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    FAQ/Walkthrough by Dragonkyrie

    Version: 1.00 | Updated: 04/02/12 | Printable Version | Search This Guide

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    Kingdoms of Amalur: Reckoning (PC)
    FAQ / Complete Walkthrough
    By Dragonkyrie
    Email: Dragonkyrie@gmail.com 
    Started February 20th, 2012
    Last revised April 2nd, 2012
    Version 1.00
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                                       Reckoning
         
    
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                          ||      Table of Contents       ||
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                          **------------------------------**
    
                                                                         [CTRL+F]
    
    1.  Introduction......................................................[INTRD]
    2.  Controls..........................................................[CTRLS]
    3.  Walkthrough.......................................................[WLKTH]
           Beginning & Creating Your Character............................[BGNNG]
           Main....................................................[MNQST]
           Factions................................................[FCTN0]
              House of Ballads..............................[FCTN1]
              The Warsworn..................................[FCTN2]
              Travelers ....................................[FCTN3]
              Scholia Arcana................................[FCTN4]
              House of Sorrows..............................[FCTN5]
              House of Valor................................[FCTN6]
           Sides...................................................[SDE00]
              Dalentarth....................................[SDE01]
                 Odarath.............................[SDE11]
                 Yolvan..............................[SDE21]
                 Glendara............................[SDE31]
                 Webwood.............................[SDE41]
                 Haxhi...............................[SDE51]
                 Ettinmere...........................[SDE61]
                 Lorca-Rane..........................[SDE71]
                 The Sidhe...........................[SDE81]
                 Ysa.................................[SDE91]
              Erathell......................................[SDE02]
                 The Wolds...........................[SDE12]
                 Forsaken Plain......................[SDE22]
                 Tala-Rane...........................[SDE32]
                 Cradle of Summer....................[SDE42]
                 Galafor.............................[SDE52]
                 Acatha..............................[SDE62]
                 Kandria.............................[SDE72]
                 Tywili Coast........................[SDE82]
                 Rathir..............................[SDE92]
              Detyre........................................[SDE03]
                 Alserund............................[SDE13]
                 The Red Marches.....................[SDE23]
                 The Hollowlands.....................[SDE33]
                 Menetyre............................[SDE43]
                 Apotyre.............................[SDE53]
                 Adessa..............................[SDE63]
              Klurikon......................................[SDE04]
                 Cursewood...........................[SDE14]
                 The Midden..........................[SDE24]
                 Drowned Forest......................[SDE34]
                 The Keening.........................[SDE44]
                 Caeled Coast........................[SDE54]
                 Mel Senshir.........................[SDE64]
              Alabastra.....................................[SDE05]
                 High Fulgen.........................[SDE15]
                 Shadow Pass.........................[SDE25]
                 Twilight Pass.......................[SDE35]
                 Amaura..............................[SDE45]
           Tasks...................................................[TASK0]
              Dalentarth....................................[TASK1]
              Erathell......................................[TASK2]
              Detyre........................................[TASK3]
              Klurikon......................................[TASK4]
              Alabastra.....................................[TASK5]
    4.  Skills............................................................[SKL00]
           Alchemy.................................................[SKL01]
           Blacksmithing...........................................[SKL02]
           Detect Hidden...........................................[SKL03]
           Dispelling..............................................[SKL04]
           Lockpicking.............................................[SKL05]
           Mercantile..............................................[SKL06]
           Persuasion..............................................[SKL07]
           Sagecraft...............................................[SKL08]
           Stealth.................................................[SKL09]
    5.  Destinies.........................................................[DSTNS]
    6.  Twists of Fate....................................................[TWSTS]
    7.  Achievements......................................................[ACVMT]
    8.  Lorestones........................................................[LRSTN]
    9.  Items.............................................................[INVNT]
           Weapons.................................................[WPN00]
                 Longswords.................................[WPN01]
                    Non-Unique.......................[NONW1]
                    Unique...........................[UNQW1]
                 Greatswords................................[WPN02]
                    Non-Unique.......................[NONW2]
                    Unique...........................[UNQW2]
                 Hammers....................................[WPN03]
                    Non-Unique.......................[NONW3]
                    Unique...........................[UNQW3]
                 Daggers....................................[WPN04]
                    Non-Unique.......................[NONW4]
                    Unique...........................[UNQW4]
                 Faeblades..................................[WPN05]
                    Non-Unique.......................[NONW5]
                    Unique...........................[UNQW5]
                 Bows.......................................[WPN06]
                    Non-Unique.......................[NONW6]
                    Unique...........................[UNQW6]
                 Staves.....................................[WPN07]
                    Non-Unique.......................[NONW7]
                    Unique...........................[UNQW7]
                 Sceptres...................................[WPN08]
                    Non-Unique.......................[NONW8]
                    Unique...........................[UNQW8]
                 Chakrams...................................[WPN09]
                    Non-Unique.......................[NONW9]
                    Unique...........................[UNQW9]
           Armor...................................................[AMR00]
                 Head.......................................[AMR01]
                    Non-Unique.......................[NONA1]
                    Unique...........................[UNQA1]
                 Chest......................................[AMR02]
                    Non-Unique.......................[NONA2]
                    Unique...........................[UNQA2]
                 Robes......................................[AMR03]
                    Non-Unique.......................[NONA3]
                    Unique...........................[UNQA3]
                 Hands......................................[AMR04]
                    Non-Unique.......................[NONA4]
                    Unique...........................[UNQA4]
                 Legs.......................................[AMR05]
                    Non-Unique.......................[NONA5]
                    Unique...........................[UNQA5]
                 Feet.......................................[AMR06]
                    Non-Unique.......................[NONA6]
                    Unique...........................[UNQA6]
                 Shields....................................[AMR07]
                    Non-Unique.......................[NONA7]
                    Unique...........................[UNQA7]
                 Sets.......................................[SET00]
                    Might Sets.......................[SET01]
                    Finesse Sets.....................[SET02]
                    Sorcery Sets.....................[SET03]
           Accessories.............................................[ACS00]
                 Necklaces..................................[ACS01]
                    Non-Unique.......................[NONX1]
                    Unique...........................[UNQX1]
                 Rings......................................[ACS02]
                    Non-Unique.......................[NONX2]
                    Unique...........................[UNQX2]
           Consumables.............................................[CNSMB]
           Other...................................................[OTR00]
                 Alchemical Recipes.........................[OTR01]
                 Component Case.............................[OTR02]
                 Reagent Bag................................[OTR03]
                 Sagecraft Pouch............................[OTR04]
                 Keyring....................................[OTR05]
                 Miscellaneous/Quest........................[OTR06]
                 Books & Scrolls............................[OTR07]
    10. Bestiary..........................................................[MNSTR]
    11. Maps..............................................................[MAP00]
    12. Extras............................................................[XTRA0]
           Skill Trainer Locations.................................[XTRA1]
           Skill Book Locations....................................[XTRA2]
           Backpack Locations......................................[XTRA3]
           Houses..................................................[XTRA4]
           Extra Dungeons..........................................[XTRA5]
    13. Credits...........................................................[CRDTS]
    14. Update Log........................................................[UPDTS]
    
    
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                          **------------------------------**
                          ||                              ||
         [INTRD]          ||         Introduction         ||
                          ||                              ||
                          **------------------------------** 
    
    
      Amalur is a world that is victim to fate. Everyone has a fate that can be 
      read by those known as Fateweavers. They can tell you when you die, or if 
      you'll ever win the lottery. Worst of all, there is no way to change one's 
      fate. There are mortals and there are those known as Fae. Fae are the 
      unchanging. When they die, they return or reform eventually. Apparently, they
      are the seasons, or something, given physical form. They too, are bound to 
      fate, for when they are reborn, they just relive the same life they had over
      and over and over and over and....yeah. In this game, one's life is referred 
      to something as a 'Telling', or a story really. Doesn't this world sound like
      it sucks? A world that you can't control your own life? Well, don't worry 
      about it because it will all change when you die. :)
    
      If you like The Elder Scroll series, you'll probably enjoy Kingdoms of Amalur
      too. I sure did, especially their combat system; it's probably the best part
      of this game. You can try out all sorts of combos with different weapons. 
      Personally, I think chakrams are terribly fun. Also, the fact you can have a
      secondary weapon allows for some pretty sick moves.
    
      Also, if you like differing scenery, this game may be for you too. There are
      six regions, each with a different kind of biome. In Elder Scrolls, the 
      terrain is mostly the same. Elder Scrolls may separate each game into each 
      part of the whole continent, but Amalur contains the whole Faelands, though,
      admittedly, the whole of Tamriel in Elder Scrolls is way bigger.
    
      If you have no idea what I'm talking about, I recommend trying The Elder 
      Scroll series if you like Kingdoms of Amalur or vice versa. Elder Scrolls I 
      and II are free. III, IV, and V are out and available. Only played V 
      (Skyrim)? Try the other ones too, unless the graphics are now too ugly for 
      you, haha.
    
      If anyone has questions, comments, or anything to contribute to the parts 
      I've completed in this guide, feel free to email me at dragonkyrie@gmail.com.
      Notifying me about any errors or corrections in this guide is also welcome no
      matter how small, even if itís just a typo. Please include the words 
      'Kingdoms of Amalur' or something so I can tell what guide for what game 
      you're talking about. Also, it makes sure that it's not spam.
    
      Specific Things I'm Looking For:
    
      - How to open those two blasted doors in Castle Gastyr
    
      - BASE physical & piercing damage caused by Iron Faeblades
           (not crude or fine, and no pre/suffixes that change physical or
           piercing value; you can tell if it's regular iron by the required
           level; it should be 1)
    
      - BASE Burning Damage caused by Steel Chakrams
          (not crude or fine, and no pre/suffixes that change burning value;
           you can tell if it's regular and not fine/crude by looking at
           the required level, for Steel it should be 3)
    
      - BASE Armor value of Chainmail Greaves
          (not crude or fine, and no pre/suffixes that change armor value;
           you can tell if it's regular chainmail and not crude/fine by
           required Might level; it should be 6)
    
      Might Set pieces I'm looking for:
      (please provide the piece's own effects, and not the set effect)
    
      - Belen set (hands)
      - Legion set (hands)
      - Helius set (head and chest)
    
      Finesse Set pieces I'm looking for:
      (please provide the piece's own effects, and not the set effect)
    
      - Justice set (head only)
    
      *If it's been a very long time since the last revision of this guide, 
       I may not know the game as well anymore. Sorry!
    
    
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         [CTRLS]          ||           Controls           ||
                          ||                              ||
                          **------------------------------**
    
      These are controls for the PC, and honestly, the tutorial should get you up
      and going if you're playing on the 360 or PS3 too.
    
      WASD keys: moves your character
    
      E key: uses a mana restoring potion in your bag
      R key: uses a health restoring potion in your bag
      C key: go into stealth mode
      X key: hold it to enter Reckoning mode
      F key: talk/interact
      M key: opens up map
      Q key: switch between primary and secondary weapons
    
      mouse wheel: also switches between primary and secondary weapons
    
      0-9 number keys: switch between hotkeyed abilities
    
      Left Shift: block with shield / run while moving
    
      Tab: opens up radial where you can put consumables and a few exceptions
    
      Space bar: dodge/roll
    
      left click: attack 
      right click: use selected ability
    
      Esc: main menu / skip scenes
    
      Enter: I found the enter key useful for buying/selling/salvaging things
             quickly. 
    
    
    
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                          ||                              ||
         [WLKTH]          ||         Walkthrough          ||
                          ||                              ||
                          **------------------------------**
    
    
    
     "From the beginning, we were wrong. And only now, well into the second decade
      of the conflict, have we begun to understand the mistakes we have made.
    
      We lived in harmony among the fae, in a world awakened to new magic. Perhaps
      we should have foreseen what might be born in the rising tide -- what force 
      might awaken -- a force powerful enough to twist even the eternal and 
      immutable Fae folk. 
    
      But Gadflow, the new King of the Winter Court, surprised us all. Singular 
      among his people, he was all that other Fae were not: aggressive, ambitious,
      visionary. He had power like none we had ever seen -- terrible and deadly.
    
      Gadflow and his followers, the 'Tuatha Deohn', believed that a new god was to
      be born in the East, beneath Gadflow's crystalline fortress of Amethyn. In 
      the name of that god, they marched to war against the young races of Amalur.
    
      Against a mortal army, no matter the power of their god, we might have been 
      victorious. But the Fae are creatures of magic, not bound by the laws of life
      and death. Each Tuatha fallen on the battlefield would soon rise again, for 
      the Fae do not know death as we do. How could we stand against such a force?
    
      For ten years, the war raged. For ten years, the armies of men and Alfar 
      fought and died. But as our numbers dwindled, we knew that it was only a 
      matter of time. Our fate had been written. At least, that is what we 
      believed...until you died."
    
    
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                          **------------------------------**
                          ||                              ||
         [BGNNG]          ||     Beginning & Creating     ||
                          ||      Your Own Character      ||
                          ||                              ||
                          **------------------------------**
    
      When you start a new game, it will ask you what difficulty you want to play.
      If you are one of those people who always get every possible achievement, 
      play on Hard. Yes, you can change the difficulty anytime in the game, but 
      only if you play on Hard from beginning to end of the main questline will you
      get the achievement. So, if you don't like playing on hard difficulty but 
      want the achievement, start with it, rush through the whole main questline,
      and then after you get the achievement, set it to Normal or Casual. As far as
      I'm aware, you will not miss out on any side quests or such after you beat 
      the main story. Playing on a harder mode means that there will be more 
      monsters and they will be more powerful (do more damage, have more health,
      etc.). 
    
      Watch or skip the cutscenes (with Esc) then you create your character. As you
      can see, you can choose from four different races. Two are human-like and two
      are elf-like. If you choose based only on aesthetics, then take your pick 
      here. If you choose depending on the racial bonuses and patron, then it will
      depend on what you want to do in the game. Gender doesn't affect anything 
      besides physical appearance and some tiny bits of dialogue in game.
    
      Something to think about, it is possible to max out ALL of your skills in the
      game, given that you use Skill Trainers, Skill Books, and use Jack-of-all-
      trades Destinies. There are four trainers in every skill, one book for every
      skill. Top tier jack-of-all-trades destiny gives you +3 in every single 
      skill. You get 40 skill points too, one for each level you get, with a level
      cap of 40. There are 9 skills, with 10 points max in each, so 90 points. 90 
      minus 40 means you have 50 points to fill. Minus another 4 from the racial 
      bonus so it's 46. On whatever your racial bonus gave you +2 of, you should 
      use the two skill trainers that only train you if your skill is 3 or below 
      BEFORE you use the skill book for it or you WILL miss out on being able to 
      use one of the trainers. So, 46-9 for the skill books makes 37 points left. 
      4x9 = 36 skill trainers. 37-36 = ....1. So, if you diligently use every 
      trainer and book, you'll only have 1 missing point. I suggest leaving that 
      missing point in mercantile, which I deem the least important skill in this 
      game as the final skill lets you sell stolen goods to any npc, but really, 
      just sell stolen goods at Traveler camps. If you desperately want that one 
      point, use a jack-of-all-trades destiny. 
    
      To sum it up, your racial bonuses doesn't matter in the long run, just the 
      short run when you first begin. What you choose as a patron is probably the 
      most important thing here as it is a permanent passive buff you get the whole
      game. 
    
      Really. If you ever screw up, you can just go to a Fateweaver to reset all of
      your skills and ability points (excluding your racial bonus). Just keep in 
      mind every time you do so, the cost of it goes up.
    
        *--------*
        | Almain |
        *--------*
          Racial Bonuses:     Available Patrons:
            -Blacksmith +2      -Fire    (+6% Fire Damage & Fire Resist)
            -Persuasion +1      -Wisdom  (+10% Mana)
            -Alchemy +1         -War     (+5% Physical Damage & Armor)
                                -Order   (+5% Health & Mana)
                                -Justice (+10% Health)
                                -None    (+1 Experience Bonus)
    
        *--------*
        | Varani |
        *--------*
          Racial Bonuses:     Available Patrons:
            -Lockpicking +2     -Fire     (+6% Fire Damage & Fire Resist)
            -Detect Hidden +1   -Water    (+6% Ice Damage & Ice Resist)
            -Mercantile +1      -War      (+5% Physical Damage & Armor)
                                -Death    (+1% Chance to Critical Hit &
                                           +8% Critical Hit Damage)
                                -Mischief (+6% Poison Damage & Poison Resist)
                                -None     (+1 Experience Bonus)
    
        *-----------*
        | Ljosalfar |
        *-----------*
          Racial Bonuses:     Available Patrons:
            -Sagecraft +1       -Earth   (+5% Elemental Resist)
            -Dispelling +2      -Air     (+6% Lightning Damage & Lightning Resist)
            -Alchemy +1         -Wisdom  (+10% Mana)
                                -Order   (+5% Health & Mana)
                                -Justice (+10% Health)
                                -None    (+1 Experience Bonus)
    
        *-----------*
        | Dokkalfar |
        *-----------*
          Racial Bonuses:     Available Patrons:
            -Sagecraft +1       -Wisdom   (+10% Mana)
            -Persuasion +1      -Love     (+5% Health & +1% Chance to Critical Hit)
            -Stealth +2         -Death    (+1% Chance to Critical Hit &
                                           +8% Critical Hit Damage)
                                -Fate     (+5% Mana & Mana Regen)
                                -Mischief (+6% Poison Damage & Poison Resist)
                                -None     (+1 Experience Bonus)
    
    
      After all that is done, watch or skip some more cinematics and then choose 
      your character name.
    
      A few more things before we begin. There are several ways to earn experience
      in this game besides just killing monsters. Quests also reward you with 
      experience when you complete them. Successfully picking locks and dispelling
      things also nets you some experience. Finally, finding a new location or a 
      lorestone gives you some experience too. Below is a table of how much XP you
      need to hit each level. Mind that every time you level the XP starts at zero
      in the XP bar so you need a total of 1,948,000 XP to hit 40.
     
          1:   500 XP      11: 11,300 XP      21: 33,500 XP      31:  79,500 XP
          2: 1,100 XP      12: 12,900 XP      22: 36,500 XP      32:  86,500 XP
          3: 1,800 XP      13: 14,700 XP      23: 40,500 XP      33:  93,500 XP
          4: 2,600 XP      14: 16,500 XP      24: 44,500 XP      34: 100,500 XP
          5: 3,500 XP      15: 18,500 XP      25: 48,500 XP      35: 110,500 XP
          6: 4,500 XP      16: 20,500 XP      26: 52,500 XP      36: 120,500 XP
          7: 5,700 XP      17: 22,500 XP      27: 57,500 XP      37: 130,500 XP
          8: 6,900 XP      18: 24,500 XP      28: 62,500 XP      38: 140,500 XP
          9: 8,300 XP      19: 27,500 XP      29: 67,500 XP      39: 155,500 XP
         10: 9,700 XP      20: 30,500 XP      30: 72,500 XP      40: 170,500 XP
    
      The game tells you that you need 185,500 XP to get to level 41 but you won't
      level any higher than 40. 
    
      Every level grants you three points to spend in your Might/Finesse/Sorcery 
      trees. More points spent in Might means you will have more health but less 
      mana. More points spent in Finesse means you will have a balanced amount of 
      health and mana. More points spent in Sorcery means you will have little 
      health but a large mana pool. The number of points you spend in each tree 
      affects which destinies are unlocked for you. To see your abilities or moves,
      simply use your menu. It gives you a nice description and even an animation 
      of what the move does, so I felt it was not needed to make a section on 
      abilities. There is a section on destinies though, so look there for more 
      information on destinies.
    
      One thing I didn't like about Amalur was the abysmally limited inventory 
      space. You start out with 70, and can increase it to a maximum of 120 because
      there are 5 backpacks in the entire world and each one increases your space 
      by 10. Also, when you get a house you get a Stash to store items in but it 
      only holds 155 items. Basically, for the whole game you get 275 slots. It 
      means you can't collect every unique weapon and armor and still have room for
      other things like potions, so this is mainly a problem for those who like to
      keep things. Thankfully, things like ingredients and keys have their own 
      little space that doesn't take up any inventory. Most quest items also do not
      take up inventory. This is advice not to pick anything up you do not want 
      unless you want to sell them for money. If you have high mercantile, it may 
      be worth your while to junk items for some money. 
    
    
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                          **------------------------------**
                          ||                              ||
         [MNQST]          ||          Main Quests         ||
                          ||                              ||
                          **------------------------------**
    
    _____________________
     Out of the Darkness \_________________________
    -----------------------------------------------
      Summary:
      -Get the sword and equip it
      -Kill the Giant Rats
      -Kill the Tuatha and rescue Encel
      -Get a shield
      -Kill more Tuatha
      -Get and equip the longbow
      -Shoot the Tuatha
      -Get the daggers and equip them
      -Backstab the Tuatha
      -Get and equip the staff
      -Burn the webs and the spiders
      -Leave the Well of Souls and enter the lab
      -Speak to Fomorous Hugues
      -Kill the Rock Troll and Tuatha
      -Escape Allestar Tower
    -----------------------------------------------
    
      How does it feel to come back from the dead, waking up in a giant pile of
      rotting corpses? Anyways, let the tutorial (or the first main quest) begin!
    
      This area is straightforward. Items you can interact with have a sparkly
      light emanating from them. You can read [Disposal Notes]. Go left to a dead 
      end and there's a skeleton with some money on it. You can also pull the lever
      next to the incinerator if you want to watch a corpse burn. Take the [Rusty 
      Longsword] on the skeleton leaning on the door, equip it, and proceed. Also,
      there is an achievement for reading 50 books. Not sure if random notes and 
      stuff count, but it doesn't hurt to 'read' it anyways does it?
    
      The Tuatha are causing quite a racket here. Smash crates and boxes along your
      path for some small coin if you want. Otherwise just keep going until you run
      into some half-bald rats. Cut them up with your 'tRusty' longsword and keep 
      moving. 
    
      Let's jump down and save that midget called Encel. Take care of the Tuatha
      and loot them for some armor. Check for a chest nearby for some boots. Encel 
      will open up a path for you. Watch them blow up the Well of Souls and make 
      your way right. Pull the lever to open the gate. 
    
      In this area, destroy crates on your right to find a chest. Go north and
      destroy the crates there in the corner to find another chest. Now loot 
      the armor rack Encel is next to and equip the shield and whatever else you 
      want to equip. After doing so, more Tuatha will blow their way in. Take them
      out.
    
      Pick up and equip the bow in your secondary weapon slot. Switch to the bow 
      and shoot the two Tuatha ahead. Proceed, and take the next two out with 
      charged shots. Destroy crates on the right to reveal a chest. Loot one of the
      Tuatha for plate legs. You should loot every monster that you can, for some 
      even have unique items or ones that are part of a set. Keep going.
    
      Pick up the daggers and equip them. Also, to your left behind some crates is
      another chest. Go on, go into sneak mode and backstab that Tuatha. Go take 
      care of the archers then open the gate to your right. 
    
      Use your ability and it'll make that thing spin. Ok. There are some readable
      notes on the right, and a chest a little ahead of you. Proceed, and with 
      caution if you're scared of spiders. 
    
      Go straight to find a chest, then continue and you'll have a spider bursting
      out of the ground. Seriously, many things in this game like to pop out of the
      ground or from thin air. Everywhere. Loot staff and equip. Use it to burn the
      webs blocking your path and also cook the spiders to a crisp. Loot the spider
      sac here and keep going.
    
      Kill more spiders, loot another chest. You'll run into more dwarves and Encel
      tells you to go on by your lonely self to see Hugues. This is your first 
      conversation in which you can try to persuade someone. If you have a racial
      bonus that gave you +1 Persuasion, you'll have 95% chance. Succeed and he 
      will give you some free potions. Note that there is an achievement for 50 
      successful persuasion attempts. 
    
      There are a few chests here to loot, then once done, open the gate and go up
      the stairs. You'll be at the well. There are some notes lying on a table, but
      nothing else here. Go right into the lab to meet Hugues. Have a nice chat 
      with him and then he'll ditch you to fend off those Tuatha. Leave the lab and
      run up the stairs. Falling debris will knock you over and do a tiny bit of 
      damage. You'll run into two Tuatha. Take them out and loot a chest to the 
      right. Go on and you'll run into two more Tuatha...but with a big ugly rock
      troll. 
    
      Take out the Tuatha first as they have much less health. The troll should be
      easy with proper rolling and blocking, and if you're playing on hard mode, 
      will have so much health it's almost annoying. When the troll's health hits 
      zero, press the F key next to it and you'll do some shiny execution move on 
      the troll. You'll see a circle on the right appear with either Mouse 1, Mouse
      2, or Spacebar (for PC). Mouse 1 is left mouse button and mouse 2 is the 
      right mouse button. Basically, whatever button you see appear, mash it as 
      fast as you can for a bigger XP bonus, from 25% to 100%. Loot the troll and 
      we're finally out of this place.
    
      Cool, you finished the tutorial and are now level 1. You're now free to do 
      whatever you want in this world and you get an achievement for just finishing
      the tutorial.
         
    ________________
     Into the Light \_________________________
    ------------------------------------------
      Summary:
      - Speak with a Fateweaver in Gorhart
      - Kill the Tuatha
      - Kill more Tuatha but with Reckoning mode
      - Meet Arden
      - Enter Arden's Hut and talk to Alyn Shir
      - Talk to Agarth
      - Meet Agarth at Dellach
      - Enter Dellach with Agarth
      - Beat your way through all the ettin, wolves, and kobolds
      - Kill the Ettin WarPriest
      - Enter the Theater of Fate
      - Kill the Niskaru
      - Touch the Destiny Stone
      - Kill the Tuatha
      - Talk to Alyn Shir
      - Talk to Agarth
      - Leave Dellach
    ------------------------------------------
    
      Wait, I lied, you can't do anything you want yet. Not far from Allestar 
      Tower, you'll have an unavoidable encounter with a Fateweaver named Agarth as
      he is on the main road to Gorhart. Not long, some Tuatha will show up. Take 
      the three Tuatha out, and then three more will show up. Use your Reckoning 
      mode to take these out. 
    
      Congrats, you just mind-blew Agarth, and maybe yourself too. Now he reads 
      your fate and turns out he can't see any fate of yours. You should just tell
      him he's drunk, haha. Now you can choose your destiny. If you can't make up 
      your mind here, take note that you can always change it at your menu under 
      Destinies. You won't have much to pick from right now, so just pick one of 
      the three as any of them is better than the Fateless One. Destinies give you
      the buffs they list until you change to a different destiny. They do not 
      stack.
    
      After you choose your destiny, just tell Agarth he sucks at his job! He'll
      refer you to another Fateweaver named Arden. His hut will be marked on your 
      map so make your way there.
    
      Enter Arden's Hut and what do you know, there's a man lying in a pool of 
      blood and there's a scantily clad Dokkalfar examining the corpse...and no, 
      you will not get any armor like Alyn Shir's armor. Talk to her. Interesting,
      she knows you and you knew her. After a short conversation, she'll poof away 
      and Agarth will come in a second too late and wonder what the heck happened 
      to Arden. Now he'll tell you to meet him at Dellach, which is in Ettinmere. 
    
      There might be a few monsters outside of the entrance of Dellach and you 
      might have to fight some Ettin on the way there. Agarth will talk to you 
      there and then you'll both enter Dellach.
    
      The first area has an ettin and some wolves. After you take care of them, go
      down the path that goes west into another room with more ettin. There is a 
      chest in this room in a corner. Go back to the previous room and head south. 
    
      More wolves and ettin. Also, there's two chests in this room. Do your 
      business here and continue on. There is nothing but a chest in the next room.
      Keep going.
    
      The path will contain a few kobolds and a chest. The next area you'll see a
      lone kobold sitting there. However, once you get close, a bunch of them will 
      pop out of the ground around you. Check for a chest among some pots here. 
      Open the door and proceed.
    
      Go on and there'll be a bunch more kobolds in your way. You may have noticed
      by now, but Agarth does crappy damage. Most NPCs that accompany you on a 
      quest do close to no damage; they are only good for knocking down and 
      distracting really. Anyways, there is a chest in the corner of this room with
      all the kobolds.
    
      The next room you'll see some ettin and kobolds duking it out. You can sit 
      back and watch the ettin squash some kobold but it'll take too long. Take 
      them both down while they're distracted. Really, they don't even seem to do 
      any damage to each other. Loot the chest here and open the door to the next 
      area. 
    
      Oh, an ettin warpriest. It's gonna be a little tougher than the other ettin.
      Basically, watch out for its magic. If you want, you can have Agarth distract
      the ettin in the beginning. Don't worry, Agarth's not gonna die. Really. It's
      quite hilarious watching him get owned by the monster. Once you've beat that
      ettin down, Agarth will be all angry and what not because you didn't let him
      die. Well, it's not like he could have even if you let him anyways. 
    
      In the next area, go down and open the doors to the north and south to find 
      some chests. Go up the stairs and west to the next area.
    
      Take care of a few kobold rogues and keep going. Open the door and you'll be 
      in a huge open place. Some kobolds will pop out of the ground here. Run up 
      the stairs and go through the doors to the Theater of Fate.
    
      Before you can touch that special rock, some dangerous looking things called
      Niskaru will pop up. Beware, they can move pretty fast. Once they're dealt 
      with, touch the stone. It doesn't look like it worked properly...oops. Well,
      you get some Codex of Destiny at least. A bunch of Tuatha Raider will show 
      up. Make quick work of them with an area of effect attack or something. Oh 
      look it's her again. Speak with Alyn Shir. She'll want you to meet her at the
      House of Ballads to get that codex read. After she leaves, talk to Agarth and
      he'll want you to meet him at Didenhil to find how the Tuatha are tracking 
      you. Loot the chest on your way out.
    
      Use the button to the right of the wall, then go left to find a chest. Jump
      down and make your way back to the entrance of Dellach to get out of there.
    
      You will now have two main quests, The Hunters Hunted and Old Friends, New
      Foes. I suggest doing The Hunters Hunted first as there is no quest after 
      that one, while Old Friends, New Foes leads further on. It doesn't really 
      matter which order you do them though because you must do both to proceed 
      with the story. 
    
    ____________________
     The Hunters Hunted \_________________________
    ----------------------------------------------
    Summary:
      - Meet Agarth in Didenhil
      - Talk to Agarth in the Three Lamps Inn
      - Follow Agarth to Hunter's Pit
      - Get through from the front or the back
      - Find the Eyes of Tirnoch and destroy it
      - Have a nice chat with Gadflow
      - Talk to Agarth
    ----------------------------------------------
    
      Didenhil is in Glendara, as you should see on your map. Find Agarth in the 
      Three Lamps Inn reading someone's fate. Speak to him. Yes, he's blaming you 
      again, hah. Now, you have to choose whether to bust through the entrance or
      sneak through the back. I'll provide info on both ways, but basically, if you
      don't want to take on a bunch of Tuatha at once, go through the back, and 
      watch for traps. Now follow Agarth to Hunter's Pit. He'll go the way you 
      didn't pick.
    
      Through the front:
    
      There'll be 8 Tuatha here, two archers. There is a chest on the left side.
      Proceed and you'll run into a few more Tuatha. Check both sides for a chest
      and a lootable pile of rocks.
    
      Once you get to a bridge with a bunch of crates in your way, some archers 
      will open the door and try to shoot you. Make your way through. There should
      be a small path to your right that leads to a dead end (or not). There is a
      secret door here that leads to a room with three chests. 
    
      Proceed and go either way you want, the right way just requires you to jump 
      off a ledge. Take care of the Tuatha here and then check for a chest hidden 
      behind a bunch of crates. There is also a pile of rocks in the north corner 
      by a Black Cohosh. There is another pile of rocks up on the ledge behind the
      chest that was hidden behind the crates. 
    
      Nothing here in the next room but a bunch of Tuatha. You should see the Eyes
      of Tirnoch now. Take care of the lone Tuatha and break the red crystal. 
      Gadflow will have a little talk with you. Agarth will show up from the other
      direction. Loot the chest by Eyes of Tirnoch and then talk to Agarth. If you
      haven't met up with Alyn Shir yet, he'll tell you to do so. Anyways, feel 
      free to explore the half you didn't get through for loot.
    
      Through the back:
    
      There'll be a lone Tuatha in the beginning, then a few more sitting around a
      campfire. The tiny path to your right has a bear trap on it. Now you can 
      either jump down to where those barghest are or take the right path with some
      traps. It's recommended to jump down and release the barghest as it will 
      distract the Tuatha. If you really want you can go right but watch out for 
      bear traps and an arrow launcher. I'll be giving direction from jumping down 
      the platform. There is a chest behind crates right where you jump down from.
      Pull the lever nearby the barghest cage to let them out. Watch them play with
      the Tuatha and proceed right to an area with another cage of barghests. Let 
      these out too. Go right to find an area with a forge and a chest. Now go back
      to where you last let out the barghests. It's a party in here. Check for a 
      chest by the campfire and crash the party (kill the Tuatha). Unlock the door
      north of this place and you should end up in the place with the Eyes of 
      Tirnoch. Kill the Tuatha there and break the crystal. Gadflow will lecture 
      you and then Agarth will show up. Loot the chest here and talk to Agarth to 
      finish. Go ahead and go the way Agarth came from to loot chests and stuff if 
      you want. 
    
    
    _______________________
     Old Friends, New Foes \________________________
    ------------------------------------------------
      Summary:
      - Meet Alyn Shir in the House of Ballads
      - Talk to Alyn Shir
      - Talk to Glianal
      - Talk to Alyn Shir
      - Go meet Nyralim
      - Enter Haxhi Dam
      - Find Gnarsh and kill her
      - Return to Nyralim
      - Enter the Gardens of Ysa
    ------------------------------------------------
    
      The House of Ballads is in the northwestern corner of eastern Odarath. Alyn 
      Shir will be in the right building. Talk to the Fae she's with and he'll tell
      your Codex is a bunch of crazy bull. So much for that. Looks like you'll have
      to ask the Summer Court's High King Titarion himself, but to even get into 
      Ysa, you first have to talk to Nyralim.
    
      Nyralim is at the very southern point of The Sidhe, so make your long trek
      there if you haven't been there already. When you get there, just follow the
      long trail up. Nyralim is a giant tree. Nyralim wants you to prove yourself 
      by taking care of a troll matriarch called Gnarsh in Haxhi.
    
      As you make your way to the cave designated on the map, it will get blown
      open and a troll will pop out. Kill it and go inside to find Alyn Shir there;
      she'll be joining you on this quest cause the tree told her to. 
    
      There is a pile of rocks by the small waterfall in the corner in the 
      beginning room. Proceed to an open area and a troll will appear. You may 
      notice some crabs here; if you have high enough blacksmithing they provide 
      some low-grade components for armor and weapons. Anyways, after you take care
      of that troll, there is a pile of rocks on the right side.
    
      Not long you'll run into some Tuatha. Keep going, run into two more Tuatha, 
      and then look for a pile of rocks on the right. Keep going to reach an area
      with a few crabs and loot the bloody mess of a pile on the right. Proceed.
    
      There'll be some more Tuatha and a troll pounding at something. Once you take
      them out, look for a pile of rocks near where the troll was standing. 
    
      Nothing new. More Tuatha and a troll. Check right for pile of rocks. And 
      again, a troll and some Tuatha. Check the left area for two chests among some
      crates. There's a sagecraft altar here too if you suddenly felt an urge to do
      some sagecrafting...
    
      You'll reach another large open area. Don't go charging into that troll in
      the distance just yet. Check the right for chests and stuff. Save if you 
      want, you're about to take on Gnarsh.
    
      She really isn't any different from regular troll mobs besides the fact that,
      as a boss, hurts more and has more health. You don't get a free Reckoning 
      finish on Gnarsh so use Reckoning mode if you want more exp. When you exit, 
      there is a chest to your left. Head back to Nyralim to tell him the news. 
      Once you're done, leave the area and head towards where your quest marker is 
      pointing. The branches and vines will open up for you and now you can enter 
      the Gardens of Ysa.
    
    __________________
     The Coming Storm \_________________________
    --------------------------------------------
      Summary:
      - Go to the High King's Court
      - Show Titarion the Codex
    --------------------------------------------
    
      This is, well should be, the first large city you visit. Nice huh? There's
      plenty to do here, but first, let's go see the High King. Follow your quest 
      marker and make your way up to The Font. Enter and place the Codex on the 
      plant table and listen to Titarion talk in a creepy way while he has his hand
      on yours. For enduring (or skipping) this awkward moment, you get a new Twist
      of Fate: The Unwritten One and an achievement. You'll get two main quests 
      now. An Old Friend and The Great General. I would do An Old Friend first as 
      again, it provides a smoother transition (to me at least) in the story. Or, 
      if you want to explore the rocky canyons of Detyre, do An Old Friend. If you 
      want to explore the lush plains of Erathell, then do The Great General.
    
    _______________
     An Old Friend \_________________________
    -----------------------------------------
      Summary:
      - Talk to Agarth
      - Go to Detyre and find Templar Octienne
      - Go to Saltwell Caverns and look for Hugues
      - Talk to Hugues
      - Take care of the assassins
      - Talk to Hugues again
    -----------------------------------------
    
      Talk to Agarth after your meeting with the High King. Surprise, the gnome you
      met in the tutorial is still alive, Fomorous Hugues. Looks like you're going
      to meet his superior to find where Hugues is at.
    
      You'll be heading to a new region by the name of Detyre; it's a whole bunch 
      of rocky, red, and canyon. Octienne will be high up on some ledge in The 
      Hollowlands. He'll tell you that they've tracked Hugues to some cave called 
      Saltwell Caverns. Just saying now, you probably ran into a few on the way up
      to see Octienne, but there's going to be a lot of Laz there, along with Faer
      Gorta. I'm not a zombie kind of person but maybe you are! You can just jump
      off the ledge after speaking to Octienne. Glad there's no fall damage in this
      game. Head to Saltwell Caverns.
    
      Once inside, a bunch of Faer Gorta will get up and attack you. Check around
      for some lab notes, an emergency supplies chest, and a chest behind some 
      crates in the west corner. 
    
      Examine the corpse in the next room and then take care of the Laz. Open the
      door and go into the next area. A bunch of Laz will run in. Once you're done
      with them, check the left for a gnome corpse and the west corner for a chest
      and some more lab notes. 
    
      As you go to the next area, watch out for that tripwire that triggers an 
      arrow launcher on the right. The next room will have more Faer Gorta. More
      notes are on a table to the north and there is another emergency supply chest
      south of this room. 
    
      You'll see a small room with a lever. Pull the lever to turn on the 
      incinerator. Those Laz will just roast to death. Loot the chest on the left 
      and keep going. There will be a ton of Laz in this next area. The east corner
      has a chest. The west area has a gnome corpse.
    
      Open the door and continue on. You'll run into a chest. Go left to enter a 
      small room with some Faer Gorta and another chest.
    
      Oh look who we found. Speak to him and some assassins will show up. Take care
      of them and find that Octienne actually wanted Hugues dead, and you too. 
      Looks like we need to find Ventrinio, but the only way is through Octienne.
      Hugues tells you to speak to another Templar named Jorielle in Adessa. If you
      can uncover Octienne's crimes, Joriella can gain his research information 
      that you need.
    
      Before you leave, there are two chests near where Hugues is standing. One is
      right there, and the second is behind the structures. Jump down and take care
      of some more White Palms on your way out. 
    
    ________________________
     Enemies in High Places \_________________________
    --------------------------------------------------
      Summary:
      - Go to Adessa and speak to Templar Jorielle
      - Go to the Livrarium and talk to Octienne
      - Pursue Octienne and beat him down
      - Talk to Jorielle
      - Talk to Fomorous Hugues
    --------------------------------------------------
    
      Use your map and make your way to Adessa, located in the southern area of 
      Apotyre in Detyre. A gnome will approach you and tell you that you get some 
      free housing. How nice. Another big city to explore like Ysa! Templar 
      Jorielle will be in the Domus Politica. Just follow your map marker. Find 
      Joriella in a tiny room on the top floor of this building. Speak to her about
      Octienne and your efforts will come to nothing...or will it? On your way out,
      a gnome will approach you with some information. Let's go have a 'chat' with
      Octienne at the Livrarium now. Follow your map marker and make your way down 
      to The Isles. Enter the Livrarium and Octienne will be in the very back doing
      some meditating of sorts. After a chat, he'll blow everything up in your 
      face.
    
      How violent. Take out his guards, loot the chest in this room (as this room 
      will be blocked for the rest of the game) and go up the stairs to end up 
      outside on a long platform. You will now do battle with Octienne and his 
      lousy White Palm thugs.
    
      Basically when you've whittled down Octienne's health to a certain level, 
      he'll move to the next area. Sometimes, you'll need to kill all the White 
      Palms to proceed. The White Palms aren't much more than annoyances unless 
      you're playing on Hard because there are more of them. There's a chest or two
      during this battle but you may not be able to loot it anyways because you'll
      almost always be in combat. Octienne likes to use the ice projectile move, 
      which should be easily blocked. He'll occasionally throw some fireballs at 
      you too. When he has a shield up, he's just about invincible and it means you
      need to kill the assassins before he'll let it down. Use your Reckoning on 
      the White Palm if you want; Octienne gives a free Reckoning. At the end, 
      you'll smash him on the floor and bat him like a rag doll. Jump through the 
      broken window after him.
    
      Speak to Jorielle who'll be thankful that you exposed him. Hugues will come
      in and speak to you. You'll find out that Ventrinio is working on an island 
      in Klurikon. Here's where we need Alyn Shir's quest if you haven't done it 
      yet. Anyways, you'll be rewarded the Twist of Fate: Unraveller. You'll get an
      achievement too.
     
    ____________________
     The Great General  \_________________________
    ----------------------------------------------
      Summary:
      - Talk to Alyn Shir
      - Meet Alyn Shir in Emaire in Erathell
      - Go to the Cradle of Summer in Erathell to find Tilera
      - Awaken the Urul-Tusk Windstone
      - Kill the Niskaru and talk to Tilera
      - Sound the four remaining Windstones in Erathell
      - Return to Tilera
      - Enter Urul-Tusk
      - Look for the Piercing Light
      - Hold off and defeat the Niskaru while Tilera pulls the spear out
      - Talk to Tilera
    ----------------------------------------------
    
      Again, after your meeting with Titarion, speak to Alyn Shir. She'll talk
      about the city of Mel Senshir being under siege and how we need to take it 
      back to get to Gadflow. She says it's time to find a General by the name of 
      Tilera. She'll tell you to meet up with her in Emaire, which is in Erathell.
       Make your trek there.
    
      Meet Alyn Shir in Emaire and she'll give you the rundown of things. General 
      Tilera lost Mel Senshir when the Balor came. Now Tilera's trying to get some
      legendary weapon to defeat it, and you're going to help her because Tilera's
      fated to never have that spear. You're to go find Tilera at the Cradle of 
      Summer in Erathell.
    
      This quest will take place over much of Erathell; you're going to be running 
      a lot for this one. When you meet Tilera, she'll tell you how she spent ages 
      trying to open the door to the place with the spear and how there's these 
      Windstones that seem to be the key to opening it. She gives you a chime to 
      use. That large rectangular stone behind you with some circular patterns is a
      Windstone. Go up to it and use the chime and some Niskaru will appear. Kill 
      them, then go back and talk to Tilera.
    
      You've got a long job ahead of you; there are four more Windstones and 
      they're all in differnt parts of Erathell fun. You can awaken them in any 
      order you want. The first one will summon more Niskaru, the second will also 
      have Tuatha, same with the third, and the final Windstone will make a Niskaru
      Tyrant appear so prepare. Once you've activated them all, return to Tilera 
      and you'll see the doors to Urul-Tusk open. Enter and let's go after that 
      spear she needs.
    
      The beginning is straightforward. A little bit in at the circular area, a few
      Niskaru Hunters will spawn. After those, a small area on the right has a 
      chest and a pile of rocks.
    
      Keep going until you run into stairs leading down. There's a chest on the 
      left, and Niskaru will run in below. After taking care of the Niskaru, check
      the southeast corner for a chest. Proceed west and open the door.
    
      There is a chest straight ahead up by the pedestal but take care of the 
      Niskaru that will come running in first. Now just keep following the path.
      You'll just run into a bunch of rats. After all those rats, you'll reach a 
      room with two chests. 
    
      Pull the sigil-stone to open the wall. Go down, kill the Niskaru, and check
      behind under the stairs for a chest. You might want to save here before you 
      proceed up those stairs into that big room. Get ready to fight a Niskaru 
      boss. 
    
      Tilera tells you to keep the Niskaru busy while she pulls the spear out. Just
      so you know, she's not going to be able to pull Piercing Light out until you
      kill the Niskaru and Azaghaal so get killing! Azaghaal has a spazztastic 
      extendable claws and can shoot fireballs like the Niskaru tyrant you fought 
      at the last Windstone. He also has a close range tail whip move and a flame 
      breath. Use ice moves as he is vulnerable to ice. If you are far away, he 
      will charge you. Once his health is down, you get a free Reckoning on him and
      Tilera will finally pull that spear out. She'll talk to you about meeting at
      Rathir to get to Mel Senshir. Loot the two chests here and then leave this 
      place. 
    
    ______________________
      Breaking the Siege  \_________________________
    ------------------------------------------------
      Summary:
      - Meet Tilera at Rathir
      - Talk to Elund Carth and convince to send troops to Mel Senshir
      - Talk to Captain Dodwyn and sail to Mel Senshir
      - Speak to Commander Owaiglyn
      - Speak to Owaiglyn again at the gates when you are ready
      - Find Witch Knight Malwyn
      - Kill Witch Knight Malwyn
      - Kill the Balor
      - Talk to Commander Owaiglyn
    ------------------------------------------------
    
      Make your way to Rathir, which is in the northeast area of Erathell. Yes, 
      another big city. Tilera will be waiting for you at the entrance. You need to
      go convince Elund Carth to send troops. Follow your map marker and make your 
      way up to the Upper City. 
    
      Convincing him to send troops is easy, and it makes you wonder how Tilera or 
      Agarth couldn't do it. Anyways, if you use the persuasion option and succeed,
      he also gives you a bonus ring. Once you're through with him, head down to 
      the docks to sail to Mel Senshir after you've prepared and such. 
    
      Talk to Commander Owaiglyn once you get there. The battle isn't going to 
      start until you talk to him again once he's up at the gates. Look around, and
      do whatever you need to before you start the battle. 
    
      Watch the cutscene. Ouch, that guy gets speared in the last fraction of the 
      cutscene. Anyways, talk to Tilera and get moving. Get past the Tuatha until 
      you reach a gate. In this room there are three chests, but take care of the 
      Tuatha Priests that show up first.
    
      You'll be in an area with a bunch of swinging traps. Time yourself and roll
      past them. Watch for blades coming out from the sides of the walls and on the
      ground too. 
    
      You'll see Alyn Shir fighting some Tuatha, and then ladders being propped up
      against the wall. Attack the ladders to stop Tuatha from coming up here and
      keep moving. 
    
      There are two chests here. Now pick a path, either one leads to the same 
      place anyways. Take the Tuatha out, and open the gate to enter an area where 
      there will be more ladders. Take down the ladders and the Tuatha here. Go on 
      and you'll find yourself in a room with a forge and five chests. Might be a 
      bug but I wasn't able to loot one of the chests. You may want to save. When 
      you're reading, go through the doors. Kill a few Tuatha then head left to 
      find Tilera fighting Malwyn. They see you and Malwyn will summon the Balor. 
    
      Malwyn likes to teleport up to a ledge where he's unreachable and have the
      Balor come in and laser-eye you. It's laser can be a bit difficult to dodge 
      so use your shield to block instead. Malwyn can charge you with his sword or
      slam it into the ground. Use Reckoning mode on him if you want. After you 
      beat Malwyn, watch the cutscene.
    
      Shame. All that trouble you went through for the spear and it only poked the
      Balor. At least it's out of control...time to go after it. Go through the 
      doors. Get rid of the Tuatha and Agarth will run into you for a short 
      conversation. Go right before the staircase for a chest. Fight through more 
      Tuatha, and you'll have to fight a prismere troll along the way too. After 
      killing the troll, loot the chest in the corner and open the gate. The Balor
      will be shooting around this area, so loot the chest there in the middle 
      quick and keep going. Kill some Tuatha here and there, and a Priest will 
      summon an annoying Niskaru Tyrant. Once you're through with it, save and go 
      through the doors to face the Balor. 
    
      The Balor's going to be laser eyeing you, but mostly stabbing and sweeping
      with its claw things. Whack away at its claws when they're stuck in the 
      ground, and if you hit enough, the Balor's face will fall close enough for 
      you to whack away at. Once you get it's health all down, use your free 
      Reckoning. Make sure you get the button that shows up or you won't be able to
      pin down the Balor's other claw and it'll heal back to about 1/5 health. Once
      you got both of its claws pinned, it's finished.
    
      Watch everyone get crushed and now you'll be back in Mel Senshir. Speak to 
      Commander Owaiglyn to finish the quest. You'll get a new Twist of Fate: 
      Siegebreaker and an achievement for killing the Balor. 
    
    _______________
     Silence Falls \_________________________
    -----------------------------------------
      Summary:
      - Go outside of Mel Senshir and talk to Cydan
      - Meet Cydan at Foes' Hearth
      - Destory the three Prismere Chantries
      - Return to Foes' Hearth and speak to Cydan
    -----------------------------------------
    
      You are now able to explore Klurikon. It's a swampy place full of nasty 
      things from thresh, niskaru, leanshes, and piles of corpses. Well, once 
      you're outside of Mel Senshir, you'll find a Winter Fae named Cydan asking 
      for you. He appears to know Agarth and Alyn Shir (a bit), and will talk with
      you more if you meet him at Foes' Hearth. Go ahead and make your way there.
    
      Once there, speak to Cydan and he will tell you to destroy three Prismere 
      Chantries, like the one you busted in Hunter's Pit back in Dalentarth. One in
      the very north of the Keening, and two in the northwest and southeeast 
      corners of the Drowned Forest. Instead of one crytal, each tower has four 
      crystals on each side of it. Just kill all the Tuatha and every crystal at 
      each chantry. Once you've finished, return to Cydan and he'll tell you to 
      meet on the coast of Caeled.
    
    ____________________
     Echoes of the Past \_________________________
    ----------------------------------------------
      Summary:
      - Meet Cydan and your allies at Caeled Coast
      - Use the Shadow Walk to reach Dannestar Island
      - Find Ventrinio
      - Talk to Ventrinio
      - Kill the undead
      - Talk to Ventrinio again
    ----------------------------------------------
    
      Go meet Cydan and Alyn Shir on the northwest side of Caeled Coast. Alyn Shir
      will talk to you for a bit. Go stand in that black cloud and you'll magically
      appear on the island. There'll be a bunch of undead in this area and the 
      tower. Outside there is a chest to the very north. The southern area has a 
      gnome corpse you can loot. Go to the tower now and wait for Alyn Shir to 
      dispell the ward, and go in.
    
      Make your way up the staircase. Alyn Shir's going to break the tripwire and
      it'll release some Faer Gorta from their cages. After that, Alyn Shir will
      stay there, so make your way up alone.
    
      There is a chest to your left, and a lever to your right. The lever releases
      the Faer Gorta in the cage in front of you. There really is no need to as you
      can still whack it while it's stuck in the cage and loot it too. 
         
      The next room will have some more Laz, and a chest in the northeast and 
      southwest corners. There's some notes on Laz Remains if you want to read it.
      Open the gate and move on.
    
      The walkway will have some notes on some Investment thing on the right and
      Laz. Ahead there is an incinerator with a body on it and a lever nearby to 
      dispose of it. Hm, deja vu.
    
      More Laz and Faer Gorta in the next room. A Laz will trigger the tripwire and
      let the Faer out. Go west and around the right broken stone wall to find a 
      chest behind it. There's another tripwire and a Faer Gorta in a cage in the 
      southeast corner if you want to kill it. 
    
      Some Ancient Leanashes and Faer Gorta in the next room, but nothing else.
    
      Cool, stepping on the fleshy stuff makes a squelchy sound. There are four 
      chests in the next room, three north and one south. There's some notes on an
      assistant here too. Make your way up and talk to Ventrinio. Learn some stuff 
      about your past. Anyways, a bunch of undead will show up, and you need to 
      kill them all. Nothing new. Just Laz, Faer, and Leanashe. Just...a lot. Once
      you kill them, loot fast because the well will fall apart and the screen 
      starts blacking out. You'll end up outside the tower. Speak to Ventrinio 
      again. He will tell you to meet him at the Field of Huber.
         
    _____________________
     Pride Before A Fall \_________________________
    -----------------------------------------------
      Summary:
      - Meet Ventrinio at the Field of Huber
      - Talk to Agarth
      - Talk to Ventrinio
      - Confront Dren
      - Kill Dren
      - Liberate the House of Pride
      - Talk to the Knave of Pride
      - Defeat Witch Knight Myrna
      - Destory the Chantry
      - Talk to the Knave of Pride
    -----------------------------------------------
         
      Use your map marker to make your way to where Ventrinio wants you to meet. 
      Before you get there, some soldier is gonna come running saying how Dren just
      slaughtered them all. You'll see Agarth and Cydan here already. Talk to 
      Agarth and Alyn Shir and Ventrinio will show up. 
    
      If you wonder what happens if you fight Dren without the essence, this is 
      what: you will do no damamge to him and he will hurt. He already hits for 1/4
      your health about on casual mode. Although, if you want a free persuasion 
      count for an achievement, you can go do that, then run for it. You'll get two
      more persuasion attempts with Dren later too. 
         
      Talk to Ventrinio and he will give you an essence that will protect you from 
      Dren, but also the opposite, apparently. Go approach Dren now. You two will 
      fight for a bit but barely do any damage to each other. If you check out the
      Essence of Valor buff in your Status window, you'll see it has 9,999 flat 
      damage reduction. Sick. Anyways, after a bit of fighting, Dren will stop and 
      say how useless it is. Convince him to let you through and then he'll be 
      killable in the next fight. He likes to charge with his sword and stuff like
      Witch Knight Malwyn from earlier. No free Reckoning on him so use yours if 
      you have it. Once you beat him, Agarth will come running and be all amazed.
      Now you need to liberate the House of Pride. Enter with your allies.
    
      By the way, these soldiers you get to fight with you in here can be killed.
      They don't do much damage, but still it's nice to have some distractions. 
      Nothing but Tuatha in the first room. Second room has a chest at the right 
      corner. The next room has more Tuatha and a bolgan. There's also two chests 
      here. The next small room has a chest on the left. A Knave of Pride will then
      speak to you and tell you to defeat Witch Knight Myrna. Save if you want then
      fight Myrna in the next room. 
    
      She'll summon Faer Gorta in the beginning. She uses the ice ball projectile 
      move and likes to teleport around. If the comrades that entered this place 
      with you are still alive, they are quite useful in distracting and disrupting
      her spells. She could barely finish casting her ice move because of them. Use
      Reckoning on her since she also has no free one to give. After she's dead, go
      into the next room and destroy the Chantry. Gadflow will give you a warm  
      welcome to Alabastra. Loot the chest in the eastern part of the place you 
      fought Myrna if you didn't already. The path branching north also has a 
      chest. Speak to the Knave of Pride to finish the quest. You'll get a new 
      Twist of Fate, Unstoppable. Leave this area by going past the chantry and 
      enter Alabastra.
    
