the leader of the entire enemy
    Clan. The spy is going to accompany you now so it's time to finish off the Clan
    for good. Leave town the same way you did before except you will now need to
    follow the path further to the east to find the entrenched leader.
    
    When you reach a position just south of the quest marker look to the mountains
    to your north very carefully. You will notice that the rocks have a strange
    appearance to them, this is because there's a path uphill right here. Head on
    up to find the Grurag Chieftain with two bodyguards. They're not especially
    hard to kill although the Chieftain can use a pretty strong spell. Take them
    out with ease and then you can head back down to travel further along the road
    to find the next quest marker.
    
    This leads you to a small outpost of the Orcs that is currently under attack by
    the Grurag clan. Kill the warriors outside the village for a nice experience
    point boost and then head on in to find the warrior you initially spoke to,
    Gobklaw, who will now agree to let you speak to the leader. If you're a cynical
    sort you've probably already guessed what's next though - That's right, a long
    trip all the way to the west to find the leader.
    
    On your way to the Orc leaders location, a village known as Za'Zurik you're
    not going to be facing many surprises. Lots of Orcs, Ogres, a few Trolls along
    with plenty of suspiciously angry wildlife all wait to eat your head. But you
    shouldn't have much difficulty getting through them if you've survived so far.
    Just get on over to the city and find the leader, speaking to him to get the
    next quest here.
    
    ===================
    Wet Danger
    ===================
    Before setting off to deal with the dam and Octaglomus you will want to make
    sure that you have three poison relics, three arcane relics and a weapon that's
    had a fire damage upgrade placed into it. If you have anything else to help you
    do more damage, fire or otherwise, or resisting the damage this beast is going
    to be throwing your way now is the time to make sure you've got it ready.
    
    Once you're prepared head to the north following along the mountains to the
    west of you. As you continue along this way you will find heavy resistance that
    it might be simpler to just avoid. A fair ways up you will find a group of dead
    Orcs that have the gunpowder that you're looking for. Grab that and continue on
    to the north, you're looking for the road located over here. After you activate
    the resurrection stone you can continue to the west to find a cave with an
    explosives plunger outside of it.
    
    Go on through the cave to find a barrel you must place the explosives into. Do
    so, go back through the cave and then use the plunger to blow open the way to
    the Octaglomus. Head back just a bit and swing to the north into a small hidden
    path to reach the area that the beast is lairing in. Be ready for a brawl.
    
    
    ************************
    BOSS: Octaglomus
    ************************
    Unfortunately the Octaglomus isn't quite as easily defeated as the Gar'Colossus
    was. He is far too big and has far too much reach for you to defeat him without
    at least some frustration. This is doubly true if you're fighting him by your
    lonesome but it is mitigated exponentially by how mnay people you bring along
    into this fight with you. So with four people it's not quite as bad as it is
    with two and by yourself it's just a headache.
    
    The problem here is that all of the Octaglomus' attacks have a whole lot of
    reach due to his cephalapod body. So you're going to have a hard time dodging
    his attacks when he sets his sights on you. Add on the ability to reach out and
    literally pull you in close so he can smash you down easier this isn't going to
    be an easy one.
    
    A list of his attacks:
    * First of all you will be trying to deal with his regular attacks where he
    slams the ground with his tentacles. This does a fair bit of damage.
    * A spray of ink in your direction that does a fair bit of damage and seems to
    be able to stun you momentarily.
    * Charging himself with electricity he smashes the ground doing heavy damage to
    anyone caught in the attack.
    * Rushing forward he smacks into anyone in his way.
    
    These are his primary attacks and due to them there's not a whole lot you can
    do if you are by yourself. You're forced into a slugfest with him so make sure
    you bring LOTS of potions especially if you're a ranged character like a Dryad
    or High Elf. He will knock through barriers like the Temple Guardians shield in
    a single strike and he moves too fast to actually outpace, even with a mount,
    so just get in his face and lay into him. 
    
    One thing that works in your favor here is that it's easy to protect yourself
    from his attacks and deal lots of damage to him. The Octaglomus uses physical,
    arcane and poison attacks meaning that if you bring good armor and three of
    each of these runes you will be just fine. He resists mostly everything at
    least a little bit. Everything except fire. Bring a strong weapon enhanced with
    fire damage as well as any skills to help out with the fight and you will be
    hurting him plenty.
    
    With a group of people let one draw aggro from him and keep his attention while
    the others pummel him from a distance. This makes for a quick, easy kill on the
    lower difficulties although the target of his ire should be prepared with lots
    of healing items anyways. The attackers should all have some form of fire type
    damage at their disposal be it through combat arts or enhanced weapons since
    these attacks do more damage to the Octaglomus than any other.
    
    As you deal damage to him he will lose some of his tentacles, reducing his
    range of attack and how many people he can hit at once. Don't let up and keep
    on pummeling him to finish him off when this starts happening for lots of XP
    and items from the brawl.
    ************************
    
    With the Octaglomus dead pick up the items that it dropped, look for the boss
    treasure chest nearby and then head on back to Za'Zurik. Speak to the chieftain
    again to be celebrated for your victory. Follow the path deeper in the village
    to find the Elves who will guess that you need to speak to the Seraphim. Ugh.
    
    Fine, whatever. Make your way to the north, once again following the mountains,
    past where you fought the Octaglomus. This will take you a small mountain pass
    that leads to a harbor village. You can take a boat from here to the island of
    the Seraphim, seeking out the Crystal Palace. While this might sound like a
    simple trip it's really anything but. The enemies are so unbelievably thick by
    the time you reach the pass that leads to the village that you can easily gain
    a number of levels by popping Potions of the Mentor and just slaughtering them.
    A level 15 character was able to jump two levels by fighting every single enemy
    that they encountered along this walk.
    
    At the village you can find the dock and speak to the ships captain to be taken
    to the Seraphim Island.
    
    
    ===================
    6.04 - Chapter 4: Realm of the Seraphim
    ===================
    Make your way to the quest marker on the island but be mindful of the enemies.
    They aren't the hardest to fight but if they manage to gang up on you then you
    might find your health plummeting rapidly especially against the elites if they
    start throwing fireballs your way while other melee enemies pin you in place.
    Defensive build Shadow Warriors have nearly died to this onslaught because they
    weren't paying enough attention.
    
    When you speak to the woman on the quest marker you will be informed by her
    loose lips that you need to find the pieces of a sculpture of the Great Machine
    and then talk to the Librarian. Let's start working on that, this island is
    pretty small afterall so it won't take too long.
    
    Make your way along the roads to the east, going towards the main quest marker.
    Eventually you will reach a cathedral looking building with a bunch of enemies
    outside of it. Be mindful at this point since these elementals can cause some
    serious damage if you aren't careful with how you handle them. Try not to fight
    more than one or two at a time since even then the most powerfully defensive of
    characters can get overwhelmed. Also if you see one of them lob a red orb in a
    parabola towards you move away from it. It sets the ground on fire under your
    feet and does a fair lot of damage.
    
    Finally a path will be clear and you can pick up the pieces of sculpture of the
    Great Machine. There is one outside near the walls and the other is inside of
    the building. With these in hand you will need to hunt down the librarian. He
    is most easily found by cutting through the wastes of this island straight to
    the west from here along the roads. But if you don't want to fight you can go
    back to where you spoke to the servant and use the green portal to teleport to
    the other outpost that he is at.
    
    In either case talk to him once you arrive to find out that you'd need to speak
    to Sophia, leader of the Seraphim. That isn't going to go well as she's not
    going to give information on the Great Machine to a follower of Shadow but we
    don't have many other leads so let's go see what that wench has to say.
    
    From where the Librarian is you will need to head to the east, going towards
    the resurrection stone and then following the road here to the southwest. This
    will take you along a narrow road that runs awfully close to the lava and
    across some bridges. Eventually you will find yourself at Sophia's Crystal
    Palace, in front of the high and mighty Seraphim leader herself. She explains
    to you just why the Seraphim are a bunch of wastes of life and then sends you
    off to go talk to your master. Wretched creature.
    
    Make your way back to that first outpost with the servant who started you on
    these quests and you will find Nimonuil waiting for you. Now we're looking for
    dragons to help us on our quest? Sure, why not. Let's go talk to that librarian
    to see if he can help us out. Apparently we need an amulet made out of a dragon
    scale. Make your way to the rear of the tower to find the Carnach Cave, enter
    it to end this chapters' quests.
    
    ===================
    6.05 - Chapter 5: Fire, Brimstone and Dragon Scale
    ===================
    Make your way forward in the tunnels, past the merchant and through all of the
    fire elementals. A short ways ahead you will find a resurrection stone and a
    portal. Yes this is your indicator that you're going to be down in these damn
    tunnels for quite some time without your special mount or any daylight. If you
    aren't ready for doing this just yet teleport away after activating the stone /
    portal and come back later. It's suggested you do this if you don't have a
    weapon that does ice damage, it's the weakness of bascially everything in here.
    
    Continue moving forward and you will meet a man who wants you to help him hunt
    down some escaped dragon food; humans. This will get you into the good graces
    of the dragons down here and hopefully allow you to reach Mer-Kil. Go to the
    left of the slave pen with the dead orcs in it and you will see a narrow path.
    Go on up the path and follow it, this will take you along the way that gets you
    to the slaves. When you reach the first group simply talk to them to make a
    white circle appear under their feet, this means they've been caught.
    
    Follow this path and you will eventually reach a room with a large, big ol'
    dragon hanging out here. Do not talk to this dragon until you've killed all of
    the annoying rock throwing elemental things in the room. Otherwise they're just
    going to be a serious pain in the rear coming up. When they're dead you can
    talk to the dragon, Orduacil, who proceeds to try and eat you.
    
    ************************
    BOSS: Orduacil
    ************************
    Well here it goes, the requisite fantasy video game fight against a dragon and
    boy is this thing huge. Not only is it big but it's more than capable of just
    tearing you a new one and that being that. It hits for around 150+ damage per
    hit for a level 20 character and that's not counting critical hits or its
    special abilities. You can die rather suddenly if you aren't careful.
    
    When fighing him you need to know his attacks so you're prepared for them:
    * Basic melee attacks aren't anything too special. Typically they deal around
    100 - 200 damage per hit, double that for criticals. Nothing you can't heal.
    * It can call down an incindiary shower just like the High Elf ability. This
    does a fair chunk of damage but only if you're caught right in the middle of
    the whole spell. Watch your health and you will likely survive.
    * If his whole body rears up a bit he will put a smoke cloud over your head.
    This reduces your accuracy to pure garbage so if you have combat arts that are
    NOT weapon based nows the time to use them.
    * Lastly, unlike the Light Campaign dragon, this dragon actually uses a fire
    breath attack. Rearing its head back a bit it will bathe the area in front of
    it in a wall of fire. If you're right in front of it you should be fine but it
    can do a whole lot of damage if you're caught right in the middle of it.
    
    Amusingly enough the Light Campaign gets a bit harder fight. So let's be happy
    about that. Before you enter this fight make sure to have a weapon with Ice in
    it (should already have one) and equip as many fire protection runes as you can
    as well as some against arcane damage. These are the abilities that you need to
    be protected from. Otherwise you should be okay so long as you brought enough
    healing items to get you through this.
    
    Honestly Orduacil isn't that hard if you just protect yourself and stay on the
    offensive rather aggressively. The worst case scenario is that you activate him
    while there are elementals around, in this situation you might just die. But
    otherwise you should never be in so much danger that a healing potion won't
    pull your fat out of the fire.
    ************************
    
    With him dead talk to the schmuck who brought you here to find out that there's
    another dragon, one who might be willing to point you towards the elder dragon.
    Fine. Not like we have a choice.
    
    Once again the path is pretty straightforward so you should be in no danger of
    getting lost as you head towards the dragon. Eventually you will reach the old
    dragon Nimdruail and be asked to go and kill some humans who escaped. Head to
    the north from his location; the narrow path will take you right to the cave
    that they're hiding in. Go down the stairs, kill all nine of them as well as
    any of the elementals that get in your way and head back out of the cave.
    
    As you attempt to do so you will meet the Overseer who handles the slaves for
    Nimdruail. He tells you where a settlement of humans is found - they can help
    you to reach Mer-Kil as well as shape an amulet from the heartscale you are
    carrying around with you. Go back to the cave you spoke to Nimdruail in and go
    to the east this time. The path is fairly windy and twisty, hard to follow at
    times, but so long as you keep looking for paths in this direction you should
    be fine.
    
    You will reach the hidden sanctuary of the humans soon enough. Talk to the guy
    with the quest marker over his head to get a Dragonscale Amulet and be told how
    to reach Mer-Kil. Use the shops, trade some runes and put that blacksmith to
    some use before heading out through the western passage. Make sure to activate
    the resurrection stone and the portal before going!
    
    Follow the path until you come to a huge brawl with a bunch of the elementals.
    Kill them all and then head to the west, following the tunnels along this way,
    going across the blackened rock bridge and continuing along your merry path.
    This will eventually lead you to the gold marker on your map, a cave that leads
    to the surface. Follow the roads along the beach and you will reach Mer-Kil
    soon enough. Speak to the elder Dragon to get your next quest.
    
    
    ===================
    The Oldest of the Immortal
    ===================
    Time to kill the demon! Head back down into the cave you just came from and
    head to the west. You're going to end up heading through numerous large groups
    of the elementals as well as many dragons, both lesser and champions. It should
    not be a problem at this point. Simply continue forward to the northwest and
    you will find stairs that lead down to a cave, the lair of the Carnach. Make
    sure to hit that resurrection stone as soon as you get down there to spare some
    grief later on.
    
    ************************
    BOSS: Carnach
    ************************
    As one look at this boss might have told you he is pretty much a pure physical
    and fire powerhouse. Those are the only things you really need to be prepared
    for in this battle so it's a lot easier to get yourself ready for it than it
    was for the dragon. Take note though - this fight is pretty tough unless you're
    at least in your mid-20's or so.
    
    To start with simply equip the best armor you can get as well as the best anti-
    fire and physical damage equipment you can cram on your character. If you can
    deal ice damage then now's the time to get those combat arts ready for use.
    
    Let's talk about what sort of attacks you'll be dealing with:
    * To start the fight off he will almost always summon up some fire elementals
    to attack you while he waits. They're easy to kill but he will heal any damage
    you dealt to him while you do this so don't waste your good skills, or Divine
    Gift, before this gets done.
    * Basic attack, a hard but somewhat slower attack that criticals a bit too much
    for magic users / ranged characters to be comfortable with.
    * Slam the ground and damage all nearby characters a fair bit. Not exactly a
    huge damage dealer but it can be painful to weaker characters as well as to any
    summoned pets or the like.
    * Strike far away opponents with flame attacks. This attack has only been done
    once during the course of putting this guide together. It does to a heck of a
    lot of damage if it connects though.
    
    So long as you stick someone in his face who can take the beating Carnach will
    stick almost exclusively to his basic melee attack. This hits hard and fast but
    nothing that you can't just use potions to heal yourself from. So long as you
    stick to hitting him back with everything you've got he will go down quite fast
    especially if you use any form of ice attacks. These deal an incredible amount
    of damage to him with even a very low level Icy Evanesence from a melee spec
    Temple Guardian was tearing his health apart rapidly. 
    
    Ranged combat types will have a harder time of it and it's suggested that they
    get someone to tank for them. You see the problem is that Carnach is very good
    at punishing you if you're not able to damage him quickly enough and for the
    most part a ranged character just can't do that. If you stay back using Combat
    Arts / run enhancements then he will spew flame but if you enter melee he will
    make your lower defenses your downfall.
    ************************
    
    Search the area for the boss chest and then head back to Mer-Kil making sure
    to walk out of the Carnachs lair on foot. If you try to teleport away then the
    gold marker spazzes out and refuses to move until you do so. Spare yourself any
    grief and just walk back through the caves to find Mer-Kil on his beach again.
    
    Talking to the great Dragon lets you finally find out where you need to go next
    on your merry trip. To think, all of this because that wench Sophia wouldn't
    just tell us. She should so get stabified. Go through the portal that Mer-Kil
    has opened to find yourself in the Swamp Region on your map. It's a fairly hard
    and inhospitable place brimming with undead who don't like to die the first
    time that you kill them.
    
    Immediately activate the portal and ressurection stone nearby and start heading
    to the south. The roads here are generally poorly kept so there's no reason to
    not just cut through the thin treelines to your destination. The enemies here
    are mostly weak to fire and ice, heavily resisting arcane and poison. They also
    make good use of poison and arcane attacks as well so keep that in mind.
    
    
    ===================
    6.06 - Chapter 6: Contrary to Recollections
    ===================
    Eventually you will reach a place called Sethiaz and be able to speak to one of
    the lizardman cultists. Apparently these guys are worshippers of death itself.
    Take his advice and speak to the Acolyte nearby. From this weird schmo you're
    going to get an earful about their insane little cult. Whatever the case is
    they have information that we need so do as they want for now.
    
    To join their clan we have to kill a creature located on top of a place called
    Skull Rock. The path to this place, going south a bit, is littered with rats
    and other swamp beasties. For the most part you're better off not trying to
    deal with the undead. Knock them down and if they don't die then just keep on
    moving instead of waiting and killing them. It's easier to get XP if you just
    slaughter lots of rats and Olms.
    
    When you reach the top of Skull Rock you will find a Swamp Creature up here. It
    poses little threat to a hero at this point so kill it and bring its fur back
    to the Acolyte. He informs you that they're about to destroy a monument being
    built to honor the dead so you have to help them out with stopping this from
    being made.
    
    The quickest way to get to this location is by taking a straight shortcut that
    goes all the way through the swamps forgoing the roads entirely. When you get
    there you will find some undead as well as a bunch of Lizardmen you're going to
    need to wipe out. Nothing here should pose too much of a difficulty for you but
    there is so much that goes on here don't be surprised if the game lags insanely
    here. After they're all dead talk to the Acolyte again to be given a seal and
    told to speak to the leader of their cult.
    
    Sure why not. The path to this next location is a fair ways to the southwest of
    where you are now so get your boots ready for another trip. Once again your
    best bet for getting there in any timely manner is to take as straight of a
    trip as possible. You will reach Hisui'Sul in no time flat. Speak to the weirdo
    with the gold marker to find out what's going to happen next.
    
    Apparently the Nameless, as this cult is known, wishes to stop the other tribe
    from fending off the "fog monster" with the marigolds from a nearby field. So
    we're going to kill the Lizardmen to stop this. Sounds like a good bit of clean
    healthy fun.
    
    The enemies at the Marigold field are Lizardmen known as Marigold Pickers and
    they're not terribly hard. What complicates the matter here is the fact that
    there are numerous undead and flying baddies to contend with while trying to 
    kill them off. Plus the undead here love to get up more than once, twice seems
    to be the average with three or even four times a possibility for some. Talk to
    the Cult Leader whenever you're done with the pickers to find out what's next.
    
    He offers to turn you into an undead (immortality my arse) but when you refuse
    it's now up to you alone to get past the fog monster. That's just fine by me,
    we can fight this thing off juust fine on our own.
    
    ===================
    Defying the Fog
    ===================
    Speak to the nearby cultist to find out that he's actually using his name and
    that he wants to accompany you to defeat the fog monster. The beast lairs a far
    ways off so you've got a bit more travel ahead of you before you get the heck
    out of this horrible place. We're off!
    
    Your goal to the southwest is an area known as the Ruins of Gazath. This seems
    like it was once a great city of some sort but it now lies in ruins. A perfect
    lair for a beast like this. Make your way deep into the ruins and you will find
    the Swirling Mist of Miasma just hanging around near a broken T-Eng pipe as it
    waits for someone like you to come along and get killed.
    
    
    ************************
    BOSS: Swirling Mist of Miasma
    ************************
    Let's get the first major detail of this fight out of the way immediately.
    While the Miasma might be able to hurt you there is nothing you can do to hurt
    it. It really only has one attack that can do you any harm anyways, a big ol'
    wind funnel that it creates out of thin air. If you touch that then you take a
    fair shake of damage otherwise you will be just fine. You should be able to win
    this fight without taking any damage from him at all.
    
    With that out of the way let's talk about how to handle this bad boy.
    
    Notice how every so often he summons up a bunch of undead? These are the ticket
    to taking him out. Apparently he is infusing these undead with a measure of his
    energy because after you take out a wave of them (five or six undead summoned
    at the same time) he loses about an eight of his health. To defeat him all you
    need to do is stay back, draw the undead on over to you and kill them.
    
    Whereas when encountered in the light campaign he was easily distracted by ally
    lizardmen or he just meandered off now he wants to eat your face. This means he
    will be charging you, attempting to trap you in his winds (slows you down) and
    conjure up those wind funnels underneath you over and over.
    
    What this means is that you desperately need to stay mobile while also doing
    your level best to kill off the undead he is summoning. Try to use damage over
    time and area of effect attacks to kill off the undead as quickly as possible,
    the longer this fight drags on the more likely that you're killed by a lucky
    shot or wind funnel.
    ************************
    
    Unlike in the Light campaign nobody bothers fixing the pipe so the beast will
    just come back to haunt the swamps again. Good! Damnable place. Head on up the
    stairs nearby and go on into the cave here to find the path that will take you
    to the desert region. This exciting area is full of interesting things to look
    at like baked yellow sands, baked orange sand and baked yellow and orange rock.
    Joking aside follow the path forward to reach a resurrection stone and some of
    the locals waiting for you. Talk to them to start the next quest.
    
    ===================
    6.07 - Chapter 7: Throne of Conflict
    ===================
    The men inform you that only one of you may enter the desert lands so you must
    fight to the death to see who gets in. Turn around and kill that worthless
    little lizardman before talking to the locals again. Hang along the mountains
    as you move to the east and you will find a lone Tribesman hanging out over
    here. He tells you what you need to do, help the Prince attain the throne, as
    well as that the Grand Inquisitor is working in these lands as well.
    
    Make your way to the south where you will find the city of El-Darrag. Upon
    entering the village you will see a quest pop up automatically, either do it or
    not, while continuing to head furhter into the village. The quest marker will
    take you up onto a building where the Prince sits with what appear to be his
    guards. He needs you to go ahead and stop a shipment of Basilisk eyes to the
    opposition and bring them to him so he may make the ultimate weapon, the
    Devil's Fire. Sounds reasonable enough although this whole "gratitude" thing is
    awfully suspicious if you ask us.
    
    Regardless it's time to head back out into the desert. Follow the roads out to
    the west and you will reach the city of Khorum, hidden in a small canyon from
    the desert winds. From here you can travel to the southwest of the city to find
    a small ruined caravan guarded by a number of men just begging you to kill
    them. They give pretty good experience so a potion of the mentor might be in
    order here. Grab the basilisk eyes from the chest here before moving on.
    
    This part of the trip is going to see you passing by some pretty dangerous
    desert bugs, scorpions and spiders, that use a lot of poison. Equipping lots of
    poison runes you can protect yourself from that. Now continue onwards to the
    camp that the Prince is hanging out in to get the next stage of this quest.
    
    Make your way further to the northwest, around the rocks, and you will find a
    small group of soldiers hanging around waiting to be killed. Wipe them out (do
    enjoy the surprisingly large amount of EXP they give), pick up the letter and
    then continue to the north along the path to find the alchemists home. Speak to
    him so that he will follow you, thinking that you're someone else entirely.
    Head to the southwest now, along the roads, until you reach the oasis (it can
    be seen on your map) where the Prince waits.
    
    If you try to move around in any funny ways, like anything that doesn't involve
    using the roads, then you're going to have to go around a mountain to reach it
    so don't bother. Stick to the roads to make your life easier. Eventually you
    will reach the Prince so speak to him to find out what's next. After trying to
    talk to the Alchemist he will explain that you need blood of the Garganthropod
    to finish this creation.
    
    ===================
    Igniting the Devil's Fire
    ===================
    The next step of this journey is simply a trip to kill the Garganthropod so it
    is best to use this time to prepare ourselves. Amusingly enough while he is one
    of the hardest bosses to fight this is also the easiest boss to prepare for.
    This thing is only really vulnerable to Fire attacks (Ice as well but it can
    make that weakness go away) and it only does Physical and Poison damage. So you
    don't need anything more than good armor and some strong Poison Relics.
    
    The trip goes allll the way to the southern parts of this land so you can leave
    from either the Oasis or Khorum, neither really reduces travel time although
    they both have advantages (Khorum is quicker but Oasis takes you around the big
    ol' canyon in the way) so it's up to you. Regardless make sure you activate the
    resurrection stone here and then head on into the dungeon. 
    
    
    ************************
    BOSS: Garganthropod
    ************************
    Probably one of the toughest bosses in the whole damn game the Garganthropod is
    more than capable of wiping out a whole group of adventurers in short order if
    you aren't very careful about fighting it. The problem is that you're not safe
    no matter where you are and all of his attacks pack a serious punch. Let's look
    at how bad they are:
    
    * Whereas most bosses basic melee attack is no big deal this scorpion packs a
    mean left / right combo. With a clip of each claw your health will plummet.
    This is often paired up with a stab of its stinger that can cleave even a tough
    melee fighter down to size.
    * It can stab its tail into the ground causing it to rise up out of the sand to
    stab a target. This doesn't do as much damage as a melee combo but it's pretty
    bad regardless and it can hit people in a 360 degree radius. Oh and it's also
    very freaking hard to dodge.
    * While it normally doesn't resist Ice all that much it can cover its body in a
    sheen of Ice. This causes it to deal just a bit of Ice damage and shoots up the
    beasts resistance to Ice magics.
    * Last but most certainly not least is its digging ability. It will start to
    move its claw like it is digging in the ground, sending dust and rocks flying
    at your face. If you stand in the way of this you will lose most of your health
    in one fell swoop. It's imperative that you and anyone else with you get the
    heck out of the way of this or you might find yourself at that ressurection
    stone you jut passed.
    * Oh and just for the heck of it he will summon up two of the bigger scorpion
    monsters to attack. These guys do a whole lot of damage on their own.
    
    Unfortunately the big boy is also incredibly fast and has little problem with
    keeping pace with a character who is running around. This means that the battle
    is going to have to devolve into a slugfest. To increase your chances of making
    it through the brawl you're going to want to do a few things:
    
     - Get the best armor you possibly can. Most of his attacks are physical blows
    so simply raising up your defense values can help out immensely.
     - Use relics and blacksmithing to boost your defense against poison. He does a
    whole lot of poison damage with that stinger and you really want to mitigate
    that as much as possible.
     - Bring a weapon that does fire damage. While the boss takes more damage from
    fire than ice for the most part, he has no abilities that allow him to resist
    the heck out of fire. This makes it a solid choice for weapon as well as being
    a good idea of what skills you should be using.
     - If you are dying a lot to him bring a friend. If you're a magic user or
    archer type then a tank can help you immensely (and vice versa). So long as you
    work together it will die readily.
     - Kill the little scorpions as soon as they appear. These guys do a whole lot
    of damage, sometimes more than the boss itself. Don't allow yourself to be hit
    by a triple team or you will be dead in a flash.
    
    Just keep flailing away until the big boy drops. When he stops being hostile
    run over to him and use the action command to set him on fire, killing the big
    beast off and netting you a lot of experience.
    ************************
    
    Leave the Garganthropods temple via the green portal near the resurrection
    stone and head to the west. There's a small city here called Rajab where you
    can give the last ingredient to the Prince and watch what Devil's Fire can do
    to a fellow. You're then free to go towards the jungle region and get the heck
    out of this place.
    
    Follow the path and you will eventually reach an Archaeologists Camp. Speak to
    the schmo with the gold marker to find out what's next.
    
    ===================
    6.08 - Chapter 8: The Forgotten City
    ===================
    The mealy mouthed little pansy of an archaeologist basically wants you to do
    his dirty work, killing Kral of the Winged Demons so that he can just saunter
    in and learn the temples secrets. Should just feed him to beast myself...
    
    In either case your path is pretty straightforward and most easily reached by
    taking a simple southward route, hitting both of the resurrection stones and
    then entering the Forgotten City to deal with Kral. This trip is pretty damn
    long and fairly arduous since the enemies are very strong here and will be a
    trial for most characters. Obviously you will want to stick to the southern
    path so as to hit the ressurection stones. Just in case one of the many Ghost
    Warriors turns you inside out.
    
    *******************
    NOTE: I'm not sure if this is a glitch or what but there were several occasions
    where a Garema Ghost Warrior turned partially invisible (like the Predator from
    the movies) and proceed to beat the crap out of my character. It was impossible
    to directly target him so area of effect attacks had to be used to whittle down
    his almost 1,500 hit points. It gave a big XP reward but was annoying as hell
    so be aware of it.
    *******************
    
    The trek to the temple is absolutely bursting at the seams with jungle cats and
    warriors so it might take some time but eventually you will reach the Lost City
    itself. When you get there you will notice that there are numerous flying demon
    enemies in the area. They're very powerful but they can be a great source for
    experience to help you level up if you use a Potion of the Mentor. Just don't
    underestimate their strength and try to take on a whole group of them or sudden
    deaths' happen. Take note of the energy turrets in the room with him - it is a
    good idea to bust these up before you get Kral's attention to stop them from
    attacking you during the boss fight.
    
    ************************
    BOSS: Kral of the Winged Daemons
    ************************
    Kral isn't actually a normal creature, he's some sort of T-Eng powered flying
    machine that wants to eat your face. However he's not actually as deadly as you
    might initially think. He can do some serious damage and he has a whole lot of
    health but by simply staying close you will be surprised at how quickly this
    boss battle ends. Kral only has a few attacks you need to be worried about:
    
    * Since he flies all over the place he will sometimes try to put some space
    between you and him before firing on you with twin energy bursts. These can do
    a whole lot of damage if they inflict a critical but aren't all that bad as 
    long as you have some arcane resistance.
    * Also performed from a distance he will sometimes let out a wave of sound /
    force at you. Whereas the energy blast only hits one person this can hit more
    or less everyone in one direction. This seems to be another arcane attack so it
    isn't too dangerous if you're prepared.
    * Lastly he will focus on a single character in melee range, tucking his body
    in and starting to attack VERY rapidly. While his individual hits don't do much
    damage the speed he hits you now causes damage to add up incredibly fast. It
    also seems to boost up his critical hit rate so that's not going to make things
    any easier on you.
    
    There are no notable weaknesses to take advantage of here. Most of his defenses
    are in Arcane resistance with physical, fire, poison and ice tied for the next
    amount of resistance. This means that so long as you aren't using Arcane type
    attacks everything else works just as well as the next thing. Then again his
    resistance to Arcane isn't necessarily high enough to stop you from using that
    if your character build is focused on such (only about 40% or so).
    
    Fighting him is as simple as making sure that you come into the fight with as
    much physical and arcane resistance as possible. Everything that he does is
    basically one of these two with a slight bit of fire damage on top of it. This
    fire damage is negligable so focus on the other two. With that done you really
    can try to fight him either from a distance or face to face. If you're at a
    distance make sure that you try to dodge his blasts just to spare yourself some
    healing.
    
    Honestly this is another slugfest for the most part but the trick is that he is
    one of the easier bosses. He should give you little to no difficulty if you're
    prepared for him or if you've got a strong party (all it takes is one good tank
    and some strong offense).
    ************************
    
    With that done you can now enter the city. Go down into the entrance indicated
    and kill the three Earth Elementals. Now make your way further into the cave to
    find some pillars you can activate. Do so to find out just what happened to the
    Great Machine as well as get pat on the back for being such a ruthless son of a
    b... mean person. Step over to the pedestal and activate it a few times to have
    a little chat with Nimonuil. 
    
    Seems that we need to make our way to the Dryads Lands to get the key to reach
    the Great Machine. Hopefully this spy that Nimonuil is using isn't a total
    waste of existence. Onward and forward in either case.
    
    Take the path either to the north or west out of the Lost City (north is longer
    but seems to be the easier of the two) and make your way to the coastal town of
    Na-Fian to find a ships captain who will take you to the island of the Dryads,
    Aerandyr. This is where you will find that key... and lots of tree huggers.
    
    
    ===================
    6.09 - Chapter 9: Green Islands
    ===================
    Straight fromwhere you start you can find a complaining Elf to the south on the
    beachfront. Now make your way into the pub here to find the Grand Inquisitor's
    Spy who will tell you what you need to know upon threatening him. He points you
    towards a Crystal Smuggler who might know how to get the key out of the Crystal
    Caves. Looking at your map you might be wondering how to get to this new quest
    marker but it's not as difficult as it looks.
    
    Make your way to the north towards the resurrection stone but stop after you've
    crossed the second bridge. Turn to the east and just make a straight shot for
    the coastline from here, there will be trees in the way but none that stop you
    from moving in this direction. When you reach the coast turn to the north,
    following it until you reach a land bridge that connects the two islands. Cross
    this before swinging to the south. Here you will eventually reach a bridge that
    connects to the last island.
    
    Following the coast or running right up the middle is an option although you
    will need to use some movement skills if you go up the middle (jumps, teleports
    or something). When you reach the smuggler he will send you to the priestess'
    hut on the previous island to find a Potion of Bedevilment. It's as simple as
    walking into the hut and picking up all of the potions on the floor. Head back
    to the smuggler and posion him with the stuff you picked up to get the charm
    that will let you into the Crystal Caves.
    
    Finally. Now we can head back to the roads, following it all the way north to
    where the Facetteleon awaits us. As you're heading northward you will reach a
    quest marker that leads to a group of Dryads looking to prevent you from ever
    reaching the Crystal Caves. Wipe them out as they're pretty weak and continue
    forward to find someone else to talk to. Talk to Dyria and she will agree to
    show you the way to the caves so long as you don't kill any more Dryads. Very
    smart little girl. Talk to her again to agree to this, she will tell you where
    the Crystal Caves are and leave.
    
    ===================
    Lethal Crystal
    ===================
    With that out of the way keep on making your way to the north along the roads.
    The enemies get very thick with hostile Dryads pouring out of the woodwork, as
    well as floating orbs firing arcane energy at you, to the point where your
    health is going to plummet even if you try to outrun everything that tattacks
    you. Eventually however you will reach the northernmost part of the land and
    be able to head into the caves that are home to the Facetteleon as well as the
    key we need to reach the Wastelands.
    
    ************************
    BOSS: Facetteleon
    ************************
    The Facetteleon is probably one of the most annoying bosses in the game. He's
    not the hardest but the way that he is designed makes fighting him an excercise
    in the worst sorts of frustration. With only one really damaging attack to his
    name he instead relies upon his extremely high defense and hit points as well
    as a single really powerful attack to draw this one out.
    
    * His basic attacks are quick to strike but they don't do much damage. This is
    nothing to worry about and it means that staying close keeps you from taking
    much in the ways of damage.
    * If you stay at a distance he will fire off a burst of arcane lightning at you
    that does a hefty bit of damage. However even a low HP character should be able
    to survive this with little difficulty and simply heal from it.
    * A radial life leeching attack. This one is the real pain in the rear. Anyone
    who is nearby the beast will start having their HP drained to supply it with
    health. The more people in the area the faster it heals. This means that it is
    actually a BAD idea to use summoned pets, escorts or even other players against
    this guy if you're not fighting carefully. You can identify this attack by him
    shooting off blasts of light around the area.
    * Every single attack that he does carries a chance of stunning you. This plus
    his health leeching is what makes this fight so long, drawn out and annoying.
    
    The regeneration is the serious problem here and it means you're going to have
    to watch your health or you might find yourself in a bad situation suddenly. To
    be honest this fight is probably one of the most frustrating battles put into a
    video game if you're not playing the right sort of character. A "pure" type
    character like a melee Shadow Warrior / Seraphim or a magical type like a good
    High Elf can tear this boss apart. Meanwhile more ranged character types like
    Dryads or certain Temple Guardian builds will probably find this to fight to
    devolve into sheer frustration and aggravation by the time the boss gets down
    to around 25% of his health.
    
    Unfortunately if you're one of these people the best thing you can do is get
    some friends to help you kill the thing. Just make sure that they're focused
    melee types if you want to do this with the least amount of frustration.
    
    The general strategy to beat him is to try and get off as many DPS type attacks
    as you can in as short a time possible. By having a series of spells going off
    like this you can whittle down his health even when he's got you stunned. If
    you have a good Divine Gift like Forens' then that can help protect you from
    the stunning effects but otherwise there's no real way around them. So just
    keeping him losing health to fire or magic DPS is ideal although ice will work.
    
    Amusingly enough he has absolutely no defense against physical damage. He does
    have a really high defense though (warrior focused Temple Guardian only has a
    30.8% chance to hit in one playthrough), so you end up struggling for every hit
    you land but when they do they wreck his world.
    ************************
    
    Continue moving through the caves where you will find the key in a chest on top
    of a small pedestal. With that in hand leave the caves via the other exit and
    make your way over to the harbor. Take the boat here over to the new area known
    as the Wasteland where the final battle will take place. After you've taken the
    boat make your way over to the Inquisitor just standing around waiting for you.
    
    
    ===================
    6.10 - Chapter 10: The Wasteland
    ===================
    Onward! Fighting past the enemies in this area it's heavily suggested that you
    have Ice or Fire enhacements in your weapon. Many of the enemies resist these
    very little, if at all, although you yourself should have protection against
    magic and fire as your priorities. Now from the basecamp make your way into the
    tunnels. Hang a left to find the way back outside although you might want to
    kill all of the demons here for the experience.
    
    Once you're back outside you will be fighting Liosilath's Fighter, this is the
    enemy army that was mentioned. The guards die easily enough so help the allied
    soldiers kill them all off and then enter the next tunnel. Fight your way past
    the Guards here until you reach a cave, swing to the right here to find the 
    exit after you've killed off all of the Demons.
    
    You're back outside in an area called the Fortress of Storms. Make sure that
    you activate the resurrection stone before proceeding forward. Enter the next
    tunnels, make your way through them (killing all these damnable demons as you
    go) so you can get back outside. Eventually you will move through enough indoor
    and outdoor areas where you will reach the under-level. This is the area you
    were walking above earlier on the bridges.
    
    Down here is where this place starts getting hard as hell. You will have to
    fight off lots of Demons, Flying Demons and then yet more powerful Demons who
    can summon up Burning Skeletons to fight alongside them. Oh and they can shoot
    red lightning at you which paralyzes you. Lots of fun. Make good use of your
    Divine Gift and Combat Arts but always keep your finger on the health potion
    trigger so you don't die suddenly.
    
    After plenty of trials and hardships you will reach the next resurrection stone
    which is inside of a basecamp. Armor up, unload your garbage and restock up on
    potions before you continue forward through the new Guardian enemies. It's very
    weird playing through this area as a Temple Guardian and going around, wiping
    out all of these other Guardians but quite cathartic if you happen to not like
    the Temple Guardian class.
    
    *******************
    NOTE: This is a good point in the game to start stocking up on health potions.
    Go around to each of the towns you have a portal for and buy up all of their
    health potions in one fell swoop. Do this from town to town to town and then
    continue playing. If you need more potions simply save the game, load it up and
    then redo it all over again.
    *******************
    
    Cross the bridge and enter the temple, fighting your way through the Guardians
    here. You will come across a teleporter on the ground - step on this to poof on
    over to the temples inner workings. Now you can continue towards the marker. Be
    mindful of the very strong Temple Guardians here though as well as the numerous
    Fen Fire enemies. They're annoying most of the time but here they can kill you
    with a lucky hit.
    
    Make it to the end of this area and exit through the door to reach the Great
    Machine itself. Fight your way forward into what looks like a bridge over some
    sort of reactor core and watch as a Seraphim kills an Inquisitor and then turns
    their attention to you. The Seraphim you fight here isn't quite as easy to beat
    as the Inquisitor is when you're playing as a goody two shoes, namely due to
    the T-Eng Barrier she puts up. However she doesn't deal that much damage with
    her attacks so you shouldn't have too much difficulty killing her.
    
    Continue on your way to the elevator and ride it to reach a new resurrection
    stone. However you're going to have to kill a bunch of Guardians and Fen Fires
    before you can be safe here. Follow the quest marker to reach Nimuonil, Grand
    Inquisitor, and his two guards. You refuse to give him the key to the Machine
    which results in him attacking you with his guards to gain total control over
    the Great Machine.
    
    ************************
    BOSS: Nimonuil
    ************************
    One of the most damaging bosses you will come across Nimonuil is also one of
    the more annoying bosses in the game. His damage stacks up incredibly fast even
    on a pure melee build character and he can really lay it into you. This is due
    to the fact that he actually casts spells as he's melee attacking you which
    allows him to pile on the damage at a ridiculous rate. He also seems to be very
    good at sudden kills (ie. go from near full health to dead in one shot).
    
    * His melee attack is nothing to sneeze at, tearing through your health at a
    very rapid pace with each thrust of his spear. If he scores a critical hit on
    you then expect to see your health plummet insanely fast. With how much damage
    he is pulling off it wouldn't be surprising to find out that he is using the
    Inquisitor skill Callous Execution. Unconfirmed but it seems likely.
    * While he is attacking you there will be a white wisp of sorts flitting around
    through the air and through your character. This seems to eliminate your buffs
    as well as doing a very minor amount of damage.
    * Nimonuil also seems to make use of Purifying Chastisement since he seems to
    do more damage as he loses health.
    * He most definitely has the Reverse Polarity buff going at near all times.
    This means that if you hit him with a ranged attack it will come back into your
    face and tear through you. This can happen with magical attacks as well so you
    really need to bring the battle into melee.
    
    There are a few things to make note of in this fight. Whatever weapon he is
    using he seems to only deal Arcane and Ice damage and his spells seem to mostly
    do Arcane damage. There is some Poison and Fire damage in there but it is very
    little compared to how much he hammers you with the other two types. So you can
    accept a slight bit of weakness in those areas in exchange for the others.
    
    On the other end of the spectrum he defends against almost every type of attack
    but he doesn't have a whole lot of resistance against any one in particular.
    The lowest point of his defenses are Poison with Ice taking the rear. Magic and
    Fire are his strong points but his Physical is pretty high as well. What this
    means is that you're going to want to have a lot of Poison damage to accompany
    your Physical damage. It's possible to get your conversion to Poison damage
    pretty high if you put the right items into your weapon.
    
    To make your life a lot easier you're going to want to have your Arcane and Ice
    resistances as high as possible. Put armor on you that adds to your Hit Points
    because it's going to take a lot of them to survive this battle.  As for your
    weapon you're going to want a weapon that does Poison damage and keep any of
    your Combat Arts that do Poison, Ice or a serious amount of Physical damage.
    
    One place where you can get a serious leg up is if you're a follower of Forens.
    Using his ability to reflect damage right back into the face of this dork will
    seriously cut down on the frustration of fighting him. Otherwise you're going
    to have to hammer him with melee attacks to whittle him down and use a whole
    lot of healing items.
    ************************
    
    Once you've killed off this nuisance you will be able to continue going deeper
    into this dungeon. With what just happened to your ally you're on your own now
    so it's more important than ever that you complete your goals. Fight through
    the Temple Guardians and head on down the stairs to enter the Hub.
    
    ===================
    The Great Machine
    ===================
    Inside of the Hub all that remains is that you hit the switch that will open up
    the Great Machine itself. Make use of the odd Temple Guardian merchant just
    standing around before doing anything else - now is a great time to restock on
    your health potions. However this area is devoid of enemies so you just need to
    find those two switches.
    
    The first switch is easily found along the outermost ring, you simply have to
    enter a room and hit it once it shows up on your map. To find the second switch
    you're going to have to go into the inner ring and be startled by the final
    boss music starting to play. Great music by the way. Once you hit this switch
    you will be ready to fight the final boss. Or should I say bosses.
    
    ************************
    BOSS: The Nameless Guardian
    ************************
    This is a pretty tough and well drawn out fight by virtue of the fact that you
    have to kill four different Guardians before the fight ends. They don't have
    all that many hit points for the most part but this fight is complicated by the
    Great Machine in the center of the room.
    
    Let's go over the machines effects for a moment. The Heart of the Machine will
    alternate between recharging the Nameless Guardians' shields and attacking you.
    This can easily be remedied by luring the Nameless Guardian out of the main
    room and leading it into the hallways where you can kill it without the machine
    interfering at all. However this can cause a bug that stops the other Guardians
    from waking up, this is obviously a bad thing. If this happens you're going to
    have to leave and come back, hoping that fixes the problem.
    
    That leaves you either taking the risk of just brawling it out with them and
    the Machine simultaneously or dealing with glitches. That's your call. Next up
    is the actual Guardians themselves.
    
    All four of the Nameless Guardians use the same basic attacks while fighting:
    * A strong downward thrust with their preying mantis type claws. This does a
    decent amount of damage but if you're hit with a critical while they're doing
    this then expect to be in a world of pain.
    * A one-two combo with both of their claws. This hits you from the right and
    then left, cutting your health down quite immensely. If you're hit with a crit
    in the middle of this it might be lights out for you should your resistances
    not be up to snuff.
    * Raising up their claws they will fire a shower of sparks down over you. These
    do a fair bit of damage to everyone in the area but it's still one of their
    weaker attacks all things considered.
    * Rearing up they will stomp down and cause a shockwave in the area around them
    that does light damage to everyone nearby. However this seems to stun pretty
    often so you have to watch out for that.
    
    Here's a rundown of what to expect:
    **************
    Nameless Guardian (A) - It's hit points are usually in the high thousands, more
    often than not in the 14,000 range or so. It attacks you with physical and
    Arcane type attacks while resisting Physical (45%), Arcane (10%), Poison (45%)
    and all of these resistances are usually fairly high numbers. Obviously this
    means that Fire or Ice are ideal for handling him. Watch out when fighting him
    though, he seems to stun you an exhorbant amount.
    **************
    Nameless Guardian (B) - Ahh, here's a weak link in the chain. This guy usually
    sits at around the 4,000 Hp range with a much lesser defense value than the
    other two. He hits just as hard and is using Physical and Ice damage. His
    resistances are along the lines of Physical (40%), Poison (20%) and Ice (20%).
    Obviously Fire and Arcane are ideal but just take out the fire weapon, namely
    because...
    **************
    Nameless Guardian (C) - This guy is fairly tougher than the last one. His HP is
    usually in the mid 20,000 range and his armor class is even higher than the
    last Nameless Guardians were. He does Physical and Fire damage while resisting
    Physical (45%), Fire (25%), Poison (30%). Ice or Arcane are going to be ideal
    for handling him.
    **************
    The Main Nameless Guardian - Stronger than C but weaker than the other two,
    this is the poison guardian who uses Physical and Poison. His resistances are
    to Physical (20%), Arcane (15%), Poison (50%) and Ice (15%). This means that
    Fire is your best bet. Good thing that's the previous enemies weakness as well.
    However as this is the MAIN Nameless Guardian things are going to get a fair
    bit uglier than they did against the other three.
    
    With every hit that he delivers in a one-two combo there is a chance that he
    will poison you. Severely. Rearing up he can also activate the Temple Guardian
    skill Charged Grid, hurting everyone nearby with Arcane damage. Oh and he is
    probably one of the most raw powerful enemies in the entire game. People who
    can fight the other three with little difficulty have been flattened by this
    one in a few hard hits. This is not a fight to take lightly.
    **************
    Note that all of these numbers are estimates as the details change depending on
    your difficulty level and the level of the bosses relative to yours.
    
    This means you only need to bring along two weapons into this fight with you.
    One that does Ice damage and one that does Fire, as well as abilities to do the
    same sorts of damage.
    
    Honestly due to their raw damage output and just how hard they can be to fight
    if you're not of a very particularly ideal character build it's almost suicide
    to try and fight them inside of the room. In three playthroughs the only one
    that has been successful at this ordeal is a Shadow Warrior who was built to
    tank damage no matter the source. Otherwise it's been almost impossible to do
    this solo. However if you have a solid build or a good party then feel free to
    give it a try. Fighting it inside of the room is much more rewarding as you do
    feel a great sense of accomplishment.
    
    If you do start dying due to running out of potions and you're fighting the
    final Nameless Guardian there are a few options. Firstly you could choose to
    just leave the Great Machine and bounce around between the various shops to buy
    all of the potions you can get your hands on. By doing this you're going to see
    the Guardian you were currently fighting return to full health.
    
    If you don't want to see this happen (likely because it's mostly dead) then
    your only option is to keep returning to the Guardian selling potions right in
    front of the stairs here and keep on buying his potions. You're likely to die
    by doing this but you will eventually wear the beast down.
    