    __________________
     Taking Vengeance \__________________________
    ---------------------------------------------
      Summary:
      - Talk to Alyn Shir in Alabastra
      - Talk to Ventrinio at the end of High Fulgen
      - Talk to Cydan and Agarth in Amaura
      - Enter the House of Vengeance
      - Defeat the Cur
      - Talk to Agarth
      - Enter Bhaile
      - Talk to Alyn Shir
      - Enter the Court of Winter
      - Fight Gadflow
      - Talk to Alyn Shir
    ---------------------------------------------
    
      Your allies will be a short distance away in a small camp once you exit the 
      House of Pride. Talk to Alyn Shir and the others for info and then you begin 
      your long trip through all of Alabastra to meet up in Amaura. You will run 
      into more Tuatha than you've ever seen here, but it makes sense. If you don't
      want to waste time fighting, just run past all of them. Near the end of High 
      Fulgen, you'll run into Ventrinio and Alyn Shir. Speak to them, then keep 
      going. Agarth is somewhere here on Shadow Pass, and is marked by the 
      Fateweaver symbol on the minimap. You don't need to talk to him though so 
      stopping by is up to you. Cydan will be near the end of Shadow Pass if you 
      want to talk to him. Once you finally get to Amaura, talk to Cydan. Alyn Shir
      and Ventrinio have disappeared, but you can't wait for them. Once Agarth is 
      here, talk to him and you'll all enter the House of Vengeance.
    
      There is a pile of rocks in the north corner of the first room. The next room
      will be a large one with many Tuatha. The far left end of this room has two 
      chests. The left path takes you to two smaller rooms, one with three chests 
      and one with four chests, three of them behind a locked gate. The right path 
      takes you to a room with a sagecraftin altar and alchemy lab. There's two 
      chests here and a secret door on the wall at the far end. This hidden room 
      contains two chests. Make your way back and continue on with your allies. 
      Push on and fight more Tuatha. The next room will have two chests on tables.
      You'll reach an area with Tuatha and an alchemy lab. A prismere troll will 
      show up shortly after. Save now if you want as you'll be reaching the Cur 
      soon.
    
      There will be some Tuatha with the Cur. The Cur uses the sword charging move
      and can cast the tornado spell. He can also teleport. Niskaru will spawn 
      throughout the battle. Use Reckoning mode if you have it. Once you kill the
      Cur of Vengeance, I advise you to loot him; he has a whole set of armor on 
      him, and it's pretty nice Might armor. Before you enter Bhaile, loot the 
      three chests in the room you just fought the Cur in, and talk to Agarth. 
      Before you exit this place, look for two chests on the left. Enter Bhaile.
    
      Speak to Alyn Shir. She'll finally tell you everything while you guys make 
      your way through Bhaile. This place will just have more Tuatha and prismere 
      trolls, and also giant crystals sprouting all over the place. After killing a
      priest and his niskaru, go south to find a chest. After crossing two bridges,
      look under the right side of the giant crystal that just grew in front of you
      for a chest. Going on, a troll will show up with the Tuatha. After you kill 
      them, check by one of the lorestones here for a chest. Before you reach the 
      door to the Court of Winter, look around for one more chest. Save before you 
      go in to fight Gadflow. 
    
      Once you're inside, Gadflow will summon two copies of himself. Attacking them
      do no damage to him so just whack on the real one. He can use all three 
      spells, the fireballs, tornadoes, and the ice balls. He also has a spell that
      places flame runes all over the floor that explode if stepped on. You could 
      use your Reckoning if you want to deal more damage, but you won't get a 
      finish. Once you 'defeat' him, Alyn Shir will tell you he's probably hiding 
      deeper underground. Check around the room for chests and stuff before you 
      follow Alyn Shir. There are two chests on each side. 
    
    ___________
     Reckoning \___________________________
    ---------------------------------------
      Summary:
      - Follow Alyn Shir into the Amethyn
      - Enter the Throne Room
      - Stop Tirnoch
      - Storyline Complete
    ---------------------------------------
    
      This is the final quest for the main storyline. As you follow Alyn Shir into
      the Amethyn, you'll hear Tirnoch's voice. 
    
      She'll tear some Fate out of you and turn it against you. You'll have to 
      fight several of these, each with different weapons while you make your way 
      through. After you kill the first one, look for a chest. Also, you may notice
      weapons on tables and racks in this area. They are all lootable prismere 
      weapons so take any you want. 
    
      As you go on, there is a tiny path to your right that leads to a tiny room 
      with a chest. After your second fight with a Splinter, look for a chest in 
      this room. There's also two staves and a scepter on a nearby rack. Shortly 
      after, check a table on the right for a bow, buckler, and daggers. In the 
      room where you fight the third splinter, there is a rack with two 
      greatswords, a hammer, and a kite shield. Nearby to the left is also another
      hammer and a longsword on tables. After fighting two splinters at the same 
      time, check around for two chests. A hammer, greatsword, and kite shield lies
      on a rack nearby. Two more staves lie on another rack here. Go up the stairs,
      loot a chest on the left, and the bow, dagger, and buckler on the opposite 
      side if you want. Keep going. Near the end, Alyn Shir will talk to you. This 
      is it, you're going to fight a dragon! Save if you want before going in. 
    
      Watch the cutscene. Well, Gadflow sure looks surprised. Watch him get fried. 
      Throughout the battle, Tirnoch will steal some of your Fate and turn them 
      into Splinters. You must kill these to fill your Fate meter. Once full, use 
      the X key like you're going into Reckoning mode. Instead, you'll blast 
      Tirnoch with your Fate and knock her head down. While she's down, whack at 
      her head as much as you can. Besides ripping out your Fate, the only other 
      thing she seems to do is poke at you with her beak-like nose or horns. Rarely
      she may flame breath you, send a bunch of blue primsere crystals raining down
      on you, or cause flames to spout from the ground. When her health is gone, 
      use F quick or she will heal like the Balor. Congrats, you have finished the
      main storyline. Enjoy the cutscenes and the credits! 
    
      If you haven't noticed by now, it was Alyn Shir who was talking in the very 
      beginning cutscene of this game.
    
      You'll get a Twist of Fate: Destiny Defiant, and an achievement for defeating
      Tirnoch. If you went through the whole main story on Hard, you'll also get an
      achievement for beating it on Hard mode. You wake up in the Orbocant in 
      Rathir. This is a free house for beating the game. 
    
      Completing the main storyline also unlocks the Fae hollow, Primordia in
      High Fulgen.
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [FCTN0]          ||        Faction Quests        ||
                          ||                              ||
                          **------------------------------**
    
              House of Ballads..............................[FCTN1]
              The Warsworn..................................[FCTN2]
              Travelers ....................................[FCTN3]
              Scholia Arcana................................[FCTN4]
              House of Sorrows..............................[FCTN5]
              House of Valor................................[FCTN6]
    
         There are six faction storylines for you to play through. You
         can do any of them any time in this game except for The House
         of Sorrows, which can only be done once you finish the main quest
         of Breaking The Siege. Finishing these questlines all reward
         a Twist of Fate and an achievement, excluding the House of Valor.
    
    
                            **--------------------------**
                            ||                          ||
         [FCTN1]            ||     House of Ballads     ||
                            ||                          ||
                            **--------------------------**
    
    _____________________
     Song of Sir Sagrell \__________________________
    ------------------------------------------------
      Quest Giver: Hallam the White
    
      Location: Dalentarth > East Odarath > House of Ballads 
      The House of Ballads is in the very northwest corner of East Odarath
    
      Summary:
      - Talk to Hallam the White
      - Go to Gorguath
      - Find the three heartvines
      - Kill the Grave Thresh
      - Search Sir Sagrell's body for his ring
      - Return to the House of Ballads
      - Use the ring to unlock the Court of Enchantments
      - Talk to Hallam the White
    ------------------------------------------------
    
      You'll see Hallam the White giving the whole House an announcement. Speak to
      him to begin this faction's storyline. Sir Sagrell wasn't suppose to die; now
      they need a replacement. 
    
      Go to Gorguath; you probably passed it on the way to the House of Ballads. If
      not, it is to the east. Just follow your map marker. Inside there will be Fae
      who are also trying to claim the spot. Pledge Ficon will speak to you and 
      tell you about how the Grave Thresh has caged itself in within the vines. You
      need to run around this place to kill three heartvines to open up the way. 
    
      Go right or left; either way will have you go in a circle. I will be giving
      directions going left, or clockwise. 
    
      In the first area, there'll be some boggarts and a chest. Soon you'll reach 
      your first heartvine; pull it and keep going. In this second area, go left up 
      the small ramp. Go straight and there is a pile of rocks in that open area. 
      Go back down and there is a chest a bit north. The north wall here also 
      contains a hidden door. The hidden path leads to a lorestone. Return to the 
      previous area and continue in your clockwise direction. 
    
      You should reach the second heartvine. The next area will have some pestilent
      brownies. There's a chest in front of you and a pile of rocks to your left. 
      Continue on and you should find the final heartvine. The Grave Thresh will be
      revealed. 
    
      More brownies in the next area. To the east will be a short path with a chest
      at the end. As you reach more brownies, take a left or go east for a 
      lorestone and a chest. Go back and head north; you should end up where you 
      first started, but now the vines are gone. Before you run into to fight the
      Grave Thresh, there is another hidden door on the left side of the path right
      before the thresh. The path leads to a watery area with two chests. One to 
      your left and one ahead. Look around in the water for two whirlpools too. Go
      back and let's fight the thresh. 
    
      All thresh can shoot projectiles at you and smash the ground to send vines at
      you. They are vulnerable to fire attacks. Kill the boggarts first (or ignore 
      them). This thresh shouldn't be too difficult. The left of this area has a 
      chest and there are three corpses scattered around that you can loot. Head 
      into the next room. Loot Sagrell's body for his ring and some faeblades. 
      Ficon will speak to you, and then two more thresh and some boggarts will 
      appear. Unless you are very quick, Ficon will die once he is hit. I guess 
      he's supposed to die though, because in the case you do save him ,he just 
      stands there in Gorguath for the rest of this game. 
    
      Once you've dealt with these monsters, check the sides of this room for two
      chests. The room on the right contains a corpse. The room ahead of you has a
      lorestone and a skeleton.
    
      You're done here, so let's go back to the House of Ballads. You can now enter
      the center room, the Hall of Enchantments because you have the ring. Talk to 
      Hallam the White to finish the quest.
    
    ________________________
     Ballad of Bloody Bones \________________________
    -------------------------------------------------
      Summary:
      - Talk to Hallam the White
      - Go to the Oratory
      - Talk to King Wencen
      - Go to Uduath
      - Find Sir Farrara
      - Release the prisoners
      - Talk to Bloody Bones
      - Kill Bloody Bones
      - Resurrect Sir Farrara
      - Return to King Wencen at the House of Ballads
    -------------------------------------------------
    
      You need to go help a Sir Farrara. To find out more about it, you need to go
      see King Wencen. He's located in the Oratory in Ettinmere. Use your map 
      marker to get there. Once there, your ring will unlock the door. Talk to 
      Wencen. He'll tell you to go to Uduath to find Farrara. Uduath is very north
      of Ettinmere. 
    
      Enter Uduath. Obvious chest on right here. Follow the path to run into Sir
      Farrara. He'll tell you that Bloody Bones, instead of abducting one maiden,
      has abducted a whole bunch of people. We need to release everyone then find 
      Bloody Bones. 
    
      There's prisoners behind the vines right in front of you. Just open the door
      and they'll run away. Next area has a chest on the left and a cell on the 
      right. There is a chest in the cell too. Next area is pretty much the same; 
      another chest and cell, and a pile of rocks in the cell. Head north. Same 
      thing again, except no chest inside the cell. The path to the next area has a
      puddle of poison by a Star Thistle plant. Go around it or you'll take poison 
      damage. You should now reach an area with yet another chest and the last 
      cell. You may want to save. 
         
      Head into the large room and Bloody Bones will be there. Speak to him for a 
      while and then he'll fight you. He likes to use magic like the tornadoes 
      fireballs and barrier. He'll kill Farrara, but that's expected. Once you've
      dealt with Bloody Bones, go revive Farrara. There should be an option to do 
      so when you are near his corpse. I've had a bug before where even though he 
      was dead, I could still talk to him and I couldn't revive him to continue the
      quest. If you get this bug, it can be fixed simply by leaving Uduath and 
      returning. After reviving Farrara, there are two chests for you. One on the 
      left side of this place and one in the little room in front. Once you're 
      done, return to King Wencen. Wencen will be at the House of Ballads, and not
      the Oratory. Talk to him to complete this quest.  
    
    _________________________
     Two Knights and a Troll \_______________________
    -------------------------------------------------
      Summary:
      - Go to the Ballads Library
      - Speak to Tenhwa
      - Go to the Sundur Caverns and recover the 5 Cairns
      - Talk to Sir Airmer
      - Find the last three cairns
      - Kill & loot Nix
      - Go back to the Ballads Library
      - Listen to the Cairns using the Echo Stone
      - Release Tenhwa from the spell
      - Find Wencen at the House of Ballads
      - Talk to Hallam the White
    -------------------------------------------------
    
      King Wencen wants you to go talk to a fae librarian at the Ballads Library. 
      The Ballads Library is located between Webwood and Haxhi on the northern 
      path. Make your way there and enter the building.
    
      Looks like Tenhwa is stuck, and that a bunch of cairns were stolen. The Maid
      of Windemere and Nix the Troll paid Tenhwa a visit. We need to get the cairns
      back. Head over to the Sundur Caverns in Haxhi. There should be a cairn 
      marked on your map a little ways off from the Sunder Caverns. Pick up the 
      Part I cairn and then enter the cave.
    
      You'll see two Fae sitting there. Talk to the one on the right. They seem to 
      be the two knights in this story. He will give you the cairn for Part V. 
      They'll run ahead to look for the other cairns. Look around north for a pile
      of rocks. Head left for another pile of rocks. Proceed north to a room with
      bears. Check left for a chest. Keep going north and you will find the third 
      cairn. Go east. There is a pile of rocks in the next room. Now follow the 
      path south. Keep following the path and you'll run into Part IV. Shortly 
      after you'll see a troll, must be Nix. He's just like any other troll. Once 
      you kill him, loot him for Part II. Airmer will have a few words with you 
      then leave. Check south for two chests. Head west, jump down and get back to
      the Ballads Library. 
    
      Tenhwa will give you some instructions. Now go listen to the cairns you've
      recovered. Once done, go back to Tenhwa. The words to the counter-spell is 
      "You are human now! Go!" She will tell you to return to King Wencen.
    
      Go back to the Hall of Ballads. He isn't there though. The Maid of Windemere
      will appear before you and say some things. Go talk to Hallam the White. 
    
    ___________________
     What Lies Beneath \_______________________
    -------------------------------------------
      Summary:
      - Find Father Etair
      - Talk to Brother Aedwin
      - Find the crystals
      - Talk to Brother Wulf
      - Use the whistle to find the last crystal
      - Return to Hallam the White
    -------------------------------------------
    
      Hallam the White will tell you to go see Father Etair at St. Eadrics Mission
      in The Sidhe. Enter the Bunkhouse and go up the stairs to find him dead. 
      Great. Go outside and ask the monks about it. Talk to Brother Aedwin. Now go 
      back into the Bunkhouse and search around the chests/bookshelves for a desk 
      key to open Etair's desk, or just lockpick it open. Take the bottle (and the
      book if you want).
         
      Go back outside and now you can climb down the well here. Saying now, it is
      useful to have high dispell in this quest and the ones after for the rest of
      this faction's storyline. 
    
      Down in the well, there's a chest to your right. Next area has some kobolds,
      a chest to the north and a chest to the south behind the rock. Ahead is a 
      tripwire that triggers an arrow launcher and a bear traps so watch for those.
      Kobolds to your right. Another tripwire and arrow launcher. There'll be 
      kobolds to your left. Kill them and loot them for the first crystal. The one 
      with the glow has the crystal. There's a chest here too. 
    
      When you jump down, watch for three bear traps right in front of you. You 
      might just land on one of them. More kobolds to the right and a chest. In the
      water, there are three whirlpools to loot. The kobolds up ahead have another 
      crystal. Another chest is here too. Continue and there's a chest on the left
      and a third group of kobolds with the third crystal. To their left is yet 
      another chest.
    
      More swimming. Before the man on the small island is a whirlpool to the 
      right. Look it's Brother Wulf, rolling in pain on the ground and he has this
      weird shiny aura around his head. HM. Now is where dispell comes in handy. If
      you have high enough dispell, you'll have an option to tell him the curse is
      broken. If not, you may have to kill him. 
    
      You'll get a Whistle from him. Use it will reveal the location of the last
      crystal for a little moment. This whistle can be mapped to your consumables
      radial so you don't need to go back to your bag every time. Use the whistle 
      and your map marker should show the location of the crystal on another island 
      with a skeleton. There are also two more whirlpools around in the water too.
      Once you've got the crystal, swim out of this place. 
    
      Go back to the House of Ballads and the Maid of Windemere will speak to you
      again. Talk to Hallam the White to finish this quest. 
    
    _______________
     The Champions \_______________________
    ---------------------------------------
      Summary:
      - Talk to Hallam the White
      - Go to Windemere
      - Get a set of Ballads armor to get past the Wall of Thorns
      - Resurrect Sir Elswin
      - Kill Sir Elswin
      - Cross the gorge
      - Confront Sir Airmer or Creth
      - Enter Summer's End
      - Talk to the Maid of Windemere
    ---------------------------------------
    
      You must go to the Maid's realm of Windemere now. The entrance can be found
      through a short tunnel north of eastern Odarath. Again, high dispelling is 
      advised for this quest if you want to save the House of Ballads or they will 
      stay quite dead for the rest of your game. Don't think there are any that 
      gives side quests though so it's really up to you. Make your way to Windemere
      and on the way there the Maid will speak to you again. Ahead you will find 
      Airmer and Creth dueling each other. You're going to need one of their armor
      sets to get that wall open. If you have high dispell, you can simply remove 
      the curse from one of them and get their armor. If not, you need to choose 
      one of them to kill. The one you did not choose will run away, and two 
      Crudoks will also appear. This could be an annoying battle because of the 
      Crudoks' fly breath. Once you kill them all, loot the Fae's body for the 
      House of Ballads set. Equip the set and you can get past the wall now. You 
      don't need to wear this armor again for the rest of the quest. I won't be 
      elaborating on this area's chests and such, as I have a map of the whole area
      available here:
    
      Dalentarth - Windemere: 
      http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63799
    
      Make your way across the bridge towards the map marker. Troll will appear 
      along the way but it's up to you if you want to kill it. Make your way up and 
      around and the Maid will appear again. Great, you need to kill someone who's
      already dead to get across. Good thing Hallam the White gave you another 
      resurrection potion. Go down and look for the guy's corpse under the bridge 
      in the water. You'll see a fresh corpse and a few decayed one. What a crappy
      life, only to die every time. Resurrect him. "Oh, I see what happened. 
      Blast... perhaps next time." Ha! Kill him. Now the bridge will form and you
      can get across. You'll run into whoever you did not duel or remove the curse
      from for the armor. Airmer or Creth. If you cannot dispell this dude here, 
      you'll have to kill him to move on. Being cursed doesn't sound so good. "It
      feels as though a troll has been braining me with his club." - Creth Anyways,
      make your way to the next area, Summer's End.
    
    ________________
     Cursed Kingdom \________________________
    -----------------------------------------
      Summary:
      - Talk to the Maid of Windemere
      - Talk to the Chancellor in the Chantry
      - Use the whistle to find and destroy the crystals
      - Go back and talk to Sagrell
      - Enter the Bell Tower and ring the bell
      - Enter Castle Windemere
    -----------------------------------------
    
      The Maid of Windemere will be waiting for you again. How cute, a town full of
      non-aggressive monsters! Again, I won't be elaborating on chest locations and
      such, as I have provided a map.
    
      Dalentarth - Windemere - Summer's End:
      http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63798
         
      Enter the building marked by the quest marker, the Chantry. Well look who it
      is, it's you! No wait. How flattering, he said the Maid said you're 
      beautiful. He talks about crystals hidden around. You know what you need to 
      do now. Good thing you have your whistle mapped to the radial...right? 
    
      Go around using the whistle to locate the five crystals. Destroy them all and
      the monsters will become aggressive. Return to Sagrell in the Chantry. He'll
      give you the key to the bell tower and run away. Enter the Bell Tower nearby,
      and pull the rope on the second floor. You can now enter Castle Windemere. 
    
    _______________________
     The Hero and the Maid \_______________________
    -----------------------------------------------
      Summary:
      - Talk to the Maid of Windemere
      - Save or kill Sir Farrara
      - Save or kill the Belmaid and Lady Oleyn
      - Talk to King Wencen
      - Face the Maid of Windemere
      - Kill the Maid or let her live
      - Return to the House of Ballads and talk to Hallam the White
      - Storyline Complete
    -----------------------------------------------
    
      The Maid will appear and talk to you when you approach the lorestone. You'll
      run into Sir Farrara. Dispell him or kill him. There is a lorestone to your
      right. The hallway after this contains plants that will bite you if you're 
      too close. They can't hit you if you stay in the center of the hall. 
    
      There will be a bunch of boggarts in the next room. Standing in the green 
      water will hurt you. The left corner contains a chest. Take the path right of
      where you entered this area from. You should encounter some leanashe. After 
      that, you'll find the Belmaid and Oleyn. Again, dispell them or kill them. 
      There is a lorestone up the stairs to the left here. The southern back of 
      this room contains a chest.
    
      Go back to the previous area and take the left path now. More boggarts will 
      appear and you'll reach a room with the nasty green stuff. Go straight for a 
      lorestone and watch the plants. Go right for two chests and left for King 
      Wencen and another chest. Talk to him. Return to the large central room 
      towards the hall that's blocked. Wencen will give you his token so you can 
      get past the barrier and then run off like the wimp he is. Sigh. Proceed and
      save if you want. Open the gate to enter a room that's surrounded by those
      Plant Snappers. Talk to the Maid of Windemere and begin the fight.
    
      The Maid will spawn sprites and leanashes. She also uses some dark energy 
      blast. Later she may summon thresh. Once her health hits zero, you have a 
      choice: kill her or rule with her. Going with either will net you the 
      achievement and the same twist of fate so it's up to you. This room contains
      a lorestone. Nothing else to do here so return to the House of Ballads.
    
      The other Fae will mostly hate you either way because they hate change. If 
      you saved the House of Ballads, but decide to rule with the Maid, you won't 
      see them around. If you kill the Maid, they will be there in the Court of 
      Enchantments, but not King Wencen. 
    
      Congrats, you have finished the House of Ballads storyline.
    
    
                            **--------------------------**
                            ||                          ||
         [FCTN2]            ||       The Warsworn       ||
                            ||                          ||
                            **--------------------------**
    
    __________________
     The Commendation \__________________________
    ---------------------------------------------
      Quest Giver: Ost Ordura OR the Contract Board in Shieldring Keep
    
      Location: Ost Ordura is in Dalentarth > Gorhart > Gorhart Inn
      Shieldring Keep is in Dalentarth > upper half of Yolvan in the bottom right 
      corner.
    
      Summary:
      - Talk to Ost Ordura or get the contract from the board
      - Kill Osgar Krast and take his dagger
      - Kill Medgar Krast and take his dagger
      - Bring the daggers back to Ost Ordura or to Shieldring Keep
    ---------------------------------------------
    
      You can actually skip this quest entirely and just go straight to The Road
      Patrol quest if you go to Shieldring Keep and speak to Tine Delfric. You can
      grab this quest from Ost Ordura, or take it from the Contract Board in 
      Shieldring Keep. If you get it from the keep, you return there to turn it in.
      If you take it from Ost, you can turn it in at either place. Only difference
      is that Ost will give you a commendation for Tine Delfric. 
    
      You simply need to kill two bandit leaders and get their daggers. Osgar is
      northeast of western Odarath, and Medgar is in the eastern area of east 
      Odarath. Just use your quest marker. Once you have both, return to Ost or 
      Shieldring Keep to turn it in. If you got it, take the commendation from Ost 
      to Tine Delfric or turn the quest in to Idwold Freward. 
    
    _________________
     The Road Patrol \___________________________
    ---------------------------------------------
      Quest Giver: Tine Delfric
    
      Location: Dalentarth > Yolvan > Shieldring Keep
    
      Summary:
      - Talk to Tine Delfric
      - Meet Wyl Rendig in Didenhil
      - Go to Warden's Bridge in Lorca-Rane
      - Speak to Ost Ordura
      - Patrol the area
      - Kill the Niskaru
      - Talk to Ost Ordura and follow him
      - Kill the Niskaru at Brigand Hall Caverns
    ---------------------------------------------
    
      You can start the faction storyline with this quest instead of the first if
      you're lazy. Tine Delfric wants you to go meet up with another Hireling to 
      get your first task. Go find Wyl in Didenhil, which is a small town located 
      in Glenara. Find him in the Healer's Cottage and talk to him. He'll tell you 
      to meet up at Warden's Bridge in Lorca-Rane. Follow your quest marker.
    
      When you get there, there should be a group of Hirelings already. Speak to 
      Ost Ordura to begin the patrolling. Basically as you examine the spots marked
      on your map, the other Hirelings will be picked off by something one by one. 
      When you get to the overturned cart, a Niskaru will pop up from behind it. 
      Kill it. Funny thing is even if you kill it before it gets to the last 
      Hireling standing, the guy still drops dead on the spot. Speak to Ost after 
      this and then follow him. You'll run into two more Niskaru and end up at 
      Brigand Hall Caverns. 
    
    ____________________
     The Heart of Sibun \__________________________
    -----------------------------------------------
      Summary:
      - Talk to Ost Ordura
      - Enter Brigand Hall Caverns
      - Stop the cultists 
      - Finish Ost's mission
      - Kill the Niskaru Tyrant
      - Take the Heart of Sibun
      - Return to Shieldring Keep and talk to Tine Delfric
    -----------------------------------------------
    
      After speaking with Ost Ordura, enter Brigand Hall Caverns with him to 
      investigate the Niskaru. 
    
      Right in the entrance, there is a skeleton with a bear trap in front of it. 
      After Ost is done talking to himself, speak to him. There will be lots of 
      traps in here, but should be no problem if your detect hidden skill is high 
      enough to detect/disarm traps. After Ost opens the door, your path will be 
      littered with spike traps. 
    
      After Ost tells you to flip the lever on the other side, jump down to your 
      left. There will be spike traps, bear traps, and even a swinging blade. Make
      your way through. Near the end is a tripwire that triggers spinning blades. 
      Open the gate. 
    
      Once you reach the next area, a Niskaru will spawn. Loot the corpses; there's
      also a chest behind crates and a weapon rack on the south side of this place.
      Open the door. The wall straight ahead has a secret door. It leads to a room
      with a weapon rack, a chest, two piles of treasure and two skeletons. 
    
      The path ahead has a few bear traps. The next area has some corpses to loot
      and a weapon rack on the right side. The next area will have some mages. Kill
      them and it will cause the barriers around the Niskaru to be released. Oops. 
      Backstabbed. Kill these Niskaru. 
    
      Looks like it's up to you to finish this mission. Check the left side of the 
      stairs for a chest. Open the gate and proceed. There are mines on the ground 
      here. Open another door and fight some more Fahrlangi-whatevers. A Niskaru 
      will run in too. This room contains a few corpses and three warded chests. 
      Watch out for two mines in the corners too. Move on.
    
      Some dude will tell you to 'come forth'. You may want to save first, because 
      it's just so smart to listen to a Niskaru-summoning cultist. Oh, wait, he's 
      not talking to you. A big ugly Niskaru Tyrant will emerge. Like other 
      Tyrants, this one has a seizure-like extendable arm and likes to shoot 
      fireballs and tailwhip you, with charges if you're far away. Once you've 
      dealt with it, pick up the Heart of Sibun. There is a chest behind some pots
      where the summoner was.  There's is also a pile to loot near the front of the
      path to the exit. You're done here; report back to Tine Delfric. 
    
    ______________
     Lock and Key \__________________________
    -----------------------------------------
      Summary:
      - Talk to Tine Delfric
      - Go to Helmguard Keep in Erathell
      - Talk to Grian Shane
      - Visit the Ancient Vault
      - Speak to Gwyn Anwy
      - Return to Helmguard Keep and speak to Grian Shane
      - Talk to Gwyn and get the key, show the key to Grian
      - Go to Tirin's Rest and find the locksmith
      - Kill the mages and talk to the locksmith
      - Go back to Helmguard Keep and tell Grian
    -----------------------------------------
         
      You need to go to another keep in Erathell to find out how the Heart of Sibun
      was stolen. Once you're there, talk to the Castellan, Grian Shane about it.
      He will tell you to visit the vaults. The Ancient Vault is located in the 
      southwest area of Tala-Rane. Once you're there, talk to Gwyn Anwy; she'll let
      you in. 
    
      Oh, the inner door is open too. There's a bunch of those Fahrlangi freaks in 
      there. Kill them all. Before you return to Grian, make sure to loot all the 
      stuff in here. The bottom floor has three chests, one to the right past the 
      inner door, and two in the back. There's also a pile on the right side in the
      back. The second floor has a secret door on the left side wall. Inside has a
      chest and another pile. There are two piles in the very back of the second 
      floor. The right side has a door that needs to be unlocked and a spike trap 
      right behind it. Inside is a chest. There should be nothing else here so 
      return to Helmguard Keep. 
    
      Grian took precautions and has jailed Gwyn. Looks like she also forgot to 
      tell them about the key you guys found. Go to the jail cells and speak to 
      her. Get the key from her and show it to Grian. He'll tell you it's a copy.
      Head to Tirin's Rest in Galafor to see some locksmith. 
    
      Enter the locksmith's house. You'll see that the fireplace hides a hidden
      door. Enter the lab. More mages. Kill them and the locksmith will show up.
      There are two chests on the left side and one near where the locksmith is. 
      Speak to him. Turns out some Pledgeshield had him make the copy. Go back to
      Helmguard Keep to tell Grian. 
    
    _______________________
     The House of No Doors \________________________
    ------------------------------------------------
      Summary:
      - Talk to Fenan
      - Talk to Grian
      - Talk to Elbin Meroch
      - Go to the Customs House in Rathir
      - Talk to the grill
      - Enter the catacombs
      - Find Harst
      - Kill Harst and leave the Catacombs
      - Speak to Gwyn in Rathir
    ------------------------------------------------
    
      Grian will jail Fenan, so go to the jails again and talk to her. After 
      finding out who she gave the copy to, go back to talk to Grian. Head to 
      Tywili Coast and find Elbin Meroch. Now he tells you to go to the Customs 
      House in Rathir to get some password. The Customs House is just to the left 
      when you enter Rathir. Go down the stairs and talk to the grill. Tell him you
      know about the meddler or whatever. A secret path will open nearby. Enter the
      Catacombs.
    
      There will be two Fahrlangi in the beginning. Smash the crates here to find a
      chest behind the rock. Watch for some bear traps and rats. Go to the next 
      area and smash all the crates on the right to reach  another chest. Some rats
      will appear again. 
    
      Next area will contain more cultists. The northeastern corner has a pile of 
      rocks behind the crates. More rats and bear traps too. 
    
      Harst will be in the next room. You'll find out the artifacts are not here. A
      Niskaru and some cultists will appear to fight against you with Mad Harst. 
      Harst just does what any other mages do; teleport around and throw spells 
      you. Once you're through with him, check southwest for a chest and another 
      chest on the way out right before the water. Watch for the bear trap in front
      of this chest. There is a barely-discernable whirlpool in the right side of 
      the water too. Climb up the ladder. Jump down. Follow you quest marker and 
      speak to Gwyn. 
    
    ____________________
     The Isle of Eamonn \_________________________
    ----------------------------------------------
      Summary:
      - Speak to Captain Gonthorm
      - Sail to the Isle of Eamonn
      - Enter the fortress
      - Learn about Besin's plan
      - Go back to Shieldring Keep and talk to Delfric
    ----------------------------------------------
    
      You need to head to the Isle of Eamonn. Speak to Gonthorm at the pier nearby.
      Set sail whenever you're ready. Head right. Spiders and a Crudok will pop 
      out. In the next area, there are a few more spiders and two chests to their 
      right. there is a skeleton on the left side of the large fountain in front of
      you, and two chests behind the fountain. The small area up north has a 
      skeleton and two  spiders. The right area has a chest and an altar. Make your
      way west to reach the castle. Take out the Fahrlangi and enter.
    
      Fight off mages in here, and head to the very back behind the pillar between 
      the stairs to find a chest. Go up the stairs. The south side has an altar. 
      Head north. More mages will appear in the next area. There is a hidden door 
      on the wall to the right. Behind it contains three chests. Check the 
      southwest corner here for a chest behind a tilted pillar. Head west into an 
      open area. Kill the  Fahrlangi here and check south for a chest. Check the 
      north wall for a hidden door. Inside are two Niskaru, two skeletons in cages,
      and a chest. Go back and keep heading west. 
    
      The rest of this place is straightforward. When you reach the chapel,  
      Fahrlangi will appear. Take them out and another wave and a Niskaru will 
      spawn. After they're all gone, check the right side for a chest and go up to
      the front. Learn about Besin's plans and then leave this place. Make sure 
      you've done everything you wanted here because you won't be coming back.
    
      Go to Shieldring Keep and talk to Delfric.
    
    ___________________
     The Mystic Hammer \_________________________
    ---------------------------------------------
      Summary:
      - Speak to Tine Delfric
      - Go to Eagonn's Tomb
      - Take the hammer remains
      - Go to Ironfast Keep in Detyre
      - Talk to Gwyn
      - Go to the Hall of the Firstsworn
      - Reforge the hammer
      - Talk to Gwyn
    ---------------------------------------------
    
      Delfric will promote you and give you a key so you can get into Eagonn's
      Tomb. This key also opens a chest behind a hidden door in Shieldring, a chest
      in Grian's room in Helmguard, and two chests in Ironfast. 
    
      The tomb is in Detyre, west of Alserund. Make you way there. When you enter,
      there is a chest to your left and a chest behind the tomb. Search the tomb 
      for the hammer remains. Now you need to go to Ironfast Keep here in Detyre.
      When you get there, find Gwyn and speak to her. Time to repair the hammer. Go
      to the Hall of the Firstsworn, which is located on the opposite end of 
      Menetyre.
    
      When you're inside, you must go left; the door in front is locked. Down the 
      hall there will be a chest to your left. There is a lone kobold here. Further
      on there is a chest to your right before a group of kobolds. The large room 
      ahead will have more kobolds. Open the door.
    
      Fight your way through a few more kobolds and then a troll will appear. After
      killing this troll, go north to a room with kobolds and barghests. There is a
      chest to the left. South just has a room with kobolds. Go west and you'll 
      find Gwyn's mother's corpse. You two will try to head into the Sacred Passage
      only to be repelled. Oh, a fate barrier. Well good thing your character can 
      mess with fate. Go up to the door and fateshift it. I got a bug here where 
      even though I fateshifted the door open already, the quest was still stuck 
      there and I had to go back and fateshift it a second time. Make your way down
      the hall and open the door and you'll  reach the forge. Remake the hammer. 
      Talk to Gwyn to finish the quest, and before you leave, check the corners of 
      this room for  two chests. 
         
    _____________________
     The Mountain Prison \__________________________
    ------------------------------------------------
      Summary:
      - Go to Cloudcrest
      - Talk to Gwyn
      - Enter the Cloudcrest Passage
      - Destroy Khamazandu's Crown
      - Defeat Anru Besin
      - Quest completes here if you agree to side with the Niskaru Lord
      - Talk to Gwyn
      - Go to the Hall of the Firstsworn
      - Storyline Complete
    ------------------------------------------------
    
      Make your way to Cloudcrest. Once you get there, talk to Gwyn and enter. On
      the path to your right, there is a pile on the left side. The end will 
      contain a chest. Go back and go the other way.
    
      Just some Fahrlangi in the next room. Keep going. There will be a chest to
      your left where the mine tracks are. Go right into a room with some more 
      Fahrlangi and a chest. Go back and go south. Fight some more cultists, then 
      search for a pile of rock on the left. Nothing in the next area; keep going.
      Search the left for a pile of rocks before you reach the opening. Fight some 
      mages and a Niskaru and go on. 
    
      You'll run into this weird thorn thing. Equip the Mystic Hammer and use it to
      destroy it. Go on and your allies will hold the Fahrlangi back. Go left and 
      outside. Check the far left before the first crown out here for a skeleton.
    
      Out here, you're basically going to be killing Niskaru between destroying the
      crown. Look for a pile of rocks before the last crown. Save after you destroy
      the last one. Go up to the cultists and Anru Besin will talk to you before 
      you fight.
    
      Kill his Fahrlangi first. After a bit, he will summon Niskaru. He just does
      what most mages do and teleport around throwing spells at you. Once he's 
      dead, Khamazandu will talk to you. Now you must decide whether to become his
      instrument or refuse. 
    
      Agreeing to become his instrument will give you a different twist of fate 
      than refusing, but you will still get the achievement for finishing the 
      storyline. Also, if you side with the Niskaru Lord, you will fail any quest
      that you have with Warsworn like quests from their contract boards. You will
      become the enemy of the Warsworn and all Warsworn will attack you on sight. 
    
      The twist of fate from siding with the Niskaru Lord gives
      +10% physical damage, +1 to might abilities, and +5% fire damage.
    
      The twist of fate from refusing the Niskaru Lord gives 
      +1 to might abilities, +10% chance to critical hit Niskaru, and +6% stun 
      duration.
    
      So make your choice. If you refuse, this quest will continue. If you agree to
      become his instrument, you'll get another quest. 
    
      If you refuse, go talk to Gwyn who is behind you. She will tell you to meet 
      everyone else back at the Hall of the Firstsworn. Go back to the caves from 
      here. Go left and jump down the ledge. Check behind you after jumping down 
      the first ledge for a pile. Jump down the second ledge and exit this place. 
      Now go to the Hall of the Firstsworn and meet up with everyone else. Tine 
      Delfric will say a few words and then you will get the twist of fate: 
      Truesworn and the achievement. Congrats!
    
    ___________________
     Khamazandu's Gift \_________________________
    ---------------------------------------------
      Summary:
      - Kill Gwyn
      - Take the Helm from Besin if you haven't already
      - Go to the Hall of the Firstsworn
      - Kill all the Warsworn
      - Go to the Warsworn Vault and take the Heart of Sibun
      - Storyline Complete
    ---------------------------------------------
    
      Gwyn will be behind you. Kill her. You can't fast travel here so go back the
      way you came. Go left and jump down the ledge. Check behind you after jumping
      down the first ledge for a pile. Jump down the second ledge and exit this 
      place. Now go to the Hall of the Firstsworn and kill all the Warsworn there.
      Loot Grian Shane for the vault key. Now go back to the Ancient vault and take
      the Heart of Sibun. This completes the storyline and you will get the twist 
      of fate: Forsworn, and the achievement. 
    
    
                            **--------------------------**
                            ||                          ||
         [FCTN3]            ||       The Travelers      ||
                            ||                          ||
                            **--------------------------**
    
    __________________
     The Guided Hands \__________________________
    ---------------------------------------------
      Quest Giver: Grim Onwig
    
      Location: Dalentarth > Path between Glendara & Lorca-Rane or the path
      between Haxhi & The Sidhe
    
      Summary:
      - Talk to Grim Onwig
      - Talk to Crilgarin
      - Pray at the Hierophant Shrine
      - Steal the three items
      - Go back to Star Camp and speak to Crilgarin
    ---------------------------------------------
    
      Grim Onwig will approach you and ask if you want to join the Travelers. If
      you decline, he'll still be there, near the exits of Star Camp. Say yes to 
      start this faction's storyline.
    
      Enter Star Camp and speak to Crilgarin, a Fae. Now go pray at the Heirophant
      Shrine, which should be marked on your map and nearby. She will want you to 
      steal three items: a medallion, daggers, and some remains. 
    
      The guy with the medallion is in Didenhil's Three Lamps Inn. If you don't 
      want to get caught, best is to steal it from him while he's sleeping at 
      night. If you're lazy, just grab it off him in plain sight and run away/pay. 
    
      The remains are in St. Eadric's Mission in the Chapel. If you don't want to 
      get caught, simply rob the tomb when no one is in there. Otherwise, just take
      it in front of their faces and run for it. After you have that, simply head 
      east and enter the Vorm Lodge to find the man with the last item. Now find 
      Gunnar Frode and speak to him. You can either pay him for the map containing
      the location of the item or simply just steal his key off him and open his 
      footlocker upstairs for the map. The daggers are hidden in the northern area
      of The Sidhe. Head there, and pick up your daggers. Return to Star Camp and 
      talk to Crilgarin to complete the quest.
    
    _________________
     The Silent Step \__________________________
    --------------------------------------------
      Summary:
      - Talk to Crilgarin
      - Pray at the Hierophant Shrine
      - Meet with Aergase in The Sidhe
      - Go to Arduath
      - Kill Ametair for Buru's Boots
      - Loot his body for the boots
      - Return to Star Camp and talk to Crilgarin
    --------------------------------------------
    
      Crilgarin will tell you that you will be stealing an item from a Fae. Go pray
      at the shrine to learn more about it. You are to meet a Fae named Aergase in 
      The Sidhe to learn where Ametair is. He has locked himself in Arduath which 
      is located north, so make your way there. 
    
      Open the door and step forward and Ametair will speak to you. After speaking
      with him, the vines will open up the way. Run in and begin your right with 
      Ametair. 
    
      He uses faeblades, so he has that charging skill. As you take his health 
      down, he will move to the next area of the map until you kill him. The first
      room he moves to contains a chest. The next area doesn't have anything. On 
      the way to the third area, watch out for one of those plant snappers on the 
      right. Ametair won't be at the third area, but on the right there is a chest.
      Ametair will be waiting for you in the fourth and last area. Kill him here.
      Loot his body for the boots and check the right for a chest. You're done 
      here. Return to Star Camp and talk to Crilgarin. 
    
    ___________
     Jailbreak \__________________________
    --------------------------------------
      Summary:
      - Talk to Crilgarin
      - Go to Ohn's Stand in Lorca-Rane
      - Talk to Grim
      - Get the Missives or break Grim out
      - Return to Star Camp and speak to Crilgarin
    --------------------------------------
    
      Crilgarin tells you that Grim is missing and she wants you to find out what 
      happened. Go and enter Ohn's Stand in Lorca-Rane. You'll find Grim stuck 
      behind bars and gnomes all around. Talk to him. Now you can either get his 
      stuff and the key and break him out, or go get the Missives to buy your way 
      out with the gnomes. On the wall opposite of the right wall of Grim's prison
      is a hidden door. Two chests lie behind it. 
    
      Now if you want to get the Missives, take the path right of Grim's cell and 
      go straight until you reach a platform. Jump down and follow the path. There 
      will be two chests in the room after the first jottun. Open the door and 
      watch out for spike traps on the floor. Go on and you'll reach an open area 
      with some chicken and three jottun. Check the left and right side for two 
      chests here. Continue and avoid more spike traps. The Missive will be in the
      room to your right. There's also a chest on the other side of this room.
      Follow the path; there'll be a few jottun. Flip the lever on the right to 
      open the gate. Now you need to see the gnomes to strike a deal. The gnomes 
      are no longer aggressive once you have the book. Now follow the instructions
      in the next paragraph. It's basically the same without the killing and 
      fighting. Talk to the centurion and  he will give you the key to the cell.
      Follow the path past him, flip the lever to open the gate, and let Grim out. 
         
      If you want to bust Grim out, take the left path and go straight. Watch for 
      the spike traps. Fight some gnomes. Unlock a door on the left side for a 
      skeleton. Go into the next area, fight more gnomes, and unlock another gate 
      on the left for another skeleton. Head east to open a gate. Follow the path 
      and you'll reach a centurion. Kill him for the key. There are three chests 
      here. The center one will contain Grim's stuff and after you loot that, a few
      gnomes will appear. Follow the path east, kill a lone gnome, and use the 
      lever on the  right to open the gate and get Grim out of here. You can go the
      Jottun way to grab chests and stuff after this, but the Missive will not be 
      there anymore. 
         
      Return to Star Camp and speak to Crilgarin to complete the quest.
    
    ____________________
     Something Borrowed \________________________
    ---------------------------------------------
      Summary:
      - Talk to Crilgarin
      - Go to Moon Camp in Erathell
      - Talk to Irion
      - Pray at the Hierophant Shrine
      - Steal the three items in Rathir
      - Return to Moon Camp and talk to Irion
    ---------------------------------------------
    
      Crilgarin will tell you that your work is done here in Star Camp. She wants 
      you to go to the Moon Camp in Erathell and talk to the leader there for your
      next job. Once there, talk to Irion. As usual, go pray at the shrine. You 
      need to steal three items again, all in Rathir. 
    
      The guy with the chalice is in the Seafoam Tavern in the Lower City. The only
      way to get it from him is pickpocketing him so steal it when he's asleep if 
      you don't want to get caught. 
    
      Head to the Upper City and enter the Wyvyrn-Gifre House. Again, the only way
      to get the ring is pickpocketing him so steal when he's asleep if you don't 
      want to pay a bounty. 
    
      The Temple of Lyria is also in the Upper City. Enter and Irion's wife, Maire,
      will be there. You can either steal it off her or talk to her to buy it or 
      convince it off her. 
    
      Once you've got all the items, go back to Moon Camp and talk to Irion to 
      finish the quest. 
    
    _____________
     Going Rogue \_________________________
    ---------------------------------------
      Summary:
      - Talk to Irion
      - Pray at the Hierophant Shrine
      - Go to Rithen
      - Find the amulet
      - Talk to Grim
      - Release Phasmer from the curse
      - Talk to Grim
    ---------------------------------------
    
      Irion will tell you to pray at the Hierophant Shrine. Another Traveler named 
      Phasmer Humm will help you get this next item. After praying, Phasmer will 
      talk to you. Now meet up at Rithen, which is located in the northeastern part
      of Tywili Coast. 
    
      Once you're in, Phasmer will speak to you. The first room you reach will have
      some Freeman Deserters and a chest on the right. Phasmer will talk to you 
      again. Pull the lever ahead. Fight off some more Freeman. The next room will
      be full of spike traps. Talk to Phasmer again. Pull the lever in this room. 
      Watch him run for it, haha. The next room has Freeman, two chests on the 
      right side and a chest on the left side. Head through the gate and you'll 
      meet up with Phasmer. Step on the other pressure plate to get that gate open.
      He'll run in and loot the pile and get cursed. How nice of the hierophant to 
      leave that detail out. 
    
      You'll have to go on without him. Open the gate and go up the stairs. Get the
      two chests in here and keep going up the stairs. Watch out for the traps. 
      There's one more chest once you get past the spinning blades. Pull the lever 
      to get the wall open and talk to Grim who is waiting for you. He'll give you
      an item to free Phasmer from the curse. Go back to Phasmer and free him now.
      The spinning blade traps will have turned off. After freeing Phasmer, speak 
      to Grim again. 
    
    ________________
     Mirror, Mirror \_________________________
    ------------------------------------------
      Summary:
      - Talk to Grim
      - Go to the Blackened Hall
      - Get Grim's stash
      - Use Buru's Boots to get past the flame traps
      - Get through the labyrinth
      - Curse the Guardian
      - Take the Glass of Ambient
      - Talk to Grim
    ------------------------------------------
    
      Grim wants you to go steal something to find the Missives again. Go to the 
      Blackened Hall, which is in the southeast corner of Tywili Coast. 
    
      Once in, pick up the stash Grim left for Buru's Boots. They are now 
      equippable. Do NOT put them on until you need to run past the traps. First 
      get the lorestone. Open the door. 
    
      Now put on the boots and make your way through the traps as fast as you can
      since these boots will crumble in 18 seconds. You don't even need the shoes 
      to get past the traps though. If you can disarm traps, you can just disarm 
      your way through but that will take...a while. Once through, push the sigil 
      stone to turn off the traps.
    
      This room contains some Niskaru. The south side has a chest. Open the door to
      the west for a room full of traps and two chests. Just walk between the traps
      and you will be fine. Go back and head east now. 
    
      After turning the corner on this hallway, check the right wall for a hidden
      door. Behind is a chest. Continue and open the door. First thing you'll want 
      to do here in this room is loot the chest on the left. Soon it will be 
      blocked and inaccessible for...well forever. A wall will open up, and another
      wall will close up where the chest was. Kill the niskaru and go down the path
      that opens up. 
    
      The wall in front of you will open up to reveal a chest. Kill the Niskaru 
      here and loot it. Go east and then take a left so you are running towards a 
      wall. It will open up. The wall behind you will open up too so turn around 
      and go back for a chest before you go on. A stupid wall will block you, so 
      turn around. A path to your right has opened up. You will reach a small room 
      with nothing, so open the door and keep going. The wall will open up before 
      you. Niskaru will spawn here. Deal with them and then head south. The next 
      room contains a chest and some more Niskaru. 
    
      Fight through two more rooms of Niskaru, then save before you open the door.
      The Guardian will appear. Beat its health down and plant the amulet on it.
      Now remove the Tear of Mitharu from it. It should be frozen now. If you wait
      too long or forget to remove the Tear, it will get back up with some health 
      back. There are two chests in the corners of this room. Take the Glass of 
      Ambient and backtrack out of here. Grim will be waiting for you at the 
      entrance. Talk to  him to complete the quest.
          
    _________________
     Outside the Box \_________________________
    -------------------------------------------
      Summary:
      - Go to Sun Camp in Detyre
      - Talk to Argine
      - Pray at the Hierophant Shrine
      - Go to the Laboraties in Adessa
      - Talk to or pickpocket Eloren Criet
      - Go to the Adessa Armory
      - Steal the jewelry box
      - Go back to Sun Camp and talk to Argine
      - Go to Motus Mining, break in, and use the Arrivus Engine
      - Go back to Sun Camp and talk to Argine again
    -------------------------------------------
    
      Grim will tell you to pretend you don't suspect anything and to go to Sun 
      Camp in Detyre to talk to Argine and get more jobs. Sun Camp is located to 
      the very east of Apotyre. 
    
      Speak to Argine and she will tell you to go pray at the shrine. You are to 
      steal the Master's Pick. Go to Adessa and enter the Laboraties. Now you can
      either ask Eloren Criet about it or pickpocket her for a note that tells you
      it was confiscated. Head over to the Adessa Armory. 
    
      You will be charged for trespassing here in the Armory if you go too far, 
      which is where the box is. You can stealth your way to it or just run in and
      grab it as fast as you can. If they catch you and you pay it off, they'll 
      kick you back outside. You'll get a note along with the box. Return to Argine
      to find out what to do with the box. 
    
      Motus Mining is nearby, so just exit Sun Camp and walk there. Break into the 
      lab downstairs. You can either pickpocket the key or pick the lock. 
    
      There is a chest in the room to your left, and in the farther room on the 
      right. There are some Faer Gorta here but nothing else. The room with the 
      machine has a chest and some spike traps. Use the Arrivus Engine. Yay, we got
      the box 'open' and now we have a uselessly broken pick. Go back to Argine to 
      tell her the good news.
    
    ______________________
     Classic Misdirection \________________________
    -----------------------------------------------
      Summary:
      - Pray at the Hierophant Shrine
      - Go to Convict's Cavern
      - Talk to Maun Cointaker
      - Go to Snaketail Grotto
      - Get the other two key parts
      - Loot Maun's Horde
      - Talk to Grim
    -----------------------------------------------
    
      Pray at the shrine and you'll be told to get some key from Maun Cointaker in
      Convict's Cavern. Convict's Cavern is located nearby so leave Sun Camp and 
      walk there. Steal the key from the guard or pick the lock. Speak to Maun 
      there and he will give you part of the key. You need to go to Snaketail 
      Grotto to get the rest of the pieces from the bandits. 
    
      Once you enter, you'll see a bunch of corpses in the first room. There is a
      chest to your right. In the next room to your left, there's a bunch of 
      bandits fighting each other. The north area of this room has a pile of rocks
      and a pile. Go south to a dead end. There are some outlaws and a skeleton to
      your right and a pile to your left. Now take the path that goes right and 
      follow it all the way to a door. Open it for a pile inside. 
    
      Backtrack and take the path that goes south, which should be blocked by some
      crates. Take a left and open the door for another pile. Now go down the path
      that is to the right of the door you just opened. There are a few bandits 
      here, a lootable mining cart and a chest. The chest contains part of the key.
      Go back and head west now. You'll find more bandits fighting each other. The
      door here is locked and is the door to Maun's Stash. Continue south. The next
      room has more bandits and two chests, one which contains the last part of the
      key. 
    
      Before you go back and open the locked door, head east to a dead end for a 
      skeleton and a chest. Now use the triple key to open the door. Loot the chest
      for...a note. We just got trolled. Fail hierophant. Like before, Grim will be
      waiting for you near the exit. Talk to complete this quest.
         
    _______________________
     The Purloined Letters \________________________
    ------------------------------------------------
      Summary:
      - Meet with Phasmer in Adessa's Livrarium
      - Enter the Forbidden Halls and find the Missives
      - Wrap the Missives and escape
      - Go to the Hospitalis Quarters
      - Talk to Grim
    ------------------------------------------------
    
      Grim knows where the Missives are and he wants you to break in and steal it.
      Go ahead and meet Phasmer in the Livrarium. Go down the grate behind Phasmer 
      when you're ready. 
    
      Go straight into a room with a bunch of bookcases and some sentries. Go left 
      into another room and kill the Forbidden Hall Keymaster for the key to the 
      door back in the previous room on the right. Head down to the very end of 
      this room for a chest before you go back to open the door. 
    
      Kill the sentries in this room and open the next door to proceed. You will 
      reach a large room with a pedestal in the center. Go through the door on the
      left. Among all the crates, there are two chests in this room. Open the door
      and follow the path into a room with rats. There is a chest in the south 
      behind a bunch of crates. Proceed through the path blocked by more crates. 
      Open the door and you should be in a room with two sleeping keymasters. Kill 
      or pickpocket them for vault keys. Use the lever to open the gate that goes 
      back to the room with the pedestal in the center. Unlock the gate.
    
      Go down the path to the left to reach a room with a sentry and a chest. Go 
      back and go down the hall to the end to reach a room with another chest. Take
      the path on the right, then make a left at the intersection to reach a room 
      with another chest. Turn around and head straight to reach a door. Open it to
      reach a room with a chest. This chest can't be opened unless you light up all
      the torches surrounding it. This is easy. Simply start with any torch, then
      light them in a circle in a direction of your choosing. When you interact 
      with the very first torch you started with, all of them should be lit. The 
      spells on the chest will lift and loot it for another vault key. Unlock the
      door on the left.
    