    But then again this fight can be brutally difficult if you're not prepared for
    it. A Temple Guardian (level 35) on a zero death playthrough died to the final
    Guardian 22 times since it was literally impossible to damage him enough to
    slow down his life leeching before he took my health in full. On the other end
    of the spectrum a much frailer High Elf defeated the lot of them on her first
    real try so it's hard to predict how your build will hold up until you try.
    just make sure to bring a whole bunch of healing potions (more than 150) and
    you should survive this mess.
    *******************
    
    That's it for the main quest! Now it's either time to move to a higher level of
    difficulty, try a new character or just make a Light character. In either case
    there is still more to do!
    
    
    =========================================================
    7. Class Quests
    =========================================================
    This section of the guide will include the various opening quests for each of
    the characters as well as the class quests you can perform up along the way.
    The first quest for each class is basically a starter quest to get them to the
    city of Sloeford and then the main quest begins. Do remember that the tone of
    these quests as well as some of the goals are completed in slighty (very, very
    slightly) depending on your alignment.
    
    All class quests are initially written from the view of a Light campaign with
    the obvious exception of the Inquisitor. Any differences between the two will
    be bookended by ################### symbols. These mark Shadow Campaign quest
    differences so consult that if playing in that campaign.
    
    
    ========================
    7.01 - Dryad
    ========================
    
    
    ========================
    7.02 - High Elf
    ========================
    Duel!
    --------------
    The High Elf begins her journey simply enough, training with her master at her
    school. The Arch Mage instructs you to have a magical duel with another student
    to see if you may graduate. As soon as you get control of your character whiff
    him with your ancestral fireball spell to end the duel. Now talk to the Arch
    Mage again to be sent from the school having learned all you can learn. Make
    your way towards the gates that lead from Celioths tower, stopping by them to
    open the chest and gather the items within. Set any new skills that you may
    pick up from said chest and continue on your way.
    
    It's very important that you move slowly and fight carefully with the High Elf
    at this juncture. Since she doesn't have any armor and her skills aren't all
    that impressive at this point you're going to need to be very careful about how
    you use her. Try to stay back and hit enemies with your fireball from as far
    away as possible. It homes in on targets pretty well so accuracy isn't that big
    of an issue here. If you can get Incindiary Shower ASAP it will help greatly.
    Also getting the Concentration skill so you can use Grand Invigoration with the
    Fire Demon skill helps out a lot at this early stage.
    
    With all of that said you will be making your way slowly but steadily towards
    Sloeford. It's suggested that you take your time and do as many side quests as
    you can handle dealing with since leveling up is incredibly important to this
    poor weak Elven hottie. Notably the three quests at the Bandit Camp can be of
    great assistance as an early game level boost. 
    
    Upon arrival in Sloeford you will deduce that the village elder has a problem
    on his hands and he could do with some assistance. That way leads to the main
    storyline so please consult that section. 
    
    --------------
    DeElfici I - The Promissory Note
    --------------
    Speak to the messenger to find out that he has a letter but it hasn't been paid
    for so he's annoyed at having delivered it. It's a letter from your parents to
    the DeElfici family branch. Seeing as who it's from it is best for you to see
    that it gets delivered yourself. 
    
    
    ========================
    7.03 - Inquisitor
    ========================
    Conspiracies!
    --------------
    The Inquisitors personal story begins at the Sleepy Badger Tavern, near the
    Happy Cow Farm. Your Inquisitor poisons his his fellow Inquisitor, seemingly to
    take the credit for a mission they have just done. After you leave the tavern
    you will be attacked by another guest there as well as the landlord. Kill the
    two of them and start making your way out of this place. There's plenty of
    people here who don't want to see that happen so you'll have to kill a number
    of regular folks to do this.
    
    From here you will want to head to the Happy Cow Farm to pick up whatever side
    quests you can before heading to Sloeford. Unfortunately there aren't too many
    so you will have to do some of them after arriving in the big city. Make your
    way to Sloeford once you're done here where you will be told to find the nearby
    base of the Inquisition.
    
    However don't go running off to handle that just yet, make your way over to the
    fountain. There is a woman here who will continue your class quest for you by
    the name of Shirka Alana. 
    
    --------------
    Shirka Alana
    --------------
    Why do I care what this girls letter says about her father? Talk to her again
    and she will run off on her own as a guard comes meandering over. Speak to him
    to find out that she's apparently a leader of some gang of outlaws. Oh, that
    means she might have been useful to make friends with. The commander of a small
    outpost to the north of here knows some more information so you should go ahead
    to speak to him.
    
    
    
    
    
    ========================
    7.04 - Seraphim
    ========================
    End of a Journey - A New Journey Begins
    --------------
    Well it's a shame that one of the few Seraphim who actually use their brains
    is dying here but we can take her place. Let's do her proud! Although she takes
    a whole lot of time to die... In either case the Seraphim are really the only
    ones who seem to have a really good idea as to what's going on with the Light
    Campaigns storyline. 
    
    The Seraphim starts at the Monastary of Light where you can find the statue of
    Lumen. Make your way forward, opening the chest as you go to get equipment, and
    continue forward to find the golden quest markers destination. There are two
    Inquisition Guard standing here just waiting to get killed. After talking to
    them it's time to do them the favor of wiping them out.
    
    From here the quest marker will move to a nearby Sloeford but to get there you
    will have to pass through a Brigand Camp so stock up on supplies here. It might
    behoove you to do some quests as well. In either case your goal here is the get
    into the city of Sloeford so that you can start the Levied Taxes quest. But to
    the side, off of the town square, is a person who asks for your help finding
    his missing children. Let's attend to our class quest.
    
    --------------
    Children and Demons
    --------------
    Once you've accepted this quest head out of town to the east and you will see
    a dark figure moving through the treeline. This leads to a bunch of childrens
    toys that you can find on the ground. Pick them up and continue to follow the
    thing. The thing will slink into a nearby cave, just begging for you to pursue
    it to find the children.
    
    Entering the cave you will find yourself fighting a bunch of rats and weaker
    enemies. Killing them will net you a "Treasure of Gold" and Dungeon Key. Use
    the key to free the captive children and then exiting the cave. You can either
    walk them home or use the teleporter to shorten your trip. Talk to the man who
    asked you to find the chilren in the first place, Farmer Koremar, to finish the
    quest and get a reward.
    
    Head on into the house and talk to his wife to be asked to find out about two
    of her children that were kidnapped. You need to head on over to another
    village (Twainbrook) and speak to Elodriel to find out what she has learned, if
    anything, about what is going on.
    
    
    ========================
    7.05 - Shadow Warrior
    ========================
    Revisitation
    --------------
    The Shadow Warrior starts off being awoken from his eternal slumber and torn
    back into the world of the living. However when he is awoken the magician sees
    him as either a failure (Light) or needing to be tested (Shadow) so you will
    have to fight his assistant. Once he is dead talk to the necromancer and then
    make your way out of this dungeon. Don't forget to grab the items from the
    treasure chest in the beam of light.
    
    Once outside of the dungeon you will notice that the quest marker has moved to
    the town of Sloeford. To get there you will have to travel a fair bit and it's
    suggested that you go out of your way to do as many side quests as you possibly
    can since you really need to level up. You start off near to a place known as
    the Brigand Camp, there are three quests to be found here and they can be of
    great help in leveling you up.
    
    When you reach Sloeford the Warrior will go to either help the mayor (light) or
    to find the Inquisitions headquarters (shadow) where the main quest starts. But
    we still have the matter of our actual class quests to attend to.
    
    --------------
    Fallen Heroes
    --------------
    Your quest marker will lead you to a camp that is reached by going north from
    the town of Sloeford, following the roads east. When you get there you can talk
    to Officer Sin'doral. He obviously doesn't totally buy our story and wants us
    to get the dog tags of our fallen brothers in arms to prove our identity. 
    
    ###################
    Well the obvious solution to this problem is to go ahead and find some soldiers
    who are on their lonesome. Make your way to the south where you can find five
    of them just wandering around. Kill them off, one by one so you don't get into
    a situation you have trouble fighting your way out of, take the dog tags that
    they drop and return to the Officer to prove your identity.
    ###################
    
    You will now be given orders that allow you access to the armies' main camp. Go
    to follow the quest marker only to find a zombie that wants to follow you like
    an escort quest for some reason. Not sure what's up with him but sure, why not!
    If you check your quests you can read something funny about mr. zombie though.
    This is going to take you a fair ways north in a direction that there's no real
    reason to go otherwise so be ready for a fairly long trip. The marker itself is
    located north of a place called Benny's Corn Circles.
    
    Upon arrival you will find a man who apparently goes around trying to bring
    back dead soldiers. Failed resurrections are left here, on this chicken farm,
    to just kind of meander around until they turn to dust. Apparently though some
    people are protesting this so we need to go shut them up so they stop attacking
    the Caretaker. Talk to the one who'se left on the ground, pick up the note that
    pops up and then head to the Caretaker to speak with him.
    
    Angry at you daring to find out some information he will attack you with some
    guards. When you kill them there is a list that drops with more information on
    you and your fallen comrades. Pick that up but before you can attend to it you
    will have to wipe out the zombies on this farm since they've been driven into
    a rage by the bloodshed. Wipe them out to end this quest and start the next.
    
    --------------
    Relatives
    --------------
    Now we need to find the families of the soldiers who are on the list so that we
    can tell them what happened to the warriors. To start with we're going to need
    to make our way to Thylysium, that is where the families are. Talk to Isanora
    to tell her what happened to her son. Talk to the soldiers across the street to
    be attacked as "a zombie hater." Kill them off so you can speak to the person
    just behind them. Malrina will thank you for your help and even offer to bury
    the bodies so that nobody knows what happened. Sweet.
    
    ###################
    On to the next quest marker! Jorinda here doesn't exactly seem to be happy to
    see us. I wonder what she knows about us before our untimely death. She gives
    you some documents that reveal that we are in fact a war criminal that was
    executed for my crimes. Not exactly a great idea to bring us back from the dead
    now was it you idiots? Regardless we need to head to the main registry to see
    what answers we can get.
    
    When you reach the registry a guard will speak to you, informing you that you
    may use it. Head on into the senate where you will find a list of heroes that
    doesn't seem to match up with the list of those resurrected. The next thing you
    pick up is a list of criminals and look at that! There we are! Now we need to
    make our way to General Winderlich to get some more information.
    ###################
    
    You will find the General hanging out in a slaver camp to the north of the city
    of Clearview, standing around with a few of his soldiers nearby. When you speak
    with General Winderlich he is going to command his guards to attack you right
    then and there. As soon as you attack them some others come along and teleport
    you and the general away to a cave nearby. These things are supposed to be
    Shadow Warriors like you but considering the character model they use we will
    be calling them the Z word.
    
    --------------
    In Search of Life
    --------------
    Talk to the nearby zombie, going by the name of Yusef. It seems that he, and
    the other zombies here, are all actually good aligned, intelligent, undead.
    
    ###################
    However if you're not a goody two shoes, Yusef isn't going to want much to do
    with you. He, and his fellow zombies (don't use the zed word!) will attack you.
    So do what you do best and carve them up into various smaller pieces before
    speaking to the guard nearby to find out that it's General Winderlich. The man
    explains that most who are revived are mindless while most others become smart
    and good. Only the rarest become evil like you. Show him your appreciation by
    tearing him apart.
    ###################
    
    Leave the cave and make your way to the southwest of Clearview, where the next
    quest marker is hanging out. There are a bunch of standing stones here, looking
    kind of like either Stonehenge or the Pillars of Nosgoth. Talk to the weirdo in
    the middle by the name of Priest Hindruil. It seems that the Brotherhood of the
    Free (probably those anti-Resurrection nutjobs) killed the majority of this
    circle of Priests. Only the Abbot escaped, taking the magical items used in the
    resurrections along with him.
    
    He does mention an orc who convinced them to flee. This means that our next
    step is going to be far to the north in the human lands. Of course the Priest
    chooses to attack you right after this for no real reason. Smash his face in
    and then consult your map. This is going to take you just a bit north of the
    gate into Artamark so head on over to Dragonmaw Pass, go through the gate and
    then travel straight to the north along the road.
    
    Along this road you will find a soldier who has seen the group you're looking
    for. They traveled this way before splitting up, some going to Nor Plat (the
    Orcish realm) while others stayed here in the human lands. Talk to the soldier
    again to be asked to assist him. There are a bunch of undead who have risen up
    nearby and he wants you to help him wipe them out. 
    
    --------------
    The Lives of Others
    --------------
    Sure, we don't have anything better to do just at the moment. Head on over into
    the bushes to the west of where the soldier is standing and follow it to the
    quest marker. Here you will find a bunch of undead fighting against some human
    enemies. Slaughter the lot of them, they're not terribly difficult, and then
    head back to the soldier to see what he has to say now. After tossing a bit of
    praise your way the Ensign tells you that the Priest mentioned a wealthy family
    member nearby so lets see if we can't find him.
    
    To get this information we need to get to the Land Registry in Griffinborough
    so head on over that way. Talk to the schmuck who is hanging around inside one
    of the buildings to find out that the estate is to the north of town. Good now
    we can head thattaway. The estate is located near the Wargfels, north and off
    the road to the east from the teleporter. You may have come here for a quest if
    you've been in this area before ("Love Letter").
    
    When you explore the manor your character will note that nothing seems out of
    the ordinary here so we should explore the basemen... holy crap there's a lot
    of zombies down here. Wipe out the zombies as well as the priests in the main
    chamber to find The Book of the Dead. However this only lets you raise regular
    old undead, not Shadow Warrior types, so you need all three artifacts. To the
    Orcish lands it is then. Your next stop is the Orcish Byway to the northwest of
    your location. 
    
    When you get there a man will ask you to kill a crazy Abbot who is going around
    raising the dead at night. Between that and his mad cackling this is obviously
    not a man who is all together in the head. You're going to be heading a fair
    ways to the north from town to a small graveyard. The insane Abbot is hanging
    out inside of a tomb here on the hill so head on in.
    
    Down inside the tombs you're going to have to cut your way through a whole lot
    of spiders and zombies to even reach the Abbot. When you get near him you will
    see a Mutated Orc, kill this thing and pick up the Demonic Essence that drops
    from it. Now speak to the Abbot to find out that the Orcs have stolen the last
    artifact you need, the "Pyramid" and getting it back isn't going to be easy. In
    either case kill the crazy when he attacks you so you can get out of this tomb.
    
    There's an Orc outside waiting to talk to you so let's see what he wants.
    
    --------------
    Orkish Necromancers
    --------------
    This Orc fellow, James, is from some Secret Alliance that wishes to stop the
    dead from rising in the Orc lands. You're the only one who is going to be able
    to put a stop to that so let's head on over there. A good place to start from
    is Entruag so use that as your base for the moment.
    
    When you're ready to hit the road start traveling south along the western bank
    of the river. Eventually you reach a wooden archway that allows you to enter a
    small mountain pass. At the end of this path is the Orc that you need to speak
    to. When you talk to this Orc he threatens that you will die from his undead
    and he begins summoning them up. You can't attack him so simply focus on those
    he summons. There are nine undead called up in three groups of three so you
    don't really have to worry about being overwhelmed. Kill all nine and talk to
    him again to make him go hostile. You can now kill him which nets you the
    Pyramid of Control.
    
    Now we're off to the Island of the Seraphim for... some strange reason that's
    not been explained to us. Follow the quest marker to an area right near Sophia,
    the leader of the Seraphim, and you will find Commander Winderlich. It seems
    that he's caught in a loop of dying and resurrecting, likely for his crimes of
    creating Shadow Warriors, with only the power of the three artifacts able to
    help him escape it.
    
    Now if you're playing Shadow you might think of being a jerk. Refusing to give
    him the artifacts only means he attacks you but when you kill him he just gets
    right back up to taunt you. You don't have a choice but to hand them over so do
    so. Using them returns him to normal whereupon he attacks you, kill him for
    good now. Just a bit away from here is your next target, a green Seraphim named
    Hudelia, speak to her.
    
    --------------
    Past Mistakes
    --------------
    There's something that you're needed to do for the Seraphim here. Once you've
    gotten this quest talk to her again to find out what the origins of the three
    artifacts are. It seems that the Seraphim want us to take the three artifacts
    to the hub in the Wasteland, the home of the Great Machine, and return them to
    their original forms as Seraphim thereby destroying the items. This will mean
    the end of people using them in attempts to create Shadow Warriors.
    
    ###################
    It seems that word of our exploits have traveled quite far and wide. Hudelia is
    so forward with praise for our actions it's almost enough to make us blush! But
    it seems that she has some use for us afterall. Why does she think that we want
    to take these three items deep into the Wasteland, to the Great Machine itself,
    just to destroy them and see three more snooty Seraphim return to the world?
    She is likely in for a pretty rude surprise...
    ###################
    
    Hudelia then asks you to take care of a little problem that they're having in
    their vault. Don't speak to her until you're ready for a potentially dangerous
    section of this quest. There's a boss fight waiting for you here so be ready.
    Speak to her again to be teleported to the Seraphim Arena where you will have
    to fight six undead (not a problem), four Undead Ogres (a bit tougher unless
    your level is about 16) and a gigantic undead dragon.
    
    Yeah that last one is the kicker. He's slow, not as dangerous as the dragons
    you'll fight soon and even kind of on the easier side. But if he cracks you
    with a solid critical hit serious problems can ensue with your health poofing
    away all of a sudden. However it doesn't have much in the ways of tricks up its
    proverbial sleeves so taking it down isn't too hard. With it defeated you're
    going to have to get back to the Seraphim yourself, teleporting back to the
    island and then walking back to the tower. Obnoxious fairy looking... *grumble*
    
    Talk to the Seraphim when you get back to her location to be given rewards for
    completing this quest. Now you have to head deep into the Dragons Caves to find
    the next step of this quest so head towards the blue quest marker! If you're
    going to this area for the first time you can't miss it but if you've completed
    this area teleport to the Human Outpost and then head backwards to find it. Hey
    it's our old buddy James Orkus!
    
    --------------
    Waking the Dead
    --------------
    Something happened there on Seraphim Island and the dead are waking up all over
    the place. We need to do something about it so lets ask one of the Dragons.
    From where you speak to him you're going to go straight north and follow these
    paths mostly heading north, only deviating as you near the end of it. This will
    bring you straight to Loromir the Wise, a green Dragon. He explains that the
    artifact that you have is corrupted. Speaking to him again he gives you your
    next quest; take ten undead hearts, ten sqamp herbs and the Rose of the Wind on
    a large fire to cleanse the blade.
    
    Oh and something about speaking to the dead.
    
    James is going to go his own way now although talking to him about this can be
    tricky thanks to the Dragons huge hitbox making you constantly speak to him. So
    now we're going onward to the Swamp Region. Luckily our first destination is
    pretty close to the teleporter so once we arrive it's just a short trip to
    getting this gathering underway.
    
    Finding the ten Swamp Herbs is a simple matter, requiring you to only run all
    over the area you start in while grabbing them up. The ten Undead Hearts can be
    a bit more problematic. While it's usually easy enough to find six or so of the
    undead to kill them for their hearts the quest marker will usually disappear
    after this point. So you're going to have to run around a bit to get some more
    of the boney blighters to appear.
    
    *******************
    * NOTE: If you're getting frustrated dealing with these undead then now is the
    time to use a Potion of Undead Death. This causes the undead to die the very
    first time you knock them down a good 90% of the time. Only in later areas or
    higher difficulties do they really ever get up from you knocking them down with
    one of these going.
    *******************
    
    Once you've gotten all of the required Swamp Herbs and Undead Hearts you're
    done for the rest of this region. Your next goal for your class quest is found
    in the Desert Region, in the city of Khorum. So until you get there you can
    just focus on completing the main quests.
    
    Your target in the Desert Region is an Alchemist known as Cassandra. One of her
    supply caravans had an accident. If you get her the goods from it she will give
    you the map that shows where the Rose of the Wind is located. Sounds like a
    good deal although killing her would be quicker. I didn't say that out loud.
    Let's head out shall we!
    
    Her shipment is easily found by leaving Khorum to the north then sticking to
    the roads going west. Upon arrival at the site you will see a whole crapload of
    undead milling around as well as whatever desert beasties have begun loitering
    in the area. Area of effect attacks as well as Potions of Undead Death will be
    of great help in thinning out the herd. Once you've wiped them all out pick up
    the stuff that they drop so you can head back to the Alchemist.
    
    Give her the goods that you retrieved and she will give you her grandfathers
    map. To reach this location you're going to have to head to the location of the
    Garganthropod, the final fight that you're going to be doing in the Desert
    Region. You will be heading to the west from the resurrection stone that you
    find here instead of going to the south. Here you will find a series of small
    paths that you can use to reach the temple called the Twitty Tister (From Dusk
    Til Dawn anyone?).
    
    The Rose of the Winds is located just along the side of the building but there
    are a bunch of undead out here you'll have to take out first. When they're all
    dead you can pick up the Rose and bring it to the east from here where you can
    find the city of Rajab. There's a blacksmith here so head on over to his area
    and use the smithy. Talk to the undead that pops up out of the ground nearby to
    talk him into going back to his place in the afterlife.
    
    With that done you can head out of Rajab where our "good friend" James Orkus is
    waiting to talk to you. However it seems that he wants to take the blade from
    you, something that we can't allow to happen. So he's going to do what all the
    silly people in this game do and attack us. Kill him before picking up the
    Medallion of the Dead from his body. There's some sort of conspiracy out here
    about getting the artifact and killing you off. We need to follow this amulet
    so that we can figure out who is responsible for this.
    
    Answers await on us the island of the Dryads so we're going to have to wait
    until we arrive there. From the village of Aerendyr you can travel to the west
    to find a cave that contains information we need. Be very careful during this
    trip though, there's a very powerful boos monster in this area, known as the
    Forest Guardian, that will likely appear to make your life difficult. Taking it
    out is more of a chore than anything else so don't bother killing it. Just run
    away and get into the cave.
    
    When you enter the cave this quest ends leaving it open the start the next one.
    Talk to the Dryad you find here to start it up.
    
    --------------
    The End of Life
    --------------
    Sounds like this Lich fellow is some bad news. At least the barrier between the
    realms has stopped weakening. Well let's go do something about this Lich next
    shall we? Find the break in the walls of this main chamber and make your way
    through it to the Lich. He's fairly deep in so you're going to have to wipe out
    a fair number of spiders to even reach him.
    
    Luckily he isn't that hard to defeat. Low hit points, low defense, no really
    strong attacks to call his own... yeah he's a pushover. Wipe him out to stop
    the undead coming to this island and then make your way back to the Dryad who
    gave you this quest to finish off this part of it. She seems to want you to get
    off the island thanks to that item you're carrying around so let's oblighe our
    little tree hugging "friend" and do so.
    
    Move the main quest along until you reach the Wasteland so that you can finish
    off this the Shadow Warriors questline. As you enter the small encampment here
    near the coastline you will see a Cleric, two priests and two soldiers waiting
    for you. They want the sword and since we aren't handing it over... well you
    know how this ends. They're not especially strong so taking them all out isn't
    the most difficult thing to do.
    
    With the five of them dead you now have only one place left to go; the Great
    Machines Hub itself. It's a long arduous trek through the mountains and valleys
    of the Wasteland if you aren't doing this alongside the main quest so it's to
    your advantage, and sanity, to be sure that you do them together. 
    
    Upon arrival at the innermost parts of the facility you will find our Seraphim
    friend standing near some undead fellow. Speak to Hudelia before speaking to
    Adanis the Undead. She seems to believe that a loyal ally like him should have
    the chance to be brought back from the dead as a true living being. As soon as
    you talk to him though you see what a good ally he really is. He proceeds to
    kill the Seraphim before attacking you. Kill him to finally end this class
    quest and recieve your reward, Tyranny of the Condemned, a powerful two handed
    axe that grants extra experience per kill and has two gold slots. Nice.
    
    Now you can move on to another class and attempt their quests next.
    
    
    ========================
    7.06 - Temple Guardian
    ========================
    Reactivated
    --------------
    After awakening and scaring off the two Elves you will be informed that your
    destination is the nearby Elven settlement. Open the nearby chest, equip the
    armor and use the combat art orbs you find. Now you can leave this mining camp
    so head down the stairs and out the metal fence. There are a few enemies in the
    area here but they're not too difficult so just experiment with your new skills
    as you like. When you reach the bottom of the stairs you're sent back to the
    area you awoke to find some of your items.
    