      The last room contains the Missives and four chests, one in each corner of 
      the room. Take the book, then leave by making your way towards the marker on
      the map. Killing any of the guards that show up after taking the book will 
      charge you with murder. Once out, go to the Hospitalis Quarters upstairs to 
      find Grim to complete the quest. 
    
    __________________
     Thick as Thieves \________________________
    -------------------------------------------
      Summary:
      - Meet Crilgarin in the Hierophant's Den
      - Talk to Argine
      - Talk to Crilgarin
      - Get a bag of winds
      - Use the bag of winds at the Sentry
      - Frame Arigne or Grim
      - Escape with whoever you sided with
      - Storyline Complete
    -------------------------------------------
    
      Grim wants you to plant the book on Argine, who is the hierophant. Go to Sun
      Camp and enter through the grave marked on your map. 
    
      Inside, Argine will talk to you and give you a key. Once your conversation is
      done, the door will close behind her. Head north and there is a pile in 
      front. Ahead, Crilgarin will be waiting for you in a cranny on the right. She
      tells you to get past the Sentry, you need a bag of winds. 
    
      The next room has a bunch of guards. The left side of this room also has a 
      chest and a weapon rack. Now, take the path that leads south. The next room 
      has more guards, a pile on the left side and a chest behind a wall on the 
      right side. Go up the stairs to continue.
    
      This room has a guard who you need to loot for the bag of winds. There is 
      also a chest and three piles of treasure to loot here. Now go back to the 
      large room you first reached after Crilgarin and go east. You'll see the 
      Sentry, a big creepy face on the ceiling. Stand where the arrow is and use 
      the bag of winds in your inventory. The item will be under your consumables 
      item tab. The torches should go out and now you can proceed without alerting
      guards. 
    
      The room will contain a chest. Now you must decide whether you want to side
      with Grim or Argine. Argine is in the west (left) wing and Grim is in the 
      east (right) wing. You get a different twist of fate depending on who you 
      side with. 
    
      Side with Grim and plant the book on Argine to get The Chariot card which 
      gives +1 Finesse abilities and +6% piercing damage.
    
      Siding with Argine and planting the book on Grim gives you the Temperance 
      card which also gives +1 Finesse abilities but gives +6% Evade chance instead
      of piercing damage.
    
      Once you take your pick, take out some guards in your way and then run up to
      Argine/Grim and plant the book on them. Gnomes will start swarming in so jump
      off the ledge nearby. 
    
      Follow the path to a door. Open it and when you reach a large room, check the
      paths that go left and right for chests and stuff. Watch out for some 
      spinning blade traps though. After that, keep making your way through all the
      guards and gnomes. Before you go up the stairs and get out of here for good,
      look under the stairs for a chest. At the exit, whoever you sided with will
      reward you with a set of Finesse armor and you will also get your twist of 
      fate and  achievement. You have finished the Traveler's storyline!
    
    
                            **--------------------------**
                            ||                          ||
         [FCTN4]            ||      Scholia Arcana      ||
                            ||                          ||
                            **--------------------------**
    
    _______________
     Trial by Fire \___________________________
    -------------------------------------------
      Quest Giver: Docent Augra Tenet
    
      Location: Dalentarth > The Sidhe > Ysa > Scholia Arcana Embassy
    
      Summary:
      - Talk to Docent Augra Tenet
      - Enter the Delving Hall
      - Talk to Savant Engar
      - Begin the trial
      - Talk to the Sorceress
      - Talk to Engar
    -------------------------------------------
    
      To begin this faction's storyline, go to Ysa in The Sidhe. Go to the Scholia
      Arcana Embassy and talk to Augra Tenet inside. She will tell you that you 
      need to go through a trial, and to go to Delving Hall which is outside the 
      embassy just to the left to take the trial. Enter Delving Hall and make your
      way to the end and talk to Engar. Stand in the center of the circle to begin
      your trial.
    
      This place look familiar? Take out the Faer Gorta, then look behind you for a
      pile of rocks. Kill more Faer Gorta and proceed into the next room. Look, 
      it's the Well of Souls in its unblown-up glory. Take care of the Faer Gorta 
      here and go right. Check for a chest on the right side. 
    
      The second part will have Tuatha in it. Just to your right is an overturned
      cart. Make your way down and it appears that there is someone else here. 
      Before you fight off the Tuatha surrounding this person, go into the water 
      and look for three whirlpools, one northeast and two to the west. Now go kill
      the Tuatha and talk to the Sorceress.
    
      You will appear back in Delving Hall. Looks like something blew up. Talk to 
      Engar who is kneeling nearby to complete the quest. 
    
    __________________
     The Ruin of Aodh \___________________________
    ----------------------------------------------
      Summary:
      - Talk to Engar
      - Go to the Ruin of Aodh
      - Kill the possessed mage
      - Loot the body for the Sun Stone
      - Return to Engar
    ----------------------------------------------
    
      The Ruins of Aodh is also located in The Sidhe. Follow your quest marker 
      there and enter. Go straight and sprites will appear. There is a skeleton in
      the corner here. Watch out for fire mines scattered throughout this place. 
      The little area with the four mines in the center contains a chest on the 
      left. Keep going and you'll run into sprites, barghests, and priests of 
      vraekor. Go straight to open a door and behind will be some sprites and a 
      pile of rocks. The room on the left contains a skeleton. Take the right path 
      to proceed further.
    
      Open the door to find sprites and barghest. The room after this has many fire
      mines on the floor. You should be okay if you just run through the middle. 
      Down the hallway, there are doors to your right and left. Both rooms contains
      more mines and chests. 
    
      The next room branches off in all directions. Enter the left room for a 
      chest, then the room straight ahead for another chest. Finally take the right
      path. Fight some sprites and a barghest, then go through a hall riddled with
      more mines. Loot the chest at the end. 
    
      Save before you enter the large room. One of the mages that was at your trial
      seems to be possessed. Kill her, then loot the body for a sun stone of sorts.
      Also loot the chests on the left and right side. Follow the path, open the 
      door and loot the chest on the right. Open a second door and leave loot 
      another chest. Return to Engar to complete this quest. 
    
    ___________________
     The Unquiet Bride \___________________________
    -----------------------------------------------
      Summary:
      - Talk to Engar
      - Go to Tala-Rane in Erathell and find your contact
      - Kill the bandits
      - Go to Mel Aglir in Kandria
      - Talk to Patrick
      - Check out Lerkara's room
      - Take and read her journal
      - Go to Tulan
      - Find Lerkara and talk to her
      - Kill Patrick
      - Leave Tulan, go to The Raven and talk to Lerkara
      - Return to Savant Engar in Rathir
    -----------------------------------------------
    
      Engar will tell you to meet a contact in Erathell. Use your quest marker to 
      make your way there to the contact. When you get there, talk to him and some 
      bandits will pop up. Kill them then speak to him again. Make your way to Mel 
      Aglir in eastern Kandria. Enter The Raven Inn and talk to Patrick. After 
      that, go upstairs and search the footlocker. Take her journal and then read 
      it. Now go to the cave of Tulan.
    
      The entrance of this cave contains some bear traps. Take care of a bunch of
      kobolds on your way through. Watch for more bear traps, especially in front
      of reagents. When you reach a room that branches off in two directions, check
      your left for a chest. Both paths lead to the same place, but the path on the
      right also has a chest so I suggest you go that way. The chest will be on the
      right side of the cave wall. Fight some more kobolds then watch out for some
      poison mines. Jump down and fight off some Faer Gorta. Follow the path, open
      the door, and you will find Lerkara stuck in a cage. 
    
      Speak to her and it turns out Patrick has reanimated his dead wife and has 
      been feeding villagers to her. Check the left of Lerkara's cell for a 
      lootable corpse, then the right side for a chest. Save if you want and 
      proceed to the next room to find Patrick and his undead wife. 
    
      Like Lerkara said, you should kill Patrick and just ignore his zombie wife,
      as she will die when Patrick dies. She acts like how Sons of Laz act; runs at
      you and swings a sword around. Patrick uses typical spells mages use. Of 
      course, you can kill his wife first if you wanna make him angry. Once you've
      dealt with them, loot the two chests here. One should be right where Patrick
      and his wife were, and one should be by the bed to the right. Exit Tulan and
      you'll end up in Patrick's house. There is a warded and locked chest upstairs
      with a bunch of gems if you want them. Exit, enter The Raven Inn, and talk to
      Lerkara there. 
    
      You need to return to Engar now. He will be in Rathir in the Upper City. 
      Enter the Scholia Arcana here. Enter the Main Hall and talk to Engar to 
      finish the quest. 
    
    ___________
     Shardfall \___________________________
    ---------------------------------------
      Summary:
      - Talk to Engar
      - Go to Emaire and talk to Anker Edmure
      - Get a heart from a Paragon Barghest
      - Equip the amulet and enter Shardfall
      - Kill the possessed mage and loot the body
      - Return to Engar
    ---------------------------------------
    
      Engar will tell you to go to Emaire and find a guy named Anker. He will be in
      the Edmure Home. Apparently Shardfall is so cold you need an amulet to stay 
      warm. He tells you he still needs a heart of a Paragon Barghest to make it so
      go follow the quest marker to them and get a heart. Return to Anker and he'll
      give you the amulet. Make your way to Shardfall in the Cradle of Summer, 
      equip the amulet, and go on in. 
    
      The barrier should disappear. After it's gone, you do not need to wear the 
      amulet anymore. Go on and sprites will spawn. Check the left of where they 
      spawned for a pile. As you proceed, watch out for ice mines. The wolves here 
      often run over them and get blown up themselves. When you reach a small area 
      with some water, check the left side for a pile. Keep following the path, and
      where the glowing plants grow up there is another pile on the left. There are
      a couple more ice mines on the floor. You should reach a room where sprites 
      spawn. Check the right for a pile but it is surrounded by mines. You will run
      into a mountain troll in the next room. The area after the troll will have 
      some wolves, and a bear might come running in too. The left wall here has a
       hidden door. There are two whirlpools here and two skeletons. 
    
      There are some more mines on the floor, and then you should find Donnel's 
      body. Loot his body. The left side contains a pile of rocks. Save and jump 
      off the ledge to find a man standing there. Oh it's that person possessing 
      bodies again. 
    
      All this person does is teleport, throw ice balls and summon sprites. Loot
      the body after you kill him to get a Frost Stone. Check left of where you 
      jumped down from for a pile. Make your way south to find a skeleton. Jump 
      down and get out of Shardfall. 
    
      Talk to Anker who is outside and choose the Donnnel Cutty option to give him
      Donnel's ring. After that, return to Rathir and talk to Engar. Engar won't be
      there...but he will have left you a message. 
         
    _______________________
     Lightning In A Bottle \_________________________
    -------------------------------------------------
      Summary:
      - Go to Skycrown
      - Find Engar
      - Speak to Engar
      - Find his body
      - Kill possessed Engar and loot his body
      - Talk to Eran in Rathir
    -------------------------------------------------
    
      Engar wants you to meet him at Skycrown mountain, south of Acatha.
    
      The first room contains ettin, wolves, and lightning mines. Check the west 
      side of the room for a chest. More mines litter the hallways. You'll run into
      more ettin, then into some sprites before the door. The next room contains a
      chest and more sprites and mines. The last room contains another chest, and a
      mine in front of the door. 
    
      Outside will be a bunch of ettin and wolves. Check the very north of this 
      area for a chest. Follow the wall south of the first chest to the east to 
      find another chest behind a wooden barricade. Check the southerneast most 
      corner for a chest. There is a chest near the jump point, and another chest 
      and skeleton under the first jump point. There is one more chest to the left
      before you reach the peak. 
         
      Talk to Engar. He'll shoot himself off the peak and now you have to find his
      body. Backtrack through the whole place. Once out, go to the spot marked on 
      your map to find Engar's body. His body flew... pretty far. Once you get 
      there, you'll find he's possessed. Kill him and loot his body for the Sun and
      Storm Stone. 
    
      Return to the Scholia Arcana in Rathir and talk to Eran in the Main Hall. 
      Quest complete. 
         
    ________________
     A Crowded Mind \_________________________
    ------------------------------------------
      Summary:
      - Go see the Archsage
      - Enter the Dreamworld
      - Undo the possession
      - Return and talk to the Archsage
    ------------------------------------------
    
      The Archsage has requested you see him in his quarters. Go there and you'll
      see him on the floor. Put your hands in the empty space and you'll enter the 
      Dreamworld. You need to stop her from possessing the Archsage entirely. 
    
      Down the path, dispel the chest labeled 'The Possession Begins'. Loot it and 
      keep going. Some leanashe will spawn. Kill them and unlock the chest here 
      called 'The Mantle Passes'. Take the north path, kill some ettin, and unlock
      the chest here. head down the path to run to encounter Indifference. After a
      little chat, kill the Niskaru that spawn and kill Indifference. Unlock and 
      loot the chest in the right corner. Backtrack and make your way south. Faer 
      Gorta will spawn. Defeat them and then loot the chest on the left. There are
      also several skeletons. Keep going, cross an invisible bridge and you'll run
      into Ambition and Sacrifice. After another short chat, defeat them and loot
      the final chest here. Return to the Archsage in the beginning. 
    
      You have the choice of choosing Indifference or Discipline. Choosing 
      Indifference will give you a twist of fate that gives +1 to Sorcery Abilities
      and +5% elemental damage. Discipline also gives +1 to Sorcery Abilities but
      gives +5% elemental resistance instead.
    
      You will appear back in the Archsage's Quarters. Go outside and speak to the
      Archsage to complete the quest.
    
    ____________
     Revelation \_________________________
    --------------------------------------
      Summary:
      - Talk to the Archsage
      - Place the three stones on the statues
      - Talk to the Archsage
      - Defeat Ciara Sydanus
      - Talk to Eran Methneen
      - Storyline Complete
    --------------------------------------
    
      After speaking to the Archsage, you need to place the three stones on the 
      statues south, east, and west. After placing all three, speak to the Archsage
      again and Ciara Sydanus will appear. Talk to her then begin your battle. 
    
      She has the typical mage spells. She can also place fire runes on the floor
      that explode on contact. She will summon possessed students and then faer 
      gorta. Once she is defeated, Eran will come to speak to you. You will become
      the Archsage and get the achievement for finishing this faction's storyline! 
      Don't forget to check out the Archsage's Quarters; it has some chests and 
      stuff there.
    
    
                            **--------------------------**
                            ||                          ||
         [FCTN5]            ||     House of Sorrows     ||
                            ||                          ||
                            **--------------------------**
    
    __________________
     The Sorrows Call \_________________________
    --------------------------------------------
      Quest Giver: Bisarane
    
      Location: Klurikon > Path between Cursewood & The Midden
    
      Summary:
      - Talk to Bisarane
      - Enter the Proving Halls
      - Complete the trials
      - Talk to Bisarane
    --------------------------------------------
    
      Bisarane will approach you at the little path between Cursewood and the 
      Midden. Should you refuse his offer, he will be sitting there waiting. Speak 
      to him and agree to begin this faction's storyline.
    
      Go ahead and enter the Proving Halls in The Midden. Bisarane will talk to you
      through crystals in this place. After you're done talking, a thresh and 
      boggarts will spawn. Defeat them and check the north area for a chest. 
      Proceed to the second area. A Fae will approach you and tell you monsters are
      coming. Boggarts and an ettin will spawn. Kill them. Check north for a chest
      then go to the third area. Bisarane will ask you why you did what you did. 
      After that, another thresh and boggarts will spawn. Check the east for a 
      pile. 
    
      On the way to the fourth area, check your left for a chest. Enter the room 
      and a Fae named Cadoroc tells you he's poisoned and he wants you to kill him.
      The better option seems to agree to kill him; if you say no, he'll accuse you
      of just letting him suffer. Loot the chest in this room and move on. Speak to
      Bisarane through a crystal again. Alas, more thresh and boggart. Go to the 
      next room and you will see that Bisarane is physically there this time. Talk 
      to him to complete the quest. Check for a small path on the left for a chest
      before you leave this place. 
    
      *Note: There is a skill trainer and a quest giver in the House of
             Sorrows. It is recommended you use the trainer before you
             progress any further in this faction's storyline. The quest
             giver, Malthon, will still be available after finishing the
             storyline but will be located elsewhere in the Midden. 
    
    ____________________
     Voices of the Dead \_________________________
    ----------------------------------------------
      Summary:
      - Talk to Bisarane
      - Escort Taibreah
      - Defend her from wild fae
      - Go to Sioran Crypt
      - Find & kill Cadoroc
      - Return to Bisarane
      - Talk to Taibreah
    ----------------------------------------------
    
      Talk to Bisarane in the House of Sorrows. He wants you to bring Taibreah with
      you to a corpse to find the wherabouts of Cadoroc. Exit the House of Sorrows
      from the east end and she will be waiting for you outside. Speak to her to 
      begin. Basically, you follow her and fight off any monsters that appear. Once
      she is done at the body, you have no need to escort her back. Instead, make 
      your way to Sioran Crypt in the Drowned Forest. 
    
      The first room has some sprites, and a hidden door on the left wall. You can
      either take the regular path going north or take the path through the hidden 
      door; they will both lead to Cadoroc. 
    
      The first room contains a chest on the left and some spiders. There is 
      nothing else up to Cadoroc from here besides some more spiders. When you get
      to Cadoroc, he will talk for a little, then you need to kill him. Some 
      spiders might show up too. Don't forget to loot the chest behind Cadoroc. If 
      you want you can go around in a whole circle to get loot. The room after 
      Cadoroc has spiders and one chest. The room after will contain sprites and
      two chests. After that will be a large room with a thresh and boggarts. There
      is also a chest in the southeast corner. The next room has a couple more 
      boggarts and a  chest. Take the path going east. This leads to a room with a
      shrine and a chest on the right. That's all here in Sioran Crypt so return to
      Bisarane now. 
    
      When you get to the House of Sorrows, you will see there is smoke and Tibreah
      on the ground outside the door. Speak to her. 
    
    _________________
     A House Divided \_________________________
    -------------------------------------------
      Summary:
      - Enter the Proving Halls
      - Enter the House of Sorrows
      - Talk to Bisarane
      - Go to the Fallen Hall
      - Find the three locks
      - Find Saturnyn
      - Return to Bisarane
    -------------------------------------------
    
      The door to the House of Sorrows is barred so you must go through the Proving
      Halls again to get in. Go in and fight your way through the bolgan. Once
      inside the House of Sorrows, locate Bisarane and talk to him. You can exit 
      through the front now. The Fallen Hall is located in the southeast area of 
      The Keening.
    
      Fight your way throuh the Tuatha and just keep going straight until you see a
      door close on some Tuatha. Taibreah will say that must be Saturnyn and that 
      to open the door we need to use three sigil stones.
    
      The first one is directly to your right. The door will open and some Tuatha 
      will come out. The left of this room contains a chest. We need to find the 
      second sigil stone before we can proceed. Backtrack and head down the path to
      your right or going east. A bunch of Tuatha, Faer Gorta, and a Prismere Troll
      will show up. Once they're taken care of, check the right for a skeleton. Go
      inside and use the sigil stone. Behind the fountain is a chest. 
    
      Backtrack to the long hallway. Go down the path that goes west now. The 
      barrier should fade. Make your way through the enemies. Open the door, kill
      some more enemies and use the third and last sigil stone. Before you go back,
      check the room for a chest. 
    
      Return to the now unlocked doors and make your way through the Tuatha that
      show up. At the end, you will find...not Saturnyn. He will start a fight with
      you. When he is at about half health, he will give you a message and leave.
      This room has two chests and two skeletons. There is also a pile of rocks 
      right of where you came in from. The very back of this room also has a hidden
      door. Inside contains two skeletons. Now return to Bisarane.
    
    ____________
     The Eldest \_________________________
    --------------------------------------
      Summary:
      - Go to Damalroc
      - Get to the scales
      - Find both of the Eldest
      - Meet them in the center room
    --------------------------------------
    
      You must find these two Fae in Damalroc to find the location of the Sorrows. 
      Dalamroc is in Caeled Coast. 
    
      Once inside, there is a chest to your right. When you reach an  
      intersection, go left. Kill the sprites then check a corner of this room for
      a pile of rocks. Then go down the west path and loot the chest at the end. Go
      back to the intersection and take the right path this time. It looks just 
      like the left path; the first room also has a pile of rocks in a corner. The 
      west path leads to a room with a chest and another pile of rocks. Go back and
      go straight into a room with murghan. There is a Stone of Autumn here under 
      the stairs.
    
      Go up the stairs, unlock the door and you will reach the scales. There is a
      chest in this room. The sigil stone in the center spawns murghan, which you 
      must kill on the scales, the two circles. Start with one of the circles and
      kill all the murghan while you're on it. The door on the same side you killed
      them on will open. Go in and talk to the Elder at the end. After that, go 
      back and use the sigil stone again and kill the murghan on the other side. 
      The second door will open and go speak to the second Elder. 
    
      In Alarane's room, there is a chest behind one of the tables. 
    
      The path left of the scale (Caelrod's side) has a pile of rocks on the left
      side. There is also a chest in Calerod's room. 
    
      The two Elders will meet in the room that the doors open up to. Check a 
      corner for a chest. Once they meet at the center, they will speak to you and
      you must pick one of them to come with you. It doesn't matter who you pick. 
    
    __________________
     The Weeping King \_________________________
    --------------------------------------------
      Summary:
      - Go to Sinsear
      - Talk to the Eldest
      - Find the votives
      - solve the Crying Eyes puzzle
      - Get the key
      - Return to Bisarane
      - Kill the attackers
    --------------------------------------------
    
      The Eldest you chose to accompany you in Sinsear will meet you there. Sinsear
      is in the southern half of Caeled Coast. 
    
      You need to find three more votives to open the way to the key. Go straight
      for a chest. Enter the room past the vines and the bog thresh here will have
      the leaf votive. Now take the path that goes east. The flame champion sprite
      here will have the votive of flame. Keep going south and go through this 
      watery place to find a banshaen that holds the last votive you need. Loot a
      chest nearby and proceed.
    
      First room has sprites and a chest. Head north on the path and there is a 
      pile of rocks at the corner. You will now reach the Crying Eyes. It's a 
      really easy puzzle; there are three faces. One by one, they will have water
      flowing out of them. All you have to do is pull the things in the order the 
      eyes 'cry'. Don't forget to loot the chest left of the eyes. The next room 
      has a chest and the 'key'. After you obtain the branch, your Eldest buddy 
      will ditch you. Return to Bisarane by your lonesome self. 
    
      Great, we've been helping the enemy all along. Kill the attackers, and no, 
      the Eldest can't be saved. Taibreah will talk to you. She will bring you into
      Esharra when you are ready.
    
    ___________________
     Such Sweet Sorrow \__________________________
    ----------------------------------------------
      Summary:
      - Talk to Taibreah to enter Esharra
      - Dispell the four energy nexus
      - Confront Bisarne
      - Kill Bisarane
      - Talk to Taibreah and bear witness
    ----------------------------------------------
    
      Have Taibreah bring you to Esharra. There are no chests here or anything, so
      just follow your quest markers. Defeat Caelrod and the leanashe that spawn, 
      then dispell the first nexus. Next will be Alarane and a thresh. You will 
      fight Myrcyr again at the third nexus. Cadoroc will be at the final nexus. 
      Kill him, again. Go to Bisarane and fight.
    
      He summons a lot of things, like Sorrows Tenders, Niskaru, and leanashe. He 
      teleports around like any other mage and uses dark energy blasts. 
    
      Once he's finished, Taibreah will speak to you and tell you she needs to stay
      and contain the Sorrows. Watch her and you will appear back in The Midden by
      the Gallows Tree. Take the staff on the rock. You have finished the House of
      Sorrows storyline. You will get the achievement and the twist of fate: Child
      of Autumn. 
    
    
                            **--------------------------**
                            ||                          ||
         [FCTN6]            ||      House of Valor      ||
                            ||                          ||
                            **--------------------------**
    
    _______________
     Earning Valor \_________________________
    -----------------------------------------
      Quest Giver: Jakin Madsen
    
      Location: Detyre > Alserund > House of Valor
    
      Summary:
      - Talk to Jakin Madsen
      - Head down to the pit and talk to Vigor
      - Pick someone to fight with you and enter the arena
      - Defeat your opponents
      - Return to the pit and claim your reward from Jakin
      - Go to the Gambling Den and talk to Jokull
    -----------------------------------------
    
      Talk the dude by the bulletin board named Jakin to start this faction's 
      storyline. Agree to join the Crows. This quest chain doesn't require much 
      traveling, as all occurs right there in the House of Valor area. When you're
      ready for your first match, go down into the pit, which is right next to 
      Jakin. 
    
      Talk to Vigor, then pick who you want to fight with you: the warrior, 
      assassin, or mage. Again, like most npcs, they don't do much hurt but they
      are still good for distractions, sometimes. Once you're ready, enter the 
      arena through a gate here. 
    
      You'll just be fighting a bunch of people mostly in these arena matches. None
      of them should be difficult, as long as you don't let them all hound on you.
      Once you kill your opponents, return to the pit. 
    
      "Where did you learn to fight like that? Prison?" - Aesa Alfarrin
    
      Go back outside and claim your reward from Jakin. He say some dude named
      Jokull wants to talk to you in the gambling den, so head on over. Talk to him
      to finish this quest.
    
    ___________
     Magic Men \_________________________
    -------------------------------------
      Summary:
      - Talk to Jakin
      - Pick your partner and enter the arena
      - Defeat the mages
      - Claim your reward from Jakin
    -------------------------------------
    
      Speak to Jakin to get to your second match. Your next match will be against
      mages, who want you, as in, your body. Yup, things can't get any hotter than 
      fighting fire-wielding mages who want your body in Detyre.
    
      "If you see them waving their arms around, kill them. Kill them as fast as
      you can." - Vigor Broadshield
    
      Anyways, when you're ready, just do what you did for the first match; pick 
      your buddy and enter the arena. Spell interruption is your friend here, so 
      use any AoEs you have to make things easier. 
    
      As usual, once they're all down, go to Jakin for your reward. 
    
    __________________
     Simply Mercenary \________________________
    -------------------------------------------
      Summary:
      - Talk to Jakin
      - Pick your partner and enter the arena
      - Defeat your opponents
      - Claim your reward from Jakin
    -------------------------------------------
    
      Another battle right after. You'll be fighting against archers this time. You
      know how to start the fight now. At least, I hope you do.  Take your 
      opponents out however you see fit. You may want do use close combat though. 
      Once you're through with them, get your reward from Jakin. 
         
    ________________________
     A Valorous Proposition \________________________
    -------------------------------------------------
      Summary:
      - Talk to Jakin 
      - Go to the champion's manor
      - Talk to Tyr Magnus
      - Talk to Jakin
      - Kill your opponents
      - Talk to Jakin
      - Talk to Magnus
    -------------------------------------------------
    
      Talk to Jakin, and he will tell you that the champion wants to see you. His 
      house is just north of Jakin. Have a little chat with him. It doesn't matter
      whether you agree or not; you'll have to do a fight alone anyways. Go back to
      Jakin whenever you're ready to fight. Jokull will come up to you before you 
      begin to warn you. Enter the arena. Just more people, kill them. So many 
      rogues. Once you're done, get your reward from Jakin, then go to Tyr Magnus 
      to rub it in his face.  
    
    _________________________
     A Viper For All Seasons \________________________
    --------------------------------------------------
      Summary:
      - Talk to Jakin
      - Defeat your opponents
      - Talk to Jakin
    --------------------------------------------------
    
      Talk to Jakin. You'll be fighting a team of assorted classes. Pick your 
      teammate and deal with them as you see fit. 
    
      "This next fight's going to be easy. Booze! Fire! Those Vipers won't
       know what hit them. But it'll be me." - Helga Swanwhite
    
      After you beat the team, some surprise mages will come play with you. Kill 
      them too and then speak to Jakin.  
    
    _____________________
     Meeting with Magnus \__________________________
    ------------------------------------------------
      Summary:
      - Talk to Jakin
      - Go to the back of the stairs
      - Deal with Cyrus
      - Talk to Jakin
      - Deal with Magnus's guards
      - Enter the arena and kill the trolls
      - Talk to Jakin
    ------------------------------------------------
    
      Jakin tells you that Magnus wants to meet you behind the giant stone 
      staircase here. Head over there. That's not Magnus. Once you've dealt with 
      this Cyrus guy, run back and Jokull will talk to you. Speak to Jakin then 
      enter the arena to deal with the troll. Don't worry, your Crow buddies won't
      die. Kill Magnus's guards then kill the trolls inside. Talk to Jakin after
      this. 
    
    ____________________
     Championship Match \__________________________
    -----------------------------------------------
      Summary:
      - Talk to Jakin
      - Defeat Tyr Magnus
      - Talk to Jakin
      - Storyline Complete
    -----------------------------------------------
    
      Finally, you'll get to fight Tyr Magnus. Given that he's been using so many
      dirty tricks, he shouldn't be that tough. Pick someone to fight with you and
      let's take that champion title from him. 
    
      Magnus is a tanky guy. He'll be with a team of each class. Not much to say 
      besides this. Take the mage out first, then the rogue, then the warrior and
      Magnus. In other words, take the squishies out first.
    
      Talk to Jakin for your reward and a twist of fate: Undisputed Champion. You
      have finished this faction's storyline! You now own the place; you have a 
      house here and you can also collect money from Jokull every now and then at 
      the top of the giant staircase. 
    
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SDE00]          ||          Side Quests         ||
                          ||                              ||
                          **------------------------------**
    
       Side quests are listed in alphabetical order.
    
              Dalentarth....................................[SDE01]
              Erathell......................................[SDE02]
              Detyre........................................[SDE03]
              Klurikon......................................[SDE04]
              Alabastra.....................................[SDE05]
    
    
                            **--------------------------**
                            ||                          ||
         [SDE01]            ||        Dalentarth        ||
                            ||                          ||
                            **--------------------------**
    
                 Odarath.............................[SDE11]
                 Yolvan..............................[SDE21]
                 Glendara............................[SDE31]
                 Webwood.............................[SDE41]
                 Haxhi...............................[SDE51]
                 Ettinmere...........................[SDE61]
                 Lorca-Rane..........................[SDE71]
                 The Sidhe...........................[SDE81]
                 Ysa.................................[SDE91]
    
    
    *-----------------*
    | [SDE11] Odarath |
    *-----------------*
    
    __________________
     Building Bridges \_________________________
    --------------------------------------------
      Quest Giver: Herc Adwold
    
      Location: Dalentarth > West Odarath > Gorhart
    
      Summary:
      - Talk to Herc Adwold
      - Talk to Aery
      - Obtain a Greater Healing Potion
      - Talk to Herc Adworld
      - Go to the House of Ballads or the Warsworn
      - Report the incident
      - Talk to Herc Adwold
    --------------------------------------------
    
      He tells you to talk to some other Fae that he knows watches Gorhart like a 
      creeper up on a ledge. Go to the spot marked on your map and speak to Aery. 
      She says you should try a Greater Healing Potion. If you don't have one to 
      spare, you can steal one from the alchemist gnome's desk upstairs in Gorhart.
      Once you have the potion, talk to Herc Adwold, he will be upstairs in the
      Inn. Now you can either go to the House of Ballads or the Warsworn to get 
      this mess fixed up. I chose to go to the House of Ballads as you won't be 
      charged and they will not be angry. After reporting the attack, return to 
      Herc to finish this quest.
    
    ________________
    Crisis of Faith \_________________________
    ------------------------------------------
      Quest Giver: Father Dynwel
    
      Location: Dalentarth > West Odarath > Gorhart
    
      Summary:
      - Talk to Father Dynwel
      - Find Brother Egan
      - Help him retrieve the Selkie Veil
      - Talk to the 'Fae'
      - Follow Egan back to the mission
      - Talk to Father Dynwel
    ------------------------------------------
    
      Father Dynwel wants you to find Brother Egan. He will be found north around a
      camp fighting a boggart. Speak to him and he says he needs to retrieve some
      artifact from a nearby cave. Follow him to Waterhall Down and go in with him.
    
      Once inside, go right to find a pile. In the room with the boggarts, check 
      for another pile and a pile of rocks. Be careful in the water, it contains a
      bunch of lightning mines. Egan will probably trigger some but don't worry 
      about him. There is also a skeleton and a whirlpool in the water. Sprites 
      will spawn in the next room. Besides the obvious pile in the center, check 
      the corner for another one. The next room will have more sprites spawning. 
      Check the left for two piles and the right for a pile of rocks. 
    
      The next room has the chest with the Selkie Veil. It is surrounded by 
      lightning mines. When you retrieve it, sprites will spawn. Check the left of
      this room for a pile of rocks. Check the right for a chest and another pile 
      of rocks right by the chest. Follow Egan out of here and don't forget to loot
      a chest to your right after you exit the cave before jumping down. 
    
      Follow him back to the area where you first found him and there will be two 
      Fa- no wait. Speak to them. You can persuade them that the veil is cursed 
      then you can keep it. Once you deal with these two alfar, talk to dimwit Egan
      and follow him back to the mission. The mission will now be open. Talk to
      Dynwel to finish the quest.
    
    ____________
     Homecoming \_________________________
    --------------------------------------
      Prerequisites: Building Bridges
    
      Quest Giver: Gizela Wulflac
    
      Location: Dalentarth > West Odarath > Gorhart
    
      Summary:
      - Talk to Gizela Wulflac
      - Find Camden's death notice on a corpse
      - Talk to Gizela Wulflac
      - Go to the Inn in Didenhil
      - Talk to Camden
      - Talk to Gizela
    --------------------------------------
    
      She wants you to find her husband. There is a corpse north of Gorhart that
      has a note that says that her husband is dead. Give it to her and she will
      refuse to believe it. She's right though, he's still alive somewhere. Camden
      can be found in the Inn in Didenhil. Talk to him and you can either convince
      him to go back to his wife or not. After that, return to Gizela to complete 
      the quest. 
    
    ______________
     Members Only \__________________________
    -----------------------------------------
      Prerequisites: A Crisis of Faith 
    
      Quest Giver: Sister Zelda
    
      Location: Dalentarth > West Odarath > Gorhart
    
      Summary:
      - Talk to Sister Zelda
      - Enter the Reliquary
      - Steal the Ordination Tome
      - Return to Sister Zelda
    -----------------------------------------
    
      Sister Zelda wants you to steal their Ordination Tome so that Father Dynwel 
      has no choice but to let her join. The book is downstairs in the Reliquary.
      There's usually no one down there so it's quite easy to steal. Take it and 
      return to Sister Zelda to complete this short quest.
    
    _________________
     Out of the Past \_______________________
    -----------------------------------------
      Prerequisites: A Crisis of Faith
    
      Quest Giver: Brother Delf
    
      Location: Dalentarth > West Odarath > Gorhart
    
      Summary:
      - Talk to Brother Delf
      - Get the other two daggers
      - Go to Bloodstone Deep
      - Talk to Red Idward
      - Kill Red or kill Delf
      - Return to Red or Delf
    -----------------------------------------
    
      Brother Delf wants you to take his dagger and two others and bring them to 
      Red to show the blood rite has been satisfied. Ugnar is usually found 
      sleeping outside by the Inn. Itran is near the Sunder Caverns in Haxhi. For
      Ugnar, you can either fight him, convince him, or steal the dagger from him.
      For Itran, head to the spot marked on your map and he will spawn. Attack him 
      until he stops and talks to you. If you one shot him, you'll be talking to a
      corpse that says he intends to live. Anyways, you can either fight or pay him
      for the dagger. Once you have all three daggers, go to Bloodstone Deep in
      Glendara.
    
      Take care of the Red Legion in the first room then check the right for a pile
      of rocks. On the way to the intersection, there is another pile of rocks on 
      the left. The two paths going to the left both have chests at the end. The 
      second path going to the right has a hollow log at the end behind some 
      crates. 
    
      The final room has some more Red Legion. Kill them then talk to Red. You can
      either side with Delf or Red. If you side with Delf, kill Red, and if you 
      side with Red, kill Delf. If you kill Red, don't forget to loot his body for
      the daggers. Check his room for a chest before you leave. Once you've killed
      whoever you needed to, go back to the other person to complete the quest. 
    
    ____________________
     Recipe For Trouble \________________________
    ---------------------------------------------
      Quest Giver: Nanne Hanri
    
      Location: Dalentarth > West Odarath > Gorhart
    
      Summary:
      - Talk to Nanne Hanri
      - Go to Agnur Farhal
      - Find and talk to Karth
      - Kill Karth and the bandits
      - Destroy all the crates
      - Talk to Nanne
    ---------------------------------------------
    
      Speak to Nanne the alchemist to begin. She wants you to find Karth in Agnur 
      Farhal. Go there and he should be right there in the beginning. Seems like he
      tricked Nanne from the start. Some bandits will show up. Kill them all. Now 
      loot the chest behind the crates near where Karth was. Proceed to find more 
      Red Legion and two crates. 
    
      Keep going past two Red Legion. The path will branch off to the left and 
      right. Going right leads to a room full of brownies, two corpses, a chest, 
      and a pile of rocks. Going down the left path leads to a room with another 
      corpse, a pile of rocks, and a lorestone. The very southeast of the WHOLE map
      of this place contains a pile of rocks, or the hall before you reach the 
      large room with stairs. The next room will have some Red Legion and two more
      crates. Under the stairs is a chest and another lorestone. Exit this place 
      and check the right for a chest before jumping down.
    
      There are six more crates, all of which are marked on your map. They are 
      located in several red legion camps. Destroy them all and then return to 
      Nanne to complete the quest.  
    
    _______________________
     Red in Tooth and Claw \_______________________
    -----------------------------------------------
      Quest Giver: Ainmhi
    
      Location: Dalentarth > East Odarath
    
      Summary:
      - Talk to Ainmhi
      - Find the well
      - Talk to Ainmhi
      - Get Leechwood Bark
      - Find and get water from the well
      - Talk to Ainmhi
    -----------------------------------------------
    
      You can find Ainmhi dragging himself around in a circle in eastern Odarath. 
      He's a wolf cursed to be in a human form and he needs you to find a well. 
      Head to the area marked on your map. You'll see the sprites; kill them, but
      the well will vanish. Go back and talk to Ainmhi about it. You need to get 
      leechwood bark, if you already have one, just go find the well. If you don't,
      there should be a decent amount around here in Dalentarth. The well will 
      change spots every now and then so don't take too long. Once you're at the 
      well, use the leechwood on it and you'll receive some water. Head back to 
      Ainmhi to watch him turn back into a wolf and complete this quest.
    
    __________________
     Special Delivery \_________________________
    --------------------------------------------
      Summary:
      - Travel to Gorhart
      - Loot the Special Deliveries Chest
    --------------------------------------------
    
      This side quest isn't even really a quest. It's just a notice for you to pick
      up your special items in a chest by the Inn in Gorhart. You'll have this if
      you got items from the demo, the Mass Effect 3 demo, from pre-ordering the 
      game, or the downloadable content. 
    
      Anyhow, due to limited bag space in the beginning, I only recommend taking
      out what you're going to use.
    
      From Kingdoms of Amalur demo:
      Note: Shepard's armor and Infernal Helm are Might armor.
    
         - Infernal Helm
    
         - Twinned Souls (chakram)
    
         - Shepard's Helm
         - Shepard's Cuirass
         - Shepard's Gauntlets
         - Shepard's Chausses
         - Shepard's Greaves
    
         - Twist of Fate: Confident (+5% Fire and Ice Resistance)
    
      From Mass Effect 3 demo:
         - Omniblades (dagger)
    
      From Amazon pre-order:
      Note: Fate weapons increase duration of Reckoning mode by 15%
    
         - Dowsing Rod (lets you see all harvestable reagents on the map)
    
         - Fate's Edge
         - Fate's Brand
         - Fate's Mallet
         - Fate's Needles
         - Fate's Curve
         - Fate's Scours
         - Fate's Arbor
         - Fate's Eyes
         - Fate's Stem 
    
      From Gamestop pre-order:
      Note: Fate weapons increase duration of Reckoning mode by 15%
    
         - Compass of Fate (increases the Persuasion skill)
    
         - Fate's Edge
         - Fate's Brand
         - Fate's Mallet
         - Fate's Needles
         - Fate's Curve
         - Fate's Scours
         - Fate's Arbor
         - Fate's Eyes
         - Fate's Stem
    
         - Vigilant Armor Set
         - Pensive Armor Set
         - Imminent Armor Set
    
         - Twist of Fate: Harbinger (+2% exp during Reckoning mode)
    
      From the Weapons & Armor Bundle Pack DLC:
      Note: These armor sets and weapons level up with your character.
    
         - The Valley Robes             - The Mountain
         - The Valley Cowl              - The Tower
         - The Valley Handwraps         - The Beast
         - The Valley Shoes             - The Forge
                                        - The Field
         - The Running Man Armor        - The Moon
         - The Running Man Hood         - The Wind
         - The Running Man Gloves       - The Night
         - The Running Man Leggings     - The Hunter
         - The Running Man Boots        - The Truth
                                        - The Song
         - The Guardian Cuirass         - The Flame
         - The Guardian Helm
         - The Guardian Gauntlets
         - The Guardian Chausses
         - The Guardian Greaves
    
    ______________________
     The Flame of Rhyderk \________________________
    -----------------------------------------------
      Cairns must be used at an Echo Stone to start the quest.
      There is an Echo Stone in the House of Ballads, the Ballads Oratory,
      the Ballads Library, and the Ballads Sanctuary in Ysa.
    
      Cairn Location: Dalentarth > East Odarath > House of Ballads > Hall of
      Accolades on the floor by the Echo Stone 
    
      Summary:
      - Retrieve the blade
      - Forge the blade
    -----------------------------------------------
    
      The blade is located just in front of Ohn's Stand, which is in the southwest
      corner of Lorca-Rane. There's just a bunch of jottun around it. After getting
      it, go to any forge and create it. The blade will be under Greatswords. 
    
      Whatever components you use will add on to this. Once you've made the blade,
      the quest will be completed. 
    
    *----------------*
    | [SDE21] Yolvan |
    *----------------*
    ___________________
     A Brutal Contract \________________________
    --------------------------------------------
      Quest Giver: Contract Board
    
      Location: Dalentarth > Yolvan > Shieldring Keep
    
      Summary:
      - Talk to Declan Malus
      - Kill all five mountain trolls
      - Return to Declan
      - Talk to Idwold in Shieldring Keep
    --------------------------------------------
    
      The former contract holder will be in Haxhi. Speak to him. You are to kill
      five mountain trolls located all over Haxhi. They are all marked on your map.
      Once they're all dead, return to Declan. After that, go talk to Idwold in 
      Shieldring Keep to complete the quest.
    
    ________________
     Knowledge Lost \_________________________
    ------------------------------------------
      Quest Giver: Oleander Sinclair
    
      Location: Dalentarth > Yolvan
    
      Summary:
      - Talk to Oleander Sinclair
      - Make the potion and give it to him
    ------------------------------------------
    
      This guy's obviously a fake, but might as well. He needs a Minor Alchemist's
      Art potion. If you already have one, you can give it to him rightt here, but
      if you don't, you can make it with embereyes and sky blossoms. He will give 
      you the recipe for it too. The quest is completed once you give him the 
      potion.
    
    ______________
     Rallying Cry \_________________________
    ----------------------------------------
      Quest Giver: Contract Board
    
      Location: Dalentarth > Yolvan > Shieldring Keep
    
      Summary:
      - Go to the camp in Ettinmere
      - Kill the four ettin
      - Talk to Idwold in Shieldring Keep
    ----------------------------------------
    
      Head to the area marked on your map in Ettinmere. Examine the corpse and take
      the Mission Brief. You are to kill four ettin that should now be marked on 
      your map. Once you've killed them all, return to Idwold to complete the 
      quest.
    
    ____________________
     Reprisal, Reprised \_______________________
    --------------------------------------------
      Quest Giver: Penri Kell
    
      Location: Dalentarth > Yolvan
    
      Summary:
      - Talk to Penri Kell
      - Kill four antelope and loot their heads
      - Talk to Penri
      - Place the heads
      - Kill the troll and loot the ring
      - Talk to Penri
    --------------------------------------------
    
      Penri wants you to help her replay this Fae tale. First go around and kill
      four antelope. It's easier to used ranged weapons or magic as they like to 
      run away. Once you've got four heads, talk to Penri again and she'll tell you
      to place them. Once you place all four, a troll will appear. Kill it for the
      ring and talk to Penri. You can persuade her to let you keep the ring if you
      want. 
    
    _________________
     Ungentle Beasts \________________________
    ------------------------------------------
      Quest Giver: Contract Board
    
      Location: Dalentarth > Yolvan > Shieldring Keep 
    
      Summary:
      - Go to Overgrown Thicket
      - Retrieve the book
      - Talk to Idwold Freward
    ------------------------------------------
    
      Overgrown Thicket is just west of Shieldring Keep. The first room contains 
      some kobold and a chest. The second room has barghest and another chest. The
      final room has more kobold, three chests, and the book you're looking for. 
      Get the book and return to Idwold Freward in Shieldring Keep to complete the
      quest.
    
    *------------------*
    | [SDE31] Glendara |
    *------------------*
    ________________________
     Brother Fallon's Beads \_______________________
    ------------------------------------------------
      Prerequisites: Find Brother Fallon's body
    
      Quest Giver: Brother Udo
    
      Location: Dalentarth > Glendara > St. Hadwyn's Mission
    
      Summary:
      - Talk to Brother Udo
      - Use the beads at each mission's shrine
    ------------------------------------------------
    
      You can start this quest once you discover that Brother Fallon is dead. Talk
      to Brother Udo. If you did not take the beads from Fallon's body, you must do
      so. Now you need to use the beads at each mission's shrine. There are three 
      of them and should be marked on your map now. Each shrine adds +5% damage to
      Niskaru to the beads. Once you've  visited all three, the quest completes. 
    
    ______________
     Plagueshield \_________________________
    ----------------------------------------
      Quest Giver: Astrid Frisk
    
      Location: Dalentarth > Glendara > Didenhil
    
      Summary:
      - Talk to Astrid Frisk
      - Find Brother Fallon
      - Talk to Astrid
      - Find the other two plagueshield
      - Return to Astrid
    ----------------------------------------
    
      Astrid needs more plagueshield but it turns out Brother Fallon hasn't showed
      up. She needs you to find out what happened. Use your map marker to find him.
      Looks like he got caught by bandits. Loot the cart for a plagueshield. Return
      to Astrid to tell her the news. There are two more plaguehshield to be found. 
      One is on a bandit that will run through the forest to a camp. Only when you
      follow him all the way to the camp will he become attackable. The last one is
      up northwest lying on the floor. Bring them back to Astrid to complete the 
      quest.
    
      Also, the beads you looted off Brother Fallon's body starts another quest by
      talking to Brother Udo at St. Hadwyn's Mission which is in the northwest area
       of Glendara. 
    
    ___________________
     The Natural Order \________________________
    --------------------------------------------
      Quest Giver: Kester Barclay
    
      Location: Dalentarth > Glendara > Didenhil
    
      Summary:
      - Talk to Kester Barclay
      - Go to Coilsbain Caverns
      - Get rid of the jottun
      - Encounter Balthasar
      - Return to Kester
    --------------------------------------------
    
      It seems that the cause of all the boggarts is because there are jottun in 
      the cave they usually live in. Kester wants you to go to Coilsbain Caverns to
      get rid of the jottun.
    
      The first room has nothing. The second room has two jottun and a chest on the
      left. Open the door for a chest. The large area after has two chests. 
      Boggarts will spawn; there's also a chest where they spawned. You'll run into
      two more jottun. There is also a chest nearby. The next large room contains 
      three jottun and two chests to their left. The path past the room has a chest
      on the left. Go through the door to go further in.
    
      Inside, there is a chest to the right before you open the door. You will run 
      into a lone jottun. After through the long hallway you'll find the last two. 
      Enter the room behind the door and there's some dude there. You'll have no 
      idea what the heck he's talking about. If your persuasion is high enough, you
      can troll him and say they allied. If you succeed, he will just teleport 
      away. If you do not persuade him, you will have to fight some monsters. Loot 
      the chest  and get out of here. Return to Didenhil and talk to Kester to 
      finish.
    
    *-----------------*
    | [SDE41] Webwood |
    *-----------------*
    _______________
     A Tangled Web \________________________
    ----------------------------------------
      Quest Giver: Garaner Vernt
    
      Location: Dalentarth > Webwood > Canneroc
    
      Summary:
      - Talk to Garaner Vernt
      - Speak to him again outside of town
      - Go to Shade River Caves
      - Find Barten
      - Go back to Canneroc and talk to Barten
    ----------------------------------------
    
      After ridding the town of the spiders, talk to Garaner. He wants you to find
      some people but first he wants to talk to you outside of town. Once he's on 
      the bridge, talk to him again. He wants you to make sure Barten's dead. You 
      can either say yes or no to his offer. After that, go to Shade River Caves. 
    
      Spiders will burst out of the floor in the first room. Check the tiny crevice
      in the north of this room for a spider sac. When the path divides, go left 
      for a spider sac. Jump down from here and check left for a spider sac and a 
      skeleton. (You need a fire weapon or spell to get to them.) Follow the path 
      and there should be another spider sac on the right side after the spiders. 
      You should now run into Barten. Speak to him, then check the room for three
      spider sacs and one more on your way out. (Again, you need fire weapons or 
      spells to reach two of the sacs.) Yeah, you could have found Barten faster by
      going the right path the first time, but then you'd miss out on loot and 
      (more) sounds of spider sacs opening. I knew you wouldn't want that!
    
      Go back to Canneroc and talk to Barten to finish the quest. You also get a 
      house here.
    
    _____________________
     Cutting the Threads \________________________
    ----------------------------------------------
      Prerequisites: A Tangled Web
    
      Quest Giver: Barten
    
      Location: Dalentarth > Webwood > Canneroc
    
      Summary:
      - Talk to Barten
      - Go to Castle Yolvan
      - Find all five of the lorestones
      - Talk to The Widow
    ----------------------------------------------
    
      Barten wants you to go to Castle Yolvan to find a way to stop what's 
      happening in Webwood. When you get there, a Crudok will pop out. Looks like 
      you need another way to get in. To the left is a platform you can jump off of
      into this suspicious pit. This quest requires you to activate all five 
      lorestones in the castle. You will literally land on the first one. The 
      second one is basically right there in your path too. When you reach the 
      intersection, go left to reach a locked door. Behind are rats, a chest, and a
      spider sac. Go back to the intersection and go straight/north. The third 
      lorestone will be in the next room. Go up the stairs to find a chest. The 
      room after will have a spider sac on a table to your right and a few more 
      rats. The next room will have even more rats, a lorestone right up center and
      a skeleton on the side. The second tiny room to your left has the fifth and
      final lorestone. 
    
      After a moment, you'll hear a voice, and the locked gate nearby will open. 
      Before you reach the room there is a skeleton on the left. There is a spider 
      sac and skeleton on both the left and right side of this room. Speak to The 
      Widow. Once your short conversation is done, a ton of spiders will appear. 
      This quest is complete and you'll get a new one.
    
    ______________
     Grim Harvest \_________________________
    ----------------------------------------
      Quest Giver: Menri Togh
    
      Location: Dalentarth > Webwood > Canneroc
    
      Summary:
      - Talk to Menri Togh
      - Go to Togh Farm
      - Search the corpses
      - Confront Cartery Jayck
      - Talk to Menri
    ----------------------------------------
    
      Menri Togh wants you to go to her farm to find out what happened to her 
      parents. Once there, check the bodies for Jayck's knife. Cartery Jayck is 
      back in Canneroc so go back and speak to him. You can either kill him or 
      let him bribe you to keep quiet. After that, talk to Menri to complete the
      quest.
    
    ___________________
     The Widow's Wrath \________________________
    --------------------------------------------
      Prerequisites: A Tangled Web & Cutting the Threads
    
      Location: Dalentarth > Webwood > Castle Yolvan
    
      Summary:
      - Escape Castle Yolvan
      - Go back to Canneroc and fend off the spiders
      - Talk to Barten
      - Go to Cathrus
      - Kill Canneroc's citizens or kill The Widow
      - Return to Barten or The Widow
    --------------------------------------------
    
      You can kill all the spiders or just run straight out of the castle. When 
      you're near the exit, don't forget to loot a spider sac. Go back to Canneroc
      and fend off the spiders. Barten will talk to you. Now you need to go to 
      Cathrus to stop The Widow. 
    
      She will be waiting for you at the entrance. You now have a choice to kill 
      the citizens of Canneroc or to kill the Widow.
    
      If you decide to kill the people in Canneroc, you need to kill all 8 of
      them. They will all be in the inn. You will fail any quests you have with 
      anyone in Canneroc. Once you kill all of them, go back to The Widow to 
      complete the quest. You'll get a crappy pair of faeblades. 
    
      If you decide to kill the Widow, proceed deeper into Cathrus. The path on the
      right has a spider sac. You can't go any further this way as it is blocked. 
      Go the only way you can and spiders will appear. Burn down the web on the 
      right to reach a chest. You'll run into more spiders. After that, there will
      be another web blocking your way on the left. Burn it down to reach a spider
      sac. Right  before the next room, check the left for another spider sac. As 
      expected, more spiders will appear. After that, burn another web down on the
      left for a spider sac. After that, check the right for yet another sac. Take
      care of the spiders in the next room and loot the sac on the left. Spiders 
      will show up in the hall after this.
         
      You'll finally get to The Widow. There is a chest on the left. Talk to The 
      Widow. All she does pretty much is summon spiders and throw energy blasts at
      you. Once she is dead, go back to Canneroc and talk to Barten to complete the
      quest.
    
    *---------------*
    | [SDE51] Haxhi |
    *---------------*
    _______________________
     Band of Brother Monks \________________________
    ------------------------------------------------
      Quest Giver: Brother Padric's corpse
    
      Location: Dalentarth > Haxhi > Splitrock Depths > Eastern Exit
    
      Summary:
      - Examine Padric's corpse and take the journal
      - Go to Brother Holt
    ------------------------------------------------
    
      The corpse can be found by a chest if you exit Splitrock Depths from the east
      instead of the regular north exit. Take the journal on his body and bring it 
      to Brother Holt, who is at St. Eadric's Mission in The Sidhe. 
    
    _____________________
     The Height of Crime \_________________________
    -----------------------------------------------
      Quest Giver: Stellan Reitan
    
      Location: Dalentarth > Haxhi
    
      Summary:
      - Talk to Stellan Reitan
      - Go to Splitrock Depths
      - Find his friend and journal
      - Return to Stellan
    -----------------------------------------------
    
      This gnome seems to be more concerned about his journal than his friend, but 
      ok. Splitrock Depths is just across the bridge near Stellan's camp. Go on in.
    
      When the path splits up, go right. Some barghests will appear. Go to the dead
      end where they spawned from for a skeleton. Go back, and go up a small ramp 
      on the right before the wooden planks for a chest. When the path branches off
      again, check the end of the left path for a pile of rocks. Go up the stairs 
      and kill some faer gorta. Check the left of the top of the stairs for a pile
      of rocks. Take the path going right. Kill some barghest then check the 
      western corner of this room for another pile of rocks. Go left to a room with
      a few more barghest and a skeleton. Go back and keep heading south. There 
      will be some faer gorta here. There is a chest on the right. 
    
      You will reach the end of this place. Loot the gnome's body and check the 
      right for some random journal. On your way out, kill the leanashe. Return to
      Stellan to finish the quest. 
    
      *Note: There is an exit on the far east that leads outside to a chest &
             a corpse.
    
    __________________________
     The Treasures of Meropis \_______________________
    --------------------------------------------------
      Cairns must be used at an Echo Stone to start the quest.
      There is an Echo Stone in the House of Ballads, the Ballads Oratory,
      the Ballads Library, and the Ballads Sanctuary in Ysa.
    
      Cairn Location: Dalentarth > Haxhi > Ballads Library > on the table by the
                      Echo Stone
    
      Summary:
      - Find the treasures
    --------------------------------------------------
    
      This is a straightforward quest. Just go to the areas marked on your map and
      gather the treasures there. Once you've gotten all five, the quest will 
      self-complete. All of the treasures are found in water. 
    
      Glendara:   Bag of Sand
      Odarath:    Shell
      Lorca-Rane: Meropic Relic
      Ettinmere:  Coral Sliver
      Ettinmere:  Pearl
    
    *-------------------*
    | [SDE61] Ettinmere |
    *-------------------*
    ________________
     Imelda's Charm \_________________________
    ------------------------------------------
      Prerequisites: The Fisherman's Bride
    
      Quest Giver: Enconeg Holn
    
      Location: Dalentarth > Ettinmere > Holnstead
    
      Summary:
      - Talk to Enconeg Holn
      - Find and kill the ettin with the charm
      - Return to Enconeg
    ------------------------------------------
    
      Enconeg wants you to retrieve a charm that an ettin stole from his wife's 
      grave. The ettin will be walking around, and should be marked on your map. 
      Kill it, loot the charm and return to Enconeg to finish.
    
    _____________________
     Shadow of Enfamanir \_________________________
    -----------------------------------------------
      Cairns must be used at an Echo Stone to start the quest.
      There is an Echo Stone in the House of Ballads, the Ballads Oratory,
      the Ballads Library, and the Ballads Sanctuary in Ysa.
    
      Cairn Location: Dalentarth > East Odarath > Ballads Oratory > in the back on
                      the floor by the Echo Stone
    
      Summary:
      - Slay Enfamnir
    -----------------------------------------------
    
      Enfamnir is in the southeast corner of The Sidhe. He's in a small area with a
      lorestone. It will come out once you're there. It's just like any other 
      Niskaru Tyrant: fireballing, charging, spazzy claw smashing. Vulnerable to
      ice. Once it's dead, the quest completes.
    
    __________________
     Shine and Shadow \_________________________
    --------------------------------------------
      Quest Giver: Avicenn Entelle
    
      Location: Dalentarth > Ettinmere > Holnstead
    
      Summary:
      - Talk to Avicenn Entelle
      - Go to Dellach
      - Kill the ettin and retrieve Shine and Shadow
      - Return to Avicenn
    --------------------------------------------
    
      This gnome wants you to get an artifact called Shine and Shadow from some 
      ettin in Dellach. They aren't very far in the ruins. After you go down the 
      stairs, go down the path on the right. The ettin in this room will have the
      artifact. Claim it and return to Avicenn. He'll be disappointed that they're
      only some daggers. You can convince him to let you keep them. 
    
    _______________________
     The Fisherman's Bride \________________________
    ------------------------------------------------
      Quest Giver: Enconeg Holn
    
      Location: Dalentarth > Ettinmere > Holnstead
    
      Summary:
      - Talk to Enconeg Holn
      - Clear the pier
      - Save Enconeg and kill the leanashe
    ------------------------------------------------
    
      This fisherman wants you to help him find his nymph. Kill the monsters marked
      on the map. After you kill the ettin, Enconeg will show up in fancy clothes.
      Looks like he's seeing things. You can either tell him he's delusional or let
      him go on with his 'wedding'. His nymph turns out to be a leanashe. If you 
      tell him that it's his funeral, it really will be unless you save him. If you
      do not save him, the quest fails. Once you've killed the leanashe, talk to 
      Enconeg to finish the quest. You can get another quest from him now. 
    
    *--------------------*
    | [SDE71] Lorca-Rane |
    *--------------------*
    ______
     Lost \____________________________
    -----------------------------------
      Quest Giver: Jedda Kerning
    
      Location: Dalentarth > Lorca-Rane
    
      Summary:
      - Talk to Jedda Kerning
      - Find Turin's body and take the scroll
      - Return to Jedda
    -----------------------------------
    
      Turin's body is near Brunuath. Loot his body for a sealed scroll. You can
      open it if you want, it won't affect anything. Return to Jedda to complete 
      the quest. 
    
    ______________
     The Antelope \____________________________
    -------------------------------------------
      Quest Giver: Marga Sammoc
    
      Location: Dalentarth > Lorca-Rane
    
      Summary:
      - Talk to Marga Sammoc
      - Search the antelope meat for a silver necklace
      - Talk to Oreyn Vilsar
      - Return to Marga
    -------------------------------------------
    
      She says her lover has turned into an antelope. Time to find out what
      happened to him. The quest marker will bring you to some bowl of antelope
      meat with the necklace in it. Nearby, Oreyn will be in a cage. Hahaha. You
      can either choose to let him out or not. Go back and talk to Marga to finish
      the quest. 
    
      I believe this quest can also be done by first talking with Oreyn first but
      it won't be much different than starting with Marga. 
    
    _______________
     The Flowering \________________________
    ----------------------------------------
      Quest Giver: Osduin
    
      Location: Dalentarth > Lorca-Rane
    
      Summary:
      - Talk to Osduin
      - Gather the seeds
      - Talk to Osduin in Brunuath
      - Place the seeds
      - Stand on the center platform
      - Kill the sprites
      - Talk to Osduin
    ----------------------------------------
    
      Osduin needs some help doing some flowering thing. If you ask him who 
      Boderill is, you can get a chance to persuade. He needs you to gather seeds, 
      which will be marked on your map. Once you get them all, return to Osduin, 
      who will now be in Brunuath for the next step. Plant the seeds. Step on the 
      center platform. A bunch of sprites will spawn so kill them all. Talk to 
      Osduin and he'll tell you that you were supposed to let the sprites kill you.
      Oh. Sorry. Quest complete. Below I will run through the rest of Brunuath if 
      you want loots and stuff. 
    
      The east side of this room has a chest. Take the path that heads southeast.
      The room will have some barghest and two piles. After that room there will be
      a fae cache. The next room is empty. Take the path on the right. This room 
      has some more barghest. The south and west part of this room also contains 
      two piles. The northeast side of this room has a hidden door. Behind the door
      are two chests and a fae cache. Take the path going east to reach a room with
      two more barghest. The right has a pile and a skeleton. That is all here.
    
    *-------------------*
    | [SDE81] The Sidhe |
    *-------------------*
    _____________________
     Aggressive Brownies \_________________________
    -----------------------------------------------
      Quest Giver: Sihtric Vorm
    
      Location: Dalentarth > The Sidhe > Vorm Lodge
    
      Summary:
      - Talk to Sihtric Vorm
      - Get rid of the brownies
      - Return to Sihtric
    -----------------------------------------------
    
      Sihtric Vorm wants you to check out the Brownie problem. Go to the spot
      marked on your map to find a cart with some corpses around it. Brownies will
      appear. Kill them, then return to Sihtric to complete the quest. 
    
    ______________________
     Dangers of the Sidhe \________________________
    -----------------------------------------------
      Quest Giver: Arhaus Vorm
    
      Location: Dalentarth > The Sidhe > Vorm Lodge
    
      Summary:
      - Talk to Arhaus Vorm
      - Get Searstalk
      - Return to Arhaus
    -----------------------------------------------
    
      Arhaus wants you to get searstalk for someone who was attacked by a thresh.
      Go towards the place marked on your map for the searstalk, but watch out for
      thresh. If you can fast travel to Arduath, it's very easy. Return to Arhaus 
      to complete the quest.
    
    ____________________
     Hunting the Thresh \________________________
    ---------------------------------------------
      Prerequisites: Dangers of the Sidhe
    
      Quest Giver: Luca Soren
    
      Location: Dalentarth > The Sidhe > Vorm Lodge
    
      Summary:
      - Talk to Luca Soren
      - Kill the thresh
      - Return to Luca Soren
    ---------------------------------------------
    
      Talk to Luca Soren once she's recovered. You can kill the thresh that 
      attacked her. If you haven't fought a thresh before, here's the rundown: they
      can shoot projectiles at you, and can also consecutively smash the ground to
      bring roots towards you, which can lock you if you don't roll out. Once 
      you've killed it, return to Luca to finish the quest. 
    
    _________________
     The Brownie Den \_________________________
    -------------------------------------------
      Prerequisites: Aggressive Brownies
    
      Quest Giver: Sihtric Vorm
    
      Location: Dalentarth > The Sidhe > Vorm Lodge
    
      Summary:
      - Talk to Sihtric Vorm
      - Meet Sihtric at Rundamir
      - Discover the cause of the brownie violence
      - Kill the Crudok
    -------------------------------------------
    
      Sihtric is going to find out what exactly is causing the brownies to be so 
      aggressive. Meet him at the brownie den of Rundamir. Inside, he will tell you
      it's a crudok that's causing all the brownie violence.
         
      The first room contains some brownies, and a chest and pile of rocks to your
      left. Go straight all the way to reach a chest at the end. Go back to the 
      first room and take the right/northwest path. Behind some brownies is a 
      chest. Go past a pool of poison. There should be another chest after the 
      pool. After that, the left will have a door and a chest behind it. You will
      reach a room with bridges and brownies. The very west of this room contains a
      pile of rocks. The next room will have more brownies and a chest on the 
      right. 
    
      The next room contains the crudok and some brownies. Crudoks basically spit 
      out this stuff that looks like swarms of flies. Once it is killed, Sihtric 
      will talk to you and the quest will be completed.
    
      Check the room with the curdok for a pile of rocks. Take the north path. Some
      brownies should come running at you from a left path. Go down this path and 
      open the door for a chest. The next room has brownies and a chest across the
      bridge on the right. That is all in Rundamir. 
    
    *-------------*
    | [SDE91] Ysa |
    *-------------*
    ____________
     Cureseeker \_______________________
    ------------------------------------
      Cairns must be used at an Echo Stone to start the quest.
      There is an Echo Stone in the House of Ballads, the Ballads Oratory,
      the Ballads Library, and the Ballads Sanctuary in Ysa.
    
      Cairn Location: Dalentarth > The Sidhe > Ysa > The Trellis > Ballads 
                      Sanctuary
    
      Summary:
      - Plant 8 reagents around the Fae lands
    ------------------------------------
    
      This quest is rather straightforward. You just go to every spot on the map
      and plant something there. There are 8 in total. The quest completes itself
      once you've planted all of them.
    
         Gorhart:  Black Cohosh      Emaire:       Ysa's Breath
         Didenhil: Tindertwig        Tirin's Rest: Sativa Stalks
         Canneroc: Star Thistle      Mel Aglir:    Seaflax
         Ayten:    Cripplespore      Whitestone:   Scarwood Tree
    
    _______________________
     Oh, the Indignitaries \________________________
    ------------------------------------------------
      Quest Giver: Squire Brio
    
      Location: Dalentarth > The Sidhe > Ysa
    
      Summary:
      - Talk to Squire Brio
      - Talk to all four dignitaries
      - Return to Brio and give him the order
    ------------------------------------------------
    
      You need to talk to all four dignitaries to see what order they would prefer
      to see the king. After that, go back to Brio to give him the order you 
      believe should be best. If you get it wrong, the quest will fail. The correct
      order is: Hartwen, Whenery, Setter, Gorrenet.
    
    __________
     One Drop \________________________
    -----------------------------------
      Quest Giver: Nomeron
    
      Location: Dalentarth > The Sidhe > Ysa > The Trellis
    
      Summary:
      - Talk to Nomeron
      - Collect water from all four pools
      - Go to the Lyceum Grove and use the water lock
      - Report back to Nomeron
    -----------------------------------
    
      Nomeron wants you to open a water lock, but it requires you have water from
      four Sacred Pools. Interact with the little pots at each of the areas marked
      on the map, then go to Lyceum Grove to use the water lock. Return to Nomeron
      to complete the quest. 
    
    _____________________
     Order of Operations \________________________
    ----------------------------------------------
      Quest Giver: Jorum Quintus
    
      Location: Dalentarth > The Sidhe > Ysa > Scholia Arcana Embassy
    
      Summary:
      - Talk to Jorum Quintus
      - Find the three initiates
      - Return to Jorum and tell him what happened
    ----------------------------------------------
    
      Jorum wants you to go out into The Sidhe to find out what happened to three
      initiates. They will be marked on the map. Once you've found them all, return
      to Jorum to report what happened exactly, based on their journals. If you get
      it wrong, the quest will fail. The correct answer is:
         - Cassera organized the theft
         - Bertran was murdered
         - Beasts killed Aloren
      Wow, they all died, just for a gem that gives +17% mana. Talk about sad.
    
    __________
     Uprising \________________________
    -----------------------------------
      Quest Giver: Mythany Keen
    
      Location: Dalentarth > The Sidhe > Ysa
    
      Summary:
      - Talk to Mythany Keen 
      - Meet her at he worship circle at night
      - Kill ambassador Brenner
      - Get rid of the daggers
    -----------------------------------
    
      After speaking to her, you need to meet her at night at the worship circle to
      find out more. The worship circle is the area with all the shrines. Speak to 
      her there and you find out she wants you to steal the daggers on Brenner and
      dispose of them somehow. She only tells you to steal them but the quest tells
      you to kill Brenner. Better safe than sorry so I just killed her when she was
      all by her lonesome self walking behind that building. Junk the daggers, 
      salvage the daggers, or sell the daggers to some merchant. Once that is done,
      talk to Mythany to complete this quest. 
    
    _______________
     What Ales You \________________________
    ----------------------------------------
      Quest Giver: Gertern Asker
    
      Location: Dalentarth > The Sidhe > Ysa > Asker's Alley
    
      Summary:
      - Talk to Gertern Asker
      - Talk to Jakasen in the Lyceum Grove
      - Agree to test his potion
      - Harvest the Bristletongue at The Font
      - Return to Gertern
    ----------------------------------------
    
      Gertern wants you to get some rare bristletongue seeds for his brew. He tells
      you to go ask some apothecary named Jakasen in the Lyceum Grove. Ask Jakasen
      and he says he'll tell you if you try some potion he has. You'll pass out
      with only a hint of what Jakasen said. The plant is up at The Font. Harvest
      it and return to Gertern to finish this quest.
    
    
                            **--------------------------**
                            ||                          ||
         [SDE02]            ||         Erathell         ||
                            ||                          ||
                            **--------------------------**
    
                 The Wolds...........................[SDE12]
                 Forsaken Plain......................[SDE22]
                 Tala-Rane...........................[SDE32]
                 Cradle of Summer....................[SDE42]
                 Galafor.............................[SDE52]
                 Acatha..............................[SDE62]
                 Kandria.............................[SDE72]
                 Tywili Coast........................[SDE82]
                 Rathir..............................[SDE92]
    
    *-------------------*
    | [SDE12] The Wolds |
    *-------------------*
    _____________________
     A Pilgrim's Setback \______________________
    --------------------------------------------
      Quest Giver: Contract Board
    
      Location: Erathell > The Wolds > Helmgard Keep
    
      Summary:
      - Find the five scrolls
      - Return to Hanrik Aulde
    --------------------------------------------
    
      Mull-Rane is north of Forsaken Plains. Once inside, you will be at an
      intersection. Take the east/left path to find a secret door at the end. 
      Barghests will appear when you go inside and there are three chests and a 
      skeleton here. Now go back and take the path that heads south since the door
      on the right is locked.
    
      The kobolds in this path have one of the scrolls. Open the door and the 
      kobold behind will have another scroll. This room also has a pile of rocks. 
      After killing the kobold with the second scroll, a kobold with the third 
      scroll will show up shortly. 
    
      Now go down the path to your left, heading south. Open the door on the right
      for a chest. Continue south, open the door and the room has a chest and 
      a lorestone. Go back to the room where you got the second and third scrolls
      and open the northern door. You'll run into some random dude here, who is 
      involved in a different quest. Yes, that's right, we're having a nice walk in
      the ruins. 
    
      Anyways, the northwest, left corner of this room has a pile of rocks. Open 
      the door to the left, near the pile of rocks. The end of the path has a chest
      and a skeleton. Go back to the room with the guy and open the door to the 
      north. The last two scrolls are on the kobolds here. Open the door here and 
      there is a lorestone at the very end. Return to the room with the guy and 
      open the secret door on the right/east of this room, and get out of here. 
      Return to Hanrik for your reward.
    
    ________________
     Castor's Wrath \_________________________
    ------------------------------------------
      Quest Giver: Ayten Job Board
    
      Location: Erathell > The Wolds > Ayten
    
      Summary:
      - Kill Castor Redhand
      - Talk to Fynwick Iver
    ------------------------------------------
    
      The board has a leaflet from Fynwick Iver, who wants some bandit leader dead.
      Simply go to the place marked on your map, kill that Castor dude, then return
      to Fynwick for your reward. 
    
    _________________
     Ratofer's Pawns \________________________
    ------------------------------------------
      Quest Giver: Ratofer
    
      Location: Erathell > The Wolds > Ayten
    
      Summary: 
      - Talk to Ratofer
      - Sell his items one by one or buy them all at once
    ------------------------------------------
    
      This vagrant wants you to help him sell some stuff to the people in Ayten.
      You can either buy all his stuff right here and then for 1,100 gold, or take
      each item one by one and sell them for a portion of the profit. I would just
      buy them all at once so you don't need to go back to him every time. If you 
      decide to sell the items one by one, this quest will be completed once you've
      sold the last item. If you decide to buy them all, this quest will be 
      complete and you will get a task to sell them.
    
    _________________
     Strict Accounts \__________________________
    --------------------------------------------
      Quest Giver: Sigra Thorin
    
      Location: Erathell > The Wolds > Ayten
    
      Summary:
      - Get the five invoices
      - Return to Sigra Thorin
    --------------------------------------------
    
      All you have to do is collect the five invoices marked on your map. You may 
      have to steal one or two of them. There is one lone invoice that is a little
      far off near Helmgard Keep in Tala-Rane. When you've got all five, return to
      Sigra Thorin.
    
    _________________________
     The Erathell's Blessing \______________________
    ------------------------------------------------
      Quest Giver: Singing Nell
    
      Location: Erathell > The Wolds > Ayten
    
      Summary:
      - Go to Ayten Circle
      - Activate the stones from lowest to highest
      - Return to Nell
    ------------------------------------------------
    
      The order that you should activate the stones once you get to the circle is 
      Lowest, Low, Middle, High, Highest. Once that's done, you have a choice of 
      accepting a blessing. If you play them in the wrong order, Niskaru will 
      spawn. Return to Nell after you have played them in the correct order.
    
    _______________________
     The Waters of Madness \______________________
    ----------------------------------------------
      Quest Giver: Arlette Rond
    
      Location: Erathell > The Wolds > Ayten
    
      Summary:
      - Talk to Arlette Rond
      - Enter Cranalt
      - Find Jenniker
      - Find the missing parts
      - Repair the artifact
      - Deactivate/configure the artifact
      - Return to Arlette
    ----------------------------------------------
    
      Talk to this delirious person. She'll tell you some dude poisoned the water 
      or something. You need to 'find Cranalt'. Cranalt isn't a person, but a cave.
      Head over there and go in.
    
      The first room will have some murghan surrounding some weird thing. But 
      first, examine the body, who is the Jenniker you're looking for. Take and 
      read the journal. You need to find some parts to fix that weird artifact. Get
      the chest in this room then go right. 
    
      This room has more murghan, and a chest to the right. Go through the door and
      you should be in a room with bridges and two murghan. Check the north of this
      area for a chest. You need to go down the bridge into the water now, which 
      will give you a disease. You can use a Purification Potion to get immunity to
      this for a little while.
    
      Check the left while in the water for a chest. The door here is locked so
      make a left and then another left to find a lever that opens the door. Go 
      through the door, kill the monsters and loot the chest for the first part. 
      Head south from this room and past some murghan to find a chest. Now go back
      to the room with Jenniker's body and go left. The door here will be locked 
      too and needs a lever, which should be on the right. 
    
      Go right to some murghan and a chest. Go back and follow the path going 
      left/east. After some cave murghan, there should be a chest on a small path
      to your left. Open the door to enter a room with another banshaen and 
      murghan. There are two chests in this room, one which contains the second
      part. 
    
      Open the door to the west. The last room has two chests, one with the last 
      part right by the murghan, and one down south. Return to the artifact in the
      beginning. Repair the artifact. You have a choice of deactivating the 
      artifact or picking one of the configurations. Choosing Sanguine or 
      Phlegmatic will require you to come back here later. Choosing Melancholic 
      will complete the quest but the two people at Rond Farm will die. Simply 
      deactivating the device completes the quest and those at Rond Farm will be 
      fine.
    
    _____________
     Vane's Luck \______________________
    ------------------------------------
      Quest Giver: Contract Board
    
      Location: Erathell > The Wolds > Helmgard Keep
    
      Summary:
      - Enter the Lucky Mine
      - Kill Vane and take his armband
      - Return to Hanrik Aulde
    ------------------------------------
    
      Head to Lucky Mine and go inside. The first room will be flooded; check the
      left area for two whirlpools. There is a platform sticking out of the water
      with a skeleton on top. Once you're out of the water, you will see some 
      Freeman run off, deactivating some traps too. Head straight, then left into a
      small room with a chest. Keep on following the north path. There is a pile of
      rocks when the path turns right in the corner. On the path, there is also a 
      corpse. Shortly past the corpse to your right is a chest. The path that goes
      right after this will have a minecart. Rocks will fall and block your path. 
      In the next room, a bunch of Freeman will appear. Check a corner of this room
      for a chest. Go through the door and you should reach the room with Vane. 
      Kill him, along with a bunch of Freeman, then loot his armband. 
    
      After kiling Vane, open the door to the south. Rocks will fall and block a 
      path but I don't think there was anything there anyways. The left has a pile
      of rocks. Check the path to the right for a corpse. Go back to the room that
      Vane was in and head west. Open the door and some Freeman will appear. This
      room has two chests in the corners. That's everything in Lucky Mine so head
      back to Hanrik in Helmsgard Keep to finish this quest. 
    
    __________________
     Wrest from Peace \_______________________
    ------------------------------------------
      Quest Giver: Contract Board
    
      Location: Erathell > The Wolds > Helmgard Keep
    
      Summary:
      - Loot the ring
      - Return to Hanrik Aulde
    ------------------------------------------
    
      The grave is up north in Forsaken Plains. There's just be a few brownies 
      around it. Take care of them and check the grave for the ring. Go back to 
      Hanrik in Helmgard Keep to finish the quest.  
    
    *------------------------*
    | [SDE22] Forsaken Plain |
    *------------------------*
    ______________
     Buried Alive \_______________________
    --------------------------------------
      Quest Giver: Ommer Vogard
    
      Location: Erathell > Forsaken Plain
    
      Summary:
      - Talk to Ommer Vogard
      - Go to Orieator's Tomb
      - Talk to Lyra
      - Turn off the trap if you haven't already
      - Return to Ommer
    --------------------------------------
    
      Ommer wants you to go find some woman, who he said was around the hills of
      Orieator's Tomb, so head to the tomb and go inside.
    
      There are two chests and a small moneybag in the first room. Open the door
      and pull the trap lever behind you to stop the blades. You will find Lyra and
      her friends in the next room. There is a chest behind them in this room. Talk
      to Lyra. Tell her that you have turned off the traps already. If you do not,
      you're going to have to go back and turn the traps back on and off, and
      trigger some Faer Gorta on the way too. Once you've got the traps shut off, 
      return to Ommer Vogard to complete the quest.
    
    __________________
     Raising the Dead \_______________________
    ------------------------------------------
      Quest Giver: Idwa Widfrond
    
      Location: Erathell > Forsaken Plain
    
      Summary:
      - Talk to Idwa Widfrond
      - Find Azo's grave
      - Take the letter
      - Confront Britt Hagni
      - Talk to Idwa Widfrond
    ------------------------------------------
    
      Basically you're going to run around the map checking the graves. There are
      three graves marked on the map. If you're lazy and don't care for some loot,
      Azo's grave is the one on the very bottom by Bitter Cove. Take the letter, 
      then make your way to Emaire to find this Britt Hagni. Talk to him and it 
      turns out he is actually Azo. You can either leave him alone in peace, tell 
      on him, or persuade  him to give you his rings for your silence. You can 
      always tell him you'll leave him in peace...then pickpocket the rings. After
      that, go back to Idwa. Now you can either give her his rings, tell her he's 
      gone, or that he's alive right here in Emaire. 
    
    _______________________
     The Treasures of Culn \________________________
    ------------------------------------------------
      Quest Giver: Lord Cras
    
      Location: Erathell > Forsaken Plain > New Culn
    
      Summary:
      - Talk to Lord Cras
      - Go to Bitter Cove and find the five treasures
      - Return to Lord Cras
      - Follow Urlik
      - Persuade or kill Urlik
      - Find Lord Cras in Rathir
      - Let him go or send him to prison
    ------------------------------------------------
    
      Lord Cras wants you to go to Bitter Cove to recover some of the Culn
      villagers' treasures.
    
      In the first room, the first treasure is in a chest behind some crates. Watch
      out for the trip wire attached to the arrow launcher. There is also a pile of
      rocks nearby. The path to the next room has a chest on the right, should be 
      hard to miss. The second room has some kobolds and the second treausure, a 
      painting. There's also a chest by the campfire. The room after has more 
      kobolds and a chest. Follow the path until you see a campfire to your right.
      Kobolds will ambush you. The third treasure is in a chest near the campfire. 
      Watch for the bear trap in front of it. Follow the path until you see crates 
      and pots to your right. Disarm the tripwire and the fourth treasure is here. 
      The room after is full of kobolds. The fifth and final treasure is here, a 
      pot. Check the east wall and the south for a pile of rocks and a chest behind
      a bear trap. That's everything here. 
    
      Return to Lord Cras. He says you can have one thing from his hoard and tells
      you to follow some guy. Sounds fishy. Yep, he was ordered to kill you. Now 
      you can either persuade him not to or you can just kill him. If you decided
      to kill him, you'll see from the letter on his body that he had a lover. How
      cruel of you. Anyways, now you must find Lord Cras in Rathir. He will be at 
      the docks. Now you can either let him go for about 5000 Gold or bust him. 
      Someone who tried to kill me? I let him rot in prison, cause 5000 gold is 
      pocket change anyways!
    
    ____________________
     They Walk Among Us \_______________________
    --------------------------------------------
      Quest Giver: Elrod Edman
    
      Location: Erathell > Forsaken Plain
    
      Summary:
      - Talk to Elrod Edman
      - Deal with the three spies
    --------------------------------------------
    
      Elrod Edman is just outside of Emaire. He tells you that he believes there
      are three people that are spies for the Tuatha. You need to go see all three
      of them, and either persuade to them to stop and shut up or kill them. Once 
      you've dealt with all three, return to Elrod to complete the quest.
    
    _______________
     Unlucky Charm \________________________
    ----------------------------------------
      Quest Giver: Wane Emundas or Edwin Hoswig
    
      Location: Erathell > Forsaken Plain > Emaire
    
      Summary:
      - Talk to Wane Emundas or Edwin Hoswig
      - Find the robber
      - Get the amulet
      - Go to Syl and cleanse the amulet
      - Return the amulet
    ----------------------------------------
    
      You can start this quest by either talking to Wane Emundas or the man 
      dragging himself around who looks like he's almost had his throat cut. 
      They'll both tell you some amulet was stolen. Basically what happened was the
      bleeding man and some other dude stole the amulet from Emundas, but then 
      Edwin got stabbed and robbed of what he robbed. Well, we need to find the guy
      with the amulet. He can be found all the way up in the corner of the Cradle
      of Summer. 
    
      Now you can either steal the amulet off him or just ask for it. He will give
      it to you quite willingly, and once you have it you'll know why. You will now
      get a load of curses on you that have about a one in five chance of 
      activating every time you hit an enemy. To cleanse the amulet, you need to go
      to Syl, in the Cradle of Summer. 
    
      The curse actually hurts quite a bit because of how it triggers so often, so
      watch your health when you're killing things in Syl. The first room has some 
      wolves, and two chests: one on the left and one also on the left after you go
      up the ramp. The next room has more wolves, a corpse, and a chest on the 
      left. Now take the northwest path and it leads to two chests. Go back to the
      previous room and head northeast. There is a chest in the next room with some
      plant snappers. Some sprites will appear. Sprites will spawn in the room 
      after this too. Check this room (with the bridge) for a whirlpool and two 
      chests. After that, jump off the ledge in the southeast.
    
      The room here has boggarts and a thresh, and can be painful if you trigger
      the curse too many times. Once they're dealt with, loot the two chests in 
      this room and use the amulet on the pedestal to cleanse it. Go towards the 
      southern wall in this room and it will open up. Now you may either return to
      Emundas or Edwin. Emundas will pay you in gold, while Edwin will give you 
      lockpicks, primsere lockpicks, and repair kits for it. 
    
    *-------------------*
    | [SDE32] Tala-Rane |
    *-------------------*
    _______________________
     Bell, Book and Candle \______________________
    ----------------------------------------------
      Quest Giver: Faitir Scaith
    
      Location: Erathell > Tala-Rane
    
      Summary:
      - Talk to Faitir Scaith
      - GO to Dolve Wayle
      - Defend Faitir while he rings the bell
      - Kill the Scrivener
      - Fend of the Faer Gorta while Faitir finds the codex
      - Talk to the First Scaith
      - Choose a side
      - Kill the one whose side you didn't choose
      - Speak to your ally
    ----------------------------------------------
    
      Faitir needs three things to exile himself from his family. Follow him to 
      Dolve Wayle. Once inside, there is a chest in the corner with the camp. After
      that, you will soon reach the bell. Kill the Faer Gorta while he rings the 
      bell. Now go to the library and kill the Scrivener. Kill the Faer Gorta while
      he finds the Codex Scaith. Wha? He ADDED his name? Er, well time to find his
      birth candle. But first, open the door at the southeast of this room and past
      some traps is a skeleton at the end. Go back and follow Faitir again. Loot 
      the chest on the right. In the next room, there is a small moneybag behind 
      the shrine. The next room you will find the First Scaith. Talk to him that 
      Faitir was lying to you all along about the curse. Now you can choose to kill
      Faitir or talk to him first. After you talk to him to find out the truth, you
      need to decide whether to help the First Scaith or help Faitir. Either way, 
      after you've killed the one you didn't side with, and talked to your ally, 
      the quest will be completed. There is a chest on the east side of this room.
      There is also a strongbox and a tomb here but they cannot be opened. Go back 
      the way you came. In the room with the shrine, go right. There should be a 
      locked door that your vault key you got will open. Inside are two chests, two
      piles, and a small moneybag. Pull the lever on the east when you leave and 
      get out of here.  
    
    ________________
     Niahm's Labors \______________________
    ---------------------------------------
      Quest Giver: Niahm Kent
    
      Location: Erathell > Tala-Rane
    
      Summary:
      - Talk to Niahm Kent
      - Kill the kobolds
      - Return to Niahm
      - Kill the crudok
      - Go back to Niahm
      - Kill the ettin
      - Go back to Niahm
      - Kill the jottun
      - Return to Niahm
    ---------------------------------------
    
      He wants you to do his dirty work for him. First are three kobolds, each 
      marked on the map. Once they're all dead, go back to Niahm for the next task.
      Now you need to kill a crudok. Kill it and go back to Niahm for yet another 
      task. Kill the ettin, and go back to Niahm for a fourth task to kill a 
      jottun. After you kill the jottun, the quest is finally finished when you 
      talk to Niahm.
    
    _______________________
     The Aster Inheritance \______________________
    ----------------------------------------------
      Quest Giver: Bodan Aster's Grave
    
      Location: Erathell > Tala-Rane
    
      Summary:
      - Take the amulet from Bodan Aster's Grave
      - Find the other amulet
      - Merge the amulets
      - Find all five strongboxes
    ----------------------------------------------
    
      Note: I have marked Bodan Aster's Grave on my map for Tala-Rane on 
            GameFAQs. 
    
      Bodan Aster's Grave is located at the very south of Tala-Rane on the ledge
      with the lorestone. Ettin should appear when you go up to that ledge. The 
      grave is in the cranny between the castle walls. Inspect it and take the 
      amulet to start this quest. You need to find a second amulet. Go to the spot 
      marked on the map to get the second amulet. Now you must merge the amulets 
      into a key. Go to the grave now marked on your map to merge the amulets. You
      will now get a map and a key. Use the map in your inventory, or the locations
      of the chests won't show. All five strongboxes will now be marked on your 
      map. Three are outside and two are inside, one in Dolve Wayle and one in 
      Corgan Hold. 
    
      The quest Bell, Book, and Candle requires you to go through Dolve Wayle so
      instructions for that dungeon is under that quest. I will give a walkthrough 
      of Corgan Hold here.
    
      Corgan Hold: The first room is a rectangular room with a bunch of kobolds.
      The next room is a throne room where more kobolds will pop out. There are 
      three doors, west, north, east. They all end up in the same place but the 
      north/west ones also pass by two chests. The first room you reach will have
      some kobolds. The next contains the two chests. You will reach a large room
      with more kobolds. Open the gate in the north. It contains four chests and 
      the final aster strongbox. The quest should be complete.
    
    *--------------------------*
    | [SDE42] Cradle of Summer |
    *--------------------------*
    ____________
     Floodgates \_________________________
    --------------------------------------
      Quest Giver: Terenia
    
      Location: Erathell > Cradle of Summer
    
      Summary:
      - Talk to Terenia
      - Defend her from the wild Fae
      - Talk to Terenia
    --------------------------------------
    
      To get the trigger for this quest, the message that something is wrong, you 
      need to activate all five Cradle of Summer lorestones. It appear it is 
      possible to get this quest from just activating the first Cradle of Summer 
      lorestone located north of Emaire.
    
      You will get a message that something feels wrong, and then be teleported to
      the Deep Slumber circle in the middle of the cradle. Terenia will talk to you
      and you will have to defend her from waves of wild fae. Once they are all 
      dead, talk to her again and the quest will be completed.
    
    ________________
     Rivener Tarsus \_______________________
    ----------------------------------------
      Quest Giver: Lord Callor
    
      Location: Erathell > Cradle of Summer > Deep Slumber
    
      Summary:
      - Talk to Lord Callor
      - Retrieve the three staves
      - Salvage the staves
      - Reforge the weapon
    ----------------------------------------
    
      You need to find three staves, made from the original weapon.
    
      The God Fang is in Forsaken Plain > Emaire > Hagni Home. Just take it.
    
      Dark Sliver is in Forsaken Plain > Mull-Rane on some random dude. Either
      steal it or buy it off him. I have a walkthrough of Mull-Rane under a 
      different quest, A Pilgrim's Setback. 
    
      Crack of Dawn is on a Fae walking around in Forsaken Plain. Either steal it
      or persuade it off her.
    
      Once you have all three staves, salvage them at a forge and use the 
      components you get to make Rivener Tarsus, Ender's Fire, and Gloamfrost. You
      may want to use better components for you will be keeping all three staves 
      when this quest is complete.
    
      Return to Lord Callor to complete the quest and he will let you keep all of
      the staves. 
         
    _______________
     Sisterly Love \________________________
    ----------------------------------------
      Quest Giver: Lila Janick
    
      Location: Erathell > Cradle of Summer > Deep Slumber
    
      Summary:
      - Talk to Lila Janick
      - Kill the spiders
      - Talk to Lila Janick
    ----------------------------------------
    
      All she wants you to do is kill some spiders so she can get some sativa 
      fibers. Easy enough. Once you've killed the spiders, talk to her again to
      finish the quest. She will give you a discount on her potions and some 
      trainer in Emaire called Molly will be on discount too. 
    
    *-----------------*
    | [SDE52] Galafor |
    *-----------------*
    _____________
     Collections \__________________________
    ----------------------------------------
      Quest Giver: Meyra Maun
    
      Location: Erathell > Galafor > Tirin's Rest
     
      Summary:
      - Talk to Meyra Maun
      - Take the purse to the Sanctuary
      - Catch the thief
      - Tell or not tell on him
    ----------------------------------------
    
      Speak to Meyra Maun. Agree to donate gold and she'll ask you to bring the 
      purse to the Sanctuary since there's been a thief. At midnight in the game,
      the thief will walk into the room. You can either tell or not tell on him. 
      The quest will complete after that.
    
    __________________
     Out of the Ruins \_________________________
    --------------------------------------------
      Quest Giver: Atheof Cergren
    
      Location: Erathell > Galafor > Tirin's Rest
    
      Summary:
      - Talk to Atheof Cergren
      - Go to Culn
      - Talk to Bede
      - Go to Virki
      - Talk to Anela
      - Close the three gates
      - Go back to Tirin's Rest
      - Talk to Atheof Cergen
    --------------------------------------------
    
      Atheof wants you to go to Culn to find out what happened to his daughter. 
      Head over to the ruins, fight off some Tuatha, and enter the basement. Talk
       to the dude here. Make your way to Virki.
    
      Once there, more Tuatha will show up. Go inside. Keep going straight once you
      enter to reach a chest. Follow the path, and before the next room, check left
      for a chest. The next room you will find Anela and Tuatha attacking her. Kill
      the Tuatha and them speak to her. You now need to close three gates. Check 
      this room for a chest before you go. 
    
      Pick the locked door here. There is a chest on the left of the square room,
      and a chest at the end of the room on the right with Faer Gorta. Return to 
      the previous room. 
    
      Go down the northeast path. The first room contains two Tuatha and two 
      chests. The next room has more Tuatha and a chest on the right. You will now
      be in a cavern-like area. Go right. There are gates at both ends of both 
      paths, so close the two gates here. Go back and take the north/left path now.
      The third gate is at the end. Check the right on the way to the gate for a
      chest. Once all the gates are closed, exit this place and return to Tirin's
      Rest. Talk to Atheof to complete the quest.
    
    ___________________________
     The Valley of the Blessed \______________________
    --------------------------------------------------
      Quest Giver: Serabel Nareen
    
      Location: Erathell > Galafor > Tirin's Rest
    
      Summary:
      - Talk to Serabel Nareen
      - Go to Adarus Hollow
      - Find the wand
      - Return to the Nareens or the Lyria worshipper
    --------------------------------------------------
    
      They seem to have trouble farming here after it got burned down. Serabel 
      needs you to retrieve some wand from Adarus so they can farm there once 
      again.
    
      When you are about to go into Adarus, a Lyria worshipper from Tirin's Rest 
      will approach you and say that you should bring the wand to her instead so 
      Priestess Corelon can destroy it. The people of Tirin's Rest appear to hate 
      refugees and Fae, so I'm just going to give the wand to the Nareens anyways.
      Enter Adarus.
    
      Right when you reach the first room, there is a chest to your left. Follow 
      the path to find another chest to your left. You will cross a bridge and run 
      into some boggarts. To your left is a pile of rocks. A little ahead is 
      another chest to your right. The next room contains a couple more sprites and
      a chest on the left. The path on the way to the next room has a pile of rocks
      in the corner of the turn. The room after is empty, but has a pile of rocks 
      on the left side. The last room has a thresh. Some boggarts will also appear
      from behind. Loot the chest here for the wand. 
    
      Now return to either the Nareens or that Lyria worshipper who you met at the 
      entrance. Give them the wand to complete the quest. 
    
    ________________
     Tirin's Secret \_________________________
    ------------------------------------------
      Quest Giver: Gwastl Brad
    
      Location: Erathell > Galafor > Tirin's Rest
    
      Summary:
      - Talk to Gwastl Brad
      - Investigate Burren Cove
      - Talk to Adar
      - Get the key and magic words
      - Release Adar
    ------------------------------------------
    
      Talk to Gwastl to find out the town's keeping something locked up in Burren's
      Cove. Enter Burren Cove behind the town. Talk to Freynold Korrast and try to
      get through the door. You can always just pick the lock. Last resort would be
      to steal the key on Freynold. Once you're inside, check the right for a 
      chest, then another left of the cell. Talk to Adar the Fae in the cell. You 
      need Nil's key and some magic words of the priestess. Nearby, you will notice
      a door to Tirin's Sanctuary. Go through, and up the stairs. Go to the second 
      floor and there is a table with a spellbook on it. Examine it to get the 
      magic words. Now go find Nil in the town, and pickpocket his key. Return to 
      Adar and release him to complete the quest.
    
    *----------------*
    | [SDE62] Acatha |
    *----------------*
    _________________
     Derfel's Labors \_______________________
    -----------------------------------------
      Quest Giver: Derfel
    
      Location: Erathell > Acatha > Derfel's House
    
      Summary:
      - Talk to Derfel
      - Go to Lucky Mine and find the wine
      - Return to Derfel
      - Deliver the letter to Mattix Dace
      - Retrieve Hellbane
      - Get the Bloodstone, circlet, and rose
      - Repair the Amrynthian Band
      - Kill Keurig Shaster
      - Talk to Derfel
    -----------------------------------------
    
      Derfel wants you to go find some kind of wine in Lucky Mine. I have covered
      Lucky Mine in a previous quest called Vane's Luck. The wine is not very far 
      from the entrance. You will run into the chest that contains it as long as 
      you hug the left wall of this place. Go back to Derfel. He will now tell you
      he'll give you treasure if you do seven more tasks for him. I will list the
      tasks, and every time you finish one you must return to Derfel for the next
      one until you do all of them.
    
      Task 2 - Deliver letter to Mattix Dace
      Task 3 - Retrieve Hellbane from a body
      Task 4 - Get the Bloodstone 
      Task 5 - Get the Circlet
      Task 6 - Get the Rose
      Task 7 - Repair the Amrynthian Band
      Task 8 - Kill Keurig Shaster
    
      Task 2 and 3 are clear cut. Just go to your destination and back to Derfel.
      For the Bloodstone, you can persuade him for half the price. For the circlet,
      if you cannot dispel/unlock the chest, put the book Derfel gave you on the 
      bookshelf left of it and the chest will open. The flower is easy, simply 
      visit the grave and take it. Return to Derfel once task 4-6 is done for the
      next task. 
    
      Go to Onarach: it is behind the town of Mel Aglir. Hendi will be there right
      in the center and she will repair it for you easily. Onarach is a small 
      place, so might as well loot it up. The path on the right leads to some 
      boggarts and a fae cache. Behind Hendi is a chest. The left path leads to two
      rooms - one with boggarts and a fae cache and another with more boggarts, a 
      fae cache, and a pile of rocks. Return to Derfel for your final task.
    
      Your final task is easy, just kill some people who want Derfel dead. Once 
      you've taken care of them, talk to Derfel to complete the quest. You can now
      open up his fireplace in his house to find a nice stash.
    
    *-----------------*
    | [SDE72] Kandria |
    *-----------------*
    __________________
     The Best Defense \________________________
    -------------------------------------------
      Quest Giver: Corporal Ivar
    
      Location: Erathell > Kandria > Tam's Wagon
    
      Summary:
      - Talk to Corporal Ivar
      - Kill Connovar
      - Return to Corporal Ivar
    -------------------------------------------
    
      Easy enough, just kill the bandit called Connover. He'll be surrounded by a 
      bunch of bandits and some jottun and wolves too. Once he's dead, go back to 
      Corporal Ivar for your reward.
    
    ___________________
     The Lord Kandrian \_______________________
    -------------------------------------------
      Quest Giver: Eli Tems
    
      Location: Erathell > Kandria > Mel Aglir
    
      Summary:
      - Talk to Eli Tems
      - Enter Kandrian Keep
      - Steal the ring 
      - Return to Eli Tems
      - Place the ring on the altar
      - Return to Eli Tems with the cursed ring
      - Pick the door or go through Kandrian Cove
      - Return the ring to the bedroom
      - Go back to Eli Tems
    -------------------------------------------
    
      Head over to Kandrian Keep, down south. Waltz in and steal the ring. Return
      to Eli Tems for the next step. You need to place the ring on an altar in 
      western Kandria. While it's on the altar, fend off some Faer Gorta. When it's
      done, pick it up and go back to Eli Tems. Now you can either agree or decline
      to go further with Eli's plan. If you say no the quest will probably fail. 
    
      You need to find a new way into Kandrian Keep. You can pick the now locked 
      gate, or go in through Kandrian Cove, marked on the map. I will be giving 
      instructions through the cove, as there is loot to be had.
    
      There is a whirlpool on the right before you reach the large room. Swim all
      the way right of the room for another whirlpool. The left contains a third 
      whirlpool and a chest. Follow the path out of the water to reach a room with
      some kobolds. There is a pile of rocks left of where you entered the room and
      a chest on the right. Follow the path to reach a chest and a ladder into 
      Kandrian Keep. 
    
      The guards inside will all be aggressive. You can sneak or fight your way to 
      Lord Kandrian's bedroom. Return the ring to the original spot and go back to
      Eli to complete the quest.
    
    _______________________
     The Tinker's Daughter \_______________________
    -----------------------------------------------
      Quest Giver: Bardan Tam
    
      Location: Erathell > Kandria > Tam's Wagon
    
      Summary:
      - Talk to Bardan Tam
      - Go to Caer Tosai
      - Find Julia
      - Return to Bardan Tam
    -----------------------------------------------
    
      Julia is located in Caer Tosai, which is a little south from Tam's Wagon, so
      head on there. It'l just be surrounded by a ton of bandits and jottun...
    
      Inside, the first room just has some bandits. Go right/east and the corner of
      the turn will have a pile of rocks. Go right down the short path for a chest.
      The next room contains more bandits, a chest, and a weapon rack. After that,
      go left/west, then at the intersection take the right to reach the room with
      Julia. The room also contains two chests and a pile of rocks. Once you kill 
      the bandits in this room, Julia will speak to you, and go back to her father.
      Before you leave, go to the western most part of this dungeon for a weapon 
      rack.
    
      Return to Bardan Tam to complete the quest.
    
    
    *----------------------*
    | [SDE82] Tywili Coast |
    *----------------------*
    ____________________
     Deserter's Deserts \_______________________
    --------------------------------------------
      Quest Giver: Maedrigal Fenn
    
      Location: Erathell > Tywili Coast
    
      Summary:
      - Talk to Maedrigal Fenn
      - Recover the 5 bogstaunch from the freeman deserters
      - Return to Maedrigal Fenn
    --------------------------------------------
    
      You simply need to find five groups of deserters and loot them for 
      bogstaunch. Once you've got all five, return to Maedrigal Fenn to complete 
      the quest.
    
    _____________
     Family Arms \_______________________
    -------------------------------------
      Quest Giver: Clyeth Arne
    
      Location: Erathell > Tywili Coast
    
      Summary:
      - Talk to Clyeth Arne
      - Get into Dolve Arne or turn Clyeth in
      - Retrieve the staff and talisman
      - Return to Clyeth Arne
    -------------------------------------
    
      Talk to Clyeth and he says he wants his staff and talisman that are still 
      inside of Dolve Arne. To get in there, you either need to steal an officer's
      pass from one of the guards outside or talk to Anwyr Hedef to let you in. You
      also have an option of turning in Clyeth for a bounty if you tell him you're
      a friend of the family. Inside Dolve Arne, the staff and talisman are located
      in the messy back area with all the rats and stuff. Once you've got them, 
      return to Clyeth. You can either tell him the staff and talisman were gone or
      give them to him to finish the quest.
    
    *----------------*
    | [SDE92] Rathir |
    *----------------*
    _______________
     A Page Turner \_______________________
    ---------------------------------------
      Quest Giver: Idris Theonen
    
      Location: Erathell > Tywili Coast > Rathir > Upper City > Scholia Arcana >
                Library
    
      Summary:
      - Talk to Idris Theonen
      - Go to the courtyard
      - Follow the instructions in the book
      - Return to Idris
    ---------------------------------------
    
      Basically you are to go where the book tells you to. You need to open the 
      book everytime for the next step. Once you've done all the book has told you
      to, return to Idris and he will ask you a question. The answer is the one 
      about observation. The quest will then be complete.
    
      Locations the book tells you to go to:
         - Rathir Bridge
         - Mel Aglir
         - Kandrian (monster ambush)
    
    __________________
     A Second To Duel \_______________________
    ------------------------------------------
      Quest Giver: Walen Forstid
    
      Location: Erathell > Tywili Coast > Rathir > Seafoam Tavern
    
      Summary:
      - Talk to Walen Forstid
      - Go to the Lower Tunnels and find Gelphyne for the Rose-of-Shadows
      - Go see Daltan Eames
      - Poison Daltan's sword
      - Return to Walen
      - The Jeiber the ship name
      - Meet for the duel
      - Collect your reward
    ------------------------------------------
    
      First, head to the lower tunnels and talk to Gelphyne for the Rose-of-
      Shadows. You can either buy it off her or just steal it from her. Now go see 
      Walen's opponent, Daltan. Use the Rose-of-Shadows on his sword after talking
      to him. Go back to Walen and he will tell you to tell Jeibir that his ship is
      The Maid of Fortune. On your way there, Walen's mother will speak to you and
      tell you not to let him escape and to tell Jeiber the ship name is 
      Ravenswing. When you talk to Jeiber, pick whichever one you want - to let 
      Walen escape or be sent to Klurikon. After that's done, go meet for the duel.
      I find it funny that you can loot Walen after he 'dies'. Anyways, go claim 
      your reward, from his mother if you sent him on the ship Ravenswing. 
    
    ___________
     Bad Blood \_______________________
    -----------------------------------
      Quest Giver: Onfei Cather
    
      Location: Erathell > Tywili Coast > Rathir > Upper City
    
      Summary:
      - Talk to Onfei Cather
      - Talk to Coriana Anwon
      - Obtain the Lapidus Root in Acatha
      - Use the root on Mallion
      - Talk to Onfei Cather
      - Talk to Coriana Anwon
      - Visit the apothecary
      - Go to the city watch and talk to Favian Tyrn
      - Go to Abergast's house
      - Return to Coriana
    -----------------------------------
    
      Go ahead and go inside to talk to Lady Anwon. She needs you to get a plant in
      Acatha. It's just sitting there outside so nothing hard. Return and use the 
      plant on Mallion once you have it. Mallion will talk to you and it appears he
      drank poisoned wine. Talk to Onfei Cather then talk to Coriana. Now you must
      go see the apothecary to identify the poison. Talk to Favian at the city 
      watch, the head over to Abergast's house. Inside, the left and right of the 
      first room has piles. Head towards the body and Einar Abergast will approach.
      Talk with him a bit and he'll die too. Go to his bedroom for a chest. Return
      to Coriana to complete the quest. 
    
    ______________________
     Every Sparrow Fallen \_______________________
    ----------------------------------------------
      Quest Giver: Raf Klyr
    
      Location: Erathell > Tywili Coast > Rathir
    
      Summary:
      - Go to the Lower Tunnels
      - Talk to Selni
      - Look for clues at the City Watch
      - Examine the note on Sparrow murders or talk to the captain
      - Find Orwin Dunn
      - Kill Dunn and go back to the Sparrows
       - Kill the captain and his guards
    ----------------------------------------------
    
      In Rathir, you might run into a man with blood spewing out of him in the
      Lower City. He's going to tell you that they've been betrayed and to find 
      someone named Selni. Then he drops dead. The Selni you are looking for will 
      be in the Lower Tunnels, at the very very end. 
    
      After you pass the people, check right of the path for a pile and a chest. 
      The next room contains three piles and a chest. The room after will have 
      spiders, a bear-trapped pile, and a spider sac. Take the path that goes 
      right. The corner of the turn has a pile. The next room has spiders, bear 
      traps, and a spider sac. The room after has some rats and a chest. Take a 
      left before you reach Selni to find a room with two chests and a pile of 
      rocks. A leanashe will pop out. The room Selni is in contains two chests. 
      Speak to her. 
    
      You are to go to the City Watch and look for clues. Go to the right room and
      examine the note on Sparrow murders or talk to the captain. You now need to 
      find a man named Orwin Dunn. Once you talk to him, you'll find out it's been
      the captain's doing. Kill Dunn and his lackeys, the go back to the Sparrows.
      Kill the captain and his guards, then Selni will speak to you and the quest 
      is complete.
    
    __________________
      Good with Locks \_______________________
    ------------------------------------------
      Quest Giver: Wyl Werrenir
    
      Location: Erathell > Tywili Coast > Rathir
    
      Summary:
      - Talk to Wyl Werrenir
      - Go to the Customs House and steal the ledger
      - Return to Wyl Werrenir
    ------------------------------------------
    
      All you need to do is go to the Customs House, enter their storage and steal
      the ledger. You might as well just steal EVERYTHING here... right? Go back to
      Wyl when you've got the ledger to complete the quest.
    
    ________________
     Learning Curve \_______________________
    ----------------------------------------
      Quest Giver: Telemachus Rasp
    
      Location: Erathell > Tywili Coast > Rathir > Upper City > Scholia Arcana
    
      Summary:
      - Talk to Telemachus Rasp
      - Go to Gloamthicket in Acatha
      - Kill the banshaen priestess
      - Return to Telemachus
    ----------------------------------------
    
      You are to kill a banshaen priestess who has been killing initiates in 
      Gloamthicket. Make your way to Acatha and enter the Fae hollow.
    
      Make your way left. There is a pile of rocks in the small cranny on the 
      right. The first room you reach has more murghan and a pile of rocks on the
      west side. Open the door to enter a square area. Check the east and north 
      crannies for a pile of rocks and a chest. Watch out for a poison mine and a 
      plant snapper as you go west/left into the next room. This room has the 
      banshaen priestess you need to kill. There will also be a bunch of murghan. 
      Once they're dealt with, check around for a chest, and north for a pile of 
      rocks. Return to Telemachus to complete the quest. 
    
    _________________
     Mixing Business \_______________________
    -----------------------------------------
      Quest Giver: Carasta Arawyn
    
      Location: Erathell > Tywili Coast > Rathir > Officer's Hall
    
      Summary:
      - Talk to Carasta Arawyn
      - Convince Gwalchmai to sign
      - Return to Carasta Arawyn
    -----------------------------------------
    
      All you need to do is get Gwalchmai to sign the agreement. If you have more 
      than one Maybryn Wine, give him as many as you can before you ask him to 
      sign. Giving him two wines will be good enough to get him to sign. Three will
      make him feel not so good and he won't want to look at the contract, but that
      can be fixed just by giving him even more wine...if he keeps refusing, just 
      keep asking after every wine you give him. Once you've got it signed, go back
      to Carasta to get your reward.
    