    --------------
    Unpack
    --------------
    Head on back over and pick up the Teddy Bear, Cube and Ball before going back
    to the "hologram" of yourself. With those in hand you can start heading for the
    settlement now. You've probably noticed you now have a blue and an orange mark
    on your map. The orange is the main storyline while the blue is the side quest
    stuff related to your class (ex. Unpack). As you head along the path towards
    the markers you will see a cave. This can be explored to level up a bit if you
    feel like doing some dungeon crawling.
    
    *******************
    NOTE: If you do choose to go exploring in this cave take note of a few things.
    First, the big turtles and rats are pretty tough. The turtles can stun you for
    a few moments while they both do pretty good damage. Be mindful of bear traps
    on the ground as well. These do so pretty big damage and can be destroyed for
    XP if you see them coming.
    *******************
    
    After passing through Happy Cow Farm you will be able to make your way to the
    outskirts of Sloeford at a farm and then actually enter the city. Entering the
    city will end the Reactivated quest and task you with speaking to the village
    elder. However we still have our class quest, Unpack to handle.
    
    Leave town by the north exit to find a crying child outside of the town. By
    speaking to her she will ask if you want to play with her and apparently she
    takes the ball and teddy bear. Your quest will now update showing you the toy
    maker in the village of Twainbrook. It's a pretty long trek from where you are
    so be ready to deal with a lot, and that can't be emphasized enough, of Kobolds
    on the walk. They're everywhere as you head that way.
    
    When you reach the village talk to the first doll maker to be pointed towards
    the second one. This one will explain that he has the red doll you're looking
    for but he wants you to rescue his son first. This is pretty easily done, all
    you need to do is go to where the quest marker is and cut through all of the
    Kobolds there. You will fight a few undead so it's best if you have your flame
    attacks ready, the flamethrower will really mess them up but if you have a
    fire enhancement in your weapon that works well.
    
    ###################
    If you're playing through this quest as a Shadow character then you will forgo
    this whole nonsense and simply kill the second doll maker, taking the doll that
    he drops. Go back to the first toy maker at this point to speak to him about
    the situation. It's apparent he doesn't want you to have the doll so you will
    have to kill him as well.
    ###################
    
    Bring the boy back to the toy maker to get the doll and a new ball. He then
    reveals that the initial trader is a liar and asks you to take him to court for
    his ways. Telling this to the first trader results in him attacking you which
    proves that he's not a smart guy. Kill him so you can move on to the next step.
    However the quest marker jumps now to a deeper point in Tyr Lisia meaning you
    have quite a trip ahead of you. When you reach the next blue marker you will
    be told by the hologram that you have two of the items that you need but there
    is still one that you must have in the Elven settlement. Wonder what all these
    toys are so important for...
    
    Make your way to the museum and speak to the curator twice to be allowed in.
    There are spiders and a ghost in there so you're going to have to take them out
    but since you're "pest control" that shouldn't be a problem. Now speak to the
    curator to be told to bring it to TyBosso, located along the western coast of
    the town. *sigh* Time to head on over there.
    
    ###################
    In a Shadow campaign quest you will actually kill the Curator for telling you
    that you can't have the object. The quest will continue the same from then on,
    going to the escort quest below.
    ###################
    
    When you reach TyBosso's home you will be attacked by three warriors and then
    three ghosts. The warriors are fairly tough but they shouldn't be too bad if
    you're well leveled (and you should be by now). Take them out and talk to
    Tybosso to find out that he needs you to get him away from the city before he
    will give you the item. The trek is yet longer than any you've done before and
    the enemies are really tough so you're going to need a lot of health potions.
    Head on over to the market and buy any improved weapons and armor before you
    move out.
    
    Along the way you will have to fight elven warriors and bandits that are out to
    get you for helping TyBosso, they're a bit harder than the other enemies but
    not too bad. There are however a whole lot of undead including some powerful
    spellcasting melee ones that you will need to be mindful of. Keep your health
    up at all times and make good use of whatever buffs you have (T-Eng Shield has
    been the preferred one thusfar).
    
    Eventually you will reach a small trading outpost in the forest.
    
    Make your way into the house that TyBosso just went into. When you talk speak
    to him he tells you he heard a noise and that you should investigate before
    you two move on. However a Mage stops you to inform you that TyBoss is really a
    criminal who is using the Temple Guardians gullibility against him. Follow the
    mage into the house to kill TyBosso. With him dead the mage will reward you and
    finally end this quest.
    
    ###################
    When TyBosso walks into the house follow him in and speak to him. He tells you
    that he believes he heard something outside so lets go ahead and investigate it
    before we move on. Outside you will find a Mage named Aegwyn who is standing
    around with four soldiers. She demands that you to retrieve TyBosso for her and
    then attacks you. Kill her and her soldiers (not too hard) before going to talk
    to TyBosso. Yeah, he will be dead too... no big loss!
    ###################
    
    --------------
    Verification
    --------------
    With TyBosso dead you can search the nearby stables to find a replica wooden
    ship. This will start the Verification quest. The next marker is a fair bit off
    so you might wish to wait until you have the "Through the Wall" main storyline
    quest since they both take you in the same direction. Once there enter the cave
    and start fighting your way through the enemies. Be mindful of the strange orb
    tower things in the back room. These act as turrets and will do some pretty
    high damage to you if you don't tend to them and the enemies quickly.
    
    With everything dead head on over to the terminal and use it. When you use it
    it seems that the trail you're following was set by none other than you. The
    items you're picking up are somehow related to this. In any case your next
    destination is just a bit further ahead up the road outside of Dragonmaw Pass.
    
    *******************
    NOTE: Be careful when riding around in the area near Dragonmaw Pass. Several
    times an invincible harpy was encountered. She had super speed enabling her to
    keep up with the character on a Charger horse, did a lot of damage and took no
    damage from any attack of any damage type. This is likely just a minor glitch
    but it happens often enough you should be mindful of it. If you find it just
    run to Dragonmaw Pass, activate the teleporter, teleport somewhere else and
    then teleport back to get rid of it.
    *******************
    
    When you reach Dragonmaw Pass speak to the hologram standing outside of the
    encampment for some more plot type information. It seems that your next goal is
    fairly deep in the human lands so you've got some traveling ahead of you before
    you can advance this quest.
    
    Upon arrival in the human lands you can make your way to the northern parts of
    the land to reach this destination. You will find yourself in an area called
    the Whisperwood, a haunted forest populated by the ghosts of slain animals.
    There is a cave you are looking for here, a staircase that leads down into what
    look like ruins. Entering this cave will lead you into a fight with a bunch of
    ghostly warriors that appear to be Shadow Warriors. Ghostly undead? Weird.
    
    Just a bit deeper into this dungeon is a ghost Inquisitor with some pretty
    strong attack spells but a Temple Guardian will come out of the back to help
    you out so you shouldn't have too hard of a time. Now you can examine the
    various consoles in this room. The first one talks about the dragons and seems
    to be a recording of your character. Same thing with the second one. Now talk
    to the Temple Guardian but what he is saying doesn't make a whole lot of sense
    to anyone other than him.
    
    Make your way to the back of the ruin to enter a cave containing a bunch of
    Thousand Year Old Bonsai Dragons. You need to kill all of these before you can
    leave and head to the next step of this mystery. Head back outside where you
    will see the hologram waiting for you, speak to it. Your next step is to head
    towards a signal being given off by a Temple Guardian in Trolloven so let's go
    find them.
    
    The quickest way to get there is to start either from Urthaks Moxie or the
    Orcish Byway where you can simply take a short ride there. When you arrive go
    down into the cave here. Inside of the dungeon swing to the east and then head
    south to find an Ancient Giant Spider blocking your path. Equip some Poison
    Relics so he doesn't poison you to death and killing him will be a breeze.
    Continue deeper into this area where you will find a shrine to Lumen, God of
    Light, that you can pray at. This will refill your Divine Gift if he is your
    god of choice.
    
    At the rearmost part of this cave you will find a terminal sitting on a desk
    in what appears to be a little library of sorts. Examine the terminal and a
    bunch of treasures will pop out of the ground. Pick these all up to get a lot
    of experience for a quest complete reward. Double back to head out of the cave
    but your trip is cut short by another Temple Guardian. When you speak to him
    he accuses you of trying to find the main lab so you can destroy the serum,
    something he can't allow, and then he attacks.
    
    The TW-1359 Deluxe Edition Hunter, as he is called, is pretty powerful. He hits
    hard and often if your defense value isn't really high up there and he can take
    a fair bit of abuse. Defeating him allows you to pull the main labratory's
    coordinates from the remains and starts the next quest.
    
    --------------
    The Authorization Key
    --------------
    To get into the main lab you're going to have to find five keys that have been
    spread all over the world in disguises. Wonderful. The first thing you need to
    do is speak to Elder Grotak, located in a small secluded area of Nor Plat, the
    Orc Realm. His location is easiest reached from either Entruag or Ruka, where
    you can fllow the roads and basically find the place you're looking for.
    
    When you find the road near the river simply follow it up into the mountain
    camp that Grotak calls home. He has a shrunken head that seems to be one of the
    items that we need but he won't hand it over for fear of "the great beast
    gaining the power to destroy the entire world" or somesuch. However if you talk
    to him again he will agree to hand it over if you kill the demon that's been
    haunting the village. No problem!
    
    This Demon is actually fairly powerful, resisting almost all elemental types
    and doing a hefty bit of Physical and Arcane damage (about 130 per hit). Equip
    some runes to protect against that so you can take him out without chugging too
    many health potions. Return to Grotak and speak to him to be given the Cursed
    Shrunken Head - First Key along with his thanks. Great, now we can move on to
    the next one.
    
    However this one is a bit more frustrating to get - it's located in the Realm
    of the Dragons, underneath Seraphyria. If you happen to miss this when you're
    going through the main quest, or choose to go back for it later, there are no
    really quick ways of going about completing this quest. From the Human Outpost
    is honestly the only real way of shortening down the time spent down here once
    again so go there.
    
    After some time going through the tunnels you will find the Seraphim, Heritage
    Keeper Sereish. Talk to her to be promptly attacked by the headstrong ninny.
    She is pretty hard to hit but not overly difficult to defeat. Upon defeating
    her you apparently spare her life, thus proving yourself worthy to take the
    Splinter she is holding. The Splinter of the Righteous is the second key so we
    can now move on to finding the third which is apparently in the swamps.
    
    It's not just located in the swamps it's located way the hell to the south in
    the swamps. Just to the east of where you fight / fought the Miasma for the
    last time you will find a cave with tangled roots near the mouth of it. Enter
    the cave and fight your way to the back part of it where you will find some
    Temple Guardians walking around. There is a Yellowed Dragons Tooth - Third Key
    on the floor and after picking it up talk to the Guardian with the icon over
    his head.
    
    When you speak to him he reveals a bit more of what's going on. Apparently your
    Guardian is planning to intervene in the war against the Dragons. This is not
    in keeping with the plans of the Guardians superiors so you're going to have to
    kill them all. Just keep healing yourself when needed and hammer on them, since
    they resist almost everything and only do physical damage there isn't a whole
    lot you can do to particularly combat them. When they all go down it's time to
    head on into the desert.
    
    This key is located to the west of the city of Rajab, near where you fight /
    fought the Garganthropod. The quickest way there if you've already beaten the
    boss is to teleport to the Archaeologist Camp in the mouth of the Jungle Region
    and then ride your way there. Just near the entrance to this cave is a small
    tribal camp with a merchant so make use of that if needed and then head on in.
    
    --------------
    Trojans
    --------------
    Surprisingly enough the guys down here aren't hostile... yet. Once you talk to
    Alibaba however they're all going to attack you. This means you're going to
    have to kill Alibaba and his forty thieves. That right there, that's pretty
    funny. Thanks guys! Anywho these thieves can be pretty tough to fight if you're
    below level 28 or so, moving slowly and using Potions of the Mentor to help you
    level up are heavily recommended here if this is the case. Once they're all
    dead you can follow the quest marker back towards the entrance area of the cave
    to find the Energy Source XS - Fourth Key.
    
    The last key is located in the Jungle Region, just south of the Archaeologists
    Camp so teleport on over. When you reach the location kill all of the enemies
    nearby and then speak to the Android. Now you apparently get to have him follow
    you to your next destination, along the road to the Temple of Tears. As you go
    to cross the bridge, Ambrox, Envoy of the Dragons, waits to speak with you. He
    doesn't trust that you aren't looking to wipe out the dragons so he is going to
    come with you.
    
    Now you can head on into the Temple of Tears. Climbing up the staircases you
    will fight plenty of the jungle cat enemies but they shouldn't be too much of a
    threat. Your destination is along the northern part of the temple, far to the
    east. Here you will find a strange device, like a chair, you can use. Do so to
    find out what the serum, and project, was all about. The Temple Guardian will
    destroy the serum so speak to Ambrox again. He explains that the Dragons will
    be willing to accept a truce now, granting you a huge experience point reward.
    
    --------------
    Communication
    --------------
    Apparently your Guardian isn't satisfied with this outcome, he wants some more
    answers. Speak to the Android now to find out that the loss of the Serum has
    caused a split amongst the ranks of the Temple Guardians. Some of them wish to
    see the Dragons destroyed due to them being a potential threat. Others see the
    destruction of the serum as a good thing.
    
    Leave the temple to find yourself under attack from a bunch of Flying Demon
    attack drones. Kill them all and find a special one near the resurrection stone
    by the name of Woosh. This one stops attacking you after you deal enough damage
    and can then be spoken to. Now you have to take him to the repair unit so that
    he can help expand your memory. This repair unit is located north of Na'Fian,
    the port town that takes you out of the Jungle Region.
    
    When you reach the stairway going down Woosh will tell you to expect a lot of
    hostile resistance down there so be ready for it. Once down there you will be
    fighting off large Flying Demons, Earth Elementals and plenty of Temple Guards
    who are essentially melee only Temple Guardians. Wipe out everything that moves
    down here for some hefty experience points before picking up the blueprints.
    
    Once you have all five head to the east to find a circular room with a hologram
    active. Speak to it to find out that you and the hologram must fuse, something
    that can be done on the island of the Dryad. So follow the main quest or just
    teleport yourself over there. Your destination is to the east of the port city
    of Aerendyr, past the strip mine.
    
    Now there is one thing to consider when going this way: there is a unique boss
    monster who is fairly easy to fight but possibly one of the most annoying
    enemies in the entire damn game. It's called the Forest Guardian and it's a
    gigantic tree. It doesn't do all that much damage and it's very vulnerable to
    fire. The only thing it has going for it are a lot of hit points and a good
    regeneration rate. However the obnoxious thing will, at random, fully heal it's
    hit points with a single spell. This means that defeating it requires you to
    damage it hard, and fast, enough and that it doesn't choose to heal itself just
    before it dies.
    
    Unless you've got some incredible damage dealing capabilities with fire type
    attacks, or a party, don't even bother fighting the thing. Just go down into
    the dungeon and spare yourself the frustration. Otherwise you might find that
    you've used up all of your potions. Then again it might just as quickly die off
    because it didn't heal and it all be worthwhile. But it's an almost entirely
    luck based battle and not worth dealing with for the most part.
    
    --------------
    Creators and Destroyers
    --------------
    Once you step down in here the quest completes and a new one starts. When you
    reach the end of this tunnel you're going to find yourself smack dab in the
    middle of a fight between some Temple Guardians and a whole slew of Bionic
    Flying Demon Drone type things. However these are huge and incredibly dangerous
    so you will need to pull out all of the stops. If you're a follower of Forens
    then this is a great place to use your Divine Gift. Also don't forget that if
    you're using Battle Extension when you activate it he pulls of a very accurate
    and damaging combo which can help thin the crowds. Using a Potion of the Mentor
    to rake in the experience is also a good idea here.
    
    Should you survive this your hologram is waiting to talk to you again just in
    the hallway. This explains much about what is going on. You are the Guardians
    of the ways to the Great Machine. Your "Mother" is the guardian of said machine
    who has gone insane while the Great Machine is considered to be your "father"
    of sorts. She now wants to wipe out everything in the world so that it may be
    rebuilt anew. We can't allow that to happen obviously so let's get over there
    as quickly as possibly.
    
    Unfortunately getting to this last one is something of a pain in the butt if
    you don't do this while completing the main quest. It requires you to travel
    all the way to the presence of the Great Machine itself which is a heck of a
    long and arduous trip. Talk to the Hologram when you get there to find out that
    Mother is basically testing the Temple Guardians to see if she can use them as
    her sacrificial lambs to gain the power she needs.
    
    --------------
    A New Creation
    --------------
    We're not going to let that happen though. Make your way down into the core of
    the Great Machine and fight the final battle, defeating Mother and destroying
    Father so that the world will be safe once again. You are rewarded with a
    Plasma Energy Core Battery for your troubles, a very powerful battery for your
    Temple Guardians weapon arm.
    
    Congrats on completing the Temple Guardian quests as well as the main quests!
    You can now try again on a harder difficulty or make a new character and see
    what their class quests are like.
    
    
    =========================================================
    8. Side Quests
    =========================================================
    These are arranged alphabetically since the order you find them in will vary by
    what class you are playing. This will allow you to simply find the area you're
    looking for and search for the quest. Or, if you'd like to make your life even
    easier, then just use Ctrl + F and type in the quest name as shown inside your
    quest journal which will take you right to its entry in this quest listing.
    
    *******************
    * NOTE: When a quest mentions that you get "a reward" this means that you're
    getting a monetary award. These scale with your level so it's not worth making
    guesses as to what you're going to get from the quest. If you're given a more
    substantial reward, like a sword or something, then that will be indicated.
    *******************
    
    Generally speaking there is no difference between doing a quest for the Light
    or the Shadow campaign although there do seem to be quests that are unique to
    each path. If a quest doesn't show up for you when you head a certain area then
    it's very likely it's simply not accessible to your alignment. In a later build
    of the guide these will be indicated so as to spare you any trouble with trying
    to find these quests.
    
    -----------------------------
    Name: A Long Journey
    Giver: Lina
    Location: Clearview
    Effort: 1
    Description: An easy enough mission it just takes a bit. Head towards the quest
    marker to find the trading post. You may have passed here along the main quests
    or by doing a class quest. In either case grab the package from the man and
    start heading for the orcish border. This is a good mission to complete as you
    are doing the main quest since it leads you in those directions anyways. You
    will eventually find him far to the west, along the road leading from the city
    of Black Oaks. Give him the package for a reward and a new quest.
    -----------------------------
       Name: Raiders
       Giver: Commander Elsurion
       Location: Roads west of Black Oaks
       Effort: 3
       Description: The womans son wants you to find some marauders that have been
    causing trouble up in this area. So you're going to have to make your way to
    Skooks Corner, a small town on an island in the middle of the river, to see if
    anyone there knows anything. You will find a fisherman Arduval who tells you he
    saw some people but another one, known as Meltinir, might know more. This will
    take you all the way to the west to an area known as Wargfels.
    
    If you've been to this area before you may have activated the teleporter so
    that would save you time going over there. Otherwise it's the long walk for
    you. Once there talk to the fisherman to find out that he does indeed know
    where the raiders are so follow the road north and then veer east to find them.
    Honestly after all this trouble it's somewhat anti-climactic how easy they are
    to defeat. Just wipe out the lot of them, and there are a LOT of them, and the
    leader Legosul and return to Elsurion for your reward. 
    -----------------------------
    Name: The Alchemist
    Giver: Alchemist Geroda
    Location: Thylysium
    Effort: 1
    Description: This is a fairly simple quest and if you take it at the same time
    as Good Deed and Insuring the Insurance you can save a lot of time. Simply go
    to the location marked on your map and kill all of the kobolds to get the mana
    stones he requested and then return to the alchemist for your reward and the
    next quest he offers.
    -----------------------------
       Name: Ghost Energy
       Giver: Alchemist Geroda
       Location: Thylysium
       Effort: 2
       Description: This quest sees you sent to the Thylysium Cemetar, north of
    town near the Elven Outpost, to kill five ghosts and seal their energy in the
    mana jar. Once all five have been killed you can return to Geroda for a reward.
    -----------------------------
       Name: Alchemist Jacobas
       Giver: Alchemist Geroda
       Location: Thylysium
       Effort: 3
       Description: While it might look like this quest is really far off don't
    worry too much. This place Jacobas is in, Griffinborough, is visited during the
    course of the main quest. So wait until then and simply pay him a visit to get
    your reward for this quest.
    -----------------------------
    Name: Annoying Little Kobolds
    Giver: Kobold Hunter Myriam
    Location: Tyr Lisia, High Elf Outpost
    Effort: 2
    Description: This is a pretty simple quest, dunno why it's labeled as an effort
    of two. All you really need to do is trawl around the wilderness near the High
    Elf Outpost and kill all of the purple Kobolds with staves that you see. Once
    you've done this five times you will be given a pretty nice staff as a reward.
    -----------------------------
    Name: Artifact Theft
    Giver: Priestess Lynryn
    Location: Thylysium
    Effort: 1
    Description: While it seems simple enough at first there are some pretty tough
    enemies between you and the artifact. Make your way towards the cave to the
    north-east of the northern town entrance. You will fight a whole slew of bandit
    enemies here, all of whom are pretty strong. While it's good for experience
    points it can be rough on your health bar so be careful. If you can get through
    them the mage will be no problem so kill him and bring the artifact back to the
    temple for a small bit of money and experience.
    -----------------------------
    Name: Attack is the Best Defense
    Giver: Automatic
    Location: El-Darrag, Oasis Town
    Effort: 2
    Description: As soon as you reach El-Darrag you will find it under attack by
    the desert folk. Help the defenders to repel the dervishes before speaking to
    Commander El-Darrags. He has a quest for you to do as well. Kill him some of 
    the desert folk and bring back their insignias as proof of your deeds. This is
    a good idea to pick up since it's done automatically as you progress through
    the desert areas main questline. Once you return to him he will give you a nice
    chunk of gold and experience as well as the next part of this quest.
    -----------------------------
       Name: Take the Initiative
       Giver: Commander El-Darrags
       Location: El-Darrag, Oasis Town
       Effort: 3
       Description: Kill the leader to disperse the army? That's a sound strategy.
    It's also very simple if you've got a mount to get you to their camp quickly.
    You have three men you're supposed to escort but they're fairly capable fighter
    types so don't worry about them. Make a dash across the dunes to the camp and
    they should survive easily which means they can help you out here. Kill the
    Personal Guards and then the Camp Commander to finish this quest. They're not
    the hardest but if you're a ranged character by preference stick back and let
    the three fighters draw aggo from them while you just unload skills on them. It
    won't take long before you're heading back for your reward.
    -----------------------------
    Name: Bad Sheep
    Giver: Shepherd Jacob
    Location: Ulli's Potato Fields, northwest along road from Griffinborough
    Effort: 2
    Description: It seems that Jacob is having some problems with his sheep. So go
    on over to his pen and... speak to the sheep? Oh by the Gods they're attacking.
    Talking mutant sheep bent on bloodshed... it's like that B-movie Black Sheep
    all over again. Kill these crazed things before heading back to Jacob to turn
    in the quest.
    -----------------------------
    Name: Bad Soil
    Giver: Spirli
    Location: Orcish Byway
    Effort: 2
    Description: Gotta wonder what is going on with this guys field. Teleport on
    over to the Wargfels gate and then make your way to the farmers house. It seems
    that poor Spirli has fallen for the old home on a cemetary thing. Well we need
    to talk to a priest in the town of Wargfel about it so head on north. The
    priest gives you a vial of cleansing so take that on over to the farms and it
    will be used automatically in the indicated spot. Unfortunately the ghosts of
    the dead are having none of this so you'll have to take them out. Once they're
    down you can head back to Spirli for your reward.
    -----------------------------
    Name: The Banished Man
    Giver: Clarence
    Location: Griffinbourough, outside town under bridge
    Effort: 1
    Description: This is a quick and easy quest. Go to the first house from the
    bridge entrance to town to start it up. Head up the hill to behind the house
    and search near the tree stump to find the gold. Now you can head back around
    the hill to go into the house and speak to Methchild. When you leave another
    quest will present itself.
    -----------------------------
       Name: Agitated Groom
       Giver: Carlos, Methchilds Groom
       Location: Griffinborough
       Effort: 1
       Description: Carlos will be waiting just outside the doors of the house for
    you. Speak to him to start the quest, beat him and his cronies up and talk to
    him again to finish it. Doofus, picking fights with armed adventurers.
    -----------------------------
    Name: The Barimak Plot
    Giver: Migolo Fernal
    Location: Griffinborough
    Effort: 1
    Description: After picking up the quest head on over to the quest marker to
    speak to Clerk Malsen. You now have to speak to him again to start the next
    part of the quest.
    -----------------------------
       Name: The Clerk's Plan
       Giver: Clerk Malsen
       Location: Griffinborough
       Effort: 1
       Description: Now you need to make your way out of the town to the southeast
    find the Barimaks meeting point. Speak to Mawino Barimak once you get there and
    start yet another part of this quest.
    -----------------------------
       Name: Mawino Barimak
       Giver: Mawino Barimak
       Location: Southeast outside of Griffinborough
       Effort: 1
       Description: Head to Fillgion, help him stand up and lastly give Mawino the
    bag of gold you're given. Now you can teleport to the town and speak to Migolo
    and Malsen.... or you would if they were there. 
    -----------------------------
       Name: The Barimaks Strike
       Giver: Officer Marpak
       Location: Griffinborough
       Effort: 1
       Description: And the the thrilling conclusion to this quest is... telling
    one of the guys at the tavern the officer is about to pay off his debts. So all
    of this intriuge and the end results are that we get to help one of the guys
    who is part of the conspiracy pay off his debts. Ugh. It sounds like there may
    be more to the quest but nothing right now.
    -----------------------------
    Name: The Best Omelet of Them All
    Giver: Chef Poul Brotheuse
    Location: Thylysium
    Effort: 1
    Description: An easy one. Simply make your way towards the Temple of the Gods
    to the north where you will find a bunch of undead with the herbs on them. Kill
    them and return to Poul for a reward.
    -----------------------------
    Name: Blacksmith
    Giver: Blacksmith Juri
    Location: Griffinborough
    Effort: 1
    Description: Not particularly a hard quest it just requires you to go out of
    your way. Simply wait until you've gotten the "Oh Happy Days" quest and advance
    that until it has you going to the same area as this quest to save time. Bring
    the horseshoes to horse trader Birek before returning to Juri. He will reward
    you for your troubles and finish the quest.
    *****************************
    Name: Blind Guardian
    Giver: Hansi
    Location: Clearview, southestern exit near bridge
    Effort: 3
    Description: This is the quest series that will let you see the Blind Guardian
    concert. Out of all the side quests barring the mounts this is the one that's
    asked about the most. It's also pretty difficult if you're just starting off
    so it might be best to come back after leveling up a bit. In either case follow
    the quest marker to find the Undead Metal Fan who took the microphone. Since
    you'll be battling undead you might want to get a weapon with fire at the ready
    since that will make your life much easier. Once you've killed the Undead Metal
    Fan grab the mic and head back to Clearview to return it to Hansi.
    