    ____________
     The Orison \_______________________
    ------------------------------------
      Quest Giver: Abelyra Seranon
    
      Location: Erathell > Tywili Coast > Rathir > Upper City > Temple of Lyria
    
      Summary:
      - Talk to Abelyra Seranon
      - Visit the three springs
      - Return to Abelyra Seranon
      - Deal with Nuer in the Lower Tunnels
      - Return to Seranon and perform the giving
    ------------------------------------
    
      Easy enough, visit the springs marked on your map, then return to Abelyra.
      Your second task is to stop this guy called Nuer from spitting out nonsense.
      He's in the lower tunnels and past the stairs, talking to people. You can get
      the easy way out just by using persuasion, or use what Seranon told you. Once
      he ups and leaves, return to Seranon. Now you are to perform the giving; you 
      can either give up experience, give an epic gem, or pay straight up in gold. 
      Once you do so, the quest is complete and you get a permanent buff of -5% 
      Mana Cost.
    
    ________________
     Tidings of War \_______________________
    ----------------------------------------
      Quest Giver: Rhiad Guth
    
      Location: Erathell > Tywili Coast > Rathir
    
      Summary:
      - Talk to Rhiad Guth
      - Deliver the notices
      - Return to Rhiad
    ----------------------------------------
    
      Simply deliver the four notices to the four people marked on your map in 
      Rathir. The only person who will object to it will be Afan Del, the dude in 
      the Lower Tunnels. You can persuade him. If you don't, you will have to chase
      him for a little bit, but he'll give in and take it. Return to Rhaid for your
      reward. 
    
                            **--------------------------**
                            ||                          ||
         [SDE03]            ||          Detyre          ||
                            ||                          ||
                            **--------------------------**
    
                 Alserund............................[SDE13]
                 The Red Marches.....................[SDE23]
                 The Hollowlands.....................[SDE33]
                 Menetyre............................[SDE43]
                 Apotyre.............................[SDE53]
                 Adessa..............................[SDE63]
    
    *------------------*
    | [SDE13] Alserund |
    *------------------*
    ________________
     Fellfire Bloom \________________________
    -----------------------------------------
      Prerequisite: Kidnapped
    
      Quest Giver: Florion
    
      Location: Detyre > Alserund > Cricle of Engard
    
      Summary:
      - Talk to Florion
      - Go to Fellfire Pit
      - Defeat the guardian
      - Get the Fellfire Bloom
      - Return to Florion
    -----------------------------------------
    
      Florion wants you to get another plant. Headover to Fellfire Pit in the 
      middle of Alserund. 
    
      Inside, take the left path to reach a room full of dead kobold. Some sprites 
      will appear. Further on, you'll reach live kobolds. The left side, before the
      kobold's campfire, has a pile of rocks. There are also two chests. There is 
      another chest on the left down the path. The next room contains the guardian,
      a Niskaru tyrant. Once it's dead, harvest the giant plant behind him. This 
      room also contains a pile of rocks and a hidden door to the right of the 
      rocks. Inside is a chest. Leave through the east path. The room has some 
      kobolds and a chest. At the fork, go north to find a room with some kobolds,
      a chest, and a hollow log. Leave the area by going south and jumping down. 
      Return to Florion to complete the quest. 
    
    ___________
     Kidnapped \________________________
    ------------------------------------
      Quest Giver: Frama Aedic or Florion
    
      Location: Detyre > Alserund
    
      Summary:
      - Talk to Frama Aedic or Florion
      - Go to the Caverns of Ingress
      - Find the three sigil stones
      - Defeat the thresh and pluck the Kora Petal
      - Return to Florion
      - Give the potion to Alard Aedic
    ------------------------------------
    
      You can start this quest by either talking to Frama Aedic or Florion. If you
      talk to Frama first, go speak to Florion next. It appears that Frama's 
      husband is cursed like the Narca fae. You need to go to the Caverns of 
      Ingress, activate waterfall, pillar, and tree sigil stones (that places 
      curses on you), and then defeat a thresh for a Kora Petal. 
    
      The first stone, by the waterfall is right down the path. Begin and the door
      will open. The first room contains a chest in the center and a few boggarts. 
      Head down the center path to reach a room with leanashe and a chest on the 
      other side. Open the door to reach a room with some Narca. Go right, open 
      another door, and kill some brownies and a crudok. This room has a chest and
      the second sigil stone. Fun, first it's -50% damage resistance, now it's -50%
      damage. Head back to the room that had Narca and go down the south path. Open
      the door to reach the last sigil stone and a chest. Now that you have all of
      your debuffs, it's time to take on the thresh. Head to the last room to face
      the thresh and some boggarts. Once it's dead, get the petal and return to 
      Florion. The curses will be gone. Florion will make you a potion for Alard.
      Give it to him. 
    
    ______________
     The Crossing \________________________
    ---------------------------------------
      Prerequisite: Kidnapped & Fellfire Bloom
    
      Quest Giver: Florion
    
      Location: Detyre > Alserund > Cricle of Engard
    
      Summary:
      - Talk to Florion
      - Challenge Pura
      - Go to Caer Elatha
      - Speak with Maxen
      - Talk to Halcyor and kill him
      - Place the Fellfire Bloom
      - Talk to Maxen
      - Return to Florion
    ---------------------------------------
    
      Florion needs you yet again. This time, he needs you to administer the bloom
      you just got him. To get to the place you need, you have to go challenge Pura
      and get an amulet from her. Once you have the amulet, enter Caer Elatha. 
    
      Inside, to your right is a chest. When you reach an intersection, check right
      for another chest. The path on the left leads to a pile of rocks. Now speak 
      to Maxen. Once you unlock the door, check left for a chest and a leanashe. 
      Head south to reach a room with some sprites. The left and ride side of this
      room contain a chest and a pile of rocks, both guarded by a plant snapper. Go
      all the way south to reach a chest and watch out for the plant snapper on the
      left. Go east, and check right for a pile of rocks guarded by another plant 
      snapper. Make your way up north to reach a room with a troll and boggarts. 
      Once they're dead, check the northwest corner of this room past some plant 
      snappers for a chest. Make your way east. Open the door to your left to find
      a chest. Now enter the flooded area.
    
      There is a whirlpool to your left, right, and a third one ahead. The island
      on the right has a chest guarded by a plant snapper. Go on the island with 
      sprites to find some boggart corpses and a chest. Between these two islands 
      is a fourth whirlpool. The southeast island has a fae cache and a whirlpool 
      to the right of it. Continue to swim east and the right will have a small 
      passage leading to a cache. This room has a whirlpool to your left and three
      to your right. There is a fae cache in the southernmost area of thisi room, 
      and another at the very north. Now speak to Halcyor. Looks like he was the 
      cause. You must kill him, then place the bloom. Once that is done, go back 
      and talk to Maxen again. After that, return to Florion to complete the quest.
    
      Once this quest is done, all or most Narca mobs will now be passive.
    
    *-------------------------*
    | [SDE23] The Red Marches |
    *-------------------------*
    ____________________
     Her Righteous Fury \_______________________
    --------------------------------------------
      Prerequisites: Worth Fighting For
    
      Quest Giver: Eathe Dunbert
    
      Location: Detyre > The Red Marches > Galette
    
      Summary:
      - Talk to Eathe Dunbert
      - Go to the Tomb of Fyragnos
      - Follow Eathe
      - Poison five bodies
      - Talk to Eathe
    --------------------------------------------
    
      Your job is to poison the Testament's water with poisoned Testament bodies,
      fun. Head over to the Tomb of Fyragnos, which you should have the key to from
      the prerequisite quest, Worth Fighting For. 
    
      Inside the tomb, open the door and follow Eathe, leave the path on the right
      for later. At the intersection, check the room on the left with some 
      Testaments for a pile. Watch the traps. Now go to the room on the right and 
      exit the place to find a chest and a lorestone on the cliff. Go back in, and
      follow Eathe out another door. Now Testament followers will keep spawning 
      until you've poisoned five bodies with attacks/weapons/skills. Now talk to 
      Eathe to complete the quest. I will go through the rest of the tomb below. At
      least, what is available to you without more keys. 
    
      Just saying again, watch out for fire and bear traps in the whole place. Open
      the door to the east. Check behind the wall jutting out on the left for a 
      chest. Go down the western path to find some more Testament followers, a 
      skeleton, and a chest. Continue south and go down the right path and out the
      door to an area outside with a chest on the right and a lorestone and 
      skeleton at the western end. Go back inside. You cannot go further in since
      you don't have another key to open the door blocking your path. 
    
    ______________________
     His Brother's Keeper \_______________________
    ----------------------------------------------
      Quest Giver: Colm Alba
    
      Location: Detyre > The Red Marches > Galette
    
      Summary:
      - Talk to Colm Alba 
      - Go to the Tomb of Fyragnos
      - Follow Colm
      - Kill his brother
    ----------------------------------------------
    
      Head to the Tomb of Fyragnos below. Follow Colm down the east path with rats.
      Watch out for bear traps and fire runes. When you reach the room with 
      kobolds, go left for a pile before going down the stairs. The northwest 
      corner has a chest with a fire rune in front of it. The next room has some 
      Testament people, a pile, and a skeleton. Go down the long booby trapped 
      path, and check for a chest and a pile on the left. You two will head back 
      outside through the door and find Giran Alba. He can't be saved, so kill him.
      Talk to Colm to complete the quest.
    
    _________________
     Into the Breach \________________________
    ------------------------------------------
      Prerequisite: Worth Fighting For, Her Righteous Fury, His Brother's Keeper
                    quests
    
      Location: Detyre > The Red Marches > Galette
    
      Summary:
      - Meet at Galette
      - Go to the Tomb of Fyragnos
      - Kill Fyragnos
    ------------------------------------------
    
      Meet at camp for plans, then head over to the Tomb of Fyragnos for the third
      time. You should be able to open the third door past the area you went for 
      Her Righteous Fury quest. 
    
      There should be nothing but traps on your way to the locked door, unless you
      gave time for mobs to respawn. Now you need to pick someone to stay behind to
      keep the door open. It doesn't matter who you choose, as long as it's not 
      yourself...
    
      In this room, there is a pile in front of you, a chest to your left, and a 
      pile of rocks below the stairs. Head out the doors. Kill Fyragnos and the 
      extra Niskaru, it should be just like any other Niskaru Tyrant. Once it's 
      dead, talk to your allies to complete the quest. Check the back of this area
      for a chest. 
    
    ____________________
     Worth Fighting For \_______________________
    --------------------------------------------
      Quest Giver: Hreid Amelthoe
    
      Location: Detyre > The Red Marches > Galette
    
      Summary:
      - Talk to Hreid Amelthoe
      - Go to Galette Tunnels
      - Clear the Kobolds
      - Find the right corpses
      - Open the door
      - Talk to Hreid
      - Defend Hreid from the Testament
    --------------------------------------------
    
      Galette Tunnels are way below the town at the very bottom. Once inside, kill
      the kobolds. Follow Hreid to the next room and clear this room too. There is
      a chest on the right side and another on the left. Now Hreid will speak to 
      you a little then you guys will backtrack, since you've practically reached 
      the end of this tiny place. Now you need to find the right bodies. The right
      ones are:
         -Woman in plate armor in second room 
         -Man in chainmail armor near the very end
      Once you've found both, go to the locked door in the first room. Use the 
      lever, input the sequence and the door will open. Talk to Hreid. Some 
      Testament people will show up so defend Hreid from them. Once they're dead, 
      Hreid will talk to you and the quest is complete. 
    
    
    *-------------------------*
    | [SDE33] The Hollowlands |
    *-------------------------*
    __________________
     Aron Excavations \________________________
    -------------------------------------------
      Prerequisites: Fae at the Mine, Bloodbane, and Miners in the Sand
    
      Location: Detyre > The Hollowlands > Motus Mining Outpost
    
      Summary:
      - Visit the mine
      - Visit the office
      - Get all upgrades for the mine
      - Get all upgrades for the office
    -------------------------------------------
    
      The office is a bit of a mess when you first visit it. You should have 
      already visited the mines because of a prerequisite quest. 
    
      You might want to take advantage of the fact that every chest/lootable things
      in the office and mine respawn after every upgrade. 
    
      Talk to Vincent Helvern to upgrade your office, up to three times. Talk to
      Bor Anjar to upgrade your mine, up to three times too. Once the office and 
      mine is fully upgraded, the quest will be completed. 
    
    
    ___________
     Bloodbane \_______________________
    -----------------------------------
      Quest Giver: Capstan Odvar
    
      Location: Detyre > The Hollowlands > Motus Mining Outpost
    
      Summary:
      - Talk to Capstan Odvar
      - Talk to Edgar Aron
      - Kill brownies
      - Kill Bloodbane
      - Return to Capstan
    -----------------------------------
    
      Talk to Edgar Aron about the crudok, then go kill the brownies marked on your
      map. Shortly afterwards, Bloodbane will pop out of the ground. Kill it, then
      return to Capstan to complete the quest. 
    
    _________________
     Fae at the Mine \_______________________
    -----------------------------------------
      Quest Giver: Apule Vire or Enser Garrou or Aurenda
    
      Location: Detyre > The Hollowlands > Motus Mining Outpost
    
      Summary:
      - Talk to Apule Vire or Enser Garrou or Aurenda
      - Find Aurenda's Light
      - Go to Shadowthorn and return the jewel
      - Talk to Enser
    -----------------------------------------
    
      The very beginning of the quest starts from Apule Vire, but all three of them
      give the same quest. Speaking to Enser or Arenda to start the quest does not
      make you miss out on much. Basically, Apule wants you to find Enser, who 
      wants you to check out what's up with Aurenda the Fae. 
    
      You need to find Aurenda's light, which is an item that can be found on a 
      nearby corpse. Now you need to go to Shadowthorn to return the gem to its 
      rightful place. 
    
      In Shadowthorn, take the first path going left to reach a chest with a plant
      snapper. Go back then go all the way north for a pile of rocks. Take the path
      leading east(right) for a chest. Now make your way down the northernmost path
      that leads left/west. Check your left for a chest in the room. Up the ramp, 
      open the door of vines to reach another chest. Make your way north and open 
      another door of vines to find yet another chest. The door to your east/right
      you must dispel before you can open it. After getting past it, you will be in
      the room with Aurenda. Return the light. Loot the chest on your way out the 
      southern door of vines, jump down, and return to Enser.
    
    ____________________
     Miners in the Sand \________________________
    ---------------------------------------------
      Prerequisites: Fae at the Mine & Bloodbane
    
      Quest Giver: Apule Vire
    
      Location: Detyre > The Hollowlands > Motus Mining Outpost
    
      Summary:
      - Talk to Apule Vire
      - Talk to Calovar
      - Go to the Aron Excavations Mine
      - Retrieve Calovar's light from Aron
      - Free the five miners
      - Return to Apule
      - Return the relic to Calovar
    ---------------------------------------------
    
      Head up and talk to Calovar after talking to Apule. Turns out it was all
      Edgar Aron's doing with Calovar's light. Go to the Aron Excavations Mine.
    
      This is a rather short and straightforward place. Talk to Edgar Aron at the
      end, and whether you persuade him or not, he'll summon some sprites on you.
      Kill them, then he will give up the gem to you. You can choose to kill him or
      let him live. Before you leave, check the room for two mining carts and a 
      chest. 
    
      Now you must free five miners, all marked on your map. Once that is done, 
      return to Apule. You get a house here. Now return the relic to Calovar to 
      complete the quest. 
    
    _____________________
     The Century Flowers \_______________________
    ---------------------------------------------
      Quest Giver: Calovar
    
      Location: Detyre > The Hollowlands
    
      Summary:
      - Talk to Calovar
      - Make the three century flowers bloom
      - Return to Calovar
    ---------------------------------------------
    
      You simply need to visit three flowers and make them bloom. Make sure you 
      have a fire element weapon or spell. You need to cast/hit the plant with fire
      before you are able to interact with it and make it bloom. Once you get all 
      three to bloom, return to Calovar to complete the quest.
    
    *------------------*
    | [SDE43] Menetyre |
    *------------------*
    __________________
     A Master's Touch \________________________
    -------------------------------------------
      Prerequisites: Time of Need (you can get A Master's Touch without doing Time
                     of Need but you have to finish Time of Need to get this quest 
                     done anyways so might as well)
    
      Quest Giver: Gavroche Valle
    
      Location: Detyre > Menetyre > Ironhold Keep
    
      Summary:
      - Talk to Gavroche Valle
      - Talk to Efyr Dynnwel
      - Get the Master's Tallow
      - Talk to Efyr at Ironfast Keep
      - Wait for him to forge the sword
    -------------------------------------------
    
      Gavroch wants to repair a sword, but he's inexperienced so he can't. He wants
      you to ask some hermit smith, who, if you already did the quest Time of Need,
      you have already met. Go ask Efyr about the sword. If he is injured, meaning 
      you did not do the Time of Need quest, you have to do it before he will agree
      to help. 
    
      After Efyr agrees to mend the sword, you need to get Master's Tallow. (He 
      says it's in Hurvar's Doorsil but I also found one in Tearscotter Mines 
      while doing the Making Enemies quest, just follow your map marker.) If you
      did the Making Enemies quest already, you should already have it from 
      Tearscotter Mine. If not, go there or to Hurvar's Doorsil and grab it. Now 
      head to Ironfast Keep and speak to Efyr, who should be there now. He will 
      forge the sword, give it to you, and the quest is complete.
    
    ________________
     Making Enemies \________________________
    -----------------------------------------
      Quest Giver: Orsinian Paige
    
      Location: Detyre > Menetyre
    
      Summary:
      - Talk to Orsinian Paige
      - Go to Tearscotter Mine
      - Steal the kobold's totem
      - Return to Orsinian
      - Kill the three jottun and plant the daggers
      - Return to Orsinian
      - Watch the battle until all kobolds or jottun are dead
      - Join the battle and kill the rest
      - Talk to Orsinian
    -----------------------------------------
    
      The first step Orsinian wants you to do is go to Tearscotter Mine and steal
      the kobold's precious totem.
    
      In the first room, check the left for a chest. Get past some kobolds, open 
      the door, and check for another chest on the left right before the wooden 
      walkway. There's another chest on the right, right after the wooden walkway.
      Go down the path on the left. Kill some rats and head straight for a chest. 
      Continue west. Open the door in the next room and head down the path to reach
      some kobolds, a mining cart, a chest, and a pile of rocks. Go back to the 
      previous room and head north into the water. There is a chest on the wooden 
      platform, and two whirlpools in the water. The next room contains the totem 
      you need and a chest (to a total of three) in every corner. Make your way out
      down the east path. As you head south, check your left for one last chest. 
      Return to Orsinian. 
    
      He will give you three daggers that you need to plant in each of the jottun
      you are told to kill. Kill the jottuns marked on your map and plant the 
      daggers into them. Once that is done, return to Orsinian. Now you get to 
      watch the battle until either all the kobolds or all the jottun are killed.
      Obviously the kobolds are no match for the jottun. Jump down and finish them
      off with the Warsworn. Speak to Orsinian to complete the quest.
    
    _______________________
     Running with Scalpels \_______________________
    -----------------------------------------------
      Quest Giver: Contract Board
    
      Location: Detyre > Menetyre > Ironfast Keep
    
      Summary:
      - Talk to Adrith Deofrit
      - Deliver to Vian Cervus in Adessa
    -----------------------------------------------
    
      Talk to Adrith to get the stuff you need to deliver. Then go ahead and head
      to Adessa to deliver it to Vian Cervus. Quest is complete upon delivery. 
    
    _______________
     Spider Season \_______________________
    ---------------------------------------
      Quest Giver: Contract Board
    
      Location: Detyre > Menetyre > Ironfast Keep
    
      Summary:
      - Kill spiders and get eight stingers
      - Return to Adrith Deofrit
    ---------------------------------------
    
      All you have to do is get eight stingers from spiders killed in Menetyre, 
      then return to Adrith for the reward.
    
    ______________
     Time of Need \________________________
    ---------------------------------------
      Quest Giver: Efyr Dynnwel
    
      Location: Detyre > Menetyre
    
      Summary:
      - Talk to Efyr Dynnwel
      - Get the three ingredients
      - Return to Efyr Dynnwel
    ---------------------------------------
    
      He needs you to get three things to treat his wound. This is just a simple 
      fetching quest with some monsters in the way. Once you have all three, return
      to Efyr Dynnwel to complete the quest. 
    
    _____________________
     Whereabouts Unknown \_______________________
    ---------------------------------------------
      Quest Giver: Contract Board
    
      Location: Detyre > Menetyre > Ironfast Keep
    
      Summary:
      - Find Eldric Orhelm
      - Loot his staff
      - Return to Adrith Deofrit
    ---------------------------------------------
    
      Simply go to the spot marked on your map in Alserund and loot the body for
      his staff. Return to Adrith for your reward. 
    
    *-----------------*
    | [SDE53] Apotyre |
    *-----------------*
    ___________
     Bone Town \____________________________
    ----------------------------------------
      Prerequisites: The Cynrics, The Darkvari, The Zungars
    
      Quest Giver: Mayor Eswin Ealfhelm
    
      Location: Detyre > Apotyre > Whitestone > Mayor's House
    
      Summary:
      - Talk to Mayor Eswin
      - Go to Motus Mining Headquarters and steal the deed
      - Go to Cynric Quarry
      - Talk to Adath Skoria
      - Return to Mayor Eswin
      - Agree or decline to help Eswin
    ----------------------------------------
    
      Mayor Eswin wants you to get the deed to Skoria Mine at the Motus Mining
      Headquarters. The deed is on a bookshelf on the second floor. Take it and 
      return to Eswin. He wants you to go to Cynric Quarry, and you should have 
      been there before so just fast-travel. Adath Skoria will be sleeping in the
      building. Speak to him. Now return to Eswin. You now have a choice to 
      continue helping Eswin, or to decline and help Adath Skoria. Either way, this
      quest is complete and you will get a new quest, Opening a Vein.
    
    ______________
     Missing Keys \________________________
    ---------------------------------------
      Quest Giver: Lina Ardeen
    
      Location: Detyre > Apotyre > Whitestone > Thirsty Wench
    
      Summary:
      - Talk to Lina Ardeen
      - Open the passage door
      - Open the villa door
      - Open the cottage door
      - Loot the chest
      - Return to Lina
    ---------------------------------------
    
      The key to the passage door in the mayor's house is upstairs in the armoire.
      Inside the passage, there is a hollow log. The key to the villa is in a chest
      on the first floor of the Motus Mining Headquarters. Remember that you can 
      always just pick the locks. The last lock you need to unlock is the door to 
      the cottage. The key to the cottage is on Vonne Gortan, a guard right here in
      Whitestone. Inside, loot the chest for the thing Lina is looking for. Return
      to Lina, who is now outside Sun Camp. Give her the document (and extract 
      money from her if you so desire) and the quest will be completed. 
    
    ________________
     Opening a Vein \___________________________
    --------------------------------------------
      Prerequisites: The Cynrics, The Darkvari, The Zungars, Bone Town
    
      Location: Detyre > Apotyre > Whitestone > Mayor's House
    
      Summary:
      - Talk to Mayor Eswin or Adath (depends who you are siding with)
      - Go to Skoria Mine and obtain a sample
      - Return to whoever you sided with
      - Kill Eswin/Adath
    --------------------------------------------
    
      If you are siding with the mayor, he will tell you to go to Skoria Mine and 
      get a sample. If you are siding with Adath Skoria, he, too, will tell you to
      get the sample and give you his ring. 
    
      Enter Skoria Mine. There is a chest directly in front in the first room. Talk
      to the man behind the gate. Either pay him or persuade him to let you through
      if you are siding with the mayor. If you are siding with Adath, all you need 
      to do is show him Adath's ring. 
    
      In the room after you go through the gate, there are several Niskaru and a 
      chest. Go down the right path to reach a chest. Return to the room and head 
      north now. The next room just has Niskaru. The room after has even more and a
      chest. Keep following the path and check left for another chest. There wil 
      now be a trail of corpses leading to the next room. This final room has two 
      chests, a mining cart, and a Niskaru tyrant. Kill it, then go south for a 
      chest. Make your way east and this room contains a chest and a mining cart. 
      The mining cart contains the sample you need. Return to whoever you're siding
      with. Your final task is to kill the person you did not side with. Once that
      is done, return to your ally and the quest is complete.
    
    __________
     Runaways \________________________
    -----------------------------------
      Quest Giver: Steg Darkvari
    
      Location: Detyre > Apotyre > Whitestone
    
      Summary:
      - Talk to Steg Darkvari
      - Steal the key
      - Retrieve the nest egg
      - Talk to Hrindi Zungar
      - Talk to Steg Darkvari
    -----------------------------------
    
      You can buy, persuade, or steal the key off Beorn. Return to Steg, and he 
      tells you to retrieve some egg from Darkvari Mine and to bring his lover to
      him later. I have already given a walkthrough of Darkvari Mine under The 
      Darkvari task quest if you want to look there for thorough instructions. The
      egg is at the very end of the mine right by the jump point. Once you have it,
      Hrindi Zungar will be waiting for you right outside the mine. You can say yes
      or no, or persuade her not to do this to Steg. After you're done with her, 
      talk to Steg to complete the quest. He will let you keep the map, which 
      reveals the Darkvari hoards in Apotyre. The map will be under consumables, by
      the way. 
    
      Note: If your detect hidden is high enough to see treasure, then the
            map is pretty much useless.
    
    _______________
     The Messenger \_________________________
    -----------------------------------------
      Quest Giver: Squire Coran
    
      Location: Detyre > Apotyre > Whitestone > Thirsty Wench
    
      Summary:
      - Talk to Squire Coran
      - Deliver the death notices
      - Return to Squire Coran
    -----------------------------------------
    
      Easy task, just deliver the four death notices to the designated people, then
      return to Coran for your reward.
    
    *----------------*
    | [SDE63] Adessa |
    *----------------*
    _________________
     A Silver Tongue \_________________________
    -------------------------------------------
      Quest Giver: Audern Reis
    
      Location: Detyre > Apotyre > Adessa > The Isles
    
      Summary:
      - Talk to Audern Reis
      - Find and talk to Scholar Nerenne
      - Answer her questions
    -------------------------------------------
    
      You get to participate in a linguistics experiment. Go find Nerenne and she
      will have you drink a potion and then ask you questions. The more you get
      correct the better your end reward will be. Answer with these to get the best
      reward:
    
      Blfi mznv rh Xovzh Mvivmmv.
      For nay is a shed gent.
      Yzzzzhgoi
    
    _________________
     Applied Science \_________________________
    -------------------------------------------
      Prerequisites: New in Town, choose Feride Ouet as contact
    
      Quest Giver: Feride Ouet
    
      Location: Detyre > Apotyre > Adessa > Laboratories
    
      Summary:
      - Talk to Feride Ouet
      - Go to the Adessa Mine
      - Kill all the monsters
      - Talk to Feride Ouet
    -------------------------------------------
    
      Meet Feride in the Adessa Mine. Inside, the first room has a chest on the far
      end. Now go talk to Feride. He will start the experiment and all you have to 
      do is kill all the monsters. Once they're dead, talk to Feride. He will tell 
      you who's been watching you. Before you leave this mine, open the door to the
      east. There is a mine cart to your right. Open another door to reach a room 
      with some rats. Check the left area for a small moneybag. Get past the 
      tripwire to the south to reach a chest and a bear trapped weapon rack. 
    
    ___________________
     Community Service \_________________________
    ---------------------------------------------
      Prerequisites: New in Town, choose Feride Ouet as contact
    
      Quest Giver: Reddle Mane
    
      Location: Detyre > Apotyre > Adessa > Hospitalis Quarters
    
      Summary:
      - Talk to Reddle Mane
      - Do two petitions
      - Return to Reddle Mane
    ---------------------------------------------
    
      You can no longer do this quest if you have done all the petitions after 
      completing the quest New in Town. 
    
      I'm guessing if you have already done the petitions on the wall here in 
      Hospitalis Quarters, Reddle Mane will just tell you what you wanted to know.
      If not, the board with petitions is on the first floor and is pretty much 
      like a contract board. Get two of them done and Reddle will tell you who's 
      been keeping you under watch. The three possible petitions are Redistributing
      Wealth, Delivering a Message, and Righting a Wrong, all which I have gone
      through in their own section.
    
    __________________
     Executive Orders \__________________________
    ---------------------------------------------
      Quest Giver: Loutre Gent
    
      Location: Detyre > Apotyre > Adessa > Grand Bursars
    
      Summary:
      - Talk to Loutre Gent
      - Find the handbook at Motus Mining Headquarters in Apotyre
      - Deliver the handbook to Apule at the Motus Mining Outpost in
        the Hollowlands
      - Return to Loutre Gent
    ---------------------------------------------
    
      The handbook is in a chest on the second floor of the Motus Mining 
      Headquarters. Now head to the Motus Mining Outpost in the Hollowlands and 
      give it to Apule. Return to Loutre Gent to complete the quest.
    
    ________________
     Hand-Delivered \_________________________
    ------------------------------------------
      Quest Giver: Prester's Path
    
      Location: Detyre > Apotyre > Adessa > Hospitalis Quarters
    
      Summary:
      - Deliver the letter
      - Talk to Abblier
    ------------------------------------------
    
      Really easy quest, just deliver the letter to the guy in jail, and return to
      Abblier. 
    
    _____________
     New in Town \_________________________
    ---------------------------------------
      Quest Giver: Decanus Bruten
    
      Location: Detyre > Apotyre > Adessa > Sandstone Villa
    
      Summary:
      - Talk to Decanus Bruten
      - Meet with a contact
      - Help your contact
    ---------------------------------------
    
      Speak to Bruten. You will get three letters, and you only need to choose one
      person to speak to. You will get a different quest depending on which person
      you talk to.
    
      Courdan Passant - Return to Sender
      Feride Ouet - Applied Science
      Reddle Mane - Community Service
    
      Applied Science is by far the easiest and fastest task. If you want to get
      some additional side quests done, do Community Service. Note that the two 
      quests you chose not to do will be available to you after you complete your
      chosen contact's quest, so you won't be missing out on any of them.
    
    _____________
     Paper Trail \_________________________
    ---------------------------------------
      Quest Giver: Book on the table
    
      Location: Detyre > Apotyre > Adessa > The Isles > Livrarium
    
      Summary:
      - Find all the books
    ---------------------------------------
    
      You basically follow you map marker around collecting the books in the Adessa
      set. The very last book leads you to the Persuasion skill book.
    
    __________________
     Return to Sender \_________________________
    --------------------------------------------
      Prerequisites: New in Town, choose Courdan Passant as contact
    
      Quest Giver: Courdan Passant
    
      Location: Detyre > Apotyre > Adessa > Domus Politica
    
      Summary:
      - Talk to Courdan Passant
      - Find Parwen Well
      - Find the letter
      - Return to Courdan
      - Talk to Airancourt
      - Go back to Courdan
    --------------------------------------------
    
      You need to find the courier. She is in the Thirsty Wench in Whitestone. 
      Speak to her and convince her to give you her orders. Now go to Cynric Quarry
      and pick up the letter lying outside. Return to Courdan Passant. Now go find
      and talk to Scholar Airancourt. After that, go back to talk to Courdan again. 
    
    ________________
     Shipping Error \_________________________
    ------------------------------------------
      Quest Giver: Prester's Path
    
      Location: Detyre > Apotyre > Adessa > Hospitalis Quarters
    
      Summary:
      - Destroy the six crates
      - Talk to Abblier
    ------------------------------------------
    
      You'll be trespassing in the armory. If you really don't want to get caught,
      use Phasewalk potions for complete invisibility. Destroy the crates marked on
      your map, and return to Abblier for your reward.
    
    ______________________
     The Tithes that Bind \_________________________
    ------------------------------------------------
      Quest Giver: Prester's Path
    
      Location: Detyre > Apotyre > Adessa > Hospitalis Quarters
    
      Summary:
      - Talk to the three merchants
      - Talk to Abblier
    ------------------------------------------------
    
      Talk to the three merchants and convince them to donate their excess gold. 
      Return to Abblier to get your reward.
    
    _____________
     Under Watch \_________________________
    ---------------------------------------
      Prerequisites: New in Town, whichever quest your contact gave
    
      Quest Giver: your contact
    
      Location: Detyre > Apotyre > Adessa
    
      Summary:
      - Talk to Templar Jorielle
      - Find Bruten
      - Defeat Bruten and his henchmen
      - Return to Templar Jorielle
    ---------------------------------------
    
      Speak to Jorielle in the Domus Politica and find out that Bruten is not 
      someone that she hired. Go find Bruten. Defeat him and his henchmen and 
      return to Templar Jorielle to complete the quest.
    
                            **--------------------------**
                            ||                          ||
         [SDE04]            ||         Klurikon         ||
                            ||                          ||
                            **--------------------------**
    
                 Cursewood...........................[SDE14]
                 The Midden..........................[SDE24]
                 Drowned Forest......................[SDE34]
                 The Keening.........................[SDE44]
                 Caeled Coast........................[SDE54]
                 Mel Senshir.........................[SDE64]
    
    *-------------------*
    | [SDE14] Cursewood |
    *-------------------*
    _________
     Deadeye \_______________________
    ---------------------------------
      Quest Giver: Elias Hurk
    
      Location: Klurikon > Cursewood
    
      Summary:
      - Talk to Elias Hurk
      - Enter Shattertier Mines
      - Defeat Deadeye
      - Return to Elias Hurk
    ---------------------------------
    
      Go ahead and enter Shattertier Mines, right behind Elias. Once inside, check
      the water for a whirlpool. The first room contains a bolgan, and a pile of 
      rocks behind it. At the corner of the turn is another pile of rocks. The room
      after has a few brownies and yet another pile of rocks on the south side. 
      Under the jump point is a chest. The next area has some more bolgan and two
      chests. Go down the west path to find Deadeye in a room with a mine cart and
      two chests. Some bolgan will also show up. Head to the jump point, and loot 
      one last chest before you jump down and return to Elias. 
    
    _______________
     Eyes and Ears \_______________________
    ---------------------------------------
      Quest Giver: Captain Drefan
    
      Location: Klurikon > Cursewood
    
      Summary:
      - Talk to Captain Drefan
      - Find the three scouts
      - Return to Captain Drefan
    ---------------------------------------
    
      You need to find three scouts in Cursewood. Two are dead, and one is outside 
      a cave, who will give you another quest if you decide to help him. You don't
      need to do that quest to complete this quest. Return to Captain Drefan after
      you've found all three scouts.
    
    *--------------------*
    | [SDE24] The Midden |
    *--------------------*
    ________________
     A Time to Reap \________________________
    -----------------------------------------
      Quest Giver: Betheli Jons
    
      Location: Klurikon > The Midden
    
      Summary:
      - Talk to Betheli Jons
      - Go to Tinehil
      - Reach the Headsman
      - Confront the Headsman
      - Return to Betheli Jons
    -----------------------------------------
    
      You will see the Headsman beating on some people. He will then talk to you
      and challenge you to a fight. At about half health, he will tell you to go to
      his hollow Tinehil to finish it. Betheli will run up to you and ask you to go
      there and defeat him for he has been killing them for no reason. Go to 
      Tinehil. Speak to the Headsman, then begin making your way through the 
      hollow.
    
      Go to the other side of the square path to reach a chest. Now go west into a
      room with brownies and a fae cache in the corner. Make your way east into 
      another room with boggarts and another cache. Head north into the water and 
      check the left area for a whirlpool and a chest. Go back to the very right 
      side of the water and swim north and go through a door to reach a room with
      spirtes and a fae cache. In the next room, check the very right for a chest.
      After this you should run into the Headsman. If you persuade him, he will 
      just commit suicide. If you don't, you have to defeat him the old-fashioned
      way. Once he's dead, check the right corner of this room for a cache, then 
      make your way south towards the jump points. Check for one last chest in the
      room before the jump points, then head back to Betheli to complete the quest.
    
    ___________________
     Elf's Best Friend \_________________________
    ---------------------------------------------
      Quest Giver: Zanvil Whit
    
      Location: Klurikon > The Midden
    
      Summary:
      - Talk to Zanvil Whit
      - Follow the wolf
      - Loot the body
      - Return to Zanvil Whit
    ---------------------------------------------
    
      All you need to do is follow the wolf to the body, loot the body, then return
      to Zanvil Whit. You will need to kill any monsters that show up on the way or
      the wolf will be distracted.
    
    _____________
     On The Hunt \_______________________
    -------------------------------------
      Quest Giver: Malthon
    
      Location: Klurikon > The Midden > House of Sorrows (If you finished the 
                House of Sorrows faction quests, he will be at the far southeast
                under a waterfall.)
    
      Summary:
      - Cremate the Newly Dead
      - Go to Meathgra's Den and kill Meathgra
      - Talk to Malthon
    -------------------------------------
      
      Malthon wants you to kill an ancient leanashe called Meathgra, but you must 
      make her go back to her den first. Go to each of the four points marked on 
      your map and cremate each body. After that, go to Meathgra's Den. 
    
      Meathgra's Den is a relatively small hollow. Meathgra will be right there in 
      the center, and is no different from other leanashe. The east room contains a
      hollow log and Cydan's Cache. The southwest room contains a chest. The 
      southern area of the room Meathgra was in has a corpse. 
    
      *Note: I believe Cydan's Stash is only lootable after you complete 
             the main storyline.
    
      Go outside and Malthon will be there. Talk to him to finish.
    
    *------------------------*
    | [SDE34] Drowned Forest |
    *------------------------*
    _______________________
     Artifacts and Castles \_______________________
    -----------------------------------------------
      Quest Giver: Ariel Perien
    
      Location: Klurikon > Drowned Forest
    
      Summary:
      - Talk to Ariel Perien
      - Find Deod and get the pack
      - Meet Ariel at Bonnlach
      - Find the artifact
      - Talk to Ariel
    -----------------------------------------------
    
      Deod can be found up north. Loot his body for Ariel's pack and meet Ariel at
      Bonnlach. Talk to her again inside Bonnlach.
    
      The first room contains some murghan and a banshaen. Check the south corner 
      for a chest. After opening the second door, check right for a chest. Another
      banshaen will appear in the next room. Go up behind the throne for a chest, 
      and check below on the right for a hollow log. Go up the northwestern stairs
      to find a room with murghan and a chest. The wall here has a hidden door. 
      Watch out for a spike trap behind it. The area behind it has two chests and
      some more murghan. Return to the throne room and go up the northeast stairs
      now. The first room contains a chest. Kill the lone murghan and open the door
      that leads to the east. This room has a bunch of spike traps and a chest. Go 
      back and open another door just south of the door you just opened. The 
      passage leads to another chest. Continue south and open a third door. This 
      leads to the room with the artifact. Talk to Ariel to complete the quest.
    
    ________________
     Spawning Pools \_______________________
    ----------------------------------------
      Quest Giver: Sinon Carrag
    
      Location: Klurikon > Drowned Forest
    
      Summary:
      - Talk to Sinon Carrag
      - Kill all the banshaen and murghan
      - Return to Sinon Carrag
    ----------------------------------------
    
      All you have to do is kill the banshaen and murghan marked on your map, then
      return to Sinon for your reward.
    
    *---------------------*
    | [SDE44] The Keening |
    *---------------------*
    ___________________
     True to the Cycle \_______________________
    -------------------------------------------
      Quest Giver: Liordran
    
      Location: Klurikon > The Keening
    
      Summary:
      - Talk to Liordran
      - Go to Rahnil
      - Place the ring
      - Return to Liordran
    -------------------------------------------
    
      Go to Rahnil. Inside, head straight to find two chests. Make your way west to
      reach a room with a thresh. Check the north end of this room for a chest. Go 
      west to a room with boggarts and a chest. The room after contains more 
      boggarts, a thresh, and another chest. Sprites will appear in the next room.
      Go up the ramp and to the left to place the ring. Head east into the last 
      room, which contains some barghest and a chest. Leave by using the jump point
      and return to Liordran to finish the quest.
    
    _________________________
     Witch Knight of Ghennig \_______________________
    -------------------------------------------------
      Quest Giver: Audra Firan
    
      Location: Klurikon > The Keening
    
      Summary:
      - Talk to Audra Firan
      - Kill the jottun runelord for the key
      - Return to Audra
      - Go to Ghennig and talk to Audra
      - Kill Khleran and his jottun
    -------------------------------------------------
    
      Go kill that runelord, then return to Audra and let her out. Now go to 
      Ghennig, which is just up the hill. Inside, speak to Audra again.
    
      Go down the left path. Kill the lone jottun in the first room, then kill the
      other jottun in the room after. Check this room for a chest. Open the gate to
      the north to find a room with some more jottun and two chests. Now make your
      way south. You will enter a room with a forge and jottun. Check the south 
      area for a chest, then return to the very first room of this place. 
    
      Now take the path going south. Make your way past a jottun and up the stairs 
      to reach a room with more jottun. Check the south side of the room for a 
      chest. The next room is where Khleran is. Kill him and his jottun, then Audra
      will speak to you, completing the quest. Check the corner of this room for a
      chest before you leave.
    
    *----------------------*
    | [SDE54] Caeled Coast |
    *----------------------*
    _______________
     Brun the Bard \_______________________
    ---------------------------------------
      Prerequisites: The Last Gastyr (can be done at the same time)
    
      Quest Giver: Brun the Bard
    
      Location: Klurikon > Caeled Coast > Odi's Camp
    
      Summary:
      - Talk to Brun the Bard
      - Clear the bolgan
      - Go to Castle Gastyr
      - Find the letter
      - Return to Brun
    ---------------------------------------
    
      Clear the bolgan across the bridge. Once you kill them, Brun should run to 
      you. After that, clear the bolgan in front of Castle Gastyr and wait for Brun
      again. One more time, clear the bolgan near the cliff and wait for him. Now
      you need to find a letter, which is in Castle Gastyr. 
    
      If you did The Last Gastyr quest already, you probably have the letter. If 
      not, head to Castle Gastyr and you need to do The Last Gastyr with this 
      quest. 
    
      The first room has a few barghests. Check behind the rubble on the right for 
      a chest. Check the south of this area for another chest. Head east and you 
      will run into Hillared Gastyr, who gives you The Last Gastyr quest. 
    
      The first room past the door contains a bolgan, barghest, and a chest. The 
      next room has more bolgan and another chest. You will enter a large room with
      a few more bolgan. The north rooms and the southwest room each all contain a
      chest. However, the northwest and southeast rooms also have a prismere troll.
      Going on, the next room has bolgan and barghest. There is also a chest in the
      north and south side of this room. Pass the two doors on the right in the 
      hall, as you have no means of opening them yet. When you reach the next area,
      check right for a chest. In the room after, kill some more bolgan and 
      barghest. Open the northeast gate for a chest. There isn't anything behind 
      the other gates. Proceed all the way south to reach a room with two chests 
      (and enemies). After that, go to the eastern room for a chest behind a door 
      to the south. Finally, make your way around to the room where Racinon is. 
      Kill him and his leanashe, then talk to Hillared to finish The Last Gastyr.
      The room behind Racinon has two chests, one containing the letter if you are
      also doing Brun the Bard quest. There is also one last chest on the west side
      of the room with Racinon.
    
      Return to Brun with the letter to complete the quest.
    
    ____________________
     Ghosts of Seawatch \________________________
    ---------------------------------------------
      Prerequisites: The Lost Squad (to get inside Castle Ansilla)
    
      Quest Giver: Byrn Elgar
    
      Location: Klurikon > Caeled Coast > Seawatch
    
      Summary:
      - Talk to Byrn Elgar
      - Find Conni
      - Find the dungeon key
      - Release Conni
      - Return to Byrn Elgar
      - Find Erion Odi
      - Talk to Private Cornall
      - Return to Erion Odi
      - Return to Bryn Elgar
      - Find Astor Colliane
      - Steal the dagger
      - Return to Astor Colliane
      - Return to Bryn Elgar
    ---------------------------------------------
    
      Enter Castle Ansilla through the pipe behind Fynn. Once inside, go right 
      around the corner to find a chest. Make your way through some lone Tuatha to
      reach a room with a few more Tuatha. Check a corner for a chest. The next 
      room has a bunch of Tuatha Priests and a chest. Conni is also here in a cage.
      Talk to her and you will need to find the dungeon key. 
    
      If you are doing The Lost Squad quest, just follow the instructions under 
      that quest so you won't need to backtrack more than you need to.
    
      The next room has Tuatha Soldiers and Private Gautliffe. Go east to the large
      central courtyard, then go down the east path. The first room contains a 
      Tuatha and a chest. Make your way downstairs to the next room. This room has
      the chest with the key. Return to Conni and let her out. This key also opens
      the other locked gates, some which contain loot. Return to Bryn Elgar. 
    
      The next person you need to find is Erion Odi. Head over to Odi's Camp in
      northern Caeled Coast. He wants you to find a replacement, so talk to Private
      Cornall, who is nearby in this area. Persuade him to be a replacement. If you
      fail to persuade him, keep trying until it succeeds. Return to Erion Odi to 
      tell him the news. Again, go back to Bryn Elgar.
    
      The last person Byrn Elgar needs you to find is Astor Colliane, who is in Mel
      Senshir. Speak to him and he simply wants you to steal a dagger off the worst
      soldier ever. Return to him and he will go to Seawatch. Finally, go back to 
      Byrn Elgar for the last time to complete the quest and fully upgrade 
      Seawatch.
    
    _________________________
     The Blades and the Seal \_______________________
    -------------------------------------------------
      Quest Giver: Drewn Ansilla
    
      Location: Klurikon > Caeled Coast > Ansilla's Camp
    
      Summary:
      - Talk to Drewn Ansilla
      - Talk to Hillared Gastyr and get the key
      - Go to Seawatch or Shining Labyrinth to retrieve the items
      - Return to Drewn Ansilla
    -------------------------------------------------
    
      Go to Castle Gastyr and talk to Hillared Gastyr. She should be near the 
      entrance. If you did The Last Gastyr quest already, you must run all the way
      to the last room to talk to her. Get the key from her somehow, easiest way 
      being able to pickpocket or persuade her. Now go to Seawatch and unlock the
      chest marked on the map. Apparently, the Shining Labyrinth in Erathell's 
      Forsaken Plain also has an identical chest containing the quest items, though
      it appears to be a mistake. Either way works, so choose one. I will be going
      through Seawatch.
    
      The first room has two bolgan, and two piles, one north and one south. Open 
      the door at the northeast corner and go down a bear trapped passage to reach
      two more piles and a skeleton.
    
      Go back and open the door at the southwest corner. This path is also bear 
      trapped. In this room you will find a chest, a pile, a moneybag, three 
      skeletons, and the chest with the blade and seal. There's also some guy here
      who gives the quest The Ghosts of Seawatch. Return to Drewn to complete the
      quest.  
    
    _____________________
     The Lady's Children \_______________________
    ---------------------------------------------
      Prerequisites: The Lost Squad (to get inside Castle Ansilla)
    
      Quest Giver: Private Janara
    
      Location: Klurikon > Caeled Coast > Ansilla's Camp
    
      Summary:
      - Talk to Private Janara
      - Recover all five dolls
      - Return to Janara
    ---------------------------------------------
    
      Time to go hunting for dolls...Below are the locations:
    
      - Ansilla's Camp, on a skeleton at the end of a hollow log
      - On a tuatha in front of Castle Ansilla
      - Seawatch, shelf at south end. 
      - Castle Ansilla, room south of courtyard, in a chest in southeast corner
      - Castle Ansilla, in a chest in the throne room
    
      Make sure to 'use' them all when you have them in your inventory before you 
      return to Janara. Each one contains a sagecraft gem.
    
    _________________
     The Last Gastyr \_______________________
    -----------------------------------------
      Quest Giver: Hillared Gastyr
    
      Location: Klurikon > Caeled Coast > Castle Gastyr
    
      Summary:
      - Talk to Hillared Gastyr
      - Get to the tower
      - Kill Racinon
      - Talk to Hillared Gastyr
    -----------------------------------------
    
      The first room past the door contains a bolgan, barghest, and a chest. The 
      next room has more bolgan and another chest. You will enter a large room with
      a few more bolgan. The north rooms and the southwest room each all contain a 
      chest. However, the northwest and southeast rooms also have a prismere troll.
      Going on, the next room has bolgan and barghest. There is also a chest in the
      north and south side of this room. Pass the two doors on the right in the 
      hall, as you have no means of opening them yet. When you reach the next area,
      check right for a chest. In the room after, kill some more bolgan and 
      barghest. Open the northeast gate for a chest. There isn't anything behind 
      the other gates. Proceed all the way south to reach a room with two chests 
      (and enemies). After that, go to the eastern room for a chest behind a door 
      to the south. Finally, make your way around to the room where Racinon is. 
      Kill him and his leanashe, then talk to Hillared to complete the quest. The
      room behind Racinon has two chests, one containing the letter if you are also
      doing Brun the Bard quest. There is also one last chest on the west side of 
      the room with Racinon.
    
    ________________
     The Lost Squad \________________________
    -----------------------------------------
      Quest Giver: General Fynn
    
      Location: Klurikon > Caeled Coast
    
      Summary:
      - Talk to General Fynn
      - Enter Castle Ansilla through the pipe
      - Find Private Gautliffe
      - Open the throne room door
      - Kill Ticneri
      - Talk to Gautliffe
      - Follow him to the cure
    -----------------------------------------
    
      Enter Castle Ansilla through the pipe behind Fynn. Once inside, go right 
      around the corner to find a chest. Make your way through some lone Tuatha to
      reach a room with a few more Tuatha. Check a corner for a chest. The next 
      room has a bunch of Tuatha Priests and a chest. Conni is also here in a cage
      for the quest Ghosts of Seawatch. The next room has Tuatha Soldiers and 
      Private Gautliffe. Speak to him. You now need to find the lever that opens 
      the throne room's door. Follow Gautliffe and you will be in the large central
      courtyard. 
    
      Follow Private Gautliffe south. This room, unsurprisingly, has Tuatha. Check
      the right, up the stairs, for a chest behind some pots. Follow Gautliffe to 
      the lever and pull it. Before you go, check the southeast corner of this area
      for another chest. 
    
      Kill Ticneri and his Tuatha. He will cast the curse on you, however, and you 
      need to locate a cure. Before that, check this room for three chests. 
    
      Talk to Gautliffe about the cure then follow him to the east. The first room
      contains a Tuatha and a chest. Make your way downstairs to the next room. 
      This room has the chest with the key. Return to Conni and let her out later.
      This key also opens the other locked gates, some which contain loot. Make 
      your way further down. Dispel and loot the chest here for the cure. It is 
      under your quest items. Drink it then return to General Fynn to complete the 
      quest.
    
    _____________________
     Worthy of Chernobog \_______________________
    ---------------------------------------------
      Quest Giver: Aloff the Hunter
    
      Location: Klurikon > Caeled Coast
    
      Summary:
      - Talk to Aloff the Hunter
      - Kill bolgans and get ten bolgan eyes
      - Summon Chernobog
      - Kill Chernobog
    ---------------------------------------------
    
      There should be plenty of bolgan in Caeled Coast, so hunt enough until you
      get ten eyes. Make your way to the shrine once you have ten eyes. You will
      see Aloff's body there. Good game. Place the eyes and summon Chernobog. Kill
      him to complete the quest.
    
    *---------------------*
    | [SDE64] Mel Senshir |
    *---------------------*
    _____________________
     Malicious Practices \_______________________
    ---------------------------------------------
      Quest Giver: Matrim Hawkins
    
      Location: Klurikon > Cursewood > Mel Senshir > Hospital
    
      Summary:
      - Talk to Matrim Hawkins
      - Investigate the Broken Tower
      - Kill Coriala Scathe
      - Return to Hawkins
    ---------------------------------------------
    
      Head into the Broken Tower. At the end, there is a secret door to a basement.
      Open the door to find a room with some corpses and a pile. In the next room,
      you will run into Coriala Scathe. She's the one who have been cutting people
      open. Kill her. Check the room for a pile, then return to Hawkins to complete
      the quest. 
    
    _____________
     Remembrance \_______________________
    -------------------------------------
      Quest Giver: Aedran Tyr
    
      Location: Klurikon > Cursewood > Mel Senshir
    
      Summary:
      - Talk to Aedran Tyr
      - Find the Varani warrior
    -------------------------------------
    
      Head out to Cursewood. You will find the body among a bunch of dead Tuatha.
      Loot the body for the book and return to Aedran Tyr.
    
    _______________
     Rite of Honor \_______________________
    ---------------------------------------
      Quest Giver: Bronwen Senn
    
      Location: Klurikon > Cursewood > Mel Senshir
    
      Summary:
      - Talk to Bronwen Senn
      - Fight the duels
    ---------------------------------------
    
      All you do is fight with several npcs, the last one being Bronwen herself. 
      Speak to Bronwen after every duel to initiate the next one until the quest is
      complete.
    
    
                            **--------------------------**
                            ||                          ||
         [SDE05]            ||        Alabastra         ||
                            ||                          ||
                            **--------------------------**
    
                 High Fulgen.........................[SDE15]
                 Shadow Pass.........................[SDE25]
                 Twilight Pass.......................[SDE35]
                 Amaura..............................[SDE45]
    
    *---------------------*
    | [SDE15] High Fulgen |
    *---------------------*
    _____________
     Bolgan Bane \_______________________
    -------------------------------------
      Quest Giver: Knave of Pride
    
      Location: Alabastra > High Fulgen > Camp Moondown
    
      Summary:
      - Talk to the Knave of Pride
      - Kill the three bolgan masters
      - Return to the Knave of Pride
    -------------------------------------
    
      Kill the three bolgan masters marked on the map. Two are outside while one is
      inside Glasspillar Caves. After killing them all, return to the Knave of 
      Pride to complete the quest. 
    
    _______________________
     The Siege of Moondown \_______________________
    -----------------------------------------------
      Quest Giver: Captain Canwen
    
      Location: Alabastra > High Fulgen > Camp Moondown
    
      Summary:
      - Talk to Captain Canwen
      - Defend the camp
      - Talk to Captain Canwen
      - Go to Glasspillar Caves and find Colm
      - Escort him to the exit
      - Return to Captain Canwen
      - Go to Whispering Caves
      - Find Anella
      - Talk to Anella
      - Find the staff
      - Defend Anella and talk to her
      - Return to Captain Canwen
      - Defend camp
      - Talk to Canwen
      - Find the mercenaries
      - Get Gorem to go back to Camp Moondown
      - Return to Captain Canwen
      - Give them a speech
      - Fend off the Tuatha
      - Speak to Captain Canwen
    -----------------------------------------------
    
      Shortly after you agree to help, some Tuatha will attack the camp. Kill them,
      then speak to Canwen again. Go to Glasspillar Caves.
         
      The first room has some enemies and a weapon rack behind them. Take the path
      going north. Check the corner of the turn for a chest. The next room has a 
      bunch of Tuatha and a chest in the north. There is another chest at the 
      corner of the turn. The next area has a lone bolgan and some mines. Take care
      of the Tuatha that appear then check behind some crates on the right side of
      the path for a chest. Colm is in the next room. There is a chest behind the
      table to the left of Colm. Kill the Tuatha here then talk to Colm. Give him a
      healing potion or lie to him. If you don't have a potion, and don't have the
      ingredients or recipe to make one, you need to get one from Colm's Pack. Once
      Colm is healed up, you need to escort him out. Take care of the bolgan in the
      next room then check north behind the crates for a chest and Colm's Pack if
      you didn't have to get the potion from it. On the way out, check for a 
      skeleton on the left of your path. Colm will get back on his own once you 
      reach the exit. Return to Captain Canwen.
    