    Unfortunately he decides that he's going to come with you now so be mindful of
    him. If he dies then... well then you've just let down Blind Guardian and you
    should be very ashamed of yourself. Surprisingly enough he can throw off some
    pretty wicked chain lightening spells so it's not that big of a deal having him
    to escort around. The cave you're looking for is located on the riverbank so
    you will have to get to that level before you can do anything else. The cave is
    populated by rats so it's not hard to find the next Undead Metal Fan and kill
    him dead with fire.
    
    Speak to Hansi again to find out that the next item is north of here. Also
    apparently acoustic guitars just aren't metal. Words of sage wisdom indeed. So
    let's go! You'll need to head around the trees to the north of this camp to get
    inside of it, it's nestled in there nicely, but once inside kill the Undead
    Tribune to get Marcus' Guitar. The last location is a Legion Camp to the north
    east, just a short trip from here.
    
    When you get there all you need to do is kill five Undead Legioniaries. Once
    you have done so you will be able to speak to an undead, General Delizius. He
    is apparently more than happy to return the drum set to you once he realizes
    that Hansi himself is there. Talk to Hansi now and agree to go with him to be
    teleported to Sonnenwind. Now speak to Blind Guardian one by one and once you
    speak to Hansi you will be able to see the concert cutscene.
    
    Ya know... I don't even really like Blind Guardian but that song and cutscene
    is really cool. Not only is it cool but it's really funny watching the orc in
    the back at the sound controls with the goblin dancing on it. Nice.
    *****************************
       Name: After the Show is Before the Show
       Giver: Hansi
       Location: Sonnenwind
       Effort: 3
       Description: Before you do anything else read the journal description for
    this quest. That got a good laugh. Now talk to Hansi to be given the bands gear
    as your reward for completing this quest. All of this equipment is very strong
    since they all have a Bronze, Silver and Gold slot as well as having pretty
    good stats. It's not especially useful if you're a Temple Guardian since it's
    mostly two handed stuff, or a shield, but it's still really cool. The quest is
    now over but you can talk to Hansi at this spot anytime in the future to watch
    the cutscene over which is a nice little extra.
    *****************************
    Name: Books, Cows and Virgins
    Giver: Farmer Walcott
    Location: Pig Farm Outside of Sloeford
    Effort: 1
    Description: It seems that some mad mage has kidnapped a little girl. Well we
    can handle that guy! The trip to this marker is a bit longer than the previous
    quests but it's not really a dangerous trip, just a lot of weak wolves. When
    you get to his tower things look pretty nasty outside so head on in. There is a
    Festering Zombie in here who thinks you're his next meal. Just kill him however
    you like, or abuse him with a Potion of Undead Death, to solve this quest. Head
    on back to the Farmer to turn it in and get some money.
    -----------------------------
    Name: The Brigand Camp
    Giver: Hunter Kylian
    Location: Sloeford, Outside Town in a Wooden Tower
    Effort: 2
    Description: Get the Muggers quest before doing this one. They both take place
    in the same location. Some thugs have taken a Sloeford patrol hostake and it's
    up to you to rescue them. The camp is a ways off but once you get there you
    will find it filled with fairly easy to kill enemies. Wipe them out and then
    release the prisoners. They will tell you about an enemy meeting going on with
    the brigands meeting some other party. Time to head on over there and break up
    the party. You may have actually been inside of this cave before. Regardless
    head on inside to complete this quest and start the next one.
    -----------------------------
       Name: Punishment
       Giver: N/A
       Location: Brigands Cave
       Effort: 2
       Description: Now that you're inside of the cave it's time to punish these
    highwaymen for their crimes. If you're even decently leveled by now then you
    will have no problem literally walking through this place and slaughtering each
    and every enemy you see. It's not a terribly hard dungeon crawl and it nets you
    a contract you need to bring back to the Commander. Find him in the wilderness
    north of Sloeford and turn it in, inside of the Elven Encampment. This gets you
    some good equipment and experience.
    -----------------------------
    Name: Bruno the Teddy Bear
    Giver: Tamara
    Location: Thylysium
    Effort: 1
    Description: The sewer system in this town is a bit confusing but so long as
    you actually enter the sewer entrances and not the arena one you can find your
    way wherever you need to go. Bruno is stashed far away from where the girl was
    standing in a corner with rats. Nothing too hard here, just grab it so you can
    return it to Tamara. 
    -----------------------------
    Name: By Order of the Crown
    Giver: Officer Pethyr
    Location: Griffinborough
    Effort: 2
    Description: Seems that the slave outcasts are causing no end of trouble lately
    and it's up to you to put a stop to it all. This isn't all that difficult since
    all you need to do is walk around outside Griffinborough and you will find 15
    of these guys easily. After killing the 15 the quest marker will move and you
    can speak to this outlaw to find the location of their camp.
    -----------------------------
       Name: Hideout
       Giver: Outlaw
       Location: Woods to the northwest of Griffinborough
       Effort: 2
       Description: Now that the outlaw has given us the information that we need
    lets head on over to the hideout. Being around level 15 helps for this quest.
    In addition to having to kill 11 slave outcasts, not too hard at this level,
    you have to contend with the many rats and flying beasts inside of this cave.
    Things can rapidly get overwhelming if you're not very careful about it. Try to
    take it slow and get rid of enemies in groups of no more than three. Be careful
    about using AOE attacks since they can draw a whole lot of enemies to you very
    quickly which can be bad. Pick up the burned note off the floor and head on
    back to the Officer to complete this part of the quest. Speaking to him again
    will have him send you towards his commander in the stronghold about a "special
    problem" of some sort. Sounds promising. Speak to the commander to finally end
    this quest.
    -----------------------------
       Name: Suspicion
       Giver: Commander
       Location: Griffinborough
       Effort: 1
       Description: A simple enough quest all you really need to do is make your
    way to the tavern in the middle of nowhere and talk to the man there to find
    out what's going on. Simple but it leads into the next quest.
    -----------------------------
       Name: Investigations
       Giver: Informant Harol
       Location: Tavern northeast of Griffinborough
       Effort: 3
       Description: Alright so now we have to go and kill all of the robbers so we
    can pretend to be them at a meeting with the dealers. Simple enough; all you
    need to do is go to the slave outcast camp, kill all them and then return to
    Harol in the Inn. Speak to him and you two will have to return to the campsite
    to meet these men... meaning an escort mission with a melee warrior. Ugh. It's
    very much suggested that you teleport back to Black Oaks and simply walk from
    there since it shortens the time wherein he can get himself killed. When you
    get to the camp speak to the Weapon Dealer to end this quest.
    -----------------------------
       Name: Tailing
       Giver: Weapon Dealer
       Location: Outcast Camp north of Black Oaks
       Effort: 3
       Description: Make your way over to the new quest marker just outside of town
    to find the dealer. He will hand over the weapons to you without a fuss. Speak
    to Harol to find out that you now have to follow him to see where he goes. The
    man will make his way over to a basement entrance in Black Oaks so follow him
    in. In the basement enter the secret passage in the wall and, in this new room,
    kill the enemies before getting into the boat. Go talk to the Weapon Dealer 
    here to be attacked by him and his two thugs. Kill the thugs and, after enough
    damage is dealt, he will surrender. Talk to him to start the next quest.
    -----------------------------
       Name: Pawn Sacrifice
       Giver: Weapon Dealer
       Location: South of Black Oaks
       Effort: 3
       Description: You need to get this schmuck somewhere safe so he can testify
    against the lord of the castle. An easy way to do this is to teleport straight
    away to the Wargfels gate. This will give you only a very short walk until you
    are at the quest marker. You could do it hte long way but this is pretty tiring
    and this guy is a real idiot. With no weapons or armor he charges EVERY enemy
    in sight and can die to the weakest of wolves in a matter of moments. Be very
    careful and get him to Harol as quick as possible.
    -----------------------------
       Name: Crown Witness
       Giver: Informant Harol
       Location: Camp to the northwest of Black Oaks
       Effort: 3
       Description: Now you get to escort Harol and a whole bunch of warriors to
    the castle you were previously in to go after the lord. Sweet. Don't worry if
    the fighters die, just try to keep Harol going. Head on over to the Fortress
    Reikelstein and fight through the enemies that guard the interior area to get
    to the second level. Simply climb the steps to find the lord and when he finds
    out that you know about his crime he kills himself. Now speak to Harol for your
    reward and to finally end all this.
    -----------------------------
    Name: Cat and Mouse
    Giver: Alexander
    Location: Road north of Tunnel from Elven Lands
    Effort: 2
    Description: The little boy needs your help to find his lost cat so let's go do
    ourselves a good deed. While you make your way through the cave you will fight
    lots of spiders so have antiode runes at the ready for this trip. You can get
    some good experience from this so kill everything you see until you reach the
    back of the cave. Here you will find out that the boy is working for bandits as
    a piece of bait. Well we'll show them!
    