      Now you need to find the blacksmith, Anella. Go to the Whispering Caves.
      Inside, go left, then make another left to find a chest with a fire mine in 
      front. Head south and jump off at the jump point. Under the jump point is a 
      whirlpool. Take a left, then check your right for another whirlpool. When you
      enter the next room, Faer Gorta will spawn. Anella is in a cage here, so let
      her out and talk to her. Looks like she was only here for some staff. Before
      you follow her, check the room left of the path she is going down for a 
      chest, and then go south into the water for another chest and a whirlpool. 
      Follow her to the room and take the staff. Defend her from the Faer Gorta 
      then speak to her. She will meet you at the exit of this place. Check the 
      east of this current room for a chest with a fire mine in front of it. Go to
      the area west of the jump point and check for a chest there, then check the 
      south side of the path parallel and below for another chest. Leave by going
      north on the west side of this map. Some more Faer Gorta will spawn. Halfway
      through the path, check left for a chest behind a tripwire. At the exit, 
      Anella will take the staff and return to camp. Go back and speak to Captain 
      Canwen.
    
      More Tuatha will attack the camp. Kill them all, the talk to Canwen again. 
      She wants you to find the mercenaries that left. Once you reach their camp,
      more Tuatha will show up. Kill them, then speak to Gorem. Pay, convince, or
      do something for him to get him to go back to Camp Moondown. Return to 
      Canwen.
    
      Finally, the last thing she wants you to do is give them a speech. Step up on
      the platform. You get a load of persuasion attempts here. I must be pro, 
      failed to persuade at 95% on one of them the first try, then again on the 
      second try. Anyways, once you're done rallying them, go fight another wave of
      Tuatha. Once they are dead, speak to Captain Canwen for the last time.
    
    *---------------------*
    | [SDE25] Shadow Pass |
    *---------------------*
    ____________________
     The Killing Ground \_______________________
    --------------------------------------------
      Quest Giver: Desiderus Trav
    
      Location: Alabastra > Shadow Pass > Ariad Camp
    
      Summary:
      - Talk to Desiderus Trav
      - Kill the sentry
      - Talk to Desiderus
      - Kill two more sentries
      - Speak to Desiderus
      - Meet him up ahead
      - Kill the Tuatha commander
    --------------------------------------------
    
      Make your way up and around to the sentry; watch out for fire mines on the 
      way. Once the sentry is dead, jump down and talk to Desiderus again. Now you
      need to kill two more sentries. Once they're both dead, talk to Desiderus 
      again. Meet him up ahead, then talk to him again. Finally, go kill the 
      commander and the quest will be complete.
    
    *-----------------------*
    | [SDE35] Twilight Pass |
    *-----------------------*
    ________
     Bareth \_______________________
    --------------------------------
      Quest Giver: Nel
    
      Location: Alabastra > Twilight Pass > Echoing Light Mine
    
      Summary:
      - Open the cage
      - Talk to Nel
      - Find Bareth
      - Find the charm
      - Kill Cryamor
      - Return to Nel
    --------------------------------
    
      You actually don't have to let her out of the cage to begin the quest, but 
      you might as well. Check the other cage for a corpse, and check behind the
      large prismere crystals behind the cages for a skeleton.
    
      Open the red prismere door, and follow the north path. Kill the lone Tuatha
      and check west behind the crates for a chest. In the next room, kill the 
      Tuatha and examine Bareth's body. One of the cages contains a skeleton, which
      you can loot without opening the door. Now go to the next room to get the 
      charm, which is in a glittering pile. If you wear the charm, murghan will not
      attack you. Open the cage with the murghan to find a pile inside. Check the 
      southern area for a weapon rack. Open the red prismere door to reach the 
      final room. You can release the murghan in this room to help you distract and
      fight. Kill Cryamor, then make your way back to Nel. Talk to her to complete 
      the quest.
    
      *Note: The Erathi Glyph she gives you opens the Eventide Treasure in the 
             southern area of Twilight Pass. I actually had one before doing this
             quest, one I pickpocketed from Astor Colliane during Ghosts of 
             Seawatch quest. 
    
    ______
     Esha \_______________________
    ------------------------------
      Quest Giver: Esha
    
      Location: Alabastra > Twilight Pass > Glowlode Mine
    
      Summary:
      - Talk to Esha
      - Escort the survivors
      - Talk to Esha
    ------------------------------
    
      You are to escort the Fae through this mine. Right before the first room with
      murghan, check left for a skeleton. Take care of more murghan in the next 
      room and check the far end for a whirlpool. Along the path to the next area,
      check right for another whirlpool. Kill the banshaen in the next room and 
      check behind where it spawned for a skeleton. Before you follow the Fae out 
      the mine, go left to find a whirlpool on the path and at the end a lone 
      bolgan and two chests. While on your way to the exit, check for a chest and a
      whirlpool. Once outside in Shadow Pass, talk to Esha to complete the quest. 
    
    ______
     Gask \_______________________
    ------------------------------
      Quest Giver: Aluck
    
      Location: Alabastra > Twilight Pass > Ashmoor
    
      Summary:
      - Talk to Aluck
      - Kill the two witch knights
      - Kill Gask
      - Return to Aluck
    ------------------------------
    
      This quest basically takes you through the whole pass and has you killing 
      everything, just like the quest in Shadow Pass.
    
      Kill the witch knights marked on the map. After that, Gask is not far off. 
      Kill him too, then go back and speak to Aluck to complete the quest. 
    
    ______
     Ordo \_______________________
    ------------------------------
      Quest Giver: Ordo
    
      Location: Alabastra > Twilight Pass > Weconai
    
      Summary:
      - Open the cage
      - Talk to Ordo
      - Find the Fateweaver
      - Defend Ordo
      - Kill the fatewaver
    ------------------------------
    
      First, open the cage by activating the sigil stone on the right. Speak to
      Ordo. Now we begin to make our way through this place. Check the wall 
      opposite of the sigil stone for a hidden door that leads to a room with three
      chests. The next room contains some murghan and banshaen. Check the right of
      the stairs with the cripplespore for a chest. Head south. There is a 
      lorestone behind the wall in the northeast corner of this otherwise empty 
      room. Continue going south, then open a door that leads to a room with some
      murghan. Kill some more murghan in the next circular area and check the right
      for a chest.
         
      Try to open the door at the end but it is warded and locked. Defend Ordo from
      murghan while he tries to open it. Take your time killing the murghan as this
      is a timed thing, and does not depend on how many murghan you kill. They will
      keep spawning until the time is up. If you kill fast, you'll end up with a 
      huge pile of corpses. The room past the door contains some more murghan, and 
      has a whirlpool in the water at the north end. The final room has four 
      chests, two north and two south, and the person you are looking for. Speak to
      her. Now you can choose to let her kill Ordo or not let her. If you let her 
      kill Ordo, you will FAIL the quest and you have to fight her after she kills
      him anyways, so no, don't let her. After you kill her, Ordo will speak to you
      and the quest is complete. Before the jump point out of this area, check the 
      right for a lorestone.
    
    *----------------*
    | [SDE45] Amaura |
    *----------------*
    _______________________
     Heroes Shall Not Pass \_______________________
    -----------------------------------------------
      Prerequisites: Master Belne, Master Farraglen & Master Kiftal
    
      Location: Alabastra > Amaura > Cann-Rane
    
      Summary:
      - Remove the magic barrier
      - Kill Witch Knight Anira
      - Return to Kiftal
    -----------------------------------------------
    
      The barrier is east of the room with Farraglen and Kiftal. Dispel it then
      kill Anira and her Tuatha. Before returning to Kiftal, open the door to the
      southeast to find a room with some Faer Gorta and five chests. Follow the 
      path north and to the left of the jump point is a hidden door. Behind it is a
      chest. Return to Kiftal to complete the quest. 
    
    ______________
     Master Belne \_______________________
    --------------------------------------
      Quest Giver: Master Belne
    
      Location: Alabastra > Amaura > Cann-Rane
    
      Summary:
      - Talk to Master Belne
      - Kill the Tuatha Overlords upstairs
      - Get the shattered weapon
      - Return to Belne and choose a weapon
      - Talk to Belne again
    --------------------------------------
    
      In the first room, check under the ruined stairs for a chest. Get rid of the
      Tuatha here, then talk to Master Belne. He wants you to get a shattered 
      weapon from the Tuatha Overlords upstairs. Before you do that, check near 
      Belne for a weapon rack and chest. Also, the west side of this room has a 
      hidden door that leads to a room with a chest. Go upstairs and check the 
      blocked side of the stairs for a chest. Kill the Tuatha Overlords and loot 
      them for the shattered weapon. Return to Belne and he will craft a weapon of
      your choosing. Speak with him again to get the weapon and complete the quest.
      The next quest you should do is Master Farraglen, who was in the same room 
      with the Tuatha Overlords.
    
    __________________
     Master Farraglen \_______________________
    ------------------------------------------
      Quest Giver: Master Farraglen
    
      Location: Alabastra > Amaura > Cann-Rane
    
      Summary:
      - Talk to Master Farraglen
      - Find the three raw prismere shards
      - Return to Farraglen
    ------------------------------------------
    
      Farraglen requires three raw prismere shards. Check the room he is in for two
      chests; one right by the sagecrafting altar and one on the other side of the
      room. Head down the south path, as the door leading east is locked. Check 
      under the stairs in this room for the first shard. Open the southern door to
      find the second shard. Make your way east then north to find the chest with 
      the final shard to the left in the next room. Open the doors to the west to
      return to Farraglen. The last person you need to speak to is Master Kiftal.
    
    _______________
     Master Kiftal \________________________
    ----------------------------------------
      Prerequisites: Master Belne & Master Farraglen
    
      Quest Giver: Master Kiftal
    
      Location: Alabastra > Amaura > Cann-Rane
    
      Summary:
      - Talk to Master Kiftal
      - Find the fungus
      - Return to Kiftal
    ----------------------------------------
    
      Head south to the room where we found the first prismere crystal for 
      Farraglen. Open the nothern door, and check left for a chest before going 
      outside. Use the two jump points on the left, and pick the fungus behind you.
      Return to Kiftal. 
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [TASK0]          ||             Tasks            ||
                          ||                              ||
                          **------------------------------**
    
       Tasks are listed in alphabetical order.
    
              Dalentarth....................................[TASK1]
              Erathell......................................[TASK2]
              Detyre........................................[TASK3]
              Klurikon......................................[TASK4]
              Alabastra.....................................[TASK5]
    
         Most tasks are repeatable and will never disappear from your 
         quest log. 
    
                            **--------------------------**
                            ||                          ||
         [TASK1]            ||        Dalentarth        ||
                            ||                          ||
                            **--------------------------**
    
    __________________
     Gathering Flames \_______________________
    ------------------------------------------
      Quest Giver: Murdoc Hain
    
      Location: Dalentarth > Odarath > Didenhil > Craft Hall
    
      Summary:
      - Talk to Murdoc Hain
      - Gather Tindertwig, Scarwood Bark, and Blazing Salve Potions
      - Talk to Murdoc Hain
    ------------------------------------------
    
      This is a repeatable side quest where you get money for turning the three 
      things in. You get 204 Gold per Tindertwig and Scarwood Bark. For a Blazing
      Salve Potion, you get 612 Gold. 
    
    ______________
     Gossamer End \_________________________
    ----------------------------------------
      Prerequisites: A Tangled Web
    
      Quest Giver: Barten or Garaner
    
      Location: Dalentarth > Webwood > Canneroc
    
      Summary:
      - Unlock and visit Gossamer End
      - Talk to Billis Aideh for upgrades
      - Get all the upgrades for Gossamer End
    ----------------------------------------
    
      This task is obtained after finishing A Tangled Web. Barten or Garaner, 
      depending on if you agreed to Garaner or not, will give you the key to 
      Gossamer End. Visit the house. Now find Billis Aideh as he is the person you
      talk to to upgrade your house here. Once you fully upgrade Gossamer End, this
      quest is completed.
    
      Dining Area -       918 Gold 
      Alchemy Workbench - 918 Gold
      Attic -             918 Gold 
      Basement -          918 Gold
      Expand Basement -   918 Gold
      Expand Basement 2 - 918 Gold
    
    _________________
     Hair of the Dog \_________________________
    -------------------------------------------
      Quest Giver: Syllareta Vauner
    
      Location: Dalentarth > Webwood > Vauner House
    
      Summary:
      - Talk to Syllareta Vauner
      - Collect 15 poison glands
      - Return to Syllareta
    -------------------------------------------
    
      All you have to do is kill spiders. They should always drop a gland so once
      you get 15, return to Syllatera to finish this quest. She will then 
      occasionally give you anti-venom potions if you ask for it.
    
    ____________________
     Keeper of the Keys \_______________________
    --------------------------------------------
      Quest Giver: Agraivin Hand
    
      Location: Dalentarth > Star Camp
    
      Summary:
      - Talk to Agraivin Hand
      - Bring him prison keys from Adessa, Rathir, and Mel Senshir
    --------------------------------------------
    
      Prison keys are stolen off guards that are outside or inside prisons. He will
      pay you 6,000 Gold for each key. 
    
    ______________
     Long Overdue \__________________________
    -----------------------------------------
      Quest Giver: Brother Til's Collection
    
      Location: Dalentarth > Gorhart > Reliquary
    
      Summary:
      - Collect all ten of Til's books
      - Return the books to St. Odwig's
    -----------------------------------------
    
      Simply observe Brother Til's Collection in the Reliquary to get this task.
      There are ten books in the whole collection. You may want to do this only 
      when you can get to Klurikon because the final book is there. They will all 
      be marked on your map. 
    
      Below are the locations of the book:
    
         I    Dalentarth > The Sidhe > Vorm Lodge            
         II   Detyre > Apotyre > Whitestone > Mayor's House        
         III  Dalentarth > Webwood > Canneroc > Vauner House      
         IV   Dalentarth > Moon Camp             
         V    Dalentarth > Didenhil > Luminitsa's Cottage  
         VI   Rathir > Upper City > Scholia Arcana > Dormitory
         VII  Detyre > Apotyre > Adessa > The Isles > Livrarium
         VIII Detyre > Apotyre > Adessa > The Isles > Livrarium
         IX   Erathell > Forsaken Plain > Emaire > Edmure Home
         X    Klurikon > Caeled Coast > Castle Ansilla
              (Castle Ansilla requires The Lost Squad quest to enter.)
    
      Once you have all ten books, return to St. Odwig's...it's felt like forever
      since the last time I was there. Anyways, return the books to the bookshelf
      and the quest will be complete. 
    
    ___________________
     Resting the Bones \_________________________
    ---------------------------------------------
      Quest Giver: Silkfarmer Remains
    
      Location: Dalentarth > Webwood
    
      Summary:
      - Find all six silkfarmer remains
      - Bring them to the Ossuary in Canneroc
    ---------------------------------------------
    
      You can begin this task by picking up any of the six remains on the map. Once
      you gather all six remains, bring them to the Ossuary in Canneroc to complete
      the quest. 
    
    _______________
     Status Symbol \________________________
    ----------------------------------------
      Quest Giver: Brit Codgan 
    
      Location: Dalentarth > The Sidhe > Ysa
    
      Summary:
      - Talk to Brit Codgan
      - Forge Ysa Honor Brand Faeblades
      - Bring them to Brit for money
    ----------------------------------------
    
      There are Ysa Honor Brand faeblade parts all over Ysa in fae caches and 
      chests. Many of them would be considered stealing if you took them though.
      You need a Ysa Honor brand blade and a Ysa Honor brand fulcrum to make each 
      one. Brit will pay you 488 Gold for each one.
    
    
                            **--------------------------**
                            ||                          ||
         [TASK2]            ||         Erathell         ||
                            ||                          ||
                            **--------------------------**
    _________________
     Dangerous Games \_______________________
    -----------------------------------------
      Quest Giver: Lanus Davril
    
      Location: Erathell > Tala-Rane
    
      Summary:
      - Kill 10 kobolds, 5 crudok, 3 ettin, and 3 jottun
      - Return to Lanus
    -----------------------------------------
    
      Basically you kill a certain number of monsters so the potions he gives you
      changes color. Once all four change color, return to him for payment. This 
      quest is repeatable, and he asks you if you want to do it again after each 
      turn in.
    
      Note: Kills will only count if you kill it with weapons, and not a skill.
    
    _____________
     Life's Work \______________________
    ------------------------------------
      Quest Giver: Odwald Bynothas
    
      Location: Erathell > Forsaken Plain > Emaire
    
      Summary:
      - Talk to Odwald Bynothas
      - Find all the notes
      - Return to Odwald Bynothas
    ------------------------------------
    
      He wants you to find all four notes on the Withering War. They are scattered 
      around Erahtell. Unfortunately they are not marked on the map.
    
      Aewald's Notes - Rathir > Upper City > Scholia Arcana > Library 
                       on a bookshelf
    
      Dulstan's Notes - Forsaken Plain > Mull-Rane > Corpse behind hidden door
    
      Kallas' Notes - campsite west of Mull-Rane, right next to a Windstone
                      in a Sack
    
      Wildfrold's Notes - Rathir > Luminary Leaf on a bookshelf
    
      Once you have all four, return to Odwald to complete the quest.
    
    ______________
     Lyria's Lost \_______________________
    --------------------------------------
      Quest Giver: Seila Twayn
    
      Location: Erathell > Tywili Coast > Rathir > Upper City > Temple of Lyria
    
      Summary:
      - Talk to Seila Twayn
      - Bring her Relics
    --------------------------------------
    
      She pays 2,024 Gold for each Relic you bring her. Yes, the relics she is 
      looking for are those useless ones that didn't have any value, until now. 
    
    ____________________
     One Man's Trash... \________________________
    ---------------------------------------------
      Prerequisites: Ratofer's Pawns
    
      Location: Erathell > The Wolds > Ayten
    
      Summary:
      - Sell all four items you bought from Ratofer
    ---------------------------------------------
    
      There are four people in Ayten who should be marked on the map who will buy 
      the items you bought off Ratofer. If you acidentally salvage the daggers or 
      something like (like I did once), you will fail this task. Once you've sold 
      all four items, the task is complete.
    
    _______________
     Rogue Harvest \________________________
    ----------------------------------------
      Quest Giver: Ayten Job Board
    
      Location: Erathell > The Wolds > Ayten
    
      Summary:
      - Collect Freeman Armbands
      - Bring them to Fynwick Iver for money
    ----------------------------------------
    
      Once you pick this task up, any Freeman bandit will have a good chance of
      dropping an armband. Fynwick Iver will pay you 404 Gold for each one. How 
      many you turn in affects what he says, but not the payment. 
    
    ____________________
     Sartorial Splendor \_______________________
    --------------------------------------------
      Quest Giver: Vulgar Donnoh
    
      Location: Erathell > Tywili Coast > Moon Camp
    
      Summary:
      - Talk to Vulgar Donnoh
      - Bring him peasant clothes
    --------------------------------------------
    
      Bring him peasant clothes and he will pay you. He pays 404 Gold for each one.
      Below are the things he takes:
    
      - Farmer's Shoes      - Peasant's Shoes
      - Farmer's Trousers   - Peasant's Trousers
      - Farmer's Shirt      - Peasant's Tunic
    
    _____________________________
     The Secret of the Fae Pools \___________________
    -------------------------------------------------
      Quest Giver: Kandir's Journal
    
      Location: Erathell > Galafor
    
      Summary:
      - Examine Kandir's Journal
      - Pick up all the stones
      - Get the green stone
      - Experiment with the urns
    -------------------------------------------------
    
      First examine the journal to get this task. Now get all three stones from the
      urns. There is a green stone that is missing, and it is located in an 
      overturned cart in Tirin's Rest behind a building and can be reached by going
      behind the forge. Here are the possible combinations that do something (from
      northernmost urn to southernmost urn):
    
      Explosion:
      Green / Purple / Red
      Red   / Blue   / Green
      Blue  / Purple / Red
    
      Poison:
      Red / Blue / Purple
    
      Death's Touch blessing:
      Green / Purple / Blue
    
      Boggart + XP:
      Purple / Red / Blue
    
      Even when you get the boggart, the task won't complete, it'll just be here 
      forever.
    
    
                            **--------------------------**
                            ||                          ||
         [TASK3]            ||          Detyre          ||
                            ||                          ||
                            **--------------------------**
    _____________
     Dinner Time \________________________
    --------------------------------------
      Quest Giver: Bera Grastar
    
      Location: Detyre > Apotyre > Whitestone > Thirsty Wench
    
      Summary:
      - Talk to Bera Grastar
      - Collect animal meat
      - Return to Bera Grastar
    --------------------------------------
    
      It seems that only rats drop meat eligible for this task. Bera pays 674 Gold
      for every rat meat you bring her.
    
    _______________
     Lab Assistant \__________________________
    ------------------------------------------
      Quest Giver: Daedinnear
    
      Location: Detyre > Apotyre > Adessa > Laboratories
    
      Summary:
      - Dispell the containers
      - Talk to Daedinnaer
    ------------------------------------------
    
      All you do is dispel these three containers on the second floor. Daedinnear
      will pay you 30 Gold for each dispelled chest. This quest is repeatable.  
    
    _________________
     Rock Collection \_______________________
    -----------------------------------------
      Quest Giver: Ruin Imas
    
      Location: Detyre > Apotyre > Motus Mining Headquarters
    
      Summary:
      - Talk to Ruin Imas
      - Find all five ores
      - Return to Ruin Imas
    -----------------------------------------
    
      Below are the locations of all five ores:
    
      Snaketail Grotto - southeast area in a minecart
      Cynric Quarry - near end of mine, in a minecart
      Darkvari Mine - very south of mine, in a chest (contains two ores)
      Zungar Shaft - very north of mine, in a minecart
    
      Once you have all five, return to Ruin Imas to complete the quest.
    
    _________________
     Sandstone Villa \_________________________
    -------------------------------------------
      Prerequisites: New in Town, Under Watch
    
      Location: Detyre > Apotyre > Adessa
    
      Summary:
      - Talk to Suner Pome
      - Fully upgrade Sandstone Villa
    -------------------------------------------
    
      Suner Pome in the Grand Bursars can upgrade Sandstone Villa for you. Once you
      buy all upgrades, this quest completes itself. 
    
    _____________
     The Cynrics \________________________
    --------------------------------------
      Quest Giver: The Bone Wall
    
      Location: Detyre > Apotyre > Whitestone
    
      Summary:
      - Go to the Cynric Quarry
      - Terminate the Cynric
      - Return to Hera Orhelm in Whitestone
    --------------------------------------
    
      Note: You need to kill all the outlaws inside to complete this.
    
      Enter the Cynric Quarry. At the first turn, check for a chest. The room after
      has a chest on the right. In the next room, check inside the building for a 
      chest. The path after has a minecart on the right side. Go up north to find 
      one last chest. A few last Cynric will show up behind. Kill them, and then go
      to Hera Orhelm to complete the quest.
    
    ______________
     The Darkvari \________________________
    ---------------------------------------
      Quest Giver: The Bone Wall
    
      Location: Detyre > Apotyre > Whitestone
    
      Summary:
      - Go to the Darkvari Mine
      - Terminate the Darkvari
      - Return to Hera Orhelm in Whitestone
    ---------------------------------------
    
      Note: You need to kill all the outlaws inside to complete this.
    
      Enter Darkvari Mine. In the first room, check the water for a whirlpool.
      Watch out for a tripwire right before the chest in the beginning of the next 
      room. At the intersection, head south. There is a chest behind the crates. 
      Loot the chest at the end and go back and head down the eastern path. Check 
      the corners for a minecart and a chest. This room should have had the last of
      the Darvari. Return to Hera to complete the quest. 
    
    _____________
     The Zungars \________________________
    --------------------------------------
      Quest Giver: The Bone Wall
    
      Location: Detyre > Apotyre > Whitestone
    
      Summary:
      - Go to the Zungar Shaft
      - Terminate the Zungar
      - Return to Hera Orhelm in Whitestone
    --------------------------------------
    
      Note: You need to kill all the outlaws inside to complete this.
    
      Enter the Zungar Shaft. There's a minecart to your left the moment you enter.
      Go straight to the cliff for a chest. Go down the left path. Check the very 
      north of this room for a minecart. In the next room, open the door on the 
      left for a chest, and check for another chest among some crates after going 
      up the ramp. Follow the path and exit the area. Check your left for a chest 
      before jumping down. Return to Hera for your reward.
    
    _______________
     Tinker's Task \__________________________
    ------------------------------------------
      Quest Giver: Harriset Donnel
    
      Location: Detyre > Apotyre > Sun Camp
                If you finished the Travelers storyline, he will be in
                Detyre > Apotyre > Whitestone > Thirsty Wench
    
      Summary:
      - Collect Iron Components
      - Talk to Harriset Donnel
    ------------------------------------------
    
      Once you accept this, you'll always have it. Basically, he'll pay you if you
      bring him any iron components. Basically any blacksmithing stuff that has the
      word 'iron' in it is what he takes. He'll take all of it if you decide to 
      give it to him. He gives you 202 Gold for each one. Below is a list of iron
      components. 
    
           Curved Iron Blades     Iron Heel
           Iron Blade             Iron Plumb
           Iron Brace             Iron Shock Disc
           Iron Flame Disc        Large Iron Blade
           Iron Frost Disc        Small Iron Blades
           Iron Guard
    
    ______________________
     Whitestone Tarnished \_______________________
    ----------------------------------------------
      Quest Giver: Read any of the Motus Mining reports
    
      Location: Detyre > Apotyre
    
      Summary:
      - Find all four reports
    ----------------------------------------------
    
      To begin this task, read any of the reports you have found in your inventory.
      You need to find all four of them.
    
         - Days 1-24 is found in a chest on the second floor of the Thirsty
           Wench which is in Whitestone
         - Days 25-44 is in Sun Camp on a bookshelf where the merchant is,
           under the stalls
         - Days 45-50 can be found in a dresser in a building across the
           river from Snaketail Grotto
         - Day 51 can be found on a corpse between Menetyre and Apotyre
    
      Once you find all four, the quest will automatically complete.
    
                            **--------------------------**
                            ||                          ||
         [TASK4]            ||         Klurikon         ||
                            ||                          ||
                            **--------------------------**
    _____________
     In Memoriam \________________________
    --------------------------------------
      Quest Giver: Kreger the Devout
    
      Location: Klurikon > The Midden
    
      Summary:
      - Talk to Kreger the Devout
      - Get earrings from bodies in the Midden
      - Turn in earrings to Kreger
    --------------------------------------
    
      Earrings can be found on the many corpses strewn throughout the Midden. Bring
      them to Kreger and he will pay you 1,252 Gold for each earring.  My map of 
      The Midden has all corpses marked
    
      Klurikon - The Midden:
      http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63894
    
                            **--------------------------**
                            ||                          ||
         [TASK5]            ||         Alabastra        ||
                            ||                          ||
                            **--------------------------**
    
      No tasks available in Alabastra.
    
    ===============================================================================
         4.                                                
    ======================88==============================88=======================
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SKL00]          ||            Skills            ||
                          ||                              ||
                          **------------------------------** 
    
           Alchemy.................................................[SKL01]
           Blacksmithing...........................................[SKL02]
           Detect Hidden...........................................[SKL03]
           Dispelling..............................................[SKL04]
           Lockpicking.............................................[SKL05]
           Mercantile..............................................[SKL06]
           Persuasion..............................................[SKL07]
           Sagecraft...............................................[SKL08]
           Stealth.................................................[SKL09]
    
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SKL01]          ||            Alchemy           ||
                          ||                              ||
                          **------------------------------**
    
         Every level increases your chance of successfully harvesting
         reagents. You can find recipes by either buying them off NPCs or
         experimenting. When experimenting, the game will not let you use
         two of the same ingredients; don't worry about this, if, for example,
         a potion needed two of ingredient A and one of ingredient B, 
         experimenting with one ingredient A and one ingredient B will result
         in you discovering that potion. Below contains a chart of potions.
    
         Level  1: A failed experiment now results in an Unstable Potion.
         Level  2: -
         Level  3: You can craft potions with three reagents. (Journeyman)
         Level  4: -
         Level  5: You can craft potions with four reagents. (Master)
         Level  6: -
         Level  7: -
         Level  8: -
         Level  9: -
         Level 10: All alchemical recipes are discovered. 
    
    
         Potions of the same type do NOT stack. If you drink more than one
         potion of the same kind, the last one you drank will be the effect
         you get. Example: You drink a Master Alchemist's Art potion, then
         drink a Minor Alchemist's Art potion. You will get +1 Alchemy, because
         the Minor potion was the last one you drank of that potion type. 
    
    
                                     Effect             Required Ingredients
            Name             (Minor/Greater/Master)    (Minor/Greater/Master)
      ---------------------------------------------------------------------------
      
       Alchemist's Art       Increases Alchemy Skill   Embereyes           (1/2/2)
                             by (1/2/3) for 1 minute   Sky Blossom         (1/2/2)
                                                       Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Assassin's Evasion    Increases Stealth Skill   Cripplespore Caps   (1/2/2)
                             by (1/2/3) for 1 minute   Sky Blossom         (1/2/2)
                                                       Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Blacksmith's Craft    Increases Blacksmith      Tindertwig          (1/2/2)
                             Skill by (1/2/3) for      Sky Blossom         (1/2/2)
                             1 minute                  Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Blazing Salve         Increases the damage you  Tindertwig          (2/3/3)
                             do with fire-based        Scarwood Bark       (1/2/2)
                             attacks for 30 seconds    Bloodroot           (-/1/1)
                             +(10/20/30)  Fire Damage  Essence of Fate     (-/-/1)
                             +(25/50/75)% Fire Damage
    
       Bleeding Resistance   Increases bleeding        Scarlet Flowstone   (2/2/2)
                             resistance by (25/50/75)% Ysa's Breath        (1/2/2)
                             for 30 seconds            Seaflax             (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Burning Sentinel      (25/50/75)% chance to     Tindertwig          (2/3/3)
                             Burn enemies when         Edelweiss           (1/2/2)
                             attacked for 1 minute     Seaflax             (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Current Stopper       Decreases lightning       Eel Petal           (2/2/2)
                             damage by (25/50/75)%     Ysa's Breath        (1/2/2)
                             for 30 seconds            Seaflax             (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Damage Boost          Increases the damage of   Star Thistle        (3/4/-)
                             all your attacks by       Sativa Fibers       (3/4/-)
                             (15/20/-)% for 30         Scarwood Bark       (2/3/-)
                             seconds                   Essence of Fate     (-/1/-)
                             Note: Recipe for Master
                             potion does not seem to
                             exist as greater potion
                             is under master
                             difficulty.
    
       Damage Deflection     Decreases all damage      Star Thistle        (2/3/-)
                             received by (25/50/75)%   Sativa Fibers       (2/3/-)
                             for 30 seconds            Ysa's Breath        (1/2/-)
                             Note: Recipe for Master   Essence of Fate     (-/1/-)
                             potion does not seem to
                             exist as greater potion
                             is under master
                             difficulty.
    
       Dispelling Boost      Increases Dispelling      Star Thistle        (1/2/2)
                             Skill by (1/2/3) for      Sky Blossom         (1/2/2)
                             1 minute                  Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Experience Booster    Increases the XP you      Prismere Dust       (2/3/3)
                             recieve per kill by       Leechwood Bark      (1/2/2)
                             (10/15/20)% for 1         Bloodroot           (-/1/2)
                             minute                    Essence of Fate     (-/-/1)
    
       Fate Potion           Fills your Fate meter     Essence of Fate     (-/-/4)
                             to 100%
    
       Force Potion          Increases physical        Scarwood Bark       (2/3/3)
                             damage by (25/50/75)%     Sativa Fibers       (2/3/3)
                             for 30 seconds            Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Flameguard            Decreases fire            Tindertwig          (2/2/2)
                             damage by (25/50/75)%     Ysa's Breath        (1/2/2)
                             for 30 seconds            Seaflax             (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Flesh Eater           Increases the damage you  Leechwood Bark      (2/3/3)
                             do with health absorption Black Cohosh        (2/3/3)
                             attacks for 30 seconds    Scarwood Bark       (-/1/2)
                             +(10/15/20) Health Stolen Essence of Fate     (-/-/1)
                             per Hit
    
       Frostbite             Increases the damage you  White Flake         (2/3/3)
                             do with ice-based         Scarwood Bark       (1/2/2)
                             attacks for 30 seconds    Bloodroot           (-/1/1)
                             +(10/20/30)  Ice Damage   Essence of Fate     (-/-/1)
                             +(25/50/75)% Ice Damage
    
       Frostguard            Decreases ice damage      White Flake         (2/2/2)
                             by (25/50/75)% for        Ysa's Breath        (1/2/2)
                             30 seconds                Seaflax             (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Freezing Sentinel     (25/50/75)% chance to     White Flake         (2/3/3)
                             Freeze enemies when       Edelweiss           (1/2/2)
                             attacked for 1 minute     Seaflax             (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Hardened Shell        Increases your physical   Ysa's Breath        (2/3/3)
                             resistance by (25/50/75)% Sativa Fibers       (2/3/3)
                             for 30 seconds            Seaflax             (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Healing Potion        Restores a (small/        Black Cohosh        (2/3/3)
                             moderate/large) amount    Embereyes           (1/2/2)
                             of health                 Bloodroot           (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Health Regen          Increase Health Regen     Black Cohosh        (2/3/3)
                             by (5/20/60) per Sec      Scarlet Flowstone   (1/2/2)
                             for 1 minute              Bloodroot           (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Jeweled Shilelagh     Increases Sagecraft       White Flake         (1/2/2)
                             Skill by (1/2/3) for      Sky Blossom         (1/2/2)
                             1 minute                  Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Lightning Sentinel    (25/50/75)% chance to     Eel Petal           (2/3/3)
                             Shock enemies when        Edelweiss           (1/2/2)
                             attacked for 1 minute     Seaflax             (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Lightning Storm       Increases the damage you  Eel Petal           (2/3/3)
                             do with lightning-based   Scarwood Bark       (1/2/2)
                             attacks for 30 seconds    Bloodroot           (-/1/1)
                             +(10/20/30) Lightning     Essence of Fate     (-/-/1)
                             Damage
                             +(25/50/75)% Lightning
                             Damage
    
       Liquid Seduction      Increases your chance     Sky Blossom         (1/-/-)
                             of persuading the         Scarwood Bark       (1/-/-)
                             opposite gender for       Tindertwig          (1/-/-)
                             30 seconds
    
       Magebane              Decreases all magic       Star Thistle        (2/3/3)
                             damage received by        Ysa's Breath        (2/3/3)
                             (25/50/75)% for 30        Seaflax             (-/1/2)
                             seconds                   Essence of Fate     (-/-/1)
    
       Magic Amplification   Increases all magic       Star Thistle        (2/3/3)
                             damage by (25/50/75)%     Scarwood Bark       (2/3/3)
                             for 30 seconds            Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Magic Precision       Increases chance to       Scarab Salts        (2/3/3)
                             critical hit with magic   Star Thistle        (1/2/2)
                             by (10/15/30)% for        Scarwood Bark       (-/1/2)
                             15 seconds                Essence of Fate     (-/-/1)
    
       Mana Potion           Restores a (small/        Softscrabble Powder (2/3/3)
                             moderate/large) amount    Embereyes           (1/2/2)
                             of mana                   Bloodroot           (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Mana Regen            Increases Mana Regen      Softscrabble Powder (2/3/3)
                             by (2/16/32) per Sec      Scarlet Flowstone   (1/2/2)
                             for 1 minute              Bloodroot           (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Mana Sap              Increases the damage you  Leechwood Bark      (2/3/3)
                             do with mana absorption   Softscrabble Powder (2/3/3)
                             attacks for 30 seconds    Scarwood Bark       (-/1/2)
                             +(10/15/20) Mana Stolen   Essence of Fate     (-/-/1)
                             per Hit
    
       Merchant's Command    Increases Mercantile      Sativa Fibers       (1/2/2)
                             Skill by (1/2/3) for      Sky Blossom         (1/2/2)
                             1 minute                  Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Phasewalk             Grants the user           Star Thistle        (-/2/2)
                             invisibility for          Sky Blossom         (-/2/2)
                             (10/15/-) seconds         Cripplespore Caps   (-/1/1)
                             Note: Recipe for Master   Essence of Fate     (-/-/1)
                             potion does not seem to
                             exist as greater potion
                             is under master
                             difficulty.
    
       Piercing Serum        Increases piercing        Scarwood Bark       (2/3/3)
                             damage by (25/50/75)%     Ysa's Breath        (1/3/3)
                             for 30 seconds            Sativa Fibers       (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Precision             Increases chance to       Scarab Salts        (2/3/3)
                             critical hit with         Sativa Fibers       (1/2/2)
                             physical attacks          Scarwood Bark       (-/1/2)
                             by (10/15/30)% for        Essence of Fate     (-/-/1)
                             30 seconds
    
       Purification Potion   Cures any diseases you    Ysa's Breath        (2/-/-)
                             have and grants disease   Embereyes           (2/-/-)
                             immunity for 15 minutes
    
       Social Grace          Increases Persuasion      Leechwood Bark      (1/2/2)
                             Skill by (1/2/3) for      Sky Blossom         (1/2/2)
                             1 minute                  Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Sorceror's            Increases mana pool       Star Thistle        (2/3/3)
       Intelligence          by a (small/moderate/     Softscrabble Powder (2/3/3)
                             large) amount for         Bloodroot           (-/1/1)
                             30 seconds                Essence of Fate     (-/-/1)
    
       Serpent's Venom       Increases damage done     Cripplespore Caps   (2/3/3)
                             with poison-based         Scarwood Bark       (1/2/2)
                             attacks for 30 seconds    Bloodroot           (-/1/1)
                             +(10/20/30) Poison        Essence of Fate     (-/-/1)
                             Damage
                             +(25/50/75)% Poison
                             Damage
    
       Slashing Fury         Increases bleeding        Scarlet Flowstone   (2/3/3)
                             damage attacks for        Scarwood Bark       (1/2/2)
                             30 seconds                Bloodroot           (-/1/1)
                             +(10/20/30) Bleeding      Essence of Fate     (-/-/1)
                             Damage
                             +(25/50/75)% Bleeding
                             Damage
    
       Steeled Curtain       Increases total armor     Seaflax             (2/2/2)
                             by (25/50/75)% for        Ysa's Breath        (1/2/2)
                             30 seconds                Bloodroot           (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Thief's Cunning       Increases Lockpicking     Eel Petal           (1/2/2)
                             Skill by (1/2/3) for      Sky Blossom         (1/2/2)
                             1 minute                  Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Tracker's Draught     Increases Detect Hidden   Scarab Salts        (1/2/2)
                             Skill by (1/2/3) for      Sky Blossom         (1/2/2)
                             1 minute                  Bloodroot           (-/1/2)
                                                       Essence of Fate     (-/-/1)
    
       Venomguard            Decreases poison damage   Cripplespore Caps   (2/2/2)
                             received by (25/50/75)%   Ysa's Breath        (1/2/2)
                             for 1 minute              Seaflax             (-/1/1)
                                                       Essence of Fate     (-/-/1)
    
       Warrior's Strength    Increases your maximum    Sativa Fibers       (2/3/3)
                             health by a (small/       Black Cohosh        (2/3/3)
                             moderate/large) amount    Bloodroot           (-/1/1)
                             for 30 seconds            Essence of Fate     (-/-/1)
    
       Unstable Potion       Random Effect             Any combination of reagents
                                                       that do not match any of
                                                       the above recipes
                                                       (requires at least level 1 
                                                        Alchemy skill)
    
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SKL02]          ||         Blacksmithing        ||
                          ||                              ||
                          **------------------------------**
    
         I recommend crafting your own equipment rather than using any
         non-purple/yellow stuff. Crafted gear always have higher stats than
         their uncrafted counterparts. For example, bought iron daggers
         have 10 damage, while a crafted pair of white daggers would have
         12 from just the blade, and then something else from the hilt. The
         benefit from using non-crafted gear is that they may sometimes have
         more than one gem socket, while crafted equipment only lets you add
         one gem to your equipment and only if you have at least level 7 
         blacksmithing. Although the skills don't say, a few purple/yellow
         equipment can be salvaged. Accessories (necklaces and rings) cannot
         be crafted or salvaged at all. 
    
         Level  1: You can harvest components from some enemies in the world.
                   (Antelopes, Aurochs, Scuttlecrabs)
         Level  2: You can use three components when crafting equipment.
         Level  3: You can salvage infrequent (green) equipment.
         Level  4: You can use four components when crafting equipment. 
         Level  5: -
         Level  6: You can salvage rare (blue) equipment.
         Level  7: You can use gems as components when crafting equipment.
                   (gem must be matching type, Epic gems only go on chest armor)
         Level  8: -
         Level  9: -
         Level 10: You can create mastercrafted equipment.
                   (increased stats and an extra effect)
    
    
         Below is the list of what components are used to make what.
         It's not included under support components here, but a gem can also
         be added to equipment for a bonus effect.
    
    
       For Weapons:
    
         Type                  Core Components          Support Component 
       -------------------------------------------------------------------------
      
         Longswords          Blade & Hilt               Rivets & Grip
      
         Greatswords         Large Blade & Hilt         Grip & Bindings
    
         Hammers             Plumb & Shaft              Grip & Bindings
    
         Daggers             Small Blade & Hilt         Rivets & Bindings
    
         Faeblades           Curved Blade & Fulcrum     Rivets & Grip
    
         Longbows            Limb & Fulcrum             Rivets & Bindings
    
         Staves              Rod & Shaft                Rivets & Bindings
    
         Scepters            Dowel & Handle             Bindings & Grip
    
         Chakrams            Disc & Handle              Bindings & Grip
    
       -------------------------------------------------------------------------
    
       For Warrior Armor:
    
         Type                  Core Components          Support Component 
       -------------------------------------------------------------------------
    
         Helm                Headdress & Rivets         Lining & Bindings
    
         Cuirass             Chestpiece & Lining        Rivets & String
    
         Chausses            Brace & Rivets             String & Trim
    
         Gauntlets           Mitt & Grip                Lining & Rivets
    
         Greaves             Heel & Lining              Rivets & Bindings
    
         Kite Shield         Guard & Grip               Rivets & Trim
    
       -------------------------------------------------------------------------
    
       For Rogue Armor:
    
         Type                  Core Components          Support Component 
       -------------------------------------------------------------------------
    
         Cap                   Headdress & Trim         Bindings & Grip
    
         Armor                 Chestpiece & Lining      Bindings & String
    
         Leggings              Brace & String           Bindings & Grip
    
         Gloves                Mitt & Grip              String & Bindings
    
         Boots                 Heel & Trim              Rivets & Bindings
    
         Buckler               Guard & Grip             Rivets & Trim
    
       -------------------------------------------------------------------------
    
       For Mage Armor:
    
         Type                  Core Components          Support Component 
       -------------------------------------------------------------------------
    
         Cowl                  Headdress & Lining       Rivets & Bindings
    
         Robes                 Cloth & Trim             Bindings & String
    
         Handwraps             Mitt & Grip              String & Bindings
    
         Shoes                 Heel & Lining            Bindings & Rivets
    
         Talisman              Guard & Grip             Bindings & Trim
    
       -------------------------------------------------------------------------
    
       Most components have qualities. Below is lowest to highest quality:
    
                  Basic, Improved, Greater, Master, Flawless
    
       The better the quality the greater the component's effect is.
    
         Name                     Effect
       -------------------------------------------------------------------------
    
         Amplified                Increases critical hit damage with physical
    
         Arcane                   Increases damage with magic
    
         Armored                  Increases % of Armor
    
         Assailing                Increases damage vs. lightly wounded targets
    
         Bloodseeker's            Increases chance to steal Health per hit
    
         Butcher's                Increases damage vs. Kobolds & Murghan
    
         Charged                  Increases % of Lightning damage
    
         Charge Ward              Increases Lightning resistance
    
         Clarity                  Increases chance to critical hit with physical
    
         Damaging                 Increases damage
    
         Displacing               Increases physical resistance
    
         Divine                   Increases % of Mana
         (some components have a typo and is spelled 'Diving')
    
         Enchanted                Increases critical hit damage with magic
    
         Energizing               Increases Health and Mana Regen
    
         Everlasting              Increases damage resistance
    
         Executioner's            Increases damage vs. Humanoids
    
         Expansive                Increases experience gained 
    
         Fire Ward                Increases Fire resistance
    
         Flamed                   Increases % of Fire damage
    
         Fortified                Increases melee/ranged/magic block efficacy
    
         Frost Ward               Increases Ice resistance
    
         Frosted                  Increases % of Ice damage
    
         Hardened                 Increases Health
    
         Illuminator's            Increases damage vs. Niskaru
    
         Immunity                 Increases Poison resistance
    
         Infected                 Increases % of Poison damage
    
         Magnifying               Increases chance to critical hit
    
         Mending                  Increases Bleeding resistance
    
         Moonlight                Increases damage at night
    
         Mystic                   Increases chance to critical hit with magic
    
         Piercing                 Increases piercing damage
    
         Pillager's               Increases damage vs. Beasts & Constructs
    
         Prosperous               Increases Gold drops
    
         Rallying                 Increases % of physical damage
    
         Ravenous                 Increases chance to steal Mana per hit
    
         Reinforced               Increases block efficacy
    
         Restoring                Increases Mana Regen
    
         Rigid                    Increases Armor
    
         Robust                   Increases Health and Mana
    
         Sage                     Increases Mana
    
         Sharpening               Increases critical hit damage
    
         Slaughtering             Increases Bleeding damage
    
         Strengthening            Increases % of Health
    
         Sunlight                 Increases damage during daytime
    
         Sustaining               Increases Health Regen
    
         Tormenting               Increases damage vs. heavily wounded targets
    
         Warding                  Increases elemental resistance
    
       -------------------------------------------------------------------------
    
    
          Below are components with no quality. Scales, hair, gut, tendons, and 
          hide are from Antelope, Aurochs, and Scuttlecrabs.
    
    
         Name                     Effect
       -------------------------------------------------------------------------
    
        Barbed Scales             +20% Bleeding and Poison Resistance
        (Trim)
    
        Coarse Hair               +11% Elemental Resistance
        (String)
    
        Coarse Hide               +10% Health
        (Lining)
    
        Crude Fulcrum Weight      +3 Physical Damage
    
        Crude Hilt                +3 Physical Damage
    
        Dried Gut                 +5% Chance to Critical Hit
        (Bindings)
    
        Fine Hair                 +20% Elemental Resistance
        (String)
    
        Novice Strings            +4 Armor
    
        Rough Scales              +5% Bleeding and Poison Resistance
        (Trim)
    
        Simple Bindings           +5 Health
    
        Simple Handle             +3 Physical Damage
    
        Simple Shaft              +3 Physical Damage
    
        Softened Hide             +20% Health
        (Lining)
    
        Tangled Hair              +5% Elemental Resistance
        (String)
    
        Tanned Hide               +14% Health
        (Lining)
    
        Threadbare Lining         +4 Armor
    
        Weak Rivets               +5 Health
    
        Weak Tendons              +3% Chance to Critical Hit
        (Bindings)
    
        Ysa Honor Brand Bindings  Nothing
    
        Ysa Honor Brand Fulcrum   +5 Physical Damage
    
        Ysa Honor Brand Grip      Nothing
    
       -------------------------------------------------------------------------
    
        Finally, here is a list of prefixes and suffixes of non-crafted
        equipment. When salvaging an item with these words in their names,
        you have a chance of getting a component with the effect, but not
        necessarily of the same quality.
    
        Currently not in any specific order. May organize to make it easier
        to read later. Feel free to provide me with any I'm missing.
    
       Plenty/Fortune/Wealth
          +4%/+9%/+12% Gold Drops
    
       Expansion/Growth
          +2%/+6% Experience Bonus
    
       Squire's/Warrior's/Soldier's/Knight's/Cavalier's/Noble's/King's/
       Emperor's
          +5/+10/+20/+30/+45/+60/+80/+100 Health
    
       Student's/Apprentice's/Prodigy's/Scholar's/Disciple's/Master's/
       Savant's/Sage's
          +5/+10/+20/+30/+45/+60/+80/+100 Mana
    
       Hearty/Potent/Robust/Stout/Vigorious
          +20/+30/+45/+60/+80 Health
          +20/+30/+45/+60/+80 Increases Mana
    
       Crusader's/Vindicator's/Paladin's/Templar's/Hero's
          +10%/+12%/+14%/+17%/+20% Health
    
       Diviner's/Mage's
          +10%/+17% Mana
    
       Leeching/Ravaging/Bloodthirst/Devouring/Bloodletting
          15% Chance to Steal 5/10/15/20/25 Health per Hit
    
       Voracity/Starvation/Ravening/Ferocity/Gluttony
          15% Chance to Steal 5/10/15/20/25 Mana per Hit
    
       Soothing/Sustaining/Revitalizing/Renewing/Regenerating
          +0.1/+0.5/+1/+1.5/+2 Health Regen per Sec
    
       Fostering/Restoring/Infusing/Rejuvanating
          +0.5/+1/+1.5/+2 Mana Regen per Sec
    
       Uniting/Reviving
          +0.5/+1.5 Health Regen per Sec
          +0.5/+1.5 Mana Regen per Sec
    
       Brilliant/Radiant/Resplendent
          +15%/+20%/+25% Mana Regen per Sec
    
       Ardent/Fervent/Rabid/Zealous
          +15/+30/+45/+60 Health
          +0.1/+1/+1.5/+2 Health Regen per Sec
    
       Adept/Wise
          +45/+60 Mana
          +1.5/+2 Mana Regen per Sec
    
       Canny/Shrewd/Ingenious
          -5%/-10%/-20% Mana Cost
    
       Dilettante's/Universalist's
          -15%/-20% Equip Requirements
    
       Magus'/Archmagus'
         +1/+2 to Sorcery Abilities
    
       Hammerlord
          +12% Physical Damage
          +1 to Might Abilities
          +12% Stun Duration
    
       Renascent
          +1.5 Health Regen per Sec
          +1 to Might Abilities
    
       Juggernaut's
          +2 to Might Abilities
    
       Trickster's/Spy's
          +1/+2 to Finesse Abilities
    
       Umbral/Shrouded
          +15%/+20% Critical Hit Damage
          +1/+1 to Finesse Abilities
    
       Perfectionist
          +12% Fire Damage
          +12% Ice Damage
          +12% Lightning Damage
          +1 to Sorcery Abilities
    
       Numbing/Frosted/Frigid/Chilled/Rimy/Frozen/Glacial/Arctic
          3/4/6/9/13/17/21/30 Ice Damage
          2/2/3/4/6/7/12/18 Freezing Damage over 2 seconds
    
       Flurry/Sleet/Hail/Avalanche/Blizzard
          +5%/+7%/+10%/+15%/+20% Ice Damage
    
       Static/Conductive/Charged/Crackling/Surging/Jolting/Shocking/Electrifying
          3/4/6/9/13/17/21/30 Lightning Damage
          3/3/3/4/7/8/10/15 Shocking Damage over 10 seconds
    
       Squall/Deluge/Gale/Storm
          +5%/+7%/+10%/+15% Lightning Damage
    
       Blasting
          +10 Lightning Damage
          +10% Stun Duration
    
       Booming/Bewildering/Stupefying/Staggering
          +5%/+14%/+20%/+30% Stun Duration
    
       Distress/Horror
          20%/30% Chance to Stun enemies when Attacked
    
       Smoldering/Blistering/Burning/Searing/Incinerating/Scorching/Blazing
          3/6/9/13/17/21/30 Fire Damage
          3/4/5/8/10/13/20 Burning Damage over 7 seconds
    
       Flame/Blaze/Wildfire/Inferno
          +7%/+10%/+15%/+20% Fire Damage
    
       Erosive/Decaying/Venomous/Infected/Putrefied/Corroding/Rotting
          5/6/13/19/24/33/48 Poison Damage over 7 Seconds
    
       Copperhead/Adder/Viper/Cobra
          +7%/+11%/+15%/+20% Poison Damage
    
       Bloodletting/Carnage/Hemorrhaging/Bloodshed/Slaughter
          5/10/15/20/25 Bleeding Damage over 5 seconds
    
       Flaying/Maiming/Eviscerating
          +7%/+15%/+20% Bleeding Damage
    
       Vile/Noxious
          6/12 Bleeding Damage over 6 seconds
          6/12 Poison Damage over 4 seconds
    
       Strengthening/Rousing/Emboldening/Invigorating/Rallying/Bolstering/
       Galvanizing
          4/7/9/12/16/22/30 Physical Damage
    
       Dismantling/Sundering/Eradicating/Annihilating/Obliterating
          +3%/+7%/+10%/+20%/+35% Physical Damage
    
       Bandit's/Seeker's/Ambusher's/Stalker's/Lancer's/Saboteur's
          4/12/18/20/23/25 Piercing Damage
    
       Puncturing/Perforation/Gouging/Skewering/Impaling
          +5%/+7%/+10%/+15%/+20% Piercing Damage
    
       Toothed/Pointed/Barbed/Spiked
         +3%/+4%/+5%/+6% Chance to Critical Hit
    
       Skill/Craft/Accuracy/Execution/Precision
          +3%/+4%/+5%/+6%/+7% Chance to Critical Hit
    
       Brutal/Ruthless/Savage/Cruel/Merciless
          +5%/+8%/+12%/+18%/+25% Critical Hit Damage
    
       Crippling/Overwhelming
          +14%/+19% Damage
    
       Gladiator/Warlord
          +20%/+30% Damage
          +6%/+8% Chance to Critical Hit
    
       Luck/Omen/Balance/Efficiency
          +3%/+4%/+5%/+6% Chance to Critical Hit with Physical
    
       Breadth/Magnitude/Intensity/Amplitude
          +7%/+9%/+12%/+15% Critical Hit Damage with Physical
    
       Soothsayer/Sage/Mystic
          +5%/+10%/+15% Damage with Magic
    
       Prophecy/Mysticism/Wizardry/Lyria
          +4%/+5%/+6%/+7% Chance to Critical Hit with Magic
    
       Geyser/Wave/Torrent/Flood/Tsunami
         +5%/+6%/+9%/+12%/+15% Critical Hit Damage with Magic
    
       Precisionist
          +8% Damage with Magic
          +10% Chance to Critical Hit with Magic
    
       Daybreak/Dawn/Morning/Light/Radiance
          +5%/+7%/+10%/+15%/+20% Damage during Daytime
    
       Dusk/Sunset/Twilight/Gloom/Night
          +5%/+7%/+10%/+15%/20% Damage at Night
    
       Invader's/Raider's/Assaulter's
          +8%/+15%/+20% Damage vs. lightly wounded targets
    
       Tyrant's
          +15% of Damage vs. heavily wounded targets
    
       Champion's/Conqueror's/Guardian's/Paragon's
          +6%/+12%/+16%/+20% Damage vs. Niskaru
    
       Pillager's/Ravager's/Marauder's/Despoiler's/Outlaw's
          +6%/+8%/+12%/+16%/+20% Damage vs. Beasts and Constructs
    
       Trapper's/Chaser's/Butcher's/Slaughterer's
          +6%/+8%/+12%/+16% Damage vs. Kobolds and Murghan
    
       Assassin's/Enforcer's/Widowmaker's
          +6%/+16%/+20% Damage vs. Humanoids
    
       Fury/Madness
          +20%/+30% Damage
          -10%/-15% Damage Resistance
    
       Shifting/Phasing/Displacing/Tempering
          +5%/+7%/+12%/+15% Physical Resistance
    
       Sturdy/Rigid/Hardened/Shielded/Indestructible/Tempered/Enduring/Inpregnable
          +5/+8/+11/+15/+19/+24/+29/+35 Armor
    
       Superior/Sentinel/Major/Crowning/Flawless
          +10%/+15%/+20%/+25%/+30% Armor
    
       Perpetual/Timeless/Boundless
          +10%/+16%/+20% Damage Resistance
    
       Fire Shield/Fire Aversion/Fire Hindrance/Fire Attenuation/Fire Warding
          +5%/+8%/+12%/+16%/+20% Fire Resistance
    
       Combustion
          10% Chance to Burn enemies when Attacked
    
       Ice Shield/Ice Aversion/Ice Hindrance/Ice Attenuation/Ice Warding
          +5%/+8%/+12%/+16%/+20% Ice Resistance
    
       Cold/Freezing/Winter
          5%/10%/15% Chance to Freeze enemies when Attacked
    
       Lightning Shield/Lightning Averesion/Lightning Hindrance/
       Lightning Attenuation/Lightning Warding
          +5%/+8%/+12%/+16%/+20% Lightning Resistance
    
       Storm's Cry/Storm's Bite/Storm's Rage
          5%/10%/15% Chance to Shock enemies when Attacked
    
       Protection/Refuge/Shelter/Haven/Sanctuary
          +5%/+8%/+11%/+15%/+20% Elemental Resistance
    
       Antivenin/Remedy/Elixir
          +5%/+10%/+20% Poison Resistance
    
       Mending/Conservation/Preservation/Clotting/Coagulation
          +5%/+8%/+12%/+16%/+20% Bleeding Resistance
    
       Rancidness/Putrefaction
          10%/15% Chance to Poison enemies when Attacked
    
       Hale/Hardy/Indominatable
          +5%/+10%/+20% Bleeding Resistance
          +5%/+10%/+20% Poison Resistance
    
       Stalwart/Toughened/Unbreakable
          +20%/+25%/+30% Block Efficacy
    
       Fortified/Staunch/Inpenetrable/Unassailable
          +15%/+20%/+25%/+30% Melee Block Efficacy
          +15%/+20%/+25%/+30% Ranged Block Efficacy
          +15%/+20%/+25%/+30% Magic Block Efficacy
    
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SKL03]          ||         Detect Hidden        ||
                          ||                              ||
                          **------------------------------**
    
         Basically lets you see more things on the map and increases the
         amount of gold found. Every level increases the amount of gold found.
         I noticed that the only thing this skill does not show are corpses
         and skeletons.
    