    Take out the lot of them, they're not terribly hard if you use area of effect
    attacks, and then talk to Alexander again. Now's time to get him to the nearby
    village so that he doesn't end up living in a cave by himself. It's a somewhat
    longer trip with lots of enemies but they almost never seem to target the boy
    himself so there shouldn't be any problem with getting him to the school in
    Clearview safely.
    -----------------------------
    Name: The Chicken
    Giver: Joseph Rooster
    Location: Graveyard near Elven Capital
    Effort: 2
    Description: Joseph has seen his chicken go running into the graveyard but he's
    too scared to go in after it. Well head on in and make your way to the map
    marker to find the chicken. As you go to leave a somewhat stronger zombie known
    as the Feather Covered Zombie will attack you. Once it's defeated you can go
    back to Joseph for your reward. 
    -----------------------------
    Name: Clearing Ship
    Giver: Captain Farelan
    Location: Thylysium Docks
    Effort: 2
    Description: An incredibly simple mission. All you really need to do is head to
    the dock that the ship is moored at and start killing pirates. There are only
    three of them and they're not terribly strong so this shouldn't take much time.
    Speak to the hostage before returning to the Captain for your reward.
    -----------------------------
    Name: Corn Circles
    Giver: Buddix
    Location: Benny's Crop Circles, North of the High Elven Outpost, Tyr Lisia
    Effort: 3
    Description: We need to find some book for Buddix, something that he's hoping
    will give us information pertinent to the crop circles. Well this can be found
    in the village of Twainbrook so lets head on over that way. The quest marker
    leads you to a soldier who has been kicked out of the army after telling people
    about his apparent alien abduction. He points out how to find the saucer as
    well so keep on moving. The path just north of here will take you to a cave, go
    inside and examine the strange light on the platform. This will prompt the
    alien (looking suspiciously like a Xenomorph from the Alien movies) to attack.
    He's not that hard, doing a bit of melee damage with no real abilities to speak
    of, so take him out. Now return the head to Buddix to finally end this quest.
    -----------------------------
    Name: Days Gone By
    Giver: Ambul
    Location: Elven Encampment southeast of Twainbrook
    Effort: 1
    Description: Ambul wants you to find some rare nameless stone for him. This is
    really simple; all you need to do is head to the location and pick them up. It
    almost feels too easy... Anyways return them to Ambul to find out that yes, yes
    it was too easy. There's a follow-up quest just below.
    -----------------------------
       Name: Old Friends
       Giver: Ambul
       Location: Elven Encampment southeast of Twainbrook
       Effort: 2
       Description: Argh! Another escort quest! And this one is with a combative
    escort who runs around with a knife... ugh. The walk can be pretty rough so be
    sure you have enough healing potions to make this doable. When you reach the
    ruins Ambul will work a ritual that seemingly binds the apparitions to his
    service and attacks you. Defeat him and all of the apparitions to complete this
    quest and net some experience.
    -----------------------------
    Name: Deadly Catch
    Giver: Fishers Wife
    Location: Thylysium
    Effort: 1
    Description: This is a pretty simple mission. Head on over to the docks and get
    on the indicated boat to travel to the island he went fishing at. When you get
    there you will see an item on the ground, pick it up to find out that the man
    has been murdered (as if his body on the ground didn't say that). Go on back to
    the wife and let her know to end the quest.
    -----------------------------
       Name: An Eye for an Eye
       Giver: Fisher's Wife
       Location: Thlysium
       Effort: 1
       Description: Take the dagger on over to the guards and let them know what
    happened. Unfortunately they're too short-handed / busy to do anything so they
    leave it up to you. To the tavern! When you get there talk to the man and he
    will attack you, kill him off before returning to the guard for a reward.
    -----------------------------
    Name: Disturbance of the Peace
    Giver: Mourning Lilly
    Location: Derelict Manor, northwest of Clearview
    Effort: 2
    Description: When you talk to Lilly she mentions hearing strange sounds in the
    ruins. Make your way towards the quest marker to find out that, yes indeed, it
    is undead. It's a simple matter to kill the six of them roaming this place so
    do so and then return to Lilly to find out that there's no reward. Bummer.
    -----------------------------
    Name: Down in the Sewers
    Giver: Tobias Sewer
    Location: Thylysium
    Effort: 2
    Description: The sewer system in this town is a bit confusing but so long as
    you actually enter the sewer entrances and not the arena one you can find your
    way wherever you need to go. Simply follow the quest marker to find the area
    with all of the Kobolds and start killing them. Once you've gotten ten of them
    dead you can return to Tobias for 
    -----------------------------
    Name: The Dragonslayer
    Giver: Drunk Hagen
    Location: Griffinborough
    Effort: 1
    Description: Hagen claims to have trapped a dragon in his basement so let's go
    investigate this. Find his house and enter the indoor cellar where you will be
    attacked by three rats. Kill them before talking to the woman to find out that
    the idiot locked his motormouth wife in the basement to shut her up. This will
    complete the quest although you get no reward.
    -----------------------------
    Name: The Eaten Cow
    Giver: Hunter Apprentic Tiraen
    Location: Brigand Camp, Elven Lands
    Effort: 1
    Description: It seems that Tiraen wants you to get revenge for his cow that
    was eaten by a wolf. Sure thing! The wolf is located just outside of the east
    side of the town so head on over there to kill it. It's pretty obvious as it's
    the only one that is infused with T-Eng (blue lines all over it). Kill it, grab
    the collar and return it to Tiraen for your reward.
    -----------------------------
    Name: The Escape
    Giver: Bacalio
    Location: Thylysium
    Effort: 2
    Description: Head towards the marker to find two guards protecting the entrance
    to the dungeons. You'll have to fight and kill them before you can go in. They
    are pretty tough so if they give you a lot of problems it's a good sign that
    you might need to come back later on. There are a lot of tough enemies down
    here so you will want to make good use of your skills if you plan to get out of
    this alive. Once you reach the old man talk to him so that he will follow you
    and escort him out of the dungeon. Defeat the two guards and the wolf that wait
    for you just outside before talking to the man again to end this quest.
    -----------------------------
    Name: Ferryman Charolus
    Giver: Ferryman Charolus
    Location: Southeast of Orcish Byway along the river
    Effort: 2
    Description: Seems that a group of thugs have busted up Charolus' boat so that
    they can corner the market on being ferrymen. Wonderful. Let's go smash them up
    so they don't bother anyone else. Head to the north on this small area of land
    and you will see the man with his two thugs. Talk to Nathim to get the usual
    response of him sending his two men to attack you. Kill them and he will give
    you a pouch of gold to recompense Charolus with. Take the gold back to Charolus
    for your reward and, what's this? A new quest!
    -----------------------------
       Name: A New Boat
       Giver: Ferryman Charolus
       Location: Southeast of Orcish Byway along the river 
       Effort: 2
       Description: Now we need to go pay the carpenter to build a new boat for the
    Ferryman. However we can also talk to his wife who might have some herbs that
    will be helpful to us. Head to the Orcish Byway to start this quest. When you
    reach the town find the carpenter, near the blacksmiths place, and tell him
    about the new boat as well as giving him the money. Follow the quest marker to
    Charolus' wife which ends this quest and starts the next one.
    -----------------------------
       Name: Mistletoe
       Giver: Charolus' Wife
       Location: Orcish Byway
       Effort: 2
       Description: Now you need to gather up some mistletoe for the woman so that
    she can brew you a strong healing potion. Leave town by the northeastern road
    and follow it for a bit until you can head north into a small path that goes
    toward the mistletoe. Grab it and bring it back to Charolus' Wife. She will
    brew three Health Potions. Not the Light Healing Potions you've been using but
    the big daddies of those that you don't get until level 40. Always very nice. 
    -----------------------------
    Name: Finally Rich
    Giver: Martin Upstar
    Location: Artmark, Road connecting Dragonmaw Pass gate to Griffinborough
    Effort: 3 (Shadow Only)
    Description: The fool on the road wants you to bring a letter to his brother so
    that they may claim the mining rights to some gold. Well we'll teach him about
    trusting strangers now won't we. Take the letter into Griffinborough where you
    will find a rogue who is willing to buy the letter from you so that he can take
    the rights to the mine. Sure! Easy money, easy reward.
    -----------------------------
    Name: Fishing Stores
    Giver: Gleroniwe
    Location: Golden Coast
    Effort: 1
    Description: To complete this quest all you need to do is bring a bag of worms
    to Gleroniwes brother is Sloeford. He's actually not in Sloeford but outside of
    the Happy Cow Farm nearby it. Since you know where that is by now you can just
    march on over there, give him the stuff and then be on your way with a bit gold
    in hand.
    -----------------------------
    Name: Four Yellow Feet
    Giver: Galia, Mage Adept
    Location: Happy Cow Farm
    Effort: 1
    Description: Galia needs four yellowfoot herbs for her master and shes too lazy
    to go get them from the Kobolds herself. Make sure to grab this one with Rusty
    Inheritance since they're both going the same direction. Once you reach the
    area indicated on your map you will find about five or six Kobolds and a wolf
    to deal with. This is easily done even for the weakest of characters so take
    them out and get the herbs. Return to Galia for a money reward.
    -----------------------------
    Name: Fresh Fruit
    Giver: Fruit Seller
    Location: Black Oaks
    Effort: 1
    Description: Once you've got the quest make your way to the womans house just
    outside of town and speak to her husband. Seems his wife has a bit of a problem
    with the whole "Hulk Smash!" thing going on. Regardless grab the basket from
    behind the house and bring it to the woman for your reward.
    -----------------------------
    Name: Glorious Twelve Pointer
    Giver: Mayor Nathan
    Location: Black Oaks
    Effort: 2
    Description: Hunting a deer? Odd little distraction but sure. He's easily found
    but can be a bit hard to get to. Either use a ranged weapon or run him down
    with a mount so you can kill it. Take the antlers back to Nathan for some money
    and a fair bit of experience.
    -----------------------------
    Name: Good Address
    Giver: Captain Hank
    Location: Thylysium
    Effort: 3
    Description: Meh, easy XP. There are a bunch of thieves on the docks but they
    aren't too tough if you're above level 10. Kill all 15 of them before you head
    back to the Captain for your reward. He will usually give you a pretty strong
    two-handed sword so this is doubly good for melee characters.
    -----------------------------
    Name: Greedy Rodents
    Giver: Farmer Leonard
    Location: Black Oaks, just outside of the city
    Effort: 1
    Description: Ya know, for a great hero you get to spend a lot of your time
    killing off defenseless animals. Kill the ten rabbits as requested for a bit
    of a reward.
    -----------------------------
    Name: Greedy Scoundrels
    Giver: Hey Highburn
    Location: Valeview
    Effort: 2
    Description: Seems that some thieves broke into a widows house and stole some
    of her stuff. You need to get it back for her so head on over to the quest
    marker to find an item on the floor. Follow these items to reach a camp of
    slave outcasts. Kill the three of them and pick up the rest of the goods on the
    floor before heading back to the town. Turn in the quest to Hay and he will
    give you a reward and offer another quest.
    -----------------------------
       Name: Hunting Scounters
       Giver: Hay Highburn
       Location: Valeview
       Effort: 2
       Description: Check on his beer supplies? Maybe we can help ourselves to some
    while we're at it. Head on over to the cave to find out that there are slave
    outcasts squatting inside of it. Bah! Make your way through the cave until you
    have killed all twelve of them and then return to the tavernkeep for a reward.
    -----------------------------
       Name: Brother-of-One's-Brother-in-Law
       Giver: Beer Brewer Jasper
       Location: Royal Honky-Tonk
       Effort: 2
       Description: Make your way to the temple west of Griffinborough and talk to
    the priest. He's had things stolen and wants you to speak to Leifhard, who is
    something of an ex-rogue, and see if he can help out. Head on over to Valeview,
    the small farms to the northeast of Griffinborough and speak to the man. Seems
    that there is someone named Two-Eye who might have the artifacts. Head on over
    to the mountains southwest of Griffinborough and find the bandit camp. Kill all
    of the bandits there and grab the artifact from the ground. You can now return
    to the priest for your reward.
    -----------------------------
    Name: A Growing Danger
    Giver: Beltario
    Location: Orcish Byway, Golems Lair
    Effort: 3
    Description: So if they're left unattended these earth elementals could become
    more giant golems? Yeesh. They're not particularly difficult especially if you
    can fight the golem itself. So just travel around the upper pathway going to
    the left and the right to clear them all out. Once you do return to Beltario to
    get some items and gold as a reward.
    -----------------------------
    Name: Henry
    Giver: Henry
    Location: Griffinborough
    Effort: 2
    Description: Seems that some foul aristocrat needs a killing. If you talk to
    the man crossing the bridge you will have to kill him and his guards. This man
    is the wrong one, something learned too late to save his life. If you kill him
    then it's up to you to speak to Henrys sister and tell her the bad news. This
    is why hiring strangers to kill people is a bad idea. Make your way to the
    sisters house in the middle of nowhere north of town and tell the sister. When
    she is crying talk to Henrys' brother to be attacked by him. Kill him to end
    this insanity. Everyone blaming you when Henry tried to hire a hitman... *sigh*
    -----------------------------
    Name: The Holdup
    Giver: Automatic
    Location: Obtained as you near bridge connecting Twainbrook with Elven Capital
    Effort: 2
    Description: You will come across a woman being attacked by brigands. You have
    to kill the undead that attack you and then get to the enemies quickly or they
    will kill her before you can help. Once you've killed them all, no easy task
    with all the boars and undead that attack you, speak to her. She will ask you
    to escort her to the outskirts of the Elven city. That's no big deal! We're
    going that way anyways with Melandior if we're clever. The main problem with
    this quest is crossing the bridge to the elven citys area will lead to a huge
    fight with boars, undead and bandits. More often than not the escort will run
    TOWARDS the huge enemy group and draw a whole bucketload of aggro. Use healing
    potions repeatedly to save yourself the frustration of these fools dying. Move
    slowly and take out every enemy that you can and slowly make your way to the
    city of Thylysium. Bringing her to her husband nets you a whole lot of XP.
    -----------------------------
    Name: Honesty Pays
    Giver: Kendral
    Location: Black Oaks
    Effort: 1
    Description: Walk on over to the farm location with Kendral and then speak to
    him to find out more. Seems that his business partner is giving him trouble and
    you need to do something about it for a valuable artifact. Go on over and whack
    the partner before returning to the inn to speak to Kendral. Turns out that he
    fleeced you all along. Wonderful. Take your reward and be done with it.
    -----------------------------
       Name: The Perfect Crime
       Giver: Timplo
       Location: Orcish Byway
       Effort: 2 (Shadow Only)
       Description: Your malicious old Shadow character agrees to bring a basket of
    apples to Timplo's wife. On the way he decides to kill her and frame Kendrel
    for the crime. So go ahead and kill the woman when you reach her. Now head on
    over to the marked city guard to tell him about the crime that you witnessed.
    You and him can then head over to the tavern to talk to Kendrel, get into a
    fight with him and kill his dumb ass off. Now talk to the guard to end this.
    -----------------------------
    Name: House Cleaning
    Giver: Hermelin
    Location: Thylysium
    Effort: 1 (Shadow Only)
    Description: It seems that there are some bums living in one of Hermelins homes
    who don't want to pay rent. We can convince them to see the error of their ways
    now can't we? This is easy enough since these guys aren't exactly combatants
    and they go down really easy. Once they're all dead talk to Hermelin to get a
    reward for your trouble.
    -----------------------------
    Name: The Hunter Camp
    Giver: Rangald
    Location: Across the river from Sergeant Henear, Outside of Twainbrook
    Effort: 1
    Description: This is a pretty simple task. All you need to do here is to find
    ten boar and kill them for their pelts. They're found in the areas around the
    camp and Twainbrook. If you've got other quests ready do those and you will get
    a bunch of pelts while doing other things. When you have all ten of them head
    on back to The Hunter Camp to turn them in for gold and another quest.
    -----------------------------
       Name: The Boar
       Giver: Rangald
       Location: Across the river from Sergeant Henear, Outside of Twainbrook
       Effort: 2
       Description: Now you get to fight the whole pack leader of the bars. He's
    located just a bit off from an Elven Encampment out in the wilds. In all truth
    he's not that hard so long as you're around level 6 or 7. When he's dead you
    can return to Rangald for a dagger reward and another quest.
    -----------------------------
       Name: Secure Shipment
       Giver: Rangald
       Location: Across the river from Sergeant Henear, Outside of Twainbrook 
       Effort: 3
       Description: Another escort quest. This time you have to escort Ragna to the
    town of Sloeford. So long as you stick to the coast moving south from your
    starting point this isn't a very hard escort quest. Just don't let any enemies
    attack Ragna and you will be fine. For your troubles you get a lot of money,
    experience and some items.
    -----------------------------
    Name: Hunting Highwaymen
    Giver: High Elf Soldier
    Location: Brigand Camp, Elven Lands
    Effort: 1
    Description: This is a simple enough quest and the sort of thing that you will
    likely complete simply while proceeding through the main quests. You could also
    just kill five of them in the area that you're in right now without problems.
    But you will have to go to Sloeford anyways to turn the quest in so it's really
    your deicison. When you arrive there speak to the soldier to turn the quest in
    and get a new one if you like.
    -----------------------------
       Name: Missing Patrol
       Giver: High Elf Soldier
       Location: Sloeford, outskirts
       Effort: 2
       Description: Take the path straight south from where you are, this is the
    way to the patrol. Cross the bridge and head on into the cave. Inside of this
    place you will find many strong rats and bandits, all of whom you will need to
    kill. Make your way to the rear of the cave to find the patrol. Take all of the
    medals and bloodstained map off of the floor and return to the soldier to turn
    in the quest. There's another quest in the chain though!
    -----------------------------
       Name: Leader of the Pack
       Giver: High Elf Soldier
       Location: Sloeford, outskirts
       Effort: 2
       Description: Now we can hunt down the leader of these bandits and cut the
    head off of the beast. The hard part of dealing with this schmo isn't fighting
    him, he's just a bit tougher than a regular bandit. No, the hard part is making
    your way all the way north to even find him. There are a bunch of regular
    bandits in the area but they're no real threat. Finish him off and then return
    to the High Elf Soldier for your reward.
    -----------------------------
    Name: Illegal Gambling
    Giver: Town Guard Olander
    Location: Griffinborough
    Effort: 1
    Description: Make your way to the quest marker to find the tavern. Speaking to
    the innkeeper points out that while he won't allow gambling others might. This
    ends this quest and starts the next part. Speak to him again to find out that
    another tavern might be housing some schmo named Stan. Find him at the next
    tavern indicated on the map and talk to him to start the next part.
    -----------------------------
       Name: Gotcha!
       Giver: Stan... kind of
       Location: Griffinborough
       Effort: 1
       Description: Talk to him again and you will be told that you can head down
    to the gamblers den which means you need to make your way to the taverns
    basement. Oddly enough this is located up on the wall and around to get to the
    place. It's not very convenient for someone to store stuff in. Whatever. Get
    down there and talk to Eddie to continue this. Talk to him a second time and
    you will get attacked by him and his two buddies. Defeat them before talking to
    Eddie, who will surrender after taking enough damage. Now escort him back to
    the town guard, or just use the telporter, to complete this quest.
    -----------------------------
    Name: Insuring the Insurance
    Giver: Secretary of the United Undertakers 'Daisypushers'
    Location: Thylysium
    Effort: 3
    Description: This quest can be a real pain in the butt simply because it can be
    hard to figure out how to actually reach this graveyard you're looking for. You
    need to head all the way over to the mountains near it, go south and look for a
    small path through them. This will lead you near the body of water here, the
    Sea of Heavens, where you can then go north to find the tomb. Go around the
    small path to the east and it will lead you straight to your destination. The
    zombies and ghouls down here are tough but they're also very slow so if you are
    getting badly hurt just fight them from a distance. When all of them are dead
    you can make your way back to Thylysium for your reward.
    -----------------------------
    Name: Intercept Delyme
    Giver: Lieutenant Taen Ysael
    Location: Thylysium
    Effort: 2
    Description: Working with the Inquisitors? Oh yeah, let's get that wretch. When
    you go over there you're going to need to be tough since the Inquisitor guard
    she has with her is pretty damn tough. He doesn't do a lot of damage per hit
    but he has a tendency of hitting you a lot and not dying like he should. Once
    he's finally down speak to the Lady to end the quest.
    -----------------------------
    Name: Jade Collier
    Giver: Jeweler Finebond
    Location: Griffinborough
    Effort: 3
    Description: Once you've got the quest head on over to the jade mine up in the
    mountains to find some outlaws guarding it. Seems that the cave is run by these
    schmucks and they want you to buy the jade from their leader. Fight through
    the flying creatures and elementals in the cave to reach Kurt the Cunning and
    buy the Jade from him. Not exactly sure of how much gold it takes from you or
    what but you will get the jade and can then head back for your ring.
    -----------------------------
    Name: Judriel and Romdreal
    Giver: Judriel
    Location: Thylysium
    Effort: 1
    Description: Simple enough, bring the letter to Romdreal at the nearby temple
    area. You get some experience for it and can pursue the next part of this quest
    line, Friars.
    -----------------------------
       Name: Friars
       Giver: Romdreal
       Location: Thylysium
       Effort: 1
       Description: This is where it gets a bit more complicated. Romdreal wishes
    to leave his priestly world behind and be with his love. But doing so means you
    are going to have to fight those that pursue him for treason. As soon as you
    accept this quest two temple guards will attack you with two more on the stairs
    as you go down them. Get him to Judriel to start the next step.
    -----------------------------
       Name: Rescue Operation
       Giver: Romdreal
       Location: Thylysium
       Effort: 2
       Description: There are two ways to handle this, one the real way and one by
    basically cheating. As you attempt to escort the two from the market area you
    will be accosted by a whole lot of enemies looking for the blood of the two
    lovebirds. Fighting through them really requires you use AoE attacks to draw
    aggro while hitting them with everything you've got. But if you don't feel like
    dealing with this just teleport to the teleporter in town. You will skip all of
    the enemies and have a straight walk to the quest marker. Upon completion you
    will get a bunch of experience and an amulet. If you "cheated" you will get XP
    for all of the enemies you should have defeated anyways.
    -----------------------------
    Name: The Kobold Chieftain
    Giver: Thelal, Senate Envoy
    Location: Sloeford
    Effort: 2
    Description: This mission is simple but it's going to take you a long ways off
    from Sloeford to complete it. You're going a bit into Tyr Lisia here but you
    will find the Kobold Camp eventually. When you're there you will be told you
    have to kill 40 Kobolds to draw out the Chieftain so follow the path and kill
    every single one that you see. Eventually you will be attacked by what appears
    to be a big ol' troll type enemy. This bad boy does a lot of damage, throws big
    chunks of rock at you and regenerates pretty quickly. Use your most damaging
    attacks to take him down before he does too much damage to you and don't ignore
    your buff type attacks. Don't use fire since he's pretty resistant to that.
    With him dead return to Thelal for some gold, items and experience.
    -----------------------------
    Name: The Last Drop
    Giver: Wine Merchant Jacque
    Location: Tyr Lisia, Near High Elf Outpost
    Effort: 1
    Description: A simple mission all you need to do is head down into his wine
    cellar and clear it of undead and vermin. If you've got Icy Evanescence or
    Fiery Ember you can damage everyone before killing them with Furious Emblazer.
    It doesn't take much time and you will find The Book of the Glorious Legion as
    well as getting some gold from him. The Book will matter later on.
    -----------------------------
    Name: Let's Have a Drink
    Giver: Melantion
    Location: Twainbrook
    Effort: 1
    Description: Yet another easy quest thanks to arriving in a new town. Follow
    your map marker to the wine makers house. She has the wine and will give it to
    you if you clear her basement of vermin. These tight quarters can be a problem
    for ranged attackers but so long as you bring plenty of antidoes, or relics to
    help with poison, you should be able to outlast them. Return to the winemaker
    to get your wine and then return to Melantion for 
    -----------------------------
    Name: The Long Watch
    Giver: Sentry Hicks
    Location: Griffinborough
    Effort: 1
    Description: This is a pretty simple one. Simply make your way to the house
    that is indicated on your map, pick up the book and return it to Hicks. There
    is a reward for this quest but it's gibberish (%0 Reward) and you don't end up
    with anything in your inventory.
    -----------------------------
    Name: The Lost Amulets
    Giver: Mage School Graduate
    Location: Resurrection Stone near Brigand Camp, Elven Lands
    Effort: 1
    Description: Find three lost amulets and bring them to the woodcutters who were
    supposed to recieve them - simple enough. You can find the amulets to the south
    east of the camp. When you find them near some stonehenge-esque ruins you will
    have to fend off some Small Earth Elementals to get to them so be careful as
    these are pretty powerful for your low level self. Grab all three of them and
    then you can head off to the Brigand Camp and give the amulets to the lumber-
    jacks to complete this quest.
    -----------------------------
    Name: The Lost Letter
    Giver: Emald
    Location: Northwest of Black Oaks
    Effort: 1
    Description: This is a very quick and easy quest. Simply make your way east
    along the dirt path until you reach Trelheim Manor, kill everyone that attacks
    you until you get the letter and then bring it to the woman on the steps. Now
    the quest is done. See, simple.
    -----------------------------
    Name: Lost Thoughts
    Giver: Nomad
    Location: North of Valeview
    Effort: 2
    Description: A bunch of ne'er do wells have slaughtered a caravan and taken the
    women into a nearby cave. Head on over to the marker and enter the cave to get
    these good for nothings. Inside you will find some guardians and regular bandit
    type enemies charging you. Kill the lot of them, destroy the two electricity
    turrets and then speak to the woman on the podium. She's acting... odd to say
    the least. Perhaps the other women can shed light on this.
    -----------------------------
       Name: A Strange Machine
       Giver: Nomad Woman
       Location: Cave
       Effort: 1
       Description: The woman asks you to destroy the machine that is forcing them
    to act as weak-willed slave women. Walk over to the machine and pick up the
    crystal - this seems to count as destroying whatever machine need be destroyed.
    Now leave the unguarded, defenseless women in this cave and head to the nearby
    settlement to find out what the heck this machine is. Head on over to the
    village just nearby and speak to the mayor. It seems that this crystal is part
    of some conspiracy here... Pfah! Bust the crystal and then speak to the mayor
    again to end this quest.
    -----------------------------
    Name: Make Room For New Blood
    Giver: Huntress Finidral
    Location: Dyr-Lain, Near Southern Ressurection Stone
    Effort: 2
    Description: Finidral wants you to kill off the older, especially aggressive,
    wild cats to make room for younger ones. This isn't a big deal as you will be
    doing this anyways so make sure to pick up the quest. The older ones usually
    give you more experience than the weaker ones because they're tougher to kill
    so you'll know when you kill one. Simply kill seven of them and bring their
    teeth back to Finidral for your reward.
    -----------------------------
    Name: Milestones
    Giver: Mynhert
    Location: Ulli's Potato Fields, northwest along road from Griffinborough
    Effort: 1
    Description: This sounds like a simple quest but it really isn't. As you go by
    the milestones you're going to have to fight off a very large number of random
    enemies who loiter around this road. It's pretty hectic in some places with
    mages and archers firing at you while you try to deal with spiders and melee
    soldiers. After the fourth you will meet a man who asks you to double check
    because there are supposed to be five. 
    -----------------------------
       Name: The Missing Stone
       Giver: Employee of the Landowner
       Location: Northwest of Ulli's Potato Fields, along the road
       Effort: 1
       Description: Well since one of the stones is missing you're going to have to
    go find it. It's located to the east but when you do find it you'll also find
    some followers of Kuan. The crazed followers of the God of War are worshipping
    it or going to use it to build a statue to him... or something. Whatever the
    case is bash their faces in and return to the Employee to get a reward.
    -----------------------------
    Name: The Moneylender
    Giver: Moneylender Rikal
    Location: Griffinborough
    Effort: 1 / 3
    Description: When you walk up to Rikal you will basically have to pay him 100
    gold to start this quest. Talk to the man nearby to find out that a neighbor
    owes money as well. Talking to Thea here it seems that he scammed her out of
    money and now his thugs are trying to start trouble. Take the two of them out
    to protect the woman and then speak to her husband. He mentions that Rikal has
    some sort of hideout. Head on over to the quest marker to find out that he is
    working for an Inquisitor. Kill Rikal and his gang before heading on over to
    the temple to find the elf. He's there with a number of guards so you're going
    to have to kill all of them to complete this quest. Only the elf offers any
    real challenge with his electricity attacks so be careful and kill him quick.
    -----------------------------
    Name: Muggers
    Giver: Markus the Mugged
    Location: Sloeford
    Effort: 3
    Description: Get the Brigand Camp quest before doing this one. They both take
    place in the same location. Some thugs have stolen Markus' family heirlooms
    and it's up to you to get them back. The camp is a ways off but once you get
    there you will find it filled with fairly easy to kill enemies. Clear it out
    before picking up the heirlooms in the makeshift shelters. Returning to Markus
    will net you a decent magical ring.
    -----------------------------
    Name: Nargutz Derby
    Giver: Celal Candymoron
    Location: Outside of Entruag, northern roads
    Effort: 4
    Description: Seems you need to clear the playing field of 11 mountain trolls.
    Not a big problem to be honest. Simply follow the quest markers and kill all of
    the trolls that it leads you to. At the last one you will take its head before
    being told to head back to Celal. When you speak to him again it seems that you
    have to take the head to Shaman Tinytot for some reason.
    -----------------------------
       Name: Plan Put Into Action
       Giver: Shaman Tinyot
       Location: Entruag
       Effort: 4
       Description: It seems that we're going to help the Orcs engage in just a bit
    of cheating. You have to take the Troll Head (read: ball) and hide it in the
    bushes so that Celal's team can use it to win the game if things don't go their
    way. Not exactly the good sportsman type. Anyways go on over to the location on
    your map to hide the ball. Return to Celal to get a huge experience award and
    some pretty good money and items.
    -----------------------------
    Name: Oh Happy Days
    Giver: Isadora
    Location: Griffinborough
    Effort: 3
    Description: This mission is ridiculously annoying. For whatever reason it
    seems to override other quests that you're attempting, quest markers pointing
    at the out of the way guests instead of what you're actually trying to do. It's
    really annoying so complete this quest as soon as you get it if you pick it up
    at all. It's not terribly hard, all it requires is that you talk to all of the
    people indicated by quest markers. The only problem is that often it glitches
    and leaves the marker on one person instead of moving from person to person.
    Keep on removing it from being the active quest and then reactivating it to
    solve this problem if it comes up.
    
    Honestly this quest isn't hard, it's just boring and somewhat annoying. You're
    slowly but steadily making your way up the river, telling people about the
    wedding being delayed, and avoiding enemies if you want to make this take less
    than several hours. Eventually you will reach the groom north of Ulli's Potato
    Fields and finally finish this thing.
    -----------------------------
    Name: The Lover (Orpheus)
    Giver: Mary Ann
    Location: High Elf Outpost
    Effort: 4
    Description: Mary Ann wants you to accompany her to the Underworld so she can
    seek out her lost love. This mission says it's pretty hard and it might not
    seem that way at first. But once you get inside of the dungeon she wants you to
    escort her to things get ugly. She will more than likely rush forward into two
    rooms full of undead and rats. The only way to get through this reliable with
    her alive is to use all of your large radius attacks over and over to draw all
    of the aggro to yourself while you repeatedly use health potions so the both of
    you can heal up. Going towards the mission marker will be pretty easy so talk
    to Lorgamir to find out what you need to do next; kill Orpheus. Doing it by
    yourself is not easy but with these two dolts it's pretty damn tough. The next
    corridor you enter is full of yet more enemies so be very careful, draw all of
    the aggro where possible and keep your allies healed up. Talk to Orpheus when
    you get there to start the Changing Sides quest while this one continues.
    
    Should you choose to not turn against the pair of lovers then you're going to
    have to fight him. This is actually a lot easier than it might sound. He's not
    too hard; his health isn't that high, his defense is moderately high and it's
    not like he does all that much damage with his attacks. That's what he gets for
    picking a fight with you!
    