         Level  1: Enemies and other characters are displayed on the mini-map.
         Level  2: Hidden treasures are displayed on the mini-map, and are 
                   revealed if you go near them.
         Level  3: Enemies' facing is displayed on the mini-map.
         Level  4: You can disarm traps.
         Level  5: Secret doors are displayed on the mini-map, and are revealed 
                   if you go near them.
         Level  6: -
         Level  7: Traps are displayed on the mini-map.
         Level  8: Traps can be disarmed and salvaged for components.
         Level  9: -
         Level 10: Lorestones and treasures are displayed on the mini-map.
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SKL04]          ||          Dispelling          ||
                          ||                              ||
                          **------------------------------**
    
         Dispelling wards can be pretty difficult without any points in this
         skill if it's any harder than easy. Many harder difficulty wards do
         A LOT of damage, sometimes enough to kill you. They also often curse
         you. Every level in dispelling decreases the difficulty of wards.
         It is always a good idea to save before you try to dispel something.
         At level 10 dispelling, you have 66% chance of successfully auto-
         dispelling a very hard ward. Anything easier should be 100% success.
    
         There is an achievement for 50 SUCCESSFUL dispels. Auto-dispels do
         count torwards this.
    
         Level  1: -
         Level  2: You can fail to dispel a ward once before it will explode.
         Level  3: -
         Level  4: Dark sigils are removed from wards.
         Level  5: -
         Level  6: -
         Level  7: You can fail to dispel a ward twice before it will explode.
         Level  8: -
         Level  9: -
         Level 10: Ward glyphs regenerate much more slowly.
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SKL05]          ||          Lockpicking         ||
                          ||                              ||
                          **------------------------------**
    
         Unlike dispelling wards, lockpicking in this game is extremely easy.
         Forcing locks is useful if you want to save time. Also, I've had
         failed to force locks before when it said I have 100% chance of success.
         Successfully picking/forcing locks always use up one lockpick so
         you should always be well-stocked on them. At level 10 lockpicking,
         you have 66% chance of successfully forcing very hard locks. Every
         level decreases the difficulty of picking locks.
    
         There is an achievement for successfully picking 50 locks. Shouldn't
         be hard.  
    
         Level  1: -
         Level  2: -
         Level  3: -
         Level  4: You always succeed when forcing very easy locks.
         Level  5: -
         Level  6: -
         Level  7: You always succeed when forcing easy locks. 
         Level  8: You always succeed when forcing average locks. 
         Level  9: -
         Level 10: You always succeed when forcing hard locks. 
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SKL06]          ||          Mercantile          ||
                          ||                              ||
                          **------------------------------**
    
         The higher your mercantile, the more you sell for and the less you
         buy for. Due to the small bag space compared to the number of stuff
         you will find on monsters and chests, you will probably be junking
         many items. If you have at least level 3 mercantile, it will be worth
         junking stuff you don't for money. Level 10 mercantile may not be as
         useful unless you're lazy, as you can sell stolen goods at any of the
         Traveler's camps: Star, Moon, and Sun Camp. 
    
         Level  1: -
         Level  2: -
         Level  3: You recover 15% of an item's gold value when you destroy it.
         Level  4: -
         Level  5: -
         Level  6: You recover 30% of an item's gold value when you destroy it.
         Level  7: -
         Level  8: - 
         Level  9: -
         Level 10: You can now sell stolen items at any merchant.
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SKL07]          ||          Persuasion          ||
                          ||                              ||
                          **------------------------------**
    
         Can make your life in this game easier like keeping special
         items, avoiding fights, or speeding up a quest. It can also
         decrease the amount of money you need to pay off your crimes.
         No, the bribe cost reductions don't stack. Every level increases
         your chance of success.
    
         Level  1: Decreases bribe cost by 20%
         Level  2: -
         Level  3: Decreases bribe cost by 30%
         Level  4: -
         Level  5: -
         Level  6: Decreases bribe cost by 40%
         Level  7: -
         Level  8: -
         Level  9: -
         Level 10: Decreases bribe cost by 50%
    
         There is an achievement for 50 SUCCESSFUL persuasion attempts 
         so below is a list of persuasion chances.
    
       Who: Encel
     Where: Dalentarth > Allestar Glade > Allestar Tower 
      When: During Out of the Darkness quest (tutorial/main quest)
    
       Who: Guran
     Where: Dalentarth > Allestar Glade
      When: Get rid of the bear attacking him
    
       Who: Agarth
     Where: Dalentarth > Allestar Glade
      When: Into the Light quest (main quest)
    
       Who: Alyn Shir
     Where: Dalentarth > Yolvan > Arden's Hut
      When: During Into the Light quest (main quest)
    
       Who: Nyralim
     Where: Dalentarth > The Sidhe > Caer Nyralim
      When: During Old Friends, New Foes quest (main quest)
    
       Who: Elund Carth
     Where: Erathell > Tywili Coast > Rathir > Upper City
      When: Breaking the Siege quest (main quest)
    
       Who: Dren
     Where: Klurikon > Caeled Coast
      When: Pride Before A Fall quest (main quest)
            Before you get the essence from Ventrinio and try to fight him
            without it.
    
       Who: Dren
     Where: Klurikon > Caeled Coast
      When: Pride Before A Fall quest (main quest)
            After you have the essence.
    
       Who: Dren
     Where: Klurikon > Caeled Coast
      When: Pride Before A Fall quest (main quest)
            After you fight with Dren for a bit with the essence.
    
       Who: Alyn Shir
     Where: Alabastra > Amaura > Bhaile
      When: Taking Vengeance quest (main quest)
    
       Who: Bloody Bones
     Where: Dalentarth > Ettinmere > Uduath
      When: Ballad of Bloody Bones (House of Ballads faction quest)
    
       Who: Gwyn Anwy
     Where: Erathell > Tala-Rane > Helmguard Keep
      When: Lock and Key (Warsworn faction quest)
            When she is in jail.
    
       Who: Gwyn Anwy
     Where: Erathell > Tala-Rane > Helmguard Keep
      When: Lock and Key (Warsworn faction quest)
            Again, when she's in jail. 
    
       Who: Elbin Meroch
     Where: Erathell > Tywili Coast
      When: The House of No Doors (Warsworn faction quest)
    
       Who: Window Grill
     Where: Erathell > Tywili Coast > Rathir > Customs House
      When: The House of No Doors (Warsworn faction quest)
    
       Who: Anru Besin
     Where: Detyre > The Hollowlands > Cloudcrest 
      When: The Mountain Prison (Warsworn faction quest)
    
       Who: Ametair
     Where: Dalentarth > The Sidhe > Arduath 
      When: The Silent Step (Travelers faction quest)
    
       Who: Maire
     Where: Erathell > Tywili Coast > Rathir > Upper City > Temple of Lyria 
      When: Something Borrowed (Travelers faction quest)
    
       Who: Sorceress
     Where: Dalentarth > The Sidhe > Ysa > Delving Hall > Trial of Initiation 
      When: Trial by Fire (Scholia Arcana faction quest)
    
       Who: Bisarane's Voice
     Where: Klurikon > The Midden > Proving Halls 
      When: The Sorrows Call (House of Sorrows faction quest)
    
       Who: Cadoroc
     Where: Klurikon > The Midden > Proving Halls 
      When: The Sorrows Call (House of Sorrows faction quest)
    
       Who: Bisarane's Voice
     Where: Klurikon > The Midden > Proving Halls 
      When: The Sorrows Call (House of Sorrows faction quest)
            After dealing with the poisoned Fae.
    
       Who: Cyrus Erlin
     Where: Detyre > Alserund > House of Valor 
      When: Meeting with Magnus (House of Valor faction quest)
    
       Who: Camden Wulflac
     Where: Dalentarth > Glendara > Didenhil > Three Lamps Inn 
      When: Homecoming (Side Quest)
    
       Who: Finna
     Where: Dalentarth > Odarath
      When: Crisis of Faith (Side Quest)
    
       Who: Ugnar Odgray
     Where: Dalentarth > Odarath > Gorhart
      When: Out of the Past (Side Quest)
    
       Who: Penri Kell
     Where: Dalentarth > Yolvan
      When: Reprisal, Reprised (Side Quest)
    
       Who: Balthasar
     Where: Dalentarth > Glendara > Didenhil > Coilsbain > Coilsbain Ruins
      When: The Natural Order (Side Quest)
    
       Who: Enconeg Holn
     Where: Dalentarth > Ettinmere > Holnstead
      When: The Fisherman's Bride (Side Quest)
    
       Who: Avicenn Etelle
     Where: Dalentarth > Ettinmere > Holnstead
      When: Shine and Shadow (Side Quest)
    
       Who: Osduin
     Where: Dalentarth > Lorca-Rane
      When: The Flowering (Side Quest)
            You must ask him who Boderill is for the option to appear.
    
       Who: Osduin
     Where: Dalentarth > Lorca-Rane > Brunuath
      When: The Flowering (Side Quest)
            After you kill the sprites.
    
       Who: Marga Sammoc
     Where: Dalentarth > Lorca-Rane 
      When: The Antelope (Side Quest)
    
       Who: Grand Faemage Gorrenet
     Where: Dalentarth > The Sidhe > Ysa > Hall of Appointments
      When: Oh, the Indignitaries (Side Quest)
            Persuasion is only available to the first three you ask.
    
       Who: Viscount Setter the Allseer
     Where: Dalentarth > The Sidhe > Ysa
      When: Oh, the Indignitaries (Side Quest)
            Persuasion is only available to the first three you ask.
    
       Who: Warlord Whenery
     Where: Dalentarth > The Sidhe > Ysa > Asker's Alley
      When: Oh, the Indignitaries (Side Quest)
            Persuasion is only available to the first three you ask.
    
       Who: Great Huntress Hartwen
     Where: Dalentarth > The Sidhe > Ysa > The Trellis
      When: Oh, the Indignitaries (Side Quest)
            Persuasion is only available to the first three you ask.
    
       Who: Faitir Scaith
     Where: Erathell > Tala-Rane > Dolve Wayle
      When: Bell, Book and Candle (Side Quest)
            After ringing the bell.
    
       Who: Faitir Scaith
     Where: Erathell > Tala-Rane > Dolve Wayle
      When: Bell, Book and Candle (Side Quest)
            After finding the codex.
    
       Who: Purta
     Where: Erathell > Forsaken Plain
      When: Rivener Tarsus (Side Quest)
    
       Who: Anred Amfast
     Where: Erathell > Forsaken Plain > Emaire
      When: They Walk Among Us (Side Quest)
    
       Who: Froma Tonwald
     Where: Erathell > Forsaken Plain > New Culn
      When: They Walk Among Us (Side Quest)
    
       Who: Nag Fendar
     Where: Erathell > Forsaken Plain > Refugee Camp
      When: They Walk Among Us (Side Quest)
    
       Who: Urlik
     Where: Erathell > Forsaken Plain > New Culn
      When: The Treasures of Culn (Side Quest)
    
       Who: Britt Hagni
     Where: Erathell > Forsaken Plain > Emaire
      When: Raising The Dead (Side Quest)
    
       Who: Atheof Cergren
     Where: Erathell > Galafor > Tirin's Rest
      When: When he asks you to help find his daughter.
    
       Who: Gwastl Brad
     Where: Erathell > Galafor > Tirin's Rest
      When: When you ask him about the place being peaceful.
    
       Who: Priestess Corelon
     Where: Erathell > Galafor > Tirin's Rest
      When: Talk to her.
    
       Who: Freynold Korrast
     Where: Erathell > Galafor > Burren Cove
      When: Tirin's Secret (Side Quest)
    
       Who: Priestess Corelon
     Where: Erathell > Galafor > Tirin's Rest
      When: After completing Tirin's Secret (Side Quest), talk to her.
    
       Who: Kells Cafferty
     Where: Erathell > Galafor > Tirin's Rest
      When: Derfel's Labors (Side Quest)
    
       Who: Selni Peliad
     Where: Erathell > Tywili Coast > Rathir > Lower Tunnels
      When: Every Sparrow Fallen (Side Quest)
    
       Who: Afan Del
     Where: Erathell > Tywili Coast > Rathir > Lower Tunnels
      When: Tidings of War (Side Quest)
    
       Who: Galen Gwalchmai
     Where: Erathell > Tywili Coast > Rathir > Gwalchmai's Goods
      When: Mixing Business (Side Quest)
            After he's drunk and agrees to sign.
    
       Who: Einar Abergast
     Where: Erathell > Tywili Coast > Rathir > Abergast Residence
      When: Bad Blood (Side Quest)
    
       Who: Einar Abergast
     Where: Erathell > Tywili Coast > Rathir > Abergast Residence
      When: Bad Blood (Side Quest)
            Second persuasion
    
       Who: Nuer Bedlym
     Where: Erathell > Tywili Coast > Rathir > Lower Tunnels
      When: The Orison (Side Quest)
    
       Who: Nuer Bedlym
     Where: Erathell > Tywili Coast > Rathir > Lower Tunnels
      When: The Orison (Side Quest)
            Second persuasion, must be successful on first
    
       Who: Nuer Bedlym
     Where: Erathell > Tywili Coast > Rathir > Lower Tunnels
      When: The Orison (Side Quest)
            Third persuasion, must be succesful on second
    
       Who: Hreid Amelthoe
     Where: Detyre > The Red Marches > Galette
      When: Talking to him about a treasure beneath Galette
    
       Who: Giran Alba
     Where: Detyre > The Red Marches
      When: His Brother's Keeper (Side Quest)
    
       Who: Edgar Aron
     Where: Detyre > The Hollowlands > Aron Excavations Mine
      When: Miners in the Sand (Side Quest)
    
       Who: Thelgood Skoria
     Where: Detyre > Apotyre > Skoria Mine
      When: Opening a Vein (Side Quest)
    
       Who: Mayor Eswin Ealfhelm
     Where: Detyre > Apotyre > Whitestone > Mayor's House
      When: Opening a Vein (Side Quest)
            When Adath tells you to kill the mayor
    
       Who: Beorn
     Where: Detyre > Apotyre > Whitestone
      When: Runaways (Side Quest)
    
       Who: Hrindi Zungar
     Where: Detyre > Apotyre 
      When: Runaways (Side Quest)
    
       Who: Parwen Well
     Where: Detyre > Apotyre > Whitestone > Thirsty Wench
      When: Return to Sender (Side Quest)
    
       Who: Parwen Well
     Where: Detyre > Apotyre > Adessa > Hospitalis Quarters
      When: When he asks you to do some work (and not doing them for the
            quest New in Town)
    
       Who: Renerit Vale
     Where: Detyre > Apotyre > Adessa
      When: The Tithes That Bind (Side Quest)
    
       Who: Sari Cemble
     Where: Detyre > Apotyre > Adessa
      When: The Tithes That Bind (Side Quest)
    
       Who: Driadore Sele
     Where: Detyre > Apotyre > Adessa
      When: The Tithes That Bind (Side Quest)
    
       Who: The Headsman
     Where: Klurikon > The Midden > Tinehil
      When: A Time to Reap (Side Quest)
    
       Who: Hillared Gastyr
     Where: Klurikon > Caeled Coast > Castle Gastyr
      When: The Blades and the Seal (Side Quest)
    
       Who: Private Cornall
     Where: Klurikon > Caeled Coast 
      When: Ghosts of Seawatch (Side Quest)
    
       Who: Colm Bardan
     Where: Alabastra > High Fulgen > Glasspillar Caves
      When: The Siege of Moondown (Side Quest)
    
       Who: Gorem Kane
     Where: Alabastra > High Fulgen 
      When: The Siege of Moondown (Side Quest)
    
       Who: Troops
     Where: Alabastra > High Fulgen > Camp Moondown 
      When: The Siege of Moondown (Side Quest)
            While you're giving your speech.
    
       Who: Troops
     Where: Alabastra > High Fulgen > Camp Moondown
      When: The Siege of Moondown (Side Quest)
            While you're giving your speech.
    
       Who: Troops
     Where: Alabastra > High Fulgen > Camp Moondown
      When: The Siege of Moondown (Side Quest)
            While you're giving your speech.
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SKL08]          ||         Sagecrafting         ||
                          ||                              ||
                          **------------------------------**
    
         Each level increases the chance of better quality shards dropping.
         Means that asides from mobs, you have a higher chance of having
         higher quality shards generating in chests and such when you enter
         a new area. Cloudy shards are lowest quality, lambent the middle
         quality, and pristine the highest quality. No, you cannot combine
         two pristine shards to get something better because there is nothing
         better: even if they show up in the list when combining shards.
         There are seven different kinds of shards: Lightning, Fire, Ice, Magic,
         Poison, Physical, and Protection.
    
         Level  1: -
         Level  2: You can create powerful gems using lambent quality shards.
         Level  3: You can strengthen shards by combining two of the same 
                   quality to get one of the next highest quality.
         Level  4: -
         Level  5: -
         Level  6: You can create more powerful gems using pristine quality 
                   shards.
         Level  7: -
         Level  8: You can craft epic gems.
         Level  9: -
         Level 10: You can remove gems from any socket at a Sagecraft Altar.
    
         Below are lists of possible gems created for Weapon/Armor/Utility/Epic.
         There are 10 different effects for weapon/armor/utility gems and
         15 different effects for Epic gems, totalling 45 effects.
    
    
       Weapon Gems
       -----------
     _____________________________________________________________________________
    
       Gem of (Lightning/Thunder/Sparks/Tempest)
          Effects:
             (4/9/17/30) Lightning Damage
             (3/4/8/15)  Shocking Damage over 3 seconds
          Combinations:
             - Lightning + Lightning 
             - Lightning + Magic 
          Best: 
             - Pristine Lightning + Pristine Magic
     _____________________________________________________________________________
    
       Gem of (Fire/Conflagration/Combustion/Incineration)
          Effects:
             (4/9/17/30) Fire Damage
             (3/5/10/20) Burning Damage over 6 seconds
          Combinations:
             - Fire + Fire 
             - Fire + Magic 
          Best: 
             - Pristine Fire + Pristine Magic
     _____________________________________________________________________________
    
       Gem of (Ice/Snow/Frost/Winter)
          Effects:
             (4/9/17/30) Ice Damage
             (2/4/7/18)  Freezing Damage over 2 seconds
          Combinations:
             - Ice + Ice 
             - Ice + Magic 
          Best: 
             - Pristine Ice + Pristine Magic
     _____________________________________________________________________________
    
       Gem of (Voracity/Ravening/Ferocity/Gluttony)
          Effects:
             15% Chance to Steal (5/15/20/25) Mana per Hit
          Combinations:
             - Lightning + Fire 
             - Fire      + Ice
             - Ice       + Lightning
             - Magic     + Poison
             - Magic     + Magic
          Best: 
             - Pristine Magic + Pristine Magic
     _____________________________________________________________________________
    
       Gem of (Leeching/Bloodthirst/Devouring/Bloodletting)
          Effects:
             15% Chance to Steal (5/15/20/25) Health per Hit
          Combinations:
             - Lightning + Poison
             - Fire      + Poison
             - Ice       + Poison
             - Magic     + Physical
          Best: 
             - Pristine Magic + Pristine Physical
     _____________________________________________________________________________
    
       Gem of (Strengthening/Invigorating/Bolstering/Galvanizing)
          Effects:
             (5/9/16/30) Physical Damage
          Combinations:
             - Protection + Lightning 
             - Protection + Fire
             - Protection + Ice
             - Protection + Magic
             - Physical   + Physical
          Best: 
             - Pristine Physical + Pristine Physical
     _____________________________________________________________________________
    
       Gem of (Carnage/Hemorrhaging/Slaughter)
          Effects:
             (5/15/20) Bleeding Damage over 5 seconds
          Combinations:
             - Physical + Lightning 
             - Physical + Fire
             - Physical + Ice
          Best: 
             - Pristine Physical + Pristine Lightning 
             - Pristine Physical + Pristine Fire 
             - Pristine Physical + Pristine Ice
     _____________________________________________________________________________
    
       (Scout's/Seeker's/Stalker's/Saboteur's) Gem
          Effects:
             (4/12/20/25) Piercing Damage
          Combinations:
             - Protection + Protection
             - Protection + Physical
          Best: 
             - Pristine Protection + Pristine Protection
     _____________________________________________________________________________
    
       Gem of (Justice/Magnitude/Amplitude)
          Effects:
             +(5/9/15)% Critical Hit Damage with Physical
          Combinations:
             - Protection + Poison
          Best: 
             - Pristine Protection + Pristine Poison
     _____________________________________________________________________________
    
       Gem of (Decay/Venom/Purefaction/Rot)
          Effects:
             (6/13/24/48) Poison Damage over (5/6/6/7) seconds
          Combinations:
             - Poison + Poison
             - Poison + Physical
          Best: 
             - Pristine Poison + Pristine Physical
     _____________________________________________________________________________
    
    
       Armor Gems
       ----------
     _____________________________________________________________________________
    
       Gem of Ice (Shield/Aversion/Hindrance/Attenuation)
          Effects:
             +(5/12/15/20)% Ice Resistance
          Combinations:
             - Ice + Ice
             - Ice + Magic
             - Ice + Protection
             - Ice + Physical
          Best: 
             - Pristine Ice + Pristine Protection
     _____________________________________________________________________________
    
       Gem of Fire (Shield/Aversion/Hindrance/Attenuation)
          Effects:
             +(5/12/15/20)% Fire Resistance
          Combinations:
             - Fire + Fire
             - Fire + Magic
             - Fire + Protection
             - Fire + Physical
          Best: 
             - Pristine Fire + Pristine Protection
     _____________________________________________________________________________
    
       Gem of Lightning (Shield/Aversion/Hindrance/Attenuation)
          Effects:
             +(5/12/15/20)% Lightning Resistance
          Combinations:
             - Lightning + Lightning
             - Lightning + Magic
             - Lightning + Protection
             - Lightning + Physical
          Best: 
             - Pristine Lightning + Pristine Protection
     _____________________________________________________________________________
    
       Gem of (Refuge/Shelter/Haven)
          Effects:
             +(7/9/12)% Elemental Resistance
          Combinations:
             - Magic     + Magic
             - Magic     + Protection
             - Lightning + Fire
             - Fire      + Ice
             - Ice       + Lightning
          Best: 
             - Pristine Magic + Pristine Protection
             - Pristine Magic + Pristine Magic
     _____________________________________________________________________________
    
       (Superior/Exceptional/Flawless) Gem
          Effects:
             +(10/20/30)% Armor
          Combinations:
             - Protection + Protection
          Best: 
             - Pristine Protection + Pristine Protection
     _____________________________________________________________________________
    
       Gem of (Shifting/Phasing/Displacing/Tempering)
          Effects:
             +(5/9/12/15)% Physical Resistance
          Combinations:
             - Physical + Physical
             - Physical + Protection
          Best: 
             - Pristine Physical + Pristine Protection
     _____________________________________________________________________________
    
       (Rigid/Shielded/Tempered/Inpregnable) Gem
          Effects:
             +(8/15/24/35) Armor
          Combinations:
             - Poison + Ice
             - Poison + Fire
             - Poison + Lightning
             - Poison + Physical
             - Poison + Magic
          Best: 
             - Pristine Poison + Pristine Magic
             - Pristine Poison + Pristine Physical
     _____________________________________________________________________________
    
       Gem of (Antivenin/Remedy/Elixir/Antidote)
          Effects:
             +(5/8/12/16)% Poison Resistance
          Combinations:
             - Poison + Poison
             - Poison + Protection
          Best: 
             - Pristine Poison + Pristine Protection 
     _____________________________________________________________________________
    
       Gem of (Mending/Clotting/Coagulation)
          Effects:
             +(5/12/20)% Bleeding Resistance
          Combinations:
             - Physical + Magic
          Best: 
             - Pristine Physical + Pristine Magic 
     _____________________________________________________________________________
    
    
       Utility Gems
       ------------
     _____________________________________________________________________________
    
       (Diviner's/Augur's/Mage's/Oracle's) Gem
          Effects:
             +(10/14/17/20)% Mana
          Combinations:
             - Lightning + Lightning
             - Fire      + Fire
             - Ice       + Ice 
             - Magic     + Magic
             - Poison    + Poison
          Best: 
             - Pristine Magic + Pristine Magic
     _____________________________________________________________________________
    
       (Crusader's/Paladin's/Templar's/Hero's) Gem
          Effects:
             +(10/14/17/20)% Health
          Combinations:
             - Protection + Lightning
             - Protection + Fire
             - Protection + Ice 
             - Protection + Protection
          Best: 
             - Pristine Protection + Pristine Protection
     _____________________________________________________________________________
    
       (Stimulating/Restoring/Infusing/Rejuvenating) Gem
          Effects:
             +(0.2/1/1.5/2) Mana Regen per Sec
          Combinations:
             - Lightning + Ice
             - Ice       + Fire
             - Fire      + Lightning
             - Magic     + Ice
             - Magic     + Fire
             - Magic     + Lightning
          Best: 
             - Pristine Magic + Pristine Lightning
             - Pristine Magic + Pristine Ice
             - Pristine Magic + Pristine Fire
     _____________________________________________________________________________
    
       (Soothing/Revitalizing/Renewing/Regenerating) Gem
          Effects:
             +(0.1/1/1.5/2) Health Regen per Sec
          Combinations:
             - Physical + Protection
             - Physical + Lightning
             - Physical + Ice
             - Physical + Fire
          Best: 
             - Pristine Physical + Pristine Protection
     _____________________________________________________________________________
    
       (Assailant's/Invader's/Conqueror's) Gem
          Effects:
             +(5/11/20)% Damage vs. lightly wounded targets
          Combinations:
             - Physical + Physical
             - Poison   + Fire
          Best: 
             - Pristine Physical + Pristine Physical
             - Pristine Poison   + Pristine Fire
     _____________________________________________________________________________
    
       (Bully's/Oppressor's/Tormentor's) Gem
          Effects:
             +(5/11/20)% Damage vs. heavily wounded targets
          Combinations:
             - Poison + Ice
          Best: 
             - Pristine Poison + Pristine Ice
     _____________________________________________________________________________
    
       Gem of (Dawn/Light/Radiance)
          Effects:
             +(5/10/20)% Damage during Daytime
          Combinations:
             - Physical + Magic
          Best: 
             - Pristine Physical + Pristine Magic
     _____________________________________________________________________________
    
       Gem of (Dusk/Gloom/Night)
          Effects:
             +(5/10/20)% Damage at Night
          Combinations:
             - Poison + Magic
          Best: 
             - Pristine Poison + Pristine Magic
     _____________________________________________________________________________
    
       Gem of (Confusion/Disorientation/Stupefication)
          Effects:
             +(10/14/20)% Stun Duration
          Combinations:
             - Poison + Lightning
          Best: 
             - Pristine Poison + Pristine Lightning
     _____________________________________________________________________________
    
       Gem of (Skill/Accuracy/Precision)
          Effects:
             +(3/5/7)% Chance to Critical Hit
          Combinations:
             - Poison + Physical
          Best: 
             - Pristine Poison + Pristine Physical
     _____________________________________________________________________________
    
    
       Epic Gems
       ---------
     _____________________________________________________________________________
    
       Gem of (Icy Reprisal/Frozen Retribution/Winter's Vengeance)
          Effects:
             (50/60/75)% Chance to Freeze enemies when Attacked
          Combinations:
             - Ice + Ice
          Best: 
             - Pristine Ice + Pristine Ice
     _____________________________________________________________________________
    
       Gem of (Fiery Reprisal/Infernal Retribution/Summer's Vengeance)
          Effects:
             (50/60/75)% Chance to Burn enemies when Attacked
          Combinations:
             - Fire + Fire
          Best: 
             - Pristine Fire + Pristine Fire
     _____________________________________________________________________________
    
       Gem of (Shocking Reprisal/Electrifying Retribution/Tempest's Vengeance)
          Effects:
             (50/60/75)% Chance to Shock enemies when Attacked
          Combinations:
             - Lightning + Lightning
          Best: 
             - Pristine Lightning + Pristine Lightning
     _____________________________________________________________________________
    
       Gem of (Arresting Reprisal/Debilitating Retribution/Paralyzing Vengeance)
          Effects:
             (40/50/60)% Chance to Stun enemies when Attacked
          Combinations:
             - Protection + Protection
          Best: 
             - Pristine Protection + Pristine Protection
     _____________________________________________________________________________
    
       Gem of the (Infectious Reprisal/Pestilential Retribution/Plague's Vengeance)
          Effects:
             (50/60/75)% Chance to Poison enemies when Attacked
          Combinations:
             - Poison + Poison
          Best: 
             - Pristine Poison + Pristine Poison
     _____________________________________________________________________________
    
       Gem of (Mystic Sonority/Magic Amplification/Magic Resonance)
          Effects:
             +(10/15/20)% Fire Damage
             +(10/15/20)% Ice Damage
             +(10/15/20)% Lightning Damage
          Combinations:
             - Lightning + Ice
             - Ice       + Fire
             - Fire      + Lightning
          Best: 
             - Pristine Lightning + Pristine Ice
             - Pristine Ice       + Pristine Fire
             - Pristine Fire      + Pristine Lightning
     _____________________________________________________________________________
    
       Gem of (Attenuation/Mitigation/Unrivaled Vitality)
          Effects:
             +(25/35/50) Health
             +(25/35/50) Mana
          Combinations:
             - Poison + Ice
             - Poison + Fire
             - Poison + Lightning
          Best: 
             - Pristine Poison + Pristine Ice
             - Pristine Poison + Pristine Fire
             - Pristine Poison + Pristine Lightning
     _____________________________________________________________________________
    
       Gem of (Transfiguration/Reclamation/Abatement)
          Effects:
             -(10/15/20)% Mana Cost
          Combinations:
             - Magic + Ice
             - Magic + Fire
             - Magic + Lightning
          Best: 
             - Pristine Magic + Pristine Ice
             - Pristine Magic + Pristine Fire
             - Pristine Magic + Pristine Lightning
     _____________________________________________________________________________
    
       (Magician's/Wizard's/Sorceror's) Gem
          Effects:
             +1 to (first 2/first 4/all) tiers of unlocked Sorcery Abilities
          Combinations:
             - Magic + Magic
          Best: 
             - Pristine Magic + Pristine Magic
     _____________________________________________________________________________
    
       (Rascal's/Outlaw's/Rogue's) Gem
          Effects:
             +1 to (first 2/first 4/all) tiers of unlocked Finesse Abilities
          Combinations:
             - Magic + Poison
          Best: 
             - Pristine Magic + Pristine Poison
     _____________________________________________________________________________
    
       (Scrapper's/Fighter's/Warrior's) Gem
          Effects:
             +1 to (first 2/first 4/all) tiers of unlocked Might Abilities
          Combinations:
             - Magic + Physical
          Best: 
             - Pristine Magic + Pristine Physical
     _____________________________________________________________________________
    
       Gem of (Cultivation/Wisdom/Enlightenment)
          Effects:
             +1 to (first 2/first3/first 4) tiers of unlocked 
             Might/Finesse/Sorcery Abilities
          Combinations:
             - Magic + Protection
          Best: 
             - Pristine Magic + Pristine Protection
     _____________________________________________________________________________
    
       Gem of the (Vanquisher/Conqueror/Subjugator)
          Effects:
             +(7/10/15)% Damage
             +(5/7/10)% Damage Resistance
          Combinations:
             - Physical + Physical
          Best: 
             - Pristine Physical + Pristine Physical
     _____________________________________________________________________________
    
       Gem of the (Attentive/Diligent/Assiduous/Enlightened)
          Effects:
             +(4/6/8/10)% Experience Bonus
          Combinations:
             - Protection + Poison
             - Protection + Physical
          Best: 
             - Pristine Protection + Pristine Physical
     _____________________________________________________________________________
    
       Gem of (Abundance/Affluence/Opulence)
          Effects:
             +(10/15/20)% Gold Drops
          Combinations:
             - Poison + Physical
          Best: 
             - Pristine Poison + Pristine Physical
     _____________________________________________________________________________
    
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [SKL09]          ||           Stealth            ||
                          ||                              ||
                          **------------------------------**
    
         Useful skill if you focus on Finesse. Basically lets you stay
         unnoticed for a long duration. If you're right smack in front of their
         faces though, don't expect them to not notice you. 
    
         One-hit stealth kills are possible with daggers or faeblades. There
         is an achievement for 20 successful backstabs. A kill in stealth will
         only count towards this achievement if you get a fancy kill scene.
    
         Can also help when pickpocketing people as they will notice you
         more slowly which means you will usually have a higher chance of
         successfully pickpocketing. There's also an achievement for successfully
         pickpocketing at least 20 people.
    
         Level  1: -5% Sight range on unaware NPCs while in stealth.
         Level  2: -
         Level  3: -10% Sight range on unaware NPCs while in stealth.
         Level  4: -
         Level  5: -15% Sight range on unaware NPCs while in stealth.
         Level  6: -
         Level  7: -20% Sight range on unaware NPCs while in stealth.
         Level  8: - 
         Level  9: -30% Sight range on unaware NPCs while in stealth.
         Level 10: -40% Sight range on unaware NPCs while in stealth.
    
    ===============================================================================
         5.                                                
    ======================88==============================88=======================
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [DSTNS]          ||           Destinies          ||
                          ||                              ||
                          **------------------------------**
    
         As you put more points into your Might/Finesse/Sorcery trees, you
         will unlock more destinies to use. You can change to any destiny
         you have unlocked in your menu at any time. You can see all destinies
         and their effects even though you have not unlocked them yet.
    
         Fateless One
            - Tier 0, does nothing and is what you start out with. Useless.
    
         Jack-of-All-Trades
            Requires an even distribution of points in all three trees.
            Tier 1: Seeker
            Tier 2: Wayfarer
            Tier 3: Adventurer
            Tier 4: Prodigy
            Tier 5: Polymath
            Tier 6: Universalist
               - Mastery of Arms: Unlocks all Weapon Mastery Abilities
                 I'm guessing this means it maxes out all weapon masteries to
                 6, since just making them available is pointless as they do
                 not require anything in any other skill to be unlocked.
    
          Might
            Requires most points be spent in the Might tree.
            Tier 1: Brawler
            Tier 2: Fighter
            Tier 3: Soldier
            Tier 4: Warrior
            Tier 5: Conqueror
            Tier 6: Warlord
               - Last Stand: Automatically resurrect with 20% Health when you
                 die. Health drains until an enemy is killed.
    
          Finesse
            Requires most points be spent in the Finesse tree.
            Tier 1: Rogue
            Tier 2: Scout
            Tier 3: Hunter
            Tier 4: Ranger
            Tier 5: Assassin
            Tier 6: Nightblade
               - Assassination: 100% Chance to Critical Hit and 300% Critical
                 Hit Damage, you can tell when this is activated because you
                 get a buff icon.
    
          Sorcery
            Requires most points be spent in the Sorcery tree.
            Tier 1: Acolyte
            Tier 2: Initiate
            Tier 3: Seer
            Tier 4: Sage
            Tier 5: Sorceror
            Tier 6: Archmage
               - Blink: Can teleport short distances instead of rolling; can
                 be used to pass through monsters blocking you. If it has an
                 element, it will also inflict that element on anything you
                 teleported through.
               - Echoes of Fate: Chance to Spawn Fate Echo Ally per Kill. 
                 Basically spheres that zap nearby enemies.
    
          Might/Finesse
            Requires even distribution of points in Might and Finesse
            Tier 2: Duelist
            Tier 3: Warden
            Tier 4: Avenger
            Tier 5: Slayer
            Tier 6: Blademaster
               - Cut Throat: +15% Physical Damage, +1% Chance to Steal Health,
                 and Gold Drops as 20% of damage dealt for 5 seconds when 
                 striking fallen enemies. You can tell when this is in effect
                 by the shiny gold aura you will have.
    
          Finesse/Sorcery
            Requires even distribution of points in Finesse and Sorcery
            Tier 2: Disciple
            Tier 3: Arcanist
            Tier 4: Warlock
            Tier 5: Spellcloak
            Tier 6: Shadowcaster
               - Dread: Guaranteed to Critical Hit enemies in Panic. Basically
                 guarantees a critical hit when your enemies are trying to run
                 away or distracted by something such as being set on fire.
               - Blink: Can teleport short distances instead of rolling; can
                 be used to pass through monsters blocking you. If it has an
                 element, it will also inflict that element on anything you
                 teleported through.
    
          Might/Sorcery
            Requires even distribution of points in Might and Sorcery
            Tier 2: Guardian
            Tier 3: Battlemage
            Tier 4: Crusader
            Tier 5: Paragon
            Tier 6: Champion
               - Blink: Can teleport short distances instead of rolling; can
                 be used to pass through monsters blocking you. If it has an
                 element, it will also inflict that element on anything you
                 teleported through.
               - Harmonic Overload: Chance to produce elemental projectiles
                 per kill. Appears to have a rather low chance of happening,
                 but when it does, it is a random element that homes in on
                 a nearby foe. 
    
    ===============================================================================
         6.                                                
    ======================88==============================88=======================
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [TWSTS]          ||        Twists of Fate        ||
                          ||                              ||
                          **------------------------------**
    
         Twists of Fate are permanent boosts, usually acquired from completing
         Main or Faction quests. 
    
         Child of Autumn
            +5% Elemental Damage
            +5% Damage vs. Fae
            You are the last member of the House of Sorrows, forced to bear
            witness to the end of one of the oldest institutions in the Faelands.
    
         Confident
            +5% Ice Resistance
            +5% Fire Resistance
            You follow your path with uncommon coolness and ease, rarely 
            letting your situation suffer from extremes.
    
         Destiny Defiant
            +5% Damage
            +5% Damage Resistance
            +10% Mana
            +10% Health
            You defeated Tirnoch and ended the Crystal War; the enormity of these
            events will resound throughout Amalur forever. As a result of your
            actions the world is now free from the constraints of merciless Fate.
    
         Disciplined
            +5% Elemental Resistance
            +1 to Sorcery Abilities
            Imbued with the tempered ambition of Archsage Caledus, you are 
            filled with a hardened resolve and feel capable of achieving any goal.
    
         Fearless
            +5% Elemental Damage
            +1 to Sorcery Abilities
            Imbued with the tempered indifference of Archsage Caledus, no foe
            or challenge gives you pause.
    
         Forsworn
            +1 to Might Abilities
            +10% Physical Damage
            +5% Fire Damage
            By accepting the Niskaru Lord Khazamandu's blessing atop Cloudcrest 
            Mountain, you became the scourge of the Warsworn, rather than their 
            champion.
    
         Harbinger
            +2% XP gain while in Reckoning Mode
            Preternaturally aware of the motions of Fate, you not only alter 
            the destinies of your slain enemies but can absorb some of their 
            experience as well.
    
         Iconoclast
            +10% Damage with Faeblades
            +6% Mana
            +3% Chance to Steal 5 Health
            You forever changed the songs of old by choosing to write your own
            history, and become the new ruler of House of Ballads. 
    
         Siegebreaker
            +4% Experience Bonus
            +6% Damage
            You changed the course of war and defeated the Greater Niskaru, Balor.
            Songs of your bravery and heroism will be sung for generations.
    
         Temperance
            +1 to Finesse Abilities
            +6% Evade Chance
            Prudence is what is important. Not bravado, not chivalry. Pragmatism 
            is your ally in combat -- evading stronger foes and crippling them at
            their weakest.
    
         The Chariot
            +1 to Finesse Abilities
            +6% Piercing Damage
            The stuff of legend among the Travelers, you use the shadows like
            no other, staying out of sight and mind...until it is time to strike.
    
         Truesworn
            +1 to Might Abilities
            +10% Chance to Critical Hit vs. Niskaru
            +6% Stun Duration
            By defeating Anru Besin and his Fahrlangi atop Cloudcrest Mountain,
            you joined the ranks of the legendary heroes of the Warsworn.
    
         Undisputed Champion
            +5% Damage
            +5% Damage Resistance
            Despite all odds, you defeated the Champion of the Valor Arena and
            claimed the title of Grand Champion as your own. 
    
         Unraveller
            +5% Experience Bonus
            You defeated Octienne and exposed his scheming, thereby proving
            that unmaking the threads of Fate is often as important as measuring
            and spinning them.
    
         Unstoppable Force
            +6% Physical Damage
            +7% Gold
            The Guardian of Pride, the invincible Dren, fell before your
            indomitable power. You liberated the House of Pride and opened the
            path to your final confrontation with Gadflow.
    
         Unwritten One
            +3% Experience Bonus
            +5% Gold
            You are truly a blank slate, able to choose your own destiny, as 
            witnessed and proclaimed by the High King Titarion himself.
    
    ===============================================================================
         7.                                                
    ======================88==============================88=======================
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [ACVMT]          ||         Achievements         ||
                          ||                              ||
                          **------------------------------**
    
         I will only be putting the achievements that are in the game as I
         do not have the Steam version. There are 50 achievements total in
         the game. You don't get anything for getting them (if you play non-
         Steam PC version).
    
    
         Reborn
            Finish the tutorial
    
         No Destiny, All Determination
            Finish The Coming Storm main quest
    
         Turning The Tide
            Finish Enemies in High Places main quest
    
         Hero Of Mel Senshir
            Finish Breaking the Siege main quest
    
         Destiny Defiant
            Finish the main storyline
    
         Destiny Dominated
            Finish the main storyline on Hard mode; you must start the game
            on Hard, and play through the whole main questline without
            ever changing the difficulty. The game even warns you that you
            will miss out on this achievement if you change the difficulty
            in the middle. Feel free to change after you've finish the
            main story though.
    
         House of Ballads
            Finish the House of Ballads storyline 
    
         House of Sorrows
            Finish the House of Sorrows storyline 
    
         Scholia Arcana
            Finish the Scholia Arcana storyline
    
         Travelers
            Finish the Travelers storyline
    
         Warsworn
            Finish the Warsworn storyline
    
         Reckoning Rampage
            Kill at least five enemies with one Fateshift; this means
            within the time of one Fateshift, you need to have at least five
            enemies that you can use your finishing move on and use it on
            one of them. 
    
         Niskaru Slayer
            Kill 25 Niskaru; this shouldn't be a problem, there are tons that
            show up during the main storyline.
    
         Out Of Your League
            Kill a mob four levels higher than you; easy way to get this is
            have a game where you just finish the tutorial and in Gorhart.
            Break in to the jail here, pull the lever to let the prisoners
            out, and kill one of them before they escape. They may be four
            levels higher but they're really weak because they have no armor
            or weapons. Use a Fateshift if they run too fast for you.
    
         Cleaning Up The Streets
            Kill at least 50 bandits; there are a ton of Red Legion in the
            beginning - plenty enough to get you this achievement. Freeman
            and what nots also count toward this achievement.
    
         Blades Of Glory
            Acquired at least ten unique weapons - unique weapons are ones
            with a purple name. You don't need to have ten on you at once. You
            can get rid of them if you don't want them and they will still
            count towards this achievement.
    
         Foiled Again!
            Parried 100 times - a parry is when you throw up your shield right
            before an enemy strikes you, causing them to bounce back. You
            can just farm parrys off of a melee mob until you get this.
    
         Trapper
            Killed 25 enemies with traps. The trap must do the finishing
            blow so you might want to use them when the enemy is low on health.
            The skills Frost Trap and Gambit in the finesse tree count towards
            this achievement. 
    
         Riposte!
            Landed 25 special attacks out of parry - basically means you
            need to sucessfully strike an enemy with any of the following
            skills amounting to a total of 25 times: Riposte (longsword), 
            Crushing Blow (hammer), Gut Thrust (greatsword), Punishment (daggers),
            and Savage Wing (faeblades). These moves are only available
            if you unlocked them and attack right after a parry with the
            corresponding weapon. 
    
         Would You Like Fries With That?
            Landed 100 complete attack chains - have a whole attack chain
            land successfully on enemies at least 100 times; you can tell
            a chain is finished when your character has a short delay after
            your final hit.
    
         Shock And Awe
            Killed 100 enemies with skills - basically land killing blows on
            enemies with anything that costs mana, but sustained skills like
            Envenomed Edge do NOT count towards this. Traps DO count. 
    
         And Then There Were None
            Killed 500 enemies with skills - same as the kill 100 one, except
            400 more enemies. Read above. 
    
         Juggler
            Land five consecutive hits on a launched enemy - there are some
            skills that launches your enemy into the air when hit. You need
            to hit them five more times before they fall back to the floor.
            One way is to have a sword and a bow in your weapon slots, launch
            the enemy into the air wtih the longsword, then quickly switch to
            your bow to quickly sick five arrows into it. Easier is to use
            the chakram move after a dodge. It will launch the enemy (if it's
            not too big) into the air and cut it up, hitting way more than just
            five times. Funny thing is that the Gambit traps work for this
            too. I got this achievement when I threw down a bunch of the
            mines and a Niskaru just flew all over the place because it landed
            on so many. 
    
         Elixir of Fate
            Made a potion with the essence of fate - you get a Fate Potion
            recipe when you complete The Coming Storm main quest. It needs
            four Essence of Fate to create. Master potions also require
            essence of fate so take your pick.
    
         It Didn't Explode!
            Made a stable potion by experimenting - just find a successful
            recipe while experimenting at an alchemy lab. You can look at
            a recipe you already have and then just use those ingredients
            in experiment.
    
         Green Thumb
            Harvest 10 of each type of reagent. Reagents bought from stores
            and dropped from monsters do NOT count towards this. You have to
            successfully harvest it from a plant, so having the Dowsing Rod
            and high Alchemy skill is useful. There are 20 different plants
            in the whole game. Most are easily obtained throughout the world
            but a few ingredients may be found only in caves and dungeons.
            White Flake and Scarab Salts: 
               - Shardfall in Erathell, Cradle of Summer
            Essence of Fate plant locations:
               - Ettinmere, one far left, must be swum to
               - Erathell, in Acatha, one under the waterfall on very left, 
                 hug the wall left of Gloamthicket and you'll find it
               - Detyre, behind a hidden door on the path between the Hollowlands
                 and Menetyre
               - Klurikon, path between the two halves of Caeled Coast
               - Alabastra, path between High Fulgen and Shadow Pass
            Prismere Dust locations:
               - common/abundant in Bhaile (Alabastra)
    
         Good As New
            Repaired a piece of equipment - just use a repair kit on a weapon
            or armor piece. Repair kits can be bought from merchants or
            found in chests or on monsters.
    
         Shop Class
            Crafted a piece of equipment with blacksmithing - You don't need
            any levels in blacksmithing to get this, as long as you have the
            right parts to make a weapon or armor, you will get this.
    
         Master Of The Forge
            Crafted an item that uses all 5 forge components - you need at
            least level 7 blacksmithing for this. The 5th component is a gem,
            whose type depends on what you're making. Make sure you have
            at least one of every component to get this.
    
         Romancing The Gem
            Crafted an Epic Gem - requires level 8 sagecrafting and then just
            fuse together any two shards under the Epic Gem creation option 
            at a sagecrafting altar.
    
         Diamond In The Rough
            Crafted a Pristine Shard - you need level 3 sagecrafting for the
            option to combine shards at a sagecrafting altar. You also need
            two lambent shards of the same type. Combine them and you should
            get a pristine shard of the same type and this achievement.
    
         They Never Saw It Coming
            Backstabbed 20 enemies - requires daggers or faeblades in stealth
            mode and the backstab ability. Your backstab will only count if
            it kills your target. You'll know it counts if you got a fancy
            execution cutscene for using backstab. 
    
         Cartographer
            Discovered 100 locations - basically find 100 places on the world
            map that you can fast travel to. You'll just have to run around
            a lot.
    
         The Great Detective
            Detected 25 hidden things - requires at least level 2 Detect Hidden.
            I don't think you have to loot the rocks/logs/wells or open the
            hidden doors to count towards this; just approach it so they shine
            and it says you've discovered a hidden object. Then again, might
            as well loot/open it no?
    
         Loremaster
            Find all lorestones - means you need to have touched all 75 lorestones
            in the Faelands. Level 10 Detect Hidden makes this much much easier.
            Look at Lorestone section for some more information.
    
         Bookworm
            Read 50 books - Just loot bookshelves for books. You can read them
            without having to steal or take them. I don't think scrolls and such
            count towards this. There are some merchants that sells books. One
            in Adessa and one in Rathir. 
    
         Big Spender
            Spent 200,000 gold - not very difficult as you'll accumulate 
            millions during your play, probably. Paying for Fateweavers and
            Skill Trainers also count towards this achievement.
    
         Five Finger Discount
            Stole and fenced an item - you need level 10 mercantile to sell
            stolen goods to regular merchant npcs, however, you can simply sell
            a stolen item at any of the three Traveler camps. Easy.
    
         Where's My Wallet?
            Pickpocketed 20 times - You need to successfully pickpocket 20
            different npcs; you can't get caught or it won't count. You can
            pickpocket when you are in stealth mode and behind a npc. 
    
         Jailbreak
            You broke out of jail - just get guards to stop you, go to some
            jail, and then use a lockpick to open the gate and you should
            have it.
    
         A Life of Crime
            Get caught commiting a crime 25 times - it should be pretty obvious
            when you're caught. People will be calling for guards, and yes,
            I believe you have to have the guards literally catch you too. It
            means going on a murderous rampage won't work because there's no
            one to stop you!
    
         Crime Doesn't Pay
            Spent over 10,000 gold in crime bribes - easier if you have no
            points in persuasion skill, but you can just kill someone to get
            a high fee. Pay a guard then you should have this if your bribes
            paid totals to at least 10,000. 
    
         Some of This, Some of That
            Unlocked a two-class hybrid destiny - unlock any card that is
            under the might/finesse, might/sorcery, or finesse/sorcery tab
            in Destinies. 
    
         It Is Your Destiny
            Unlock a top tier destiny - a top tier destiny is rank 6, which
            requires 109-111 ability points depending on what class destiny
            you're going for. 
    
         Jack Of All Trades
            Unlocked a Jack of All Trades destiny - distribute an even number
            of points in all three ability trees and you will eventually
            unlock one under might/finesse/sorcery tab in Destinies. The first
            jack of all trades destiny only requires 2 in each so you can get
            this at level 1, really. 
    
         Breaking And Entering
            Picked 50 locks - you need to successfully open 50 chests, forcing
            chests should also count towards this achievement.
    
         Open Sesame
            Dispelled 50 wards - means you can't let it blow up on you. I find
            dispelling anything above average difficulty quite tedious when
            you do not have any points in the dispelling skill. In the beginning,
            easy difficulty was already hard enough for me. Easiest way to
            get 50 is to save before you ever try to dispell something, which
            you should do anyways because failing could kill you. If you have
            high dispelling, you can simply auto-dispell and it will count.
            Also, a gnome called Daedinnear in the Laboraties in Adessa gives
            a repeatable task of dispelling chests on the second floor. You 
            can just repeating this quest for the achievement and some money.
    
         A Wink And A Smile
            Succeed at 50 persuasion attempts - you only get one chance to
            persuade someone when you talk to them when the option to do so
            shows up, so you better have high persuasion if you want this. At
            level 10 persuasion, you usually have 95% chance of success, with
            about 66% at lowest. Look at the persuasion skill section for
            available persuasion chances.
    
         Bull In A China Shop
            Smashed 1,000 objects - there are crates, barrels, and pots all
            over in this world. They all count towards this achievement. Easy
            weapon to use to break many at once would be the chakram. Also,
            the Customs House in Rathir has A TON of crates and highly
            concentrated so it's a good place to farm them. 
    
         Streaker
            You spoke to someone while not wearing clothes - you need to
            take everything off, even your shield and accessories for good
            measure. Talk to anyone and you should get this, despite the fact
            that they don't ever acknowledge your nakedness like Skyrim does. 
    
    
    
    ===============================================================================
         8.                                                
    ======================88==============================88=======================
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [LRSTN]          ||          Lorestones          ||
                          ||                              ||
                          **------------------------------**
    
         Collecting all the lorestones in a set gives your character
         permanent buffs, so just touch every single one you pass by. All
         stones are located in their respective places by name except for
         the four seasons; these are scattered throughout the whole world.
         You can see what stones you have found under your Status and 
         replay/reread each story you've heard. 
    
         If you cannot find some stones, they are probably in dungeons or 
         caves. Some are outside on the map but are only accessible by going
         through a dungeon/cave. There are also a few hidden behind secret
         doors and such. Level 10 Detect Hidden skill will show lorestones
         you haven't found on your map. There are a total of 75 lorestones.
         