    If you've killed Orpheus you can talk to Mary Ann so that you can start leading
    the two of them out of the dungeon. Once you get topside, talk to Lorgamir to
    finish this quest off and get your reward.
    -----------------------------
       Name: Changing Sides
       Giver: Orpheus 
       Location: Underworld Dungeon
       Effort: 4 (Light Only)
       Description: Orpheus wants you betray the mortal and spirit so that he will
    actually allow you to leave. Telling him no means that you're going to have to
    fight him. Killing him allows you to continue the Orpheus quest with the two
    lovers in tow. You can now refer to the Orpheus quest yet again to end this
    questline.
    ###################
       Name: Orpheus Himself
       Giver: Automatic
       Location: Underworld Dungeon
       Effort: 4 (Shadow Only)
       Description: When you bring the two star crossed lovers to the next quest
    marker on your map you will find yourself face to face with Orpheus. He wants
    you to kill the lovers for him, agree to do so. Kill the two of them easily
    enough to get a quest complete as well as your reward from thin air.
    -----------------------------
    Name: Panem et Circenses
    Giver: Gladiator Instructor Arim
    Location: Thylysium
    Effort: 3
    Description: After you've accepted this quest make your way up the stairs into
    the arena. You will have to fight a Kobold Shaman, Troll, Demon and Lizardman
    that all have unique names. This sounds really intimidating but it honestly is
    pretty easy. If you're a melee character you can pound them down as they come
    while even a spellcaster should be able to kill them before they cause too much
    damage to your soft self. Talk to Arim once you're done for a very nice gold
    and experience award.
    -----------------------------
    Name: Pesky Pirates
    Giver: Scout Jelanthil
    Location: Golden Coast, Outside of Pirates cave
    Effort: 1
    Description: Apparently the pirates have maps that show where all of their
    possible landing points are. That means this is a perfect opportunity to stick
    it to these murderous dogs. Head on into the cave and fight your way to the
    back of it where you will find the map sitting out in the open. Bring this back
    to the Scout Jelanthil for your reward. 
    -----------------------------
       Name: Bounty
       Giver: Scout Jelanthil
       Location: Golden Coast, Outside of Pirates cave
       Effort: 1
       Description: Unlocked after completing Pesky Pirates. Talking to the Scout
    again will reveal he knows the location of a very dangerous pirate. So head on
    over that way to find him standing around, very lightly guarded for someone so
    important, and fight him. Be mindful that his sword attacks hit very often and
    do a fair chunk of damage when they do. Keep your health up and take him down
    before heading on over to the Scout for your reward. 
    -----------------------------
    Name: Poltergeists
    Giver: Wasmut
    Location: Khorum
    Effort: 2
    Description: His home is haunted? That's solved easily enough. The ghosts are
    fairly tough to kill, having a good defense and fair amount of HP. But they are
    not very damaging so you can head on into the house and simply cut them down
    one by one. Once you've killed all of them talk to the quest giver to get your
    reward. However his wife has a quest for you too.
    -----------------------------
       Name: Tenacious Ghost
       Giver: Daliel
       Location: Khorum
       Effort: 2
       Description: Agree to help the wife out so head down into the basement of
    the house. The "dangerous" ghost down here appears to be a little girl who just
    stands around. Talk to her to find out that Wasmut and Daliel are murderers and
    the ghosts simply want revenge. Your options here depend entirely on what type
    of campaign you're playing through. Good characters will have the ability to go
    back above ground and report the murderers to the town guard.
    ###################
    Shadow characters have another option though. Kill the ghost girl Fumia before
    heading back outside. Talk to Daliel to end the quest and threaten to rat them
    out. Either one of these leads to another quest.
    -----------------------------
       Name: Salvation
       Giver: Town Guard
       Location: Khorum
       Effort: 4 (Light Only)
       Description: When you tell the guard what happens the two of you are going
    to go and have a chat with Daliel and Wasmut. However the two of them aren't
    very happy about this so they attack the two of you. Kill them, grab their
    necklaces and then talk to the guard. With that done you can head down into the
    basement to talk to Fumia to release her and her family from their state. This
    nets you your reward.
    ###################
       Name: Better Safe Than Sorry
       Giver: Daliel
       Location: Khorum
       Effort: 4 (Shadow Only)
       Description: Daliel gives you a fair chunk of money for agreeing to stay
    quiet about what you have learned. But why bother? Go ahead and find one of the
    town guards to tell them about what happened. This will net you more money than
    you would get by being quiet! Talk to her again to take the money before going
    to the nearby town guard. Tell him what happened and the two of you will go to
    talk to the killers. Of course they attack you so kill them off and then talk
    to the guard for your reward. Sweet! Paid twice to do what we love - killing.
    -----------------------------
    Name: Present for the Bride
    Giver: Jocelyn
    Location: Griffinborough
    Effort: 2
    Description: Talk to Achmed after starting the quest to find out that they went
    to the grave of a Dragon hunter named Caling. Seems that's where we have to
    look for these two idiots. Make your way on over to the tomb to find a bunch of
    goblins attacking some turrets. Kill both the goblins and turrets while making
    your way to the far end of the tomb. You will fight some goblins before finding
    the two idiots in a cavern area. Agree to escort them out of here but don't
    forget to grab the Dragon Claw from the indicated sarcophagus on the way out.
    Teleport back to town and bring the fiancee to Jocelyn for your reward.
    -----------------------------
    Name: Protecting Noriath's Corner
    Giver: Imperial Spy
    Location: Copper Peaks, Tyr Lisia, Northwestern most part of this area
    Effort: 2
    Description: If you've made it all the way up here you must really be bored.
    Well this spy you've found wants you to wipe out the guards inside of the ruins
    here, dealing a blow to the Inquisition. Fight your way across the field full
    of Kobolds and you will find them easily. They're not that hard, two grunts and
    two higher ranking soldiers, but none of them terribly difficult. Take them out
    and then return to the spy for your reward. 
    -----------------------------
       Name: Inquisitor Ortelwyn
       Giver: Imperial Spy
       Location: Copper Peaks, Tyr Lisia, Northwestern most part of this area
       Effort: 2
       Description: Aaand he's sending us right back where we came from. Bah. Head
    on over to the lake near the ruins you were just at, he can be found near the
    western area. He is very easy if you're even around level 4 so take him out and
    then get back to the road. Follow it north to find the temple that the spy was
    talking about. It uh... it seems to be devoted to Ker though... that's odd. In
    either case talk to the priest here to turn in the quest and get your reward.
    If you're curious about what the heck is going on here, at Noriath Temple, go
    into the house nearby and get the quest from Priest Aleya.
    -----------------------------
    Name: Purification of the Temple
    Giver: Priest Aleya
    Location: Noriath Temple, northwesternmost part of Tyr Lisia
    Effort: 3
    Description: Okay, things are making a bit more sense now. Time to go wipe out
    the corrupt priests inside of the temple. They're all pretty easy to take out
    since they don't use any magics and most of them are even unarmed. A magic user
    could very easily take them out with their melee weapons, that's how easy they
    are to remove from this place. Return to Aleya for a reward and the next step
    on this quest chain.
    -----------------------------
       Name: Impure Hands
       Giver: Priest Aleya
       Location: Noriath Temple, northwesternmost part of Tyr Lisia
       Effort: 3
       Description: Time to undo some of the idiocy of the cult, namely by getting
    back a sacred artifact. The cave is to the south, just a ways off of the road,
    and up on a small hill. There are some rats in here as well as the mage and his
    two man servants. Talk to the mage to find out that he's just as nuts as the
    cultists. Kill him, his two buddies and whatever rats you find yourself annoyed
    at before returning the cup to Aleya for your reward.
    -----------------------------
    Name: Rabbit Infestation
    Giver: Gardener Murgil
    Location: Thylysium
    Effort: 2
    Description: Obviously this isn't a difficult quest. The hard part is actually
    finding all of the rabbits in the gardens to begin with. It's more of a matter
    of looking for all of the red markers on your mini-map but it can still be
    somewhat tedious. Kill all ten of them before returning to Murgil for money.
    -----------------------------
    Name: Redemption
    Giver: Lumen Priest Edoras
    Location: Thylysium
    Effort: 1
    Description: First things first, head towards the meeting place to find out
    what the priest wants. When you get there you're asked to look around as the
    quest ends and starts the next one.
    -----------------------------
       Name: Kidnapped Husband
       Giver: Lumen Priest Edoras
       Location: Thylysium
       Effort: 1
       Description: Edoras asks you to speak to Heglie standing nearby about her
    missing husband. This actually ends the quest but it isn't entirely the end of
    what you can do about it. More on that below.
    -----------------------------
       Name: Paying the Price
       Giver: Arena Owner Nityahel
       Location: Thylysium
       Effort: 3
       Description: Now that you've spoken to Heglie you can speak to the Arena
    Owner about this problem. He will set the man free if you defeat two gladiators
    in the arena. No biggie! The two gladiators are hard to hit in melee but they
    don't do much damage or have too many hit points. Take them both out to get
    brought back to the room with Nityahel. He tries to renege on the deal and kill
    you with his two guards. They're easily dispatched so get rid of them and talk
    to Nityahel again. He's more reasonable now, releasing all of the prisoners he
    has illegally. Escort the prisoners back to Heglie, talk to her to get her
    thanks and then talk to the priest to get a weapon, some gold and experience.
    -----------------------------
    Name: Research
    Giver: Author Hardbush
    Location: Wargfel
    Effort: 1
    Description: Not a particularly hard quest although it IS an escort quest. You
    need to bring him a fair ways to the north to find some earth elementals and to
    kill them so he can see the bodies. Unfortunately these areas are brimming with
    hordes of soldiers so you're going to have to be very careful about how you get
    him through this area. If you've got radius attacks use those to grab all of
    the enemies attention, kill them and then move on. Eventually you will find and
    kill the elementals. Talk to him to be told that it's now time to head home.
    Use the teleporter to shorten travel distance and then talk to him once there
    for your reward.
    -----------------------------
    Name: Rivals
    Giver: Priestess Lerana
    Location: Thylysium
    Effort: 1
    Description: The first step of this quest chain is simple enough, speak to Lord
    Alcander and see if you can get employed by him. All it takes is talking to the
    man to do this. Let's see if we can't confirm this priestess' assertions that
    the Lord is corrupt.
    -----------------------------
       Name: Exterminator
       Giver: Lord Alcander
       Location: Thylysium
       Effort: 1
       Description: This is an incredibly simple job he's asking you to do here. Go
    to the house and eliminate the rats and spiders before returning to him. It's
    literally that easy a quest. You will get some money and the next quest.
    -----------------------------
       Name: A Good Deed
       Giver: Lord Alcander
       Location: Thylysium
       Effort: 1
       Description: An incredibly simple request all this requires is that you go
    to the vinery northeast of Thylysium and speak to the farmer there. Once you've
    given him the gold return to Alcander for your reward.
    -----------------------------
       Name: A Just Man
       Giver: Lord Alcander
       Location: Thylysium
       Effort: 2
       Description: After accepting the quest you will read the private letter and
    learn that Alcander has a daughter born out of wedlock. Oops. However rather
    than let her suffer for his sake he wishes her sent away. Take the letter to
    the ships captain marked on your map to recieve your reward and end this quest.
    -----------------------------
    Name: Rust
    Giver: Magnior
    Location: Tyr Lisia
    Effort: 1
    Description: This guy really wants you to get him some oil stones... okay. This
    mission is easily done if you're doing the Kobold Chieftain quest. All of the
    oil stones you're looking for are on this path that leads to and away from the
    chief so your best bet is to do both at once. After completing this return to
    Magnior for some potions and experience.
    -----------------------------
    Name: Rusty Inheritance
    Giver: Trader Ryean
    Location: Happy Cow Farm
    Effort: 1
    Description: It seems that a bunch of thieves stole some components from the
    Trader that we could use. Set this as the active quest and head on over in that
    direction. Make sure to grab Four Yellow Feet along with this one since you're
    going to be heading in that direction anyways. There are numerous thieves in
    the area so proceed slowly and just take them out one at a time, two at best.
    When you've killed them all you can return to complete the quest to net some
    good items for you to equip.
    -----------------------------
    Name: Safe Roads
    Giver: Mister Shultz
    Location: Farm West of Black Oaks
    Effort: 2
    Description: This poor merchant had all of his friends killed by a robber and
    all of his money for the month taken. You're going to have to get it back while
    also making the roads safe for travel again. Head on over to the indicated spot
    on your map to find the robber-knight, several of his aides and his pet dog all
    needing to be killed. They tend to be split up so you shouldn't have to worry
    about being horded, just be patient and they will go down easy. Now head back
    to the merchant to return his gold.
    -----------------------------
    Name: Scattered View
    Giver: Nearsighted Man
    Location: Griffinborough
    Effort: 1
    Description: A simple enough task, simply head on over to the sewer grate that
    is indicated by the quest marker and go down. The glasses are inside of a large
    rat so you will have to kill it before you can return to the man for a reward.
    -----------------------------
    Name: The Sick Hermit
    Giver: Sick Hermit
    Location: East of Twainbrook in Wilderness
    Effort: 2
    Description: Not a terriby difficult quest but it can be tough if you've not
    been level grinding at all. When you take the key from the Hermit it allows you
    to go into the big doors nearby. Inside of this mine are a bunch of flying
    enemies as well as some rats. The flying creatures are ridiculously hard to hit
    with ranged attacks for some reason so be careful when dealing with them. Take
    it slow and you will find all eight of the herbs you need just lying around.
    
    Now make your way back to Twainbrook to find the herbalist who offers to give
    you money for the herbs. You have two options right now you can either take the
    money from the woman or refuse it to save the hermits life.
    
    If you didn't give the herbs to the woman then you can talk to her again to get
    her to make the medicine for him. Now you can return to the hermit for an
    experience reward and nothing else.
    
    Should you choose to give the herbs to the witch then she will reward you with
    a small chunk of gold (couple hundred) and the quest will end right here.
    -----------------------------
    Name: Sinister Figures
    Giver: Caranthir
    Location: Benny's Crop Circles, North of the High Elven Outpost, Tyr Lisia
    Effort: 2
    Description: It seems that Caranthir has been robbed repeatedly by some thugs
    who are hiding out at the Derelict Manor nearby. Make your way over there to
    find the five brigands responsible for this along with a bunch of undead. You
    can do another quest while here if you so desire ("Disturbance of the Peace"
    quest, earlier in this section). Kill all the brigands, pick up the gold and
    return it to Caranthir for your reward.
    -----------------------------
    Name: The Spirit of Atherton
    Giver: Spirit of Atherton
    Location: Griffinborough
    Effort: 3
    Description: Make sure you're at least level 12 before attempting this. Not
    only is the path itself fairly dangerous but the enemies there aren't going to
    make it any easier. When you get to the location a Horde Commander who will ask
    you to reconsider your attempts to recover the lost book. This man is a tomb
    robber and a thug of the highest order. Accept the fact that you're going to
    have to fight him and kill him and his buddies. Now take the book to the man
    in Black Oaks known as the Chronicler to finish this quest. You get some pretty
    cool bracers for your trouble.
    -----------------------------
    Name: Sports Can be Hazardous to your Health
    Giver: Coach Hinrich
    Location: Orcish Byway
    Effort: 2
    Description: Sounds like a good old game of sports got seriously out of hand
    due to the Orcs aggressiveness. The guys you're looking for are located north
    and just a bit to the west, follow the map to find them easily. The orcs aren't
    too hard to kill but they are worth a good chunk of experience. Using a Potion
    of the Mentor here will let you rake in a pretty good amount of experience. As
    soon as you've killed them return to the coach for your reward.
    -----------------------------
    Name: The Stolen Poems
    Giver: Farity
    Location: Thylysium
    Effort: 2
    Description: The quest marker will lead you to the basement under TyBoss's home
    where you will fight some rats and ghosts. In the back is some sort of poetry
    spouting thief who attacks you when you talk to him. Taking the poems from his
    body you can now return to Farity for your reward. 
    -----------------------------
    Name: Stop the Golem
    Giver: Farmers Son Miklof
    Location: Orcish Byway
    Effort: 1
    Description: Make your way over to the indicated area and grab the bucket of
    water. Bringing it back to the little boy ends this quest but starts up another
    one. You're going to have to do this no less than two more times before the
    quest finally ends and you get your experience point award.
    -----------------------------
    Name: Strange Ritual
    Giver: Elrohir
    Location: Tyr Lisia, Northern Camp
    Effort: 3
    Description: Be careful with this mission,w hat you're being asked to do here
    is actually fairly dangerous if you're not well leveled. When you reach the
    location on your map, up on top of the hill, you will have to fight off more
    than just cultists, there is a demon up here. Well not really a demon but more
    of a fire elementalis looking thing. Regardless it's called a demon and it can
    do a whole lot of damage. Plus it's got alot of health making for one hell of
    a brawl if you're not careful to pick off some cultists first. They're not very
    hard at all but they will confuse your aim, letting the demon get in some cheap
    shots while you struggle. Once they're all dead you can raid the bodies and two
    chests here before returning for your reward.
    -----------------------------
    Name: The Stray Cat
    Giver: Erris
    Location: Benny's Crop Circles, North of the High Elven Outpost, Tyr Lisia
    Effort: 1
    Description: A very simple quest, all you need to do is head to he west where
    you will find the kitty hanging out in a small cemetary. Talk to the cat and
    then make your way back to Erris to complete this quest. She gives a Potion of
    the Mentor to you for your troubles. 
    -----------------------------
    Name: Swords to Plowshares
    Giver: Blacksmith Gunnar
    Location: Orcish Byway
    Effort: 3
    Description: Bring him 15 goblin swords? We're going to kill a lot more than
    just fifteen goblins so this shouldn't be a problem at all! If you'd like to 
    get this as quickly as possible just check the roads to the north of the Byway.
    You will find considerably more than just the 15 goblins you need to complete
    this request. Take the weapons back to the smith for your reward. 
    -----------------------------
    Name: Take the Bull by the Horns
    Giver: Hani
    Location: House on Hill to the east of Orcish Byway, Artamark
    Effort: 2
    Description: It seems that some doofus of a mage turned this womans husband
    into a minotaur by mistake. So now we need to go ahead and kill him for her.
    We have no problem killing an innocent person who had an accident! Go down into
    the cave to the west from her home to find the Minotaur. Wipe out any nearby
    enemies and then go after him. Once he's dead you can go back to the wife for
    your reward and her thanks.
    -----------------------------
    Name: The Third Sacrifice
    Giver: Kelsior
    Location: Human Outpost, Seraphyria (Dragon Caves)
    Effort: 1
    Description: This is a pretty simple quest. You will find the barrel of beer in
    the very next corridor, you absolutely cannot miss it. You don't even need to
    bring the barrel back to the guy who asked you to get it in the first place.
    -----------------------------
       Name: The One Who Made It
       Giver: Orc Survivor
       Location: Tunnels near Human Outpost
       Effort: 3
       Description: Seems that the Orc wants you to escort him to the beach so that
    he can escape to the Orc lands. Regardless of what the quest marker tells you
    at this moment your destination is in the entirely other direction back the way
    that you just came. Follow the paths to the west out of the human settlement
    and you will find a whole new branch of paths that take eventually drop you out
    onto a beach. This little fishing settlement is where the Orc wanted to go so
    drop him off here for the amulet.
    -----------------------------
       Name: Victims First
       Giver: Automatic
       Location: Automatic
       Effort: 3
       Description: Teleport back to the human outpost in the caves and speak to
    the man who gave you this quest line in the first place. He will finally take
    the beer you went for and give you a large gold and experience point reward.
    -----------------------------
    Name: Thread Rush
    Giver: Lena
    Location: Griffinborough
    Effort: 2
    Description: The womans husband is sick and she needs you to get Thread Rush.
    If you're doing the Light campaign talk to her again to refuse to take the ring
    and then head towards the Apothecary. However Thread Rush is rare now that the
    local Count has taken it all for himself. We have to bust out his nephew and
    get some Thread Rush ourselves. Make your way towards the quest marker to find
    a camp full of Marauders who immediately attack you. These guys are pretty hard
    to kill, having a high defense value and lots of hit points, but they aren't
    too damaging so you shouldn't have much of a problem taking them out.
    -----------------------------
       Name: Turan's Findings
       Giver: Turan
       Location: Marauder Camp, north of Griffinborough
       Effort: 2
       Description: So it's a bunch of criminals is it? Time to wipe them out. Head
    on over to the camps location to find out that Turan wasn't kidding - this is a
    really big camp. Some schmo tries to stop you from entering but talk to him a
    few times and he will attack you. Now the enemies in here are actually pretty
    tough, doing fair damage and having a high defense. But if you go slow and try
    to avoid engaging more than two of them at once you won't have too many
    problems here. Just try to avoid the spiders ganging up on you with marauders
    or you might have some problems. Once they're all dead speak to the captive,
    Adrien, to resolve this part of the quest. Simply go to the apothecary, turn
    in the Thread Rush to him and then go to the guard indicated on the map to end
    this quest finally.
    -----------------------------
    Name: Threatened Vinery
    Giver: Marcus
    Location: Vinery to the Northeast of Thylysium
    Effort: 1
    Description: Very simple quest, all you need to do is walk around the vineyard
    and start killing all of the boars that you come across. They're not terribly
    difficult so it shouldn't even take much effort.
    -----------------------------
       Name: Plentiful Harvest
       Giver: Marcus
       Location: Vinery to the Northeast of Thylysium
       Effort: 2
       Description: Now you have an escort quest to perform. The simple way to do
    this one is to immediately teleport back to Thylysium with the farmer. Within
    the city you don't have too much to worry about so simply walk on over to the
    market and he will reward you for your help.
    -----------------------------
    Name: The Tortured Soul
    Giver: Timoch the Innkeeper
    Location: Twainbrook
    Effort: 1 (Light Only)
    Description: Yay for an easy quest! To complete this all you have to do is walk
    up the hill in the north part of town, go into the cemetary and defeat the
    undead that is shambling around. Once it's dead you can return to Timoch for
    some gold as a reward.
    -----------------------------
    Name: The Turtle Eggs
    Giver: Ranger Mekeliel
    Location: South of Temple Ruins
    Effort: 1
    Description: Gotta do something about the poacher who looted these nests it
    would seem. This is simple enough really since he's nearby. Set this as the
    active quest and follow it to the marker to find the poacher. He will attack
    you so take him out to recieve the bagg of turtle eggs you need. Return this to
    the ranger to recieve your money reward.
    -----------------------------
    Name: Tutorial Blacksmith
    Giver: Michel the Blacksmith Apprentice
    Location: Sloeford
    Effort: 2
    Description: Once again this is simple enough; follow the quest marker on your
    map to find the cave and head on inside. There's nothing particularly fearsome
    in here so just carve on through the enemies and get to the back. After talking
    to the "thieves" a bit you will fight them. Kill them, get the key to the chest
    here and open it up to find the "stolen" goods. Return to Michel to get some
    gold and a Journeymans Work Sword. Bringing this to the blacksmith you can get
    it some pretty nice enhancements for free or use your own. Completing this
    quest means you can use the smith at your leisure now as well.
    -----------------------------
    Name: Tutorial Damage Types
    Giver: Sergeant Henear
    Location: Outside of Twainbrook
    Effort: 2
    Description: Well it seems that the Kobolds have some sort of trick up their
    sleeves that lets them kill undead easily. So it's time to find out what's up
    with their firearms. Head back into Twainbrook and go to the cave indicated.
    You will see a Kobold with a flaming sword fighting some undead Legionnaires
    and a giant spider. Kill the enemies before talking to the Kobold - as thanks
    he will give you a Chunk of Lava. This allows you to add the fire element to
    your weapon, something that will come in useful against the undead you will be
    fighting soon. Head on back to Sergeant Henear for some gold and experience.
    -----------------------------
    Name: Tutorial Hirelings
    Giver: Lieutenant Niran
    Location: Outside of Pig Farm Near Sloeford
    Effort: 2
    Description: This one takes a bit longer but it isn't especially hard. What is
    hard is actually keeping Rinarn alive throughout the mission. When you speak to
    him after accepting the mission there's a trick here. If you accept when he
    asks you a question he will use his sword. So simply choose "close" and he will
    use his bow which allows you to take the risks instead of him running off to 
    fight groups of enemies by himself. Also, you don't get XP for his kills so you
    have more reasons to keep him away. 
    
    Make your way to the Golden Coast while you do most of the fighting. If he gets
    hurt you can heal him by going near him and using a health potion so do your
    best to keep him alive. Just outside of the cave make sure to pick up the Pesky
    Pirates quest from the man outside. Now head on inside and clear the cave of
    enemies. You can rescue the two fighters from the rear after you've killed the
    pirate captain and the four Seamen that accompany him. 
    
    This is where the mission gets tricky though. These two fighters are really,
    really stupid and you need to keep them alive. They will gleefully rush into a
    group of enemies to attack them even if you're a ranged character. Sometimes
    they will near totally run off, bouncing from enemy to enemy. This is a real
    problem if you haven't cleared out the cave completely. Try to stay close and
    heal them if they get hurt so they can survive on their own for at least a
    short while. Once you get all three outside you get your reward.
    -----------------------------
    Name: Tutorial Relics
    Giver: Lianara
    Location: Sloeford
    Effort: 1
    Description: A little girl has lost her teddy bear and it's our job to rescue
    it from the fiends! When you get into the cave you will be fighting bears and
    you'll need to be careful about this. They're pretty strong, especially if you
    aren't a melee fighter, so do not fight more than one at a time. The mother
    bear guarding the relic is especially problematic so try to use ranged attacks
    to weaken her before moving in. Pick up the teddy bear and speak to the baby
    bear here to get it to follow you. Take it back to Lianara and she will give
    you a Relic of Antidote and go running off.
    -----------------------------
    Name: Tutorial Runemaster
    Giver: Zamanar, Rune Master
    Location: Sloeford
    Effort: 1
    Description: These tutorial missions in Sloeford are pretty simple. Follow the
    quest marker to find where the boy is located. When you arrive you will find a
    bunch of wolves and a blue Alpha Wolf. This wolf is pretty strong compared to
    the other wolves but if you're around level 4 then he's a push over. Kill him
    and his buddies to draw out the child and then escort him back to town.
    -----------------------------
    Name: Unexpected News
    Giver: Soldier
    Location: Tyr Lisia / Sloeford Border - High Elven Outpost
    Effort: 1
    Description: Delivering a letter to his betrothed? What are we, mailmen? Fine.
    However do NOT do this mission until you're done with other quests in the area.
    When you talk to the man he directed you to he will attack you. One hit will
    make him stop. Upon talking to her a second time he apologizes and asks you to
    take him to his sister in the elven capital city. Another escort quest. The
    main problem with this quest is crossing the bridge to the elven citys area
    will lead to a huge fight with boars, undead and bandits. More often than not
    the escort will run TOWARDS the huge enemy group and draw a whole bucketload of
    aggro. Use healing potions repeatedly to save yourself the frustration of these
    fools dying. Bring him to his brother to finish this quest off.
    ***************************************
    Name: Unique Mounts
    Giver: Archaeologists Sister
    Location: Orcish Byway
    Effort: 1
    Description: You have to go speak to the girls brother located near Urthaks
    Moxy about some sort of unique mounts. This is probably the most important of
    the side quests in the game since this is the only way to get your mounts. So
    start heading on over to Urthak's Moxie ASAP. Talk to her brother to find out
    that he lost hte map to the island. Well we can't have that so lets head on
    over to where the map was dropped.
    
    There's a veritable army of orcs and goblins along your path there but they are
    not too hard if you're past level 16 so blaze a path through them and grab up
    that map. Now bring it back to the man so that he can show you how to read it.
    Seems all that you need now is a captain. This can be found north in Urthak's
    Moxie, near the harbor.
    
    Head on over there and talk to him to be taken to the Island of Mounts. Once
    there follow the quest marker to meet Hugard who sends you to fight to prove
    yourself worthy of one of the mounts here. The quest marker will guide you to
    a giant gate with some T-Eng infused mini-Kobolds running around on the other
    side. These guys are worth a whole lot of experience, aren't too hard to kill
    and don't do too much damage. Simply use your strongest attacks so that their
    hits don't add up and you will be fine. 
    
    *******************
    NOTE: This is a great place to use a potion of the mentor. These guys are worth
    about 700+ experience even to a near 20th level character. Using potion can
    shoot your XP gain through the roof and almost guarantee a level up. Do this
    for each wave of enemies and you will gain a serious amount of experience.
    *******************
    
    Upon killing them all you will return to Hugard only to find out that he wants
    you to fight yet more enemies. These are simply animals that you've fought on
    the mainland but they appear to be infused by T-Eng and are much harder,
    stronger and do more damage. Be careful when fighting them and try not to be
    overwhelmed by a group of more than three of them. After returning to Hugard
    you will be told that there's one final test ahead of you. Can't be that bad
    now can it?
    
    Yes, yes it can. This last group you will fight is very dangerous. Consisting
    of a big three headed dragon type creature, several minotaurs, giant spiders
    and other creatuers (all infused by T-Eng) you're in for a tough brawl here.
    Use your buffs to help survive the brawl and don't forget that you can always
    just teleport the heck out of there, heal and return if you find yourself
    having too big of a problem. When the last one is dead Hugard will finally let
    you purchase one of the mounts. These hover around the 100k+ range so be ready
    to drop a chunk of change on one although it's level dependant.
    ***************************************
    Name: Wantanor, Ogre Champion
    Giver: Gardaguck
    Location: Entruag
    Effort: 4
    Description: Tear the hearts from 25 trolls and sacrifice them to Wantanor?
    Well sign me up for that! It's best if you grab this quest before starting up
    the Nargutz Derby quest, that's 11 easy hearts to get if you do this. From
    there you can head to the areas around Entruag, mostly to the south, where you
    will find plenty more trolls to kill. There is an area to the southeast of
    Entruag called the Field of Blades where you will find a whole bunch of trolls
    fighting against your orc brethren. If the orcs kill the trolls you can still
    pick up the hearts to bring back to Gargaduck. Once you have 25 hearts you can
    travel to the statue / shrine of Wantanor to the north. It's guarded by a whole
    bunch of Ogres, including an Ogre Champion and a spellcaster. Other than being
    big they're not terribly dangerous so don't sweat it. Take them out and then
    examine the statue to place the hearts. You can now return to Gargaduck for a
    whole bunch of money and gold as well as some pretty good items.
    -----------------------------
    Name: War is Good for Business
    Giver: Mediator Hardim
    Location: Thylysium
    Effort: 2 (Shadow Only)
    Description: Kill a few defenseless negotiators? Sign me up! Make your way to
    the small island attached to Thylysium by going to the north along the coast.
    Talk to the negotiator which prompts them to all go hostile. Wipe them out and
    then head on over to Hardim who will reward you with a nice chunk of gold as
    well as an amulet.
    -----------------------------
    Name: Wolf Pelts
    Giver: Michael Ronney
    Location: Farm West of Black Oaks
    Effort: 1
    Description: Michael wants you to get him 13 wolf pelts which really isn't all
    that big of a deal. It's not picky about what pelts you get so simply pick up
    this quest and complete it as you're doing other ones. Eventually you will get
    thirteen pelts and can then bring it back to him for your reward.
    -----------------------------
    Name: The Wolf Problem
    Giver: Farmer Mahtan
    Location: Wilderness East of High Elf Outpost, North of Thylysia
    Effort: 3
    Description: This is a simple mission but it goes on for a bit. First things
    first, head on over to Herder Gildor and agree to help him fight off the wolves
    who are about to attack. They're pretty easy so just take them out and talk to
    him again. He asks you to go out into the wild and find where the wolves have
    set up shop. It's a bit of a ride but you should find them easily. Take out the
    lot of them before returning to Herder Gildor. Upon talking to him he will
    change into a werewolf and need to be killed, not too difficult an enemy. With
    all of that done return to the Farmer to get your reward.
    -----------------------------
    
    
    =========================================================
    9. Skills
    =========================================================
    9.01 - Aspect Skills
    ===================
    Aspect Lore - Raises the Critical Hit, Damage and Execution Speed of the combat
    arts that fall under this Aspect. Also grants you modification points at set
    intervals for Combat Arts under this Aspect.
          Mastery - Increases damage.
    Available to: Each class has this for two of their skills.
     - This is a very good skill with almost no failings to it. There's no real way
    to go wrong... Just do yourself one favor. If you're not using any skills from
    an Aspect that do damage (all buffs and the like) then don't throw many points
    into this skill. It helps with the Execution Speed but that's about it. This is
    a mistake that's been done several times and it's pointless.
    
    
    Aspect Focus - Decreases the regeneration time for skills in this Aspect as
    well as raising the highest level you can raise your combat arts without any
    penalties. It also grants you modification points for that Aspects arts.
          Mastery - Decreases regeneration time. Spell levels are raised higher.
    Available to: Each class has this for two of their skills.
     - You will need to put five points into some of the Lore (or Focus) skills
    before you can buy the other Focus skills. However after that point you should
    invest heavily in the Aspect that you're planning to use most. With a low
    enough regeneration time as well as the right equipment you can use your skills
    at such a rapid fire rate as to replace your basic attacks. Very important and
    useful for the right characters.
    
    Now unless you're a spellcaster who is using Combat Arts for the majority of
    your damage dealing you're not going to need more than one Lore / Focus combo
    for one of your Aspects. This allows you to focus and not waste up all of your
    skill slots. Just remember the key to a strong character build - focus.
    
    
    ===================
    9.02 - Combat Art Skills
    ===================
    Ancient Magic - Raises the damage of non-weapon Combat Arts. So any fireball
    type attacks are boosted but a flaming sword attack would not be.
          Mastery - Lowers the opponents resistances to the 5 damage types.
    Available to: Dryad, High Elf, Shadow Warrior
     - This is a very powerful skill that makes your offensive Combat Arts all the
    more powerful and useful. When Mastered this allows you to use spells that are
    generally useless in a situation anyways. So you could hit a fire elemental
    with a fire spell successfully. Seeing as how many enemies later on have good
    resistances to all types of attack this works wonders.
    
    
    Combat Discipline - Increases the damage done by all Combat Arts. Improves the
    regeneration time of skills that are have been placed in a combo. Allows three
    skills to be used in a single combo.
          Mastery - Allows you to place four Combat Arts into a combo. Lowers the
    regeneration time of skills further. Increases damage greatly.
    Available to: All Classes
     - While this only sounds marginally useful it's actually quite a bit more
    powerful than it lets on. By placing skills into combos and then never actually
    using the combo you get to reap the benefits of this. It's not a bad place to
    put some skill points if you find yourself with extra skill slots to use up.
    
    
    Concentration - Lowers the regeneration time of all Combat Arts, allows one
    extra buff to be activated at all times. 
          Mastery - Greatly decreases regeneration time of all Combat Arts. This
    also allows you to have up to three buffs activated at the same time.
    Available to: All Classes
     - This is definitely one of the most powerful skills in the entire game. Not
    only does it allow you to have three buffs going (already quite powerful) but
    it makes all of your Combat Arts regenerate quite rapidly. If you can get this
    high enough you can really use your Combat Arts constantly. As such, increases
    to this help offset raising the level of your Combat Arts.
    
    
    ===================
    9.03 - Defensive Skills
    ===================
    Armor Lore - Increase the armor bonus from armor as well as the regeneration
    penalty from armor. It also allows you to use higher level items without any
    penalties and unlocks armor attributes that require the Armor Lore skill.
          Mastery - Reduces the regeneration penalty.
    Available to: All Classes
     - There is little reason for someone to not take this skill if they have space
    in their character build. If there is no space you should consider making the
    space for it. Even if you don't really care about the armor bonus the regen
    penalty reduction is a real boon and the armor attributes can be very useful if
    you get a good suit of armor. There is no real negatives with this skill.
    
    
    Combat Reflexes - Raises the chance to evade hostile weapon attacks as well as
    lowering the chance of a critical hit affecting you. 
          Mastery - Increases the chance to evade attacks.
    Available to: Dryad, Inquisitor, Seraphim, Shadow Warrior, Temple Guardian
     - This is a very good skill that can be of great help to any character who
    has the space to take it. The reduction in critical hit chance is of great help
    when fighting bosses who can sometimes kill you in one shot with a lucky shot
    that just happens to be a critical. The ability to evade attacks is just more
    icing on the cake really.
    
    
    Constitution - This skill increases your maximum hit points as well as your
    out of combat hit point regeneration rate.
          Mastery - Allows you to regenerate within combat with your out of combat
    health regeneration rate.
    Available to: All Classes
     - Yet another skill that there's no reason to take if you have space for it.
    This skill will allow you to live much longer without needing to use potions
    thanks to speed you can regenerate. If you can bring this skill to the point of
    Master then you will stand a much better chance in longer, drawn out fights
    like some of the late game bosses. You will be healing as the fight goes on and
    if you can avoid damage for a short time you will find yourself not needing to
    use healing potions much if at all. This is incredibly helpful.
    
    
    Pacifism - ONLY EFFECTIVE IN PVP. This skill reduces the damage taken when you
    are attacked by hostile players.
          Mastery - Greatly reduces damage inflicted by hostile players.
    Available to: All Classes
     - This is one of those skills that you shouldn't even bother ever picking up.
    Even if you're planning on fighting in PVP you can do better by just going to
    town on other skills and making sure to max them out. The only reason to take
    Pacifism is if you're building a character specifically to fight in PVP which
    is generally pointless in this game.
    
    
    Shield Lore - In addition to raising the defense value of equipped shields this
    also allows you to use higher level items without penalty.
          Mastery - Gives you a chance to block melee attacks with the shield.
    Available to: Dryad, Seraphim, Shadow Warrior, High Elf
     - The two most effective combat forms in the game seem to be dual wielding or
    using a weapon and shield. If you choose to go with the shield then you should
    take this skill, raising the living heck out of it. This will allow you to have
    a quite high defensive value, higher than might otherwise be possible, which
    will help you survive most enemy attacks. It's a great boon if it matches the
    character build you're using.
    
    
    Spell Resistance - Increases the characters Spell Resistance. Also decreases
    the chance of detrimental effects (burn, poison, etc.) from these skills/spells
    taking effect. It also reduces the chance of Critical Hits from enemy spells.
    HOWEVER the bonus to spell resistance doesn't seem to be working at the moment.
          Mastery - Reduces the duration of all detrimental effects.
    Available to: All Classes
     - Honestly without the ability to actually just fully nullify spells this just
    isn't that impressive a skill. Even with that trait this skill would still be
    pretty mediocre in the fact that if your resistance fails then there is no
    effect at all. However if you invest those points heavily in something like
    Constitution or Toughness then you're increasing the chance you will survive
    all attacks which is more important.
    
    
    Toughness - Grants your character automatic resistance to each type of damage
    as well as reducing all incoming damage.
          Mastery - Greatly increases damage reduction.
    Available to: Inquisitor, Temple Guardian, Seraphim, Shadow Warrior
     - This skill will be of great use as you play the game but don't expect it to
    show off too much during your first playthroughs of the game. It's very strong
    but it takes some time before it actually grows into itself. This is due to the
    fact that it doesn't grant that much resistance or damage reduction until you
    get to a pretty high level. It's helpful early on but not strictly the most
    useful of skills. Taking it as a later game skill and then boosting it up with
    equipment or lots of skill points is a better way to go.
    
    
    Warding Energy Lore - Increases your maximum shield energy as well as allowing
    your shields to absorb more damage. This also allows you to use two special
    trophy items that increase your shields effectiveness.
          Mastery - Allows your shields to regenerate faster.
    Available to: Seraphim, Temple Guardian
     - This skill only affects three skills: the Temple Guardians T-Eng Shield and
    the Seraphims Warding Energy and Divine Protection. It also allows you to use
    the Accumulator and Mechanical Parts trophies which increase the regeneration
    rate of the shields. Lastly it also unlocks any item attributes that require
    Warding Energy Lore. All of this is really fantastic if you're actually going
    to be making use of the buffs that use this skill. If you're not then you're
    just wasting your skill points. Even then you shouldn't invest too many points
    in the skill, it's just not powerful enough. Points are better placed in the
    Toughness or Armor Lore if you need protection. Just put some points in and
    allow any "All Skills +X" type items you get to boost this up. The results will
    likely be appreciable enough.
    
    
    ===================
    9.04 - General Skills
    ===================
    Alchemy - This grants bonuses when using potions. This increases the amount
    that health potions heal, amount of damage recovery elixirs neutralize and the
    duration of Concentration Potions, Potions of the Mentor and Potions of Undead
    Death. In addition they allow the use of special Trophy items. 
          Mastery - Increases the bonuses of potions yet further. Allows the use of
    items that require Alchemy Mastery to see their effects.
    Available to: Dryad, High Elf, Inquisitor, Shadow Warrior, Seraphim
     - This is a fairly good skill if you can use it and it's a damn shame that the
    Temple Guardian is the only one who can't do so. This is the sort of thing you
    should try to use if you can fit it into your character build especially since
    the bonus items you can use are great as is the increased duration on the
    Potions of the Mentor. However the trophies aren't all that great so you will
    have to measure if this is a skill worth taking.
    
    
    Bargaining - Raises the chance of merchants offering you better items as well
    as raising the chance of merchants giving you a deal on those items.
          Mastery - Grants a boost to the quest rewards you recieve.
    Available to: High Elf, Inquisitor, Dryad, Seraphim, Temple Guardian
     - This is a fantastic skill but you should wait on picking it up. The problem
    here is that you're going to increase the quality, and the cost, of the items
    that you're buying. So since the items are going to get better, fast, you're
    not going to be able to afford them and as such this can bite you in the rear
    very quickly. But do make sure to get it since it's quite useful for almost all
    characters to have.
    
    
    Blacksmith - Allows your character to blacksmith items without needing the
    smith in towns. Allow syou to work higher level items as you increase the level
    of the skill. It also allows you to forge items into lower level slots than are
    normally allowed (Rings into Bronze instead of Silver).  This also decreases
    the costs of Blacksmithing.
          Mastery - Allows you a chance to remove all enhancements from an item
    without them breaking
    Available to: Shadow Warrior, Temple Guardian, Inquisitor
    NOTE: This skill is basically broken in the console version of the game! Read
    the description carefully!
     - If you're playing the PC version then this is one of the best skills in the
    game. On the fly it allows you change the elemental affinities of your weapons
    and equipment to deal with the enemies, or bosses, you're currently fighting.
    It also provides the fantastic ability to remove enhancements from a weapon
    without having to think about which one you're willing to lose. This is a very
    big boon.
     - Should you be playing on the consoles though... well you're screwed. None of
    the effects of blacksmithing work. At all. You can't smith on your own, items
    still break all of the time with mastery and there's generally no reason for
    you to take this skill. Which is all the more a pity.
    
    
    Divine Devotion - This skill decreases the regeneration time of your Divine
    Gift as well as increasing the potency of its abilities.
          Mastery - Reduces the regeneration time of the Divine Gift yet more.
    Available to: All Classes
     - While the Divine Gifts' in this game are incredibly useful this is mostly
    only the case on the lowest difficulty. As you get into the higher difficulties
    and raising your level their effects drop in use. That makes taking this skill
    a dicey proposition. Even one of the best Gifts, that of Forens (high chance of
    reflecting damage), doesn't scale the greatest with levels. Taking this will
    mitigate that a bit but not a whole lot. This means that you need to make a
    serious judgement call before taking this skill.
    
    
    Enhanced Perception - Raises your chance to find Valuables, detect traps and
    creatures using stealth. Does NOT help you find Magical Hiding Places.
          Mastery - Grants a chance to find secret compartments in chests and
    hiding places (gives more rewards).
    Available to: Dryad, Seraphim, Temple Guardian, High Elf, Shadow Warrior
     - This is an incredibly good skill especially if paired with Bargaining. Since
    you're going to be finding more valuables you will have them to sell off and
    buy the better items from the merchant. Either way this is a very good skill if
    you've got the space for it, simply not a necessity.
    
    
    Riding - Increases the level of the horse that can be ridden, decreases the
    regeneration time of the horse based Combat Arts. It also makes the mount's
    Combat Arts more effective.
          Mastery - Increase the movement speed of the mount.
    Available to: All Classes
     - Honestly you shouldn't spend enough time mounted on a horse for this skill
    to really matter. You want to get your special mounts which allow you to use
    your classes Combat Arts and makes them better to boot. Forget this skill as it
    is a space waster unless you're building a concept class (like a Paladin type
    Shadow Warrior or somesuch).
    
    
    ===================
    9.05 - Offensive Skills
    ===================
    Damage Lore - Grants an increased chance to trigger secondary effects of the
    weapon or art you are using (wound, burn, freeze, weaken or poison effects).
          Mastery - Increases the duration and damage / effect of the secondary
    effects that are so triggered.
    Available to: All Classes
     - How effective this skill is greatly depends on how much you're planning on
    using combat arts or weapon enhancements. Since these secondary effects can be
    used cumulatively (ie. a sword with fire and a combat art with poison both can
    afflict a person at once although only one graphic will show) this can become
    very powerful. If you have a High Elf using Magic Coup, for example, you will
    find this to be a fairly valuable and useful skill. If you're not planning on
    this, or mostly planning to use non-elemental Combat Arts, then this is pretty
    much not worth picking up.
    
    
    Dual Wield - This wonderful skill grants the ability to wield two one-handed
    weapons at the same time. This raises the chance to hit with both weapons as
    well as the attack speed. Increases the item level that can be used in your
    off-hand without penalty.
          Mastery - Adds the ability for each hit to strike twice (Double Hits).
    Available to: Inquisitor, Dryad, Seraphim, Shadow Warrior
     - This is probably the coolest melee skill in the entire game. Not only does
    it allow you to double your damage output but when you reach mastery the pain
    you can bring is incredible due to the dual hits (possibly four hits with only
    two swings of the sword). When paired up with combat skills that allow for
    extra hits you can strike enemies so fast they don't know what happened. The
    only problem here is that this skill overrides other similar skills like Sword
    or Hafted Weapons when you're using two weapons. This means the only effect of
    these skills is to grant you higher level weapons to use or unlock weapon
    attributes but this requires hefty investment in two skills so it's costly.
    
    
    Hafted Weapons - Increases the attack value and attack speed of any weapons of
    this type that you use. It also increases the item levels you can use without
    any penalty. It also unlocks any weapon attributes that require this skill to
    be used. Includes Axes, Clubs and Hammers, both one and two handed.
          Mastery - Adds the ability for each hit to strike twice (Double Hits).
    Available to: Inquisitor, Shadow Warrior, Temple Guardian
     - The usefulness of this skill depends on what sort of character build you are
    going for. Pick a type of weapon at the beginning of the game and simply stick
    with it to ensure the best results. Honestly there is no "wrong" weapon type to
    use in the game, each simply has its' own strengths and weaknesses.
    
    
    Magic Staffs - Increases the attack value and attack speed of any weapons of
    this type that you use. It also increases the item levels you can use without
    any penalty. It also unlocks any weapon attributes that require this skill to
    be used. Includes both one and two handed mage staffs.
          Mastery - Adds the ability for each hit to strike twice (Double Hits).
    Available to: High Elf, Inquisitor
     - If you're playing a High Elf and planning on doing melee combat in between
    spells or a more magic oriented Inquisitor then Magic Staffs is a good skill
    choice. However you shouldn't put too many points into it since you want the
    skill to go up but you don't want to raise it higher than those skills that are
    more important such as Concentration. As you equip items that raise your skills
    it will get more effective anyways so don't stress over it.
    
    
    Pole Arms - Increases the attack value and attack speed of any weapons of this
    type that you use. It also increases the item levels you can use without any
    penalty. It also unlocks any weapon attributes that require this skill to be
    used. Includes Halberds, Javelins and Poles.
          Mastery - Adds the ability for each hit to strike twice (Double Hits).
    Available to: Dryad, Seraphim, Shadow Warrior, High Elf, Inquisitor
     - The usefulness of this skill depends on what sort of character build you are
    going for. Pick a type of weapon at the beginning of the game and simply stick
    with it to ensure the best results. Honestly there is no "wrong" weapon type to
    use in the game, each simply has its' own strengths and weaknesses.
    
    
    Ranged Weapons - Increases the attack value and attack speed of any weapons of
    this type that you use. It also increases the item levels you can use without
    any penalty. It also unlocks any weapon attributes that require this skill to
    be used. Includes Bows, Blowguns, Energy Pistols, Energy Weapons, Throwing
    Daggers and Throwing Stars.
          Mastery - Adds the ability for each hit to strike twice (Double Hits).
    Available to: All Classes
     - For Dryads or ranged combat builds this is obviously an essential skill if
    you're planning on being useful. The attack speed becomes quite a bit more
    important when you're trying to kill an enemy off before they get right into
    your face and start eating it off. If you're going this route you will probably
    want Speed Lord as well as Tactics Lore to help you with rapid damage output.
    They aren't totally necessary but are just a good idea.
    
    
    Speed Lore - Increases your movement speed when on foot. Also increases your
    attack and defense value regardless of what weapons or armor you use.
          Mastery - Increases run speed.
    Available to: All Classes
     - This isn't the most important or useful of skills unless you're playing a
    less damaging melee character type or ranged attack. Something like a Dryad or
    High Elf melee character will benefit greatly from the ability to hit foes more
    often while a ranged character definitely benefits from the further increases
    to the attack speed of their weapons. For most other characters there are far
    more important skills to take.
    
    
    Sword Weapons - Increases the attack value and attack speed of any weapons of
    this type that you use. It also increases the item levels you can use without
    any penalty. It also unlocks any weapon attributes that require this skill to
    be used. Includes Bastard Swords, Daggers, Sabers, Short Swords, Regular Swords
    and Two-Handed Swords.
          Mastery - Adds the ability for each hit to strike twice (Double Hits).
    Available to: All Classes
     - The usefulness of this skill depends on what sort of character build you are
    going for. Pick a type of weapon at the beginning of the game and simply stick
    with it to ensure the best results. Honestly there is no "wrong" weapon type to
    use in the game, each simply has its' own strengths and weaknesses.
    
    
    Tactics Lore - Increases the chance for critical hits as well as raising the
    damage that you deal with all weapons. Provides you with modification points to
    be used in weapon based Combat Arts (Exalted Warrior for example).
          Mastery - Increases the chance for Critical Hits.
    Available to: All Classes
     - There are few skills that are as necessary in the game but there is almost
    no reason for any weapon using character to not take Tactics Lore. Forgetting
    about the modification points the critical hit and damage bonuses will pay for
    themselves in short order. Keeping them in mind this rapidly becomes the best
    of the combat skills you can get your hands on. Seeing as how any character can
    take this skill immediately upon getting skill points for the first time it
    becomes only stronger still. It's very possible to get a skill fully modified
    by level 9 if you're persistent with putting points in Tactics Lore.
    
    
    =========================================================
    10. About the Author
    =========================================================
    My name is Daniel Acaba, I live in Groton, Connecticut and I am 27 years old.
    Im a freelance writer who has done work for a number of sites and have come
    onto the writing staff of a website recently. I am still actively pursuing
    more paid work in the field of video game journalism, preferably as a FAQ /
    strategy guide writer.
    
    ---------------------------------------
    So far Ive written the following FAQs: 
    ---------------------------------------
    Genji: Days of the Blade - PS3
    Untold Legends: Dark Kingdom - PS3
    Bloodrayne 2 Boss FAQ - Xbox
    Sims 2 Career FAQ - PC
    Resistance: Fall of Man - PS3
    Final Fantasy VII: Dirge of Cerberus Boss FAQ - PS2
    Dungeon Siege: Throne of Agony - PSP
    Brave Story New Traveler - PSP
    Super Star Soldier - Wii
    Ninja Gaiden Sigma - PS3
    Lair - PS3
    Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. the Soulless Army - PS2
    Dawn of Mana - PS2
    Two Worlds - XBox 360 / PC
    Conan - PS3 / XBox 360
    Clive Barker's Jericho - PS3 / XBox 360 / PC
    Metroid Prime 3: Corruption - Wii
    Turok - XBox 360 / PS3
    Shin Megami Tensei: Persona 3 - PS2
    Frontlines: Fuel of War - Xbox 360
    Shin Megami Tensei: Persona 3 FES - PS2
    Shin Megami Tensei: Digital Devil Saga - PS2
    Overlord: Raising Hell - PS3
    The Lord of the Rings: Conquest - Xbox 360 / PS3
    Warhammer 40,000: Dawn of War II - PC
    Shin Megami Tensei: Digital Devil Saga 2 - PS2
    Sacred 2: Fallen Angel - PS3 / Xbox 360
    
    ---------------------------------------
    CCC Exclusive FAQs:
    -------------------
    Kane & Lynch: Dead Men - XBox 360, PS3, PC
    Kingdom Under Fire: Circle of Doom - XBox 360
    
    ---------------------------------------
    Games Radar Game Guides:
    -------------------
    Guides to Everyone in Super Smash Bros. Brawl - Wii
    Fallout 3 Main Quest Game Guide - PS3 / Xbox 360
    Gears of War 2 Game Guide - Xbox 360
    Mirror's Edge Game Guide - PS3 / Xbox 360
    
    ---------------------------------------
    IGN Exclusive FAQs:
    -------------------
    Fable 2 - Xbox 360
    F.E.A.R. 2 - Xbox 360 / PS3 / PC
    Bionic Commando mini-guides - Xbox 360 / PS3
    
    ---------------------------------------
    
    
    Many thanks go out to the friends who made writing this guide possible:
    Ted Brockwood for getting me a copy of this game in the first place. No worries
    about the state of the guide! I'm going to finish it, I promise!
    
    The guys at Ascaron for releasing this fantastic title.
    
    Blind Guardian for the awesome song they contributed to this game. It's been in
    my head for well over three weeks now with no sign of going away.
    
    

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