         I will only list lorestones that are harder to find or indoors 
         in a not-as-obvious place. Check out the maps section for links
         to maps I've made available on GameFAQs. They also show lorestone
         locations.
    
         Gorguath: Behind a secret door
    
         Dalentarth: Dalentarth > The Sidhe > Ysa
         Dalentarth: Dalentarth > The Sidhe > Caer Nyralim
    
         The Red Marches: Detyre > The Red Marches > Tomb of Fyragnos
                          (exit a door inside the tomb to reach the cliff with
                           the lorestone, requires a key from completing the
                           quest Worth Fighting For)
         The Red Marches: Detyre > The Red Marches > Tomb of Fyragnos
                          (exit a door inside the tomb to reach the area with
                           the lorestone, requires a key from completing the
                           quests Worth Fighting For & Her Righteous Fury)
    
         Fall: Erathell > Tywili Coast > Blackened Hall
    
         Autumn: Dalentarth > Odarath > Angur Farhal
         Autumn: Dalentarth > Odarath > Angur Farhal
         Autumn: Erathell > Forsaken Plain > Mull-Rane
         Autumn: Erathell > Forsaken Plain > Mull-Rane
         Autumn: Klurikon > Cursewood > Foes' Hearth
         Autumn: Klurikon > Caeled Coast > Damalroc
         Autumn: Alabastra > Shadow Pass > Mordus-Torr
         Autumn: Alabastra > Twilight Pass > Weconai
         Autumn: Alabastra > Twilight Pass > Weconai
    
         Winter: Alabastra > Bhaile
    
       
            Type:                    Reward:
       -------------------------------------------------------------------------
      
            Odarath                  Nature's Primacy
                                        +4% Damage with Melee vs. Humans
    
            Yolvan                   Yolvan's Poison
                                        +10% Poison Damage vs. Fae
    
            Webwood                  Widow's Way
                                        +6% Fire Damage
    
            Ettinmere                Farrara's Zeal
                                        +3% Damage with Melee
    
            Gorguath                 Sagrell's Wile
                                        +6% Damage with Faeblades
    
            Glendara                 Diden's Passion
                                        +4% Health
    
            Haxhi                    Heroes' Wisdom
                                        +3% Chance to Critical Hit vs. Fae
    
            The Sidhe                Architect's Inspiration
                                        +6% Mana
    
            Summer's End             Belmaid's Ingenuity
                                        +6% Damage with Hammers
    
            Dalentarth               Oleyn's Will
                                        +8% Poison Resistance
    
            Castle Windemere         Wencen's Love
                                        +2% Chance to Critical Hit
    
            The Wolds                Fae Knowledge
                                        +4% Health
    
            Cradle of Summer         Shaper's Touch
                                        5% Chance to Steal 10 Mana per Hit
    
            Tala-Rane                Scavenger's Luck
                                        +3% Gold Drops
    
            Kandria                  Blood of Kings
                                        +20% Bleeding Resistance
    
            Galafor                  Mihari's Blessing
                                        +20 Health
    
            The Red Marches          Fyragnos' Wish
                                        +20% Burning Duration
    
            Alserund                 Valor's Shield
                                        +5% Armor
    
            The Hollowlands          Divine Sacrifice
                                        +6% Fire Resistance
    
            Menetyre                 Carver's Labor
                                        +6% Armor
    
            Apotyre                  Desert Survival
                                        +4% Health
    
            The Midden               Sorrow's Benefit
                                        +6% Bleeding Damage
    
            Caeled Coast             Hunter's Thoughts
                                        +3% Damage with Ranged
    
            Klurikon                 Humility
                                        -10% Equip Requirements
    
            Alabastra                Anagnorisis
                                        +4% Damage Resistance
    
            Amaura                   Enlightenment
                                        +6% Critical Hit Damage with Magic
    
            Bhaile                   Nothingness
                                        +10% Health & Mana
    
            Spring                   Bayala's Spring
                                        +3% Health & Mana
    
            Summer                   Ysa's Summer
                                        +1 Health Regen per Sec
    
            Fall                     Athyll's Fall
                                        +1 Mana Regen per Sec
    
            Winter                   Gadflow's Winter
                                        +10% Ice Resistance
    
    
    ===============================================================================
         9.                                                
    ======================88==============================88=======================
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [INVNT]          ||             Items            ||
                          ||                              ||
                          **------------------------------**
    
           Weapons.................................................[WPN00]
           Armor...................................................[AMR00]
           Accessories.............................................[ACS00]
           Consumables.............................................[CNSMB]
           Other...................................................[MISCL]
    
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [WPN00]          ||           Weapons            ||
                          ||                              ||
                          **------------------------------**
    
                 Longswords.................................[WPN01]
                    Non-Unique.......................[NONW1]
                    Unique...........................[UNQW1]
                 Greatswords................................[WPN02]
                    Non-Unique.......................[NONW2]
                    Unique...........................[UNQW2]
                 Hammers....................................[WPN03]
                    Non-Unique.......................[NONW3]
                    Unique...........................[UNQW3]
                 Daggers....................................[WPN04]
                    Non-Unique.......................[NONW4]
                    Unique...........................[UNQW4]
                 Faeblades..................................[WPN05]
                    Non-Unique.......................[NONW5]
                    Unique...........................[UNQW5]
                 Bows.......................................[WPN06]
                    Non-Unique.......................[NONW6]
                    Unique...........................[UNQW6]
                 Staves.....................................[WPN07]
                    Non-Unique.......................[NONW7]
                    Unique...........................[UNQW7]
                 Scepters...................................[WPN08]
                    Non-Unique.......................[NONW8]
                    Unique...........................[UNQW8]
                 Chakrams...................................[WPN09]
                    Non-Unique.......................[NONW9]
                    Unique...........................[UNQW9]
    
    
       Stats for items listed are based on WHITE weapons with no prefixes 
       or suffixes. Next section of guide contains prefixes and suffixes list.
    
       Also, if a regular white item has sockets, it becomes GREEN (infrequent)
       rarity. If a weapon is Crude ______, then it has lower level requirements 
       and lower total damage.If a weapon is Fine ______, then it has
       higher level requirements and higher total damage.
    
       Also, about unique gear: their damage/armor/requirements depends on what
       level you are when you acquire them. However, they do have a cap. The
       best way to determine how powerful a weapon is is by its durability.
       Higher durability means more powerful in general. But alas, for example,
       if you get a purple weapon at level 1, it would have been more powerful
       if you had gotten it while you were level 2 or 3. Unique equipment does
       NOT level up with you so once you get it, that's how it's going to
       stay. 
    
    
                            **--------------------------**
                            ||                          ||
         [WPN01]            ||        Longswords        ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONW1] Non-Unique |
    *--------------------*
    
       [Rusty Longsword] 
          Stats:
             Durability     - 20
             Total Damage   -  9
                7 Physical Damage
                2 Piercing Damage
    
       [Iron Longsword] 
          Stats:
             Required Level -  1
             Durability     - 20
             Total Damage   - 15
                11 Physical Damage
                4 Piercing Damage
    
       [Steel Longsword] 
          Stats:
             Required Level -  3
             Durability     - 22
             Total Damage   - 29
                21 Physical Damage
                8 Piercing Damage
    
       [Azurite Longsword] 
          Stats:
             Required Level -  7
             Durability     - 24
             Total Damage   - 49
                35 Physical Damage
                14 Piercing Damage
    
       [Sylvanite Longsword] 
          Stats:
             Required Level - 12
             Durability     - 26
             Total Damage   - 78
                56 Physical Damage
                22 Piercing Damage
    
       [Prismere Longsword] 
          Stats:
             Required Level -  16
             Durability     -  28
             Total Damage   - 106
                76 Physical Damage
                30 Piercing Damage
    
       [Hellbane]
          Stats:
             Durability -  25
             Total Damage - 0
          A sturdy, well-balanced blade, meant to be wielded with one hand.
    
       [Belne's Sword of Ire]
          Stats:
             Durability -  48
                Physical Damage
                Piercing Damage
                [1] Weapon Socket
                [2] Utility Socket
          This sword was crafted by Master Belne of the Ashmoor Clan, one of
          the finiest weapon and armor shapers in the Winter Faelands.
    
    *----------------*
    | [UNQW1] Unique |
    *----------------*
    
       [Fate's Edge] 
          Stats:
             Durability - 20
                Physical Damage
                Piercing Damage
                +15% Reckoning Duration
          A rare weapon finely tuned to the elusive threads of fate.
    
       [The Beast] 
          Stats:
             Durability - 25
                Physical Damage
                Piercing Damage
                +5% Piercing Damage
                Bleeding Damage over 5 seconds
          The Beast is the destroyer. Often thought of as the card of 
          destruction, Fateweavers are quick to explain that The Beast 
          indicates change, rather than death. In the last several years, 
          The Beast has begun appearing in more readings than ever before. 
    
       [Vengal's Vengeance] 
          Stats:
             Durability - 40
                Physical Damage
                Piercing Damage
                +1 Mercantile
          Vengal gave his daughter, Tavvy, this sword when he apprenticed
          her with the Merchant's Guild. Now Lady Tavvy is a wealthy 
          merchant, fearsome in battle or bargain.
    
       [Frostblade] 
          Stats:
             Durability - 42
                Physical Damage
                Piercing Damage
                Ice Damage
                +Health
                Freezing Damage over 3 seconds
          Its owner and origin unknown, this blade was apparently forged 
          by a Ljosalfar smith, but enchanted by Varani mage-priests.
    
       [Bloodhunter] 
          Stats:
             Durability - 42
                Physical Damage
                Piercing Damage
                Bleeding Damage over 5 seconds
                +10% Chance to steal 5 Health per Hit
          Travelers discovered this grotesque whimsy lying near a naked 
          child's body, surrounded by the hacked, bloody corpses of twelve 
          Warsworn dead.
    
       [Almain Cutlass] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                +15% Damage vs. Alfar
          An ancient, outsized, and battered cutlass, long out of fashion 
          among the Almain, but prized for its potent enchantments. 
    
       [Flameblade] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                Fire Damage
                +5% Fire Damage
                Burning Damage over 6 seconds
          A gift from a noble to his bard, rewarding his shameless puffery 
          in praise of the noble's virtues and good looks.
    
       [Bastion] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                +Health
                +Mana
          Won from a Varani in a House of Valor tournament, then 
          contemptuously tossed into the sea by the Tuatha victor. 
    
       [Hellbane] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                15% Chance to Steal 15 Health per Hit
                +15% Damage vs. Niskaru
          One of the legendary blades belonging to a Varani mercenary known
          only as Three Swords. It is weathered and rusty with age.
    
       [Haldebier's Blade] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +Health
                Bleeding Damage over 5 seconds
          Weary of the Cycle, the champion of the Godstorm, Haldebier, 
          left this broken weapon as a token of his immortal spirit. 
    
       [Ferox] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +10% Damage vs. lightly wounded targets
                +15% Chance to Steal 15 Mana per Hit
                +1 Detect Hidden
          Necromantic enchantments and a brutal ornamental style suggest 
          this mysterious weapon comes from Adelia's Corthian Age.
    
       [Warnir's Reward] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +15% Gold Drops
                +5% Experience Bonus
          Carried by the Varani sea-rover, Bara Warnir. Lost when she fell 
          in battle against her treacherous brother, Tostig Warnir.
    
       [Cessblade] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                +5% Poison Damage
                Poison Damage over 5 seconds
          Carried by Fae beaters in the Wild Hunt. Such potent enchantments are
          usually reserved for Fae kings, queens, and archsages.
    
       [Piercing Rapier] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
          Rapiers are uncommon in the Faelands. This Ljosalfar model is 
          still heavy enough for a more aggressive slashing style. 
    
       [Dragonfang] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                +35% Fire Damage
                Burning Damage over 7 seconds
                15% Chance to Steal 25 Health per Hit
          Recovered from a wrecked commerce raider, known only by its Ljosalfar
          style and maker's mark, and by its named inscribed on the blade.
    
    
                            **--------------------------**
                            ||                          ||
         [WPN02]            ||        Greatswords       ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONW2] Non-Unique |
    *--------------------*
    
       [Iron Greatsword] 
          Stats:
             Required Level -  1
             Durability     - 20
             Total Damage   - 22
                18 Physical Damage
                4 Piercing Damage
    
       [Steel Greatsword] 
          Stats:
             Required Level -  3
             Durability     - 22
             Total Damage   - 43
                35 Physical Damage
                8 Piercing Damage
    
       [Azurite Greatsword] 
          Stats:
             Required Level -  7
             Durability     - 24
             Total Damage   - 73
                59 Physical Damage
                14 Piercing Damage
    
       [Sylvanite Greatsword] 
          Stats:
             Required Level -  12
             Durability     -  26
             Total Damage   - 116
                94 Physical Damage
                22 Piercing Damage
    
       [Prismere Greatsword] 
          Stats:
             Required Level -  16
             Durability     -  28
             Total Damage   - 156
                126 Physical Damage
                30 Piercing Damage
    
    *----------------*
    | [UNQW2] Unique |
    *----------------*
    
       [Fate's Brand] 
          Stats:
             Durability - 20
                Physical Damage
                Piercing Damage
                +15% Reckoning Duration
          A rare weapon finely tuned to the elusive threads of fate.
    
       [The Forge] 
          Stats:
             Durability - 25
                Physical Damage
                Piercing Damage
                Burning Damage over 5 seconds
                +5% Chance to Steal 12 Health per Hit
          The Forge is an instrument of change and its card reflects that. 
          Those fated with The Forge bring about change, or are themselves 
          changed, in sudden and often wide-reaching events. 
    
       [Righteous] 
          Stats:
             Durability - 25
                Physical Damage
                Piercing Damage
                Bleeding Damage over 10 seconds
          A heavy-duty blade, meant to be wielded with two hands.
    
       [Rhyderk] 
          Stats:
             Durability - 28
                Physical Damage
                Piercing Damage
                +5% Fire Damage
                [1] Weapon Socket
          Forged by Lord Sethe and lost, later recovered by Sir Airmer, 
          who defeated the bolgan and regained Dalentarth for the Summer 
          Court.
    
       [Frostbite] 
          Stats:
             Durability - 42
                Physical Damage
                Piercing Damage
                +Health
                Ice Damage
                Freezing Damage over 5 seconds
          Damp air forms as frost on the enchanted steel. With a Court of
          Winter engraved blade and grip in classic Fae style.
    
       [Fortune] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                +7% Gold Drops
                +8% Chance to Critical Hit
          The claymore wielded by Commander Ballegar brought great riches 
          to the Warsworn. It was lost in battle with the Jottun of Detyre.
    
       [Stormbrand] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                +5% Lightning Damage
                Lightning Damage
                Shocking Damage over 5 seconds
          A private project of a Court of Summer enchanter infatuated with
          the ornamental styles of the Erathi ruins. 
    
       [Luxuria] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +10% Chance to Critical Hit
                +20% Stun Duration
                +5% Chance to Stun
          A heirloom of a noble Almain clan until it was lost by its owner
          in the early battles of the Faelands War.
    
       [Lifedrinker] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                Bleeding Damage over 5 seconds
                +10% Chance to Steal 25 Health per Hit
          The highest expression of the necromancer's art. Do not expect to 
          be received in polite society when carrying this weapon.
    
       [Havoc] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +10% Poison Damage
                Poison Damage over 5 seconds
          Oathblade Gorwin's company recovered this blade, but not his body, 
          after they were overrun defending Rathir early in the Crystal War.
    
       [Gerstotad] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                +10% Chance to Stun
          Meaning "doomed" in the Jottun tongue, this sword was created for 
          an elite Jottun mercenary guard captain. Exquisite craftmanship keeps 
          it light enough for smaller races.
    
       [Scourgebane] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                +Health
                Lightning Damage
                Freezing Damage over 5 seconds
          Gaudy and impractical in name and ornamentation, this sword is
          surprisingly light, graceful, and impossibly sharp.
    
       [Gentleman's Favor] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                +20% Health
                +20% Physical Damage
                +10% Piercing Damage
          Bears the motto, 'Violence is the last, joyous resort of the 
          improvident planner,' engraved on the blade.
    
    
                            **--------------------------**
                            ||                          ||
         [WPN03]            ||          Hammers         ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONW3] Non-Unique |
    *--------------------*
    
       [Iron Hammer] 
          Stats:
             Required Level -  1
             Durability     - 20
             Total Damage   - 28
                28 Physical Damage
    
       [Steel Hammer] 
          Stats:
             Required Level -  3
             Durability     - 22
             Total Damage   - 53
                53 Physical Damage
    
       [Azurite Hammer] 
          Stats:
             Required Level -  7
             Durability     - 24
             Total Damage   - 89
                89 Physical Damage
    
       [Sylvanite Hammer] 
          Stats:
             Required Level -  12
             Durability     -  26
             Total Damage   - 141
                141 Physical Damage
    
       [Prismere Hammer] 
          Stats:
             Required Level -  16
             Durability     -  28
             Total Damage   - 190
                190 Physical Damage
    
    *----------------*
    | [UNQW3] Unique |
    *----------------*
    
       [Fate's Mallet] 
          Stats:
             Durability - 20
                Physical Damage
                +15% Reckoning Duration
          A rare weapon finely tuned to the elusive threads of fate.
    
       [The Mountain] 
          Stats:
             Durability - 25
                Physical Damage
                +5% Physical Damage
                +5% Stun Duration
          The card of The Mountain indicates a Fate that will occur slowly and
          quietly. The Fateweavers explain that those who are fated with the
          card of The Mountain may sometimes not notice the change until it
          is already moved through them.
    
       [Earthgavel] 
          Stats:
             Durability - 42
                Physical Damage
                +Health
                +10% Chance to Stun
          This hammer's history is a long one, dating back to its original
          crafting by the Fae. Eventually the hammer traded places between
          Fae giants and mortals alike. 
    
       [Thintri's Malus] 
          Stats:
             Durability - 42
                Physical Damage
                +5% Lightning Damage
                Lightning Damage
                Shocking Damage over 5 seconds
          This hammer was found by ettin on the summit of Skycrown mountain
          during the Age of Deep Gloam. They revere it for supposedly housing
          the spirit of their god.
    
       [Mortrost] 
          Stats:
             Durability - 42
                Physical Damage
                +10% Physical Damage
                +25% Damage vs. Jottun and Ettin
          The hammer of a mighty Ettin Chieftain. Its name translates roughly
          to "Big Thumper."
    
       [Boltrsledge] 
          Stats:
             Durability - 44
                Physical Damage
                +5% Experience Bonus
                +10% Stun Duration
          An ancient heirloom of the Fortenmar Jottun, brought here by an
          Almain hero, Hama Pot-Helm, in the early days of the Crystal War.
    
       [Fjarell] 
          Stats:
             Durability - 44
                Physical Damage
                +20% Stun Duration
                +10% Chance to Stun
          This Dvergan hammer was a gift to the Aster family shortly after the
          founding of Rathir. Despite its age, it is unblemished. 
    
       [Corthian Mallet] 
          Stats:
             Durability - 46
                Physical Damage
                +8% Chance to Critical Hit
                +8% Critical Hit Damage
          This greathammer belonged to the "Butcher of Corthis" General Mardalla
          Hest. It has been stained with the blood of countless Raghosh and 
          Hironar.
    
       [Heart of Ember] 
          Stats:
             Durability - 46
                Physical Damage
                +5% Fire Damage
                Fire Damage
                Burning Damage over 5 seconds
          This primitive weapon is the captured essence of the Obsidian Peaks.
          Its enchantment protects the wielder from the molten rock that forms
          the head of this greathammer.
    
       [The Ouranos Maul] 
          Stats:
             Durability - 46
                Physical Damage
                +5% Ice Damage
                Ice Damage
                Freezing Damage over 5 seconds
          This was the weapon of Geera-Karud, the ettin shaman who first united
          the giant clans of Jentilak. It was lost by the leader of the Ouranos
          during the Kollossae uprising.
    
       [Ward of the North] 
          Stats:
             Durability - 48
                Physical Damage
                +Mana
                Ice Damage
                Freezing Damage over 5 seconds
          This solid block of ice was found by Varani fisherman on the Icebrine
          Coast. It has since changed hands various times, and is thought to
          have been lost at sea after an attack by the notorious pirate Dead Kel.
    
       [Fist of Kreios] 
          Stats:
             Durability - 48
                Physical Damage
                +25% Stun Duration
                +10% Chance to Stun
          With this weapon, Kreios freed his people and established the Kollossae
          as a separate nation. It is patterned after the mythical Titans'
          warhammers.
    
       [Nearth's Hammer] 
          Stats:
             Durability - 48
                Physical Damage
                +15% Health
                +15% Physical Damage
                +15% Chance to Critical Hit
          Used by Nearth, The Hammer of the House of Vengeance, to attempt to
          kill his master. Finally, with his renouncement of his position the
          hammer has been passed on. 
    
       [Mystic Hammer] 
          Stats:
             Durability - 50
                Physical Damage
                +25% Damage vs. Niskaru
                +20% Mana
          A heavy two-handed maul, sacred to the Warsworn.
    
       [Legacy's End] 
          Stats:
             Durability - 50
                Physical Damage
                +20% Damage vs. heavily wounded targets
                20% Chance to Steal 30 Health per Hit
          Crafted by the Niskaru, this artifact of the Deep Gloam was discovered
          underground. According to legend, it was feared by all, even the
          mythical Erathi themselves.
    
                            **--------------------------**
                            ||                          ||
         [WPN04]            ||          Daggers         ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONW4] Non-Unique |
    *--------------------*
    
       [Iron Daggers] 
          Stats:
             Required Level -  1
             Durability     - 20
             Total Damage   - 10
                5 Physical Damage
                5 Piercing Damage
    
       [Steel Daggers] 
          Stats:
             Required Level -  3
             Durability     - 22
             Total Damage   - 18
                9 Physical Damage
                9 Piercing Damage
    
       [Azurite Daggers] 
          Stats:
             Required Level -  7
             Durability     - 24
             Total Damage   - 30
                15 Physical Damage
                15 Piercing Damage
    
       [Sylvanite Daggers] 
          Stats:
             Required Level - 12
             Durability     - 26
             Total Damage   - 48
                24 Physical 
                24 Piercing
    
       [Prismere Daggers] 
          Stats:
             Required Level - 16
             Durability     - 28
             Total Damage   - 64
                32 Physical Damage
                32 Piercing Damage
    
       [Draug's Toothpicks] 
          Stats:
             Durability     - 22
                Physical Damage
                Piercing Damage
          These foul-smelling ceremonial daggers were said to be the 
          toothpicks of the fabled troll, Draug.
    
       [Engraved Varani Daggers]
          Stats:
             Durability     - 20
                Physical Damage
                Piercing Damage
          Kierna Brenner, Varani ambassador to the Summer Court, encoded 
          details of the city's security arrangements in the blade's engravings.
    
       [Ratofer's Daggers]
          Stats:
             Durability     - 20
                Physical Damage
                Piercing Damage
                [1] Weapon Socket
                [1] Utility Socket
          This pair of daggers belonged to Ratofer, a vagrant of Ayten.
    
       [Belne's Daggers of Ire]
          Stats:
             Durability - 48
             Physical Damage
             Piercing Damage
             [1] Weapon Socket
             [2] Utility Socket
          These daggers were crafted by Master Belne of the Ashmoor Clan, one of
          the finiest weapon and armor shapers in the Winter Faelands.
    
    *----------------*
    | [UNQW4] Unique |
    *----------------*
    
       [Fate's Needles] 
          Stats:
             Durability - 20
                Physical Damage
                Piercing Damage
                +15% Reckoning Duration
          A rare weapon finely tuned to the elusive threads of fate.
    
       [Omniblades] 
          Stats:
             Durability - 20
                Physical Damage
                Piercing Damage
                Fire Damage
                Burning Damage over 6 seconds
          Matchless blades formed of a strange and mysterious magic, lost to
          another time.
    
       [The Night] 
          Stats:
             Durability - 25
                Physical Damage
                Piercing Damage
                +5% Damage at Night
                +5% Critical Hit Damage
          The card of The Night is considered by most Fateweavers to be an ill
          omen, predicting death near to the one who pulls it. Although the
          card can be an omen, it can also be a blessing, as death is sometimes
          an agreeable end to a conflict. 
    
       [Spinning Tom's Blades] 
          Stats:
             Durability - 42
                Physical Damage
                Piercing Damage
                +4% Experience Bonus
                Bleeding Damage over 5 seconds
          Spinning Tom, the notorious Traveler, used these to open locks and
          throats. None know how he met his end, but his legend lives on in
          folklore.
    
       [Shine and Shadow] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                Fire Damage during Daytime
                Burning Damage over 3 seconds during Daytime
                Ice Damage at Night
                Freezing Damage over 5 seconds at Night
          They are as two sides of a coin. Searing hot during the day, ghostly
          cold at night.
    
       [Claws of Astyl] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                +5% Ice Damage
                +4% Gold Drops
                Ice Damage
                Freezing Damage over 5 seconds
          Stolen from a Varani barrow, these deadly blades whisper softly
          to their bearer of treasures hidden beyond the realms of mortal sight.
    
       [Fangs of Aodh] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                Fire Damage
                Burning Damage over 3 seconds
                10% Chance to Steal 20 Health per Hit
          Discovered, long-lost and broken, in a midden deep in Aodh, these daggers
          were reforged, restored, and enchanted to order by a Tuatha assassin.
    
       [Kezar's Vice] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +10% Gold Drops
                +15% Damage vs. heavily wounded targets
          These elegant, showy blades belonged to the Varani merchant-princess
          Kezar Ten-Fingers until she was betrayed by her most fabled vice, 
          gambling.
    
       [Heartpins] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +10% Chance to Critical Hit
                +10% Critical Hit Damage
          A play on words on 'hatpins', these daggers were concealed in the 
          elegant coiffure of famed Dokkalfar rogue and femme fatale, Moed
          Syri.
    
       [Mirrorknives] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +5% Lightning Damage
                Lightning Damage
                Shocking Damage over 5 seconds
          Crafted from Niskaru skin, these daggers grant the owner a persistent
          preternatural sense of one's surroundings.
    
       [Atropos and Veshani] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                Poison Damage over 6 seconds
                15% Chance to Steal 30 Health per Hit
          Named for a pair of fabled Dokkalfar demons of righteous vengeance, its
          ornaments shred and aggravate the wounds they cause.
    
       [Eyes of Tirnoch] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                Fire Damage
                Burning Damage
                Poison Damage
          A powerful stab with this dagger will cripple ones foe with deadly
          poisons.
    
                            **--------------------------**
                            ||                          ||
         [WPN05]            ||         Faeblades        ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONW5] Non-Unique |
    *--------------------*
    
       [Iron Faeblades] 
          Stats:
             Required Level -  1
             Durability     - 20
             Total Damage   -  ?
                ? Physical Damage
                ? Piercing Damage
    
       [Steel Faeblades] 
          Stats:
             Required Level -  3
             Durability     - 22
             Total Damage   - 25
                16 Physical Damage
                9 Piercing Damage
    
       [Azurite Faeblades] 
          Stats:
             Required Level -  7
             Durability     - 24
             Total Damage   - 41
                26 Physical Damage
                15 Piercing Damage
    
       [Sylvanite Faeblades] 
          Stats:
             Required Level - 12
             Durability     - 26
             Total Damage   - 64
                40 Physical Damage
                24 Piercing Damage
    
       [Prismere Faeblades] 
          Stats:
             Required Level - 16
             Durability     - 28
             Total Damage   - 86
                54 Physical Damage
                32 Piercing Damage
    
       [Iron Ysa Honor Brand]
          Stats:
             Durability     - 20
                Physical Damage
                Piercing Damage
          This dull but ornate Faeblade is meant as a ceremonial weapon,
          one that is kept as a badge of office in the Gardens of Ysa.
    
    *----------------*
    | [UNQW5] Unique |
    *----------------*
    
       [Fate's Scours] 
          Stats:
             Durability - 20
                Physical Damage
                Piercing Damage
                +15% Reckoning Duration
          A rare weapon finely tuned to the elusive threads of fate.
    
       [The Wind] 
          Stats:
             Durability - 25
                Physical Damage
                Piercing Damage
                +5% Physical Damage
                5% Chance to Steal 12 Health per Hit
          The Wind rushes forward, changes things in ways that are barely able to
          be perceived, and moves on. Those who draw The Wind are rarely able
          to feel the touch of the Weave on their lives, although it has and will
          change them.
    
       [The Viper's Fangs] 
          Stats:
             Durability - 42
                Physical Damage
                Piercing Damage
                Poison Damage over 5 seconds
                10% Chance to Steal 5 Health per Hit
          "Treachery is a poison." - Fae proverb.
    
       [The Shark's Fins] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                Bleeding Damage over 5 seconds
                +10% Damage vs. Humanoids
          "The greatest danger is barely seen." - Fae proverb.
    
       [The Dragon's Spurs] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                +8% Chance to Critical Hit
                +10% Damage vs. Niskaru
          "Even myths leave bones." - Fae proverb.
    
       [Faeblades of Song] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +Health
                +10% Physical Damage
                +10% Stun Duration
          Heirlooms of the House of Ballads, recently borne by its champion,
          Sir Sagrell, these blades have slain with a storied grace and dignity.
    
       [The Mantis's Legs] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                Lightning Damage
                Shocking Damage over 5 seconds
          "The prey is dead before the strike." - Fae proverb.
    
       [The Salamander's Tail] 
          Stats:
             Durability - 46
                +5% Fire Damage
                20 Fire Damage
                12 Burning Damage over 5 seconds
          "Fire separates, and renews." - Fae proverb.
    
       [The Dove's Wings] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                Ice Damage
                Freezing Damage over 5 seconds
                10% Chance to Steal 28 Mana per Hit
          "Winter brings peace and death." - Fae proverb.
    
       [Cydan's Faeblades] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                +25% Damage vs. Bleeding targets
                Bleeding Damage over 5 seconds
          Winter Fae in design, the austere blades of Cydan the Outcast were
          forged with stolen steel and avenged blood.
    
       [The Lion's Claws] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                Bleeding Damage over 5 seconds
                +15% Chance to Critical Hit
          "Life is conflict." - Fae proverb.
    
       [Demon Horns] 
          Stats:
             Durability - 50
                Physical Damage
                Piercing Damage
                Fire Damage
                Burning Damage over 5 seconds
                +15% Chance to Critical Hit
                +15% Critical Hit Damage
          "Beware the Demon." - Fae proverb.
    
                            **--------------------------**
                            ||                          ||
         [WPN06]            ||           Bows           ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONW6] Non-Unique |
    *--------------------*
    
       [Birch Longbow] 
          Stats:
             Required Level -  1
             Durability     - 20
             Total Damage   - 14
                10 Physical Damage
                4 Piercing Damage
    
       [Elm Longbow] 
          Stats:
             Required Level -  3
             Durability     - 22
             Total Damage   - 26
                18 Physical Damage
                8 Piercing Damage
    
       [Oak Longbow] 
          Stats:
             Required Level -  7
             Durability     - 24
             Total Damage   - 45
                31 Physical Damage
                14 Piercing Damage
    
       [Ash Longbow] 
          Stats:
             Required Level - 12
             Durability     - 26
             Total Damage   - 71
                49 Physical Damage
                22 Piercing Damage
    
       [Ebony Longbow] 
          Stats:
             Required Level - 16
             Durability     - 28
             Total Damage   - 96
                66 Physical Damage
                30 Piercing Damage
    
    *----------------*
    | [UNQW6] Unique |
    *----------------*
    
       [Fate's Curve] 
          Stats:
             Durability - 20
                Physical Damage
                Piercing Damage
                +15% Reckoning Duration
          A rare weapon finely tuned to the elusive threads of fate.
    
       [The Hunter] 
          Stats:
             Durability - 25
                Physical Damage
                Piercing Damage
                +2% Chance to Critical Hit
                Poison Damage over 5 seconds
          The Hunter is a card that is easy to misinterpret for many Fateweavers.
          Often, The Hunter refers not to the one who pulls the card, but another
          person or event in their lives. The Hunter is often thought to indicate
          danger from an unknown source.
    
       [Sylvan Order] 
          Stats:
             Durability - 42
                Physical Damage
                Piercing Damage
                Bleeding Damage over 5 seconds
          Painted to resemble steel, decorated in the Summer Fae manner, the 
          eclectic style of this bow belies its simple, deadly enchantments.
    
       [Breath of Vraekor] 
          Stats:
             Durability - 42
                Physical Damage
                Piercing Damage
                +5% Fire Damage
                Fire Damage
                Burning Damage over 5 seconds
          This elegant bow is named for Vraekor, a vindicative fire spirit in
          Fae lore.
    
       [Keloren's Messenger] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                +5% Chance to Critical Hit
                +5% Critical Hit Damage
          Named in honor of Prince Keloren, a legendary Alfar general who 
          fought against the Durek during the Middle Kingdoms period.
    
       [Merciless] 
          Stats:
             Durability - 44
                Physical Damage
                Piercing Damage
                Poison Damage over 5 seconds
                +5% Poison Damage
          A mild-mannered court dandy and master thief, Olma Volgard, used this
          bow pinched from a Tuatha scout only when charm and stealth failed.
    
       [Stormcaller] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                Poison Damage over 6 seconds
                +5% Lightning Damage
                Lightning Damage
                Shocking Damage over 5 seconds
          Like its creator, legendary Dokkalfar Archsage Gwin Olwy, Stormcaller
          is sensitive to the Unseen.
    
       [Hailstorm] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +5% Ice Damage
                Ice Damage
                Freezing Damage over 5 seconds
          This Ljosalfar bow from the Icebrine Coast was sent as a gift to
          Rathir's Dokkalfar to aid them in their war with the Tuatha Deohn.
    
       [Bow of D'nargel] 
          Stats:
             Durability - 46
                Physical Damage
                Piercing Damage
                +20% Damage vs. Beasts
                +12% Chance to Critical Hit
          Uncovered in the peat bogs of Klurikon, this bow of an unknown wood in
          an unknown style by an unknown hand as no precedent in Amalur.
    
       [Nature's Kiss] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                +5% Poison Damage
                Poison Damage over 5 seconds
          Nature-themed, Ljosalfar in ornament and enchantment, this bow may
          come from the Alfar forest communities of the western Hessen Bay.
    
       [Helius' Aim] 
          Stats:
             Durability - 48
                Physical Damage
                Piercing Damage
                +15% Damage during Daytime
                Fire Damage
                Burning Damage over 5 seconds
          As lurid and gaudy as a stage weapon, this bow surprises the archer
          with its supple overdraw and graceful pull.
    
       [Sin] 
          Stats:
             Durability - 50
                Physical Damage
                Piercing Damage
                +12% Chance to Critical Hit
                +12% Critical Hit Damage
          Looted from a Tuatha assassin, Unseelie Fae in design, extravagant
          in its deadliness, this bow is crafted for the one-shot kill.
    
       [Lunala's Sight] 
          Stats:
             Durability - 50
                Physical Damage
                Piercing Damage
                +15% Chance to Critical Hit
                +15% Critical Hit Damage
                +15% Damage at Night
          This bow is held in reverence by the worshippers of the Goddess of
          the Moon for its deadliness at night.
    
                            **--------------------------**
                            ||                          ||
         [WPN07]            ||          Staves          ||
                            ||                          ||
                            **--------------------------**
    
       Staves ALWAYS have an element. Total Damage will be Ice/Lightning/Fire.
       They only have one element, so the freezing/shocking/burning damage
       only applies if the staff is ice/lightning/fire element, respectively.
    
    *--------------------*
    | [NONW7] Non-Unique |
    *--------------------*
    
       [Birch Staff] 
          Stats:
             Required Level -  1
             Durability     - 20
             Total Damage   - 16/18/21
                11 Elemental Damage 
                5 Freezing Damage over 6 seconds
                7 Shocking Damage over 5 seconds
                10 Burning Damage over 3 seconds
    
       [Elm Staff] 
          Stats:
             Required Level -  3
             Durability     - 22
             Total Damage   - 30/34/39
                21 Elemental Damage 
                9 Freezing Damage over 6 seconds
                13 Shocking Damage over 5 seconds
                18 Burning Damage over 3 seconds
    
       [Oak Staff] 
          Stats:
             Required Level -  7
             Durability     - 24
             Total Damage   - 50/58/66
                35 Elemental Damage 
                15 Freezing Damage over 6 seconds
                23 Shocking Damage over 5 seconds
                31 Burning Damage over 3 seconds
    
       [Ash Staff] 
          Stats:
             Required Level - 12
             Durability     - 26
             Total Damage   - 80/93/105
                56 Elemental Damage 
                24 Freezing Damage over 6 seconds
                37 Shocking Damage over 5 seconds
                49 Burning Damage over 3 seconds
    
       [Ebony Staff] 
          Stats:
             Required Level - 16
             Durability     - 28
             Total Damage   - 108/125/142
                76 Elemental Damage 
                32 Freezing Damage over 6 seconds
                49 Shocking Damage over 5 seconds
                66 Burning Damage over 3 seconds
    
       [The God Fang]
          Stats:
             Durability     - 20
                Fire Damage 
                Burning Damage over 3 seconds
    
       [Dark Sliver]
          Stats:
             Durability     - 20
                Lightning Damage 
                Shocking Damage over 5 seconds
    
       [Crack of Dawn]
          Stats:
             Durability     - 20
                Elemental Damage 
                Freezing Damage over 6 seconds
    
       [Gloamfrost]
          Stats:
             Durability     - 25
                Elemental Damage 
                Freezing Damage over 6 seconds
          This ancient weapon was discovered near the Font, now located in 
          the Gardens of Ysa. It was believed to be the product of Niara, 
          the Lifesmith.
    
       [Ender's Fire]
          Stats:
             Durability     - 22
                Fire Damage 
                Burning Damage over 3 seconds
          This ancient weapon carved the canyons of the Forsaken Plain during 
          the Withering War. It was carried by Yaba and lost during Ohn's 
          Last Stand.
    
       [Sinister]
          Stats:
             Durability - 25
                Physical Damage
                Fire Damage
                Burning Damage over 3 seconds
          A mystical staff, capable of blasting waves of elemental energy
          from its tip.
    
       [Belne's Staff of Ire]
           Stats:
              Durability - 48
              Fire Damage
              Burning Damage over 3 seconds
              [1] Weapon Socket
          This staff was crafted by Master Belne of the Ashmoor Clan, one of
          the finiest weapon and armor shapers in the Winter Faelands.
    
    *----------------*
    | [UNQW7] Unique |
    *----------------*
    
       [Rivener Tarsus]
          Stats:
             Durability - 20
                Lightning Damage 
                Shocking Damage over 10 seconds
                +20% Shocking Damage
                +20% Shocking Duration
          This ancient weapon was wielded by Pan, a great Fae warrior and 
          general in the Withering War. 
    
       [Fate's Arbor] 
          Stats:
             Durability - 20
                Lightning Damage
                Shocking Damage over 5 seconds
                +15% Reckoning Duration
          A rare weapon finely tuned to the elusive threads of fate.
    
       [The Flame] 
          Stats:
             Durability - 25
                Physical Damage
                Fire Damage
                Burning Damage over 3 seconds
                +Mana
                +5% Damage with Magic
          The Flame is a beacon, standing tall above others. Those of The Flame
          draw the fates of others into their lives, for the better or for the
          worse. The card of The Flame indicates one whose fate is bound to those
          around them.
    
       [Judgment] 
          Stats:
             Durability - 25
                Lightning Damage
                Shocking Damage over 5 seconds
                +10% Stun Duration
                +10% Chance to Stun
          So named for its ability to shock the unjust, this staff pulses with
          energy throughout the entire length.
    
       [Humble Staff] 
          Stats:
             Durability - 40
                Lightning Damage
                Shocking Damage over 5 seconds
                +5% Fire Damage
                +5% Ice Damage
                +5% Lightning Damage
                +5% Gold Drops
          This staff was carved by a wise old man as a reminder to his apprentice
          that there is nothing more empty than pride.
    
       [Tempest] 
          Stats:
             Durability - 42
                Lightning Damage
                Shocking Damage over 5 seconds
                10% Chance to Steal 10 Mana per Hit
          The Ljosalfar enchanter, Fiona Caid, was the first volunteer to die
          beside her Dokkalfar kin in the Faelands War, but her staff fights
          on in her absence.
    
       [Totem of the Wild] 
          Stats:
             Durability - 44
                Ice Damage
                Freezing Damage over 6 seconds
                +8% Experience Bonus
                +10% Damage vs. Beasts
          Ironically named after the modest walking-stick-war-club of the
          Ljosalfar gentlemen, the carved wood of this staff is extravagantly
          sheathed in gold leaf.
    
       [Shillelagh] 
          Stats:
             Durability - 44
                Fire Damage
                Burning Damage over 3 seconds
                +5% Fire Damage
                +Health
                [1] Weapon Socket
          A relic from the Heroic Age of the Fae, associated with followers of
          King Ysa. Believed lost in the Battle of Glynn, a swimmer recently
          discovered it in Ettinmere. 
    
       [Chaos Stem] 
          Stats:
             Durability - 46
                Fire Damage
                Burning Damage over 3 seconds
                +Health
                +10% Chance to Stun
          The burning vestiges of chaos are captured in the magic of this
          enchanted staff.
    
       [Ivory Staff] 
          Stats:
             Durability - 46
                Fire Damage
                Burning Damage over 3 seconds
                10% Chance to Steal 24 Health per Hit
          The Ivory Staff is a family heirloom of House Anwon, dating back to
          its founder, Ethel the Red.
    
       [Coldspike] 
          Stats:
             Durability - 46
                Ice Damage
                Freezing Damage over 6 seconds
                +5% Ice Damage
                Piercing Damage
          The variety and extravagance of the enchantments link this staff to
          the most ancient and traditional Fae workshops of the Court of Winter.
    
       [Staff of Arne] 
          Stats:
             Durability - 46
                Lightning Damage
                Shocking Damage over 5 seconds
                Piercing Damage
                +5% Bleeding Damage
                Bleeding Damage over 5 seconds
          The family heirloom of the Great House of the same name. It has
          destroyed countless enemies of the Dokkalfar nobles.
    
       [Pyromancer] 
          Stats:
             Durability - 46
                Fire Damage
                Burning Damage over 3 seconds
                +5% Fire Damage
          This legendary weapon was painstakingly crafted by the mage Valfillian
          Carr as the culmination of his research. 
    
       [Esharra's Song] 
          Stats:
             Durability - 48
                Lightning Damage
                Burning Damage over 3 seconds
                +2 Mana Regen per Sec
                10% Chance to Steal 28 Mana per Hit
          Lavish inlays and ornaments matched with deadly, masterful sorceries
          are characteristics of magecraft from Ciara Sydanus' empire.
    
       [Sorrow] 
          Stats:
             Durability - 48
                1Lightning Damage
                Shocking Damage over 5 seconds
                +5% Lightning Damage
          One of the many 'Sorrows' of the House of Sorrows, similar black
          prismere weapons, with different enchantments, all by the same
          craftsman.
    
       [Staff of the Ashen Prophet] 
          Stats:
             Durability - 48
                Ice Damage
                Freezing Damage over 6 seconds
                -10% Mana Costs
                +12% Chance to Critical Hit
          The Ashen Prophet was the Ljosalfar mage Cyrinda Bresail, founder of
          the Order of Ash.
    
       [Archsage's Light] 
          Stats:
             Durability - 48
                Fire Damage
                Burning Damage over 3 seconds
                +25% Damage vs. Niskaru
          Long lost and forgotten, created by unknown Scholia Arcana enchanters
          in the Rathir style for campaigning against Niskaru.
    
                            **--------------------------**
                            ||                          ||
         [WPN08]            ||         Sceptres         ||
                            ||                          ||
                            **--------------------------**
    
       Sceptres ALWAYS have an element. Total Damage will be Ice/Lightning/Fire.
       They only have one element, so the freezing/shocking/burning damage
       only applies if the sceptre is ice/lightning/fire element, respectively.
    
    *--------------------*
    | [NONW8] Non-Unique |
    *--------------------*
    
       [Birch Sceptre] 
          Stats:
             Required Level -  1
             Durability     - 20
             Total Damage   - 11/12/13
                7 Elemental Damage 
                4 Freezing Damage over 6 seconds
                5 Shocking Damage over 5 seconds
                6 Burning Damage over 3 seconds
    
       [Elm Sceptre] 
          Stats:
             Required Level -  3
             Durability     - 22
             Total Damage   - 21/22/23
                13 Elemental Damage 
                8 Freezing Damage over 6 seconds
                9 Shocking Damage over 5 seconds
                10 Burning Damage over 3 seconds
    
       [Oak Sceptre] 
          Stats:
             Required Level -  7
             Durability     - 24
             Total Damage   - 37/38/41
                23 Elemental Damage 
                14 Freezing Damage over 6 seconds
                15 Shocking Damage over 5 seconds
                18 Burning Damage over 3 seconds
    
       [Ash Sceptre] 
          Stats:
             Required Level - 12
             Durability     - 26
             Total Damage   - 59/61/65
                37 Elemental Damage 
                22 Freezing Damage over 6 seconds
                24 Shocking Damage over 5 seconds
                28 Burning Damage over 3 seconds
    
       [Ebony Sceptre] 
          Stats:
             Required Level - 16
             Durability     - 28
             Total Damage   - 79/81/90
                49 Elemental Damage 
                30 Freezing Damage over 6 seconds
                32 Shocking Damage over 5 seconds
                41 Burning Damage over 3 seconds
    
       [Paling Wand]
          Stats:
             Durability - 24
             Lightning Damage
             Shocking Damage over 5 seconds
          Found in the Fae Hollow of Galafor.
    
       [Crude Birch Breath of Arba]
          Stats:
             Durability - 20
             Lightning Damage
             Shocking Damage over 5 seconds
          A staff crafted by the Dokkalfar mage Arba. This staff is fabled to
          posess great summoning powers and can only be wielded by one who can
          hear its whispers.
    
    *----------------*
    | [UNQW8] Unique |
    *----------------*
    
       [Fate's Stem] 
          Stats:
             Durability - 20
                Ice Damage
                Freezing Damage over 6 seconds
                +15% Reckoning Duration
          A rare weapon finely tuned to the elusive threads of fate.
    
      [The Field] 
          Stats:
             Durability - 25
                Lightning Damage
                Shocking Damage over 5 seconds
                Burning Damage over 5 seconds during Daytime
                Shocking Damage over 5 seconds at Night
          The Field represents an open possibility. This is a card that rarely
          appaers to most seeking the wisdom of Fateweavers. It indicates that
          there is a choice to be made, and that the outcome of the reading
          reflects only one branch of that choice. 
    
       [Apprentice] 
          Stats:
             Durability - 42
                Ice Damage
                Freezing Damage over 6 seconds
                +Mana
                +4% Experience Bonus
          The first piece forged by Rathir master-craftsman, Elwyn Avergawein,
          its enchantments nonetheless exhibit his artistry.
    
       [Desire] 
          Stats:
             Durability - 44
                Fire Damage
                Burning Damage over 3 seconds
                +Health
                +5% Gold Drops
          This sceptre's owner, Jeanne Yave, disappeared, but the sceptre
          later surfaced in a Jottun treasure hoard in the high wastes south
          of Detyre.
    
       [Stormspirit] 
          Stats:
             Durability - 44
                Lightning Damage
                Shocking Damage over 5 seconds
                10% Chance to Steal 18 Mana per Hit
          This delicate sceptre was made in the Court-of-Winter style for an
          Almain healer and follower of Mitharu.
    
       [Rei'zarf's Guidance] 
          Stats:
             Durability - 46
                Fire Damage
                Burning Damage over 3 seconds
                +5% Fire Damage
                +10% Chance to Critical Hit
           Rei'zarf, more comfortable in the lab than on campaign, found the
           sceptre handy for heating alembics, often with dramatic effect.
    
       [Serenity] 
          Stats:
             Durability - 46
               Ice Damage
               Freezing Damage over 6 seconds
               +Mana
               +10% Chance to Stun
          Recently found in forest litter in Dalentarth, this Fae sceptre is an
          ancient Court of Summer design enchanted in old Court-of-Winter style.
    
       [Khleran's Sceptre] 
          Stats:
             Durability - 46
                Fire Damage
                Burning Damage over 3 seconds
                22% Chance to Steal 10 Health per Hit
                22% Chance to Steal 10 Mana per Hit
          The sceptre of Witchknight Khleran, a powerful Tuatha known to have
          tinkered with necromantic soceries.
    
       [Khleran's Sceptre] 
          Stats:
             Durability - 48
             Fire Damage
             Burning Damage over 3 seconds
             30% Chance to Steal 20 Health per Hit
             30% Chance to Steal 20 Mana per Hit
          The sceptre of Witch Knight Khleran, a powerful Tuatha known to
          have tinkered with necromantic sorceries.
    
       [Mysrik's Demise] 
          Stats:
             Durability - 48
                Lightning Damage
                Shocking Damage over 5 seconds
                +5% Lightning Damage
                -10% Mana Costs
          Looted from a nameless Icebrine Coast barrow, the origins of this
          weapon are obscure.
    
       [Obsidian Sceptre] 
          Stats:
             Durability - 48
                Ice Damage
                Freezing Damage over 6 seconds
                +100 Health
                +100 Mana
          This unusual sceptre is the product of a Fae enchanter working in
          materials traditionally associated with Varani smiths.
    
                            **--------------------------**
                            ||                          ||
         [WPN09]            ||         Chakrams         ||
                            ||                          ||
                            **--------------------------**
    
       Chakrams ALWAYS have an element. Total Damage will be Ice/Lightning/Fire.
       They only have one element, so the freezing/shocking/burning damage
       only applies if the chakram is ice/lightning/fire element, respectively.
    
    *--------------------*
    | [NONW9] Non-Unique |
    *--------------------*
    
       [Iron Chakrams] 
          Stats:
             Required Level -  1
             Durability     - 20
             Total Damage   - 18/20/23
                6 Physical Damage
                6 Elemental Damage 
                6 Freezing Damage over 6 seconds
                8 Shocking Damage over 5 seconds
                11 Burning Damage over 3 seconds
    
       [Steel Chakrams] 
          Stats:
             Required Level -  3
             Durability     - 22
             Total Damage   - 21/27/??
                10 Physical Damage
                10 Elemental Damage 
                10 Freezing Damage over 6 seconds
                16 Shocking Damage over 5 seconds
                ?? Burning Damage over 3 seconds
    
       [Azurite Chakrams] 
          Stats:
             Required Level -  7
             Durability     - 24
             Total Damage   - 54/62/71
                18 Physical Damage
                18 Elemental Damage 
                18 Freezing Damage over 6 seconds
                26 Shocking Damage over 5 seconds
                35 Burning Damage over 3 seconds
    
       [Sylvanite Chakrams] 
          Stats:
             Required Level - 12
             Durability     - 26
             Total Damage   - 84/96/112
                28 Physical Damage
                28 Elemental Damage 
                28 Freezing Damage over 6 seconds
                40 Shocking Damage over 5 seconds
                56 Burning Damage over 3 seconds
    
       [Prismere Chakrams] 
          Stats:
             Required Level - 16
             Durability     - 28
             Total Damage   - 111/128/150
                37 Physical Damage
                37 Elemental Damage 
                37 Freezing Damage over 6 seconds
                54 Shocking Damage over 5 seconds
                76 Burning Damage over 3 seconds
    
       [Verdant Blades] 
          Stats:
             Durability     - 26
                Physical Damage
                Lightning Damage
                Shocking Damage over 5 seconds
          These two deadly blades were once wielded by Lady Clary Ansilla,
          the ruler of the Caeled Coast.
    
    *----------------*
    | [UNQW9] Unique |
    *----------------*
    
       [Fate's Eyes] 
          Stats:
             Durability - 20
                Physical Damage
                Lightning Damage
                Shocking Damage over 5 seconds
                +15% Reckoning Duration
          A rare weapon finely tuned to the elusive threads of fate.
    
       [Twinned Souls] 
          Stats:
             Durability - 20
                Physical Damage
                Fire Damage
                Burning Damage over 3 seconds
                +10 Mana
                +10 Health
          Like perfect mirrors, these mysterious rings reflect the world around
          them and amplify themselves according to its changes. 
    
       [The Song] 
          Stats:
             Durability - 25
                Physical Damage
                Ice Damage
                Freezing Damage over 6 seconds
                +5% Health
                5% Chance to Steal 12 Mana per Hit
          The Song is often thought to be a card of hope and encouragement. In
          truth, most Fateweavers read this card for what it is: an indication
          that those fated of The Song will live a memorable, beautiful, and
          short life.
    
       [Rimescythe] 
          Stats:
             Durability - 42
                Physical Damage
                Ice Damage
                Freezing Damage over 6 seconds
                +5% Ice Damage
                +Mana
          Forged by a Varani smith for Aloffa Rime-Kiss, a legendary explorer
          and raider of the Frostbreak Sea.
    
       [Dragon Eyes] 
          Stats:
             Durability - 44
                Physical Damage
                Fire Damage
                Burning Damage over 3 seconds
                Piercing Damage
                +10% Chance to Critical Hit
          The alchemist Osa Dinbold had these made for his fieldwork, for
          harvesting awkwardly placed specimens and discouraging hungry
          predators.
    
       [Stormscythe] 
          Stats:
             Durability - 44
                Physical Damage
                Lightning Damage
                Shocking Damage over 5 seconds
                10% Chance to Steal 18 Mana per Hit
          Ljosalfar chakrams redecorated and spellforged by an Almain master
          enchanter.
    
       [Crafter's Hands] 
          Stats:
             Durability - 46
                Physical Damage
                Ice Damage
                Freezing Damage over 6 seconds
                +Health
                +10% Chance to Critical Hit
          Its creator, Maun Aevan, was a master of gemcraft and Scholia Arcana
          Archsage as well as a noted tournament champion.
    
       [Solstice] 
          Stats:
             Durability - 46
                Physical Damage
                Fire Damage
                Burning Damage over 3 seconds
          Though it appears to be a Seelie Fae design with House of Summer 
          themes, Fae enchanters insist Solstice is unknown to Seelie bards.
    
       [Allender's Edge] 
          Stats:
             Durability - 46
                Physical Damage
                Fire Damage
                Burning Damage over 3 seconds
                +Mana
                +20% Damage
          These weapons confer upon the bearer the long-dead necromancer
          Allender's lore concerning magical wards as well as his unwholesome
          vitality. 
    
       [Katalepsis] 
          Stats:
             Durability - 48
                Physical Damage
                Lightning Damage
                Shocking Damage over 5 seconds
                Piercing Damage
                Bleeding Damage over 5 seconds
          The name is a pun on the Kollossae word for 'insight', suggesting
          the ease with which one's enemy's guts may be revealed to public view.
    
       [Oristhimos] 
          Stats:
             Durability - 48
                Physical Damage
                Ice Damage
                Freezing Damage over 6 seconds
                +15% Damage with Magic
                +15% Ice Damage while at low Mana
          Extreme examples of a style of enchanted chakrams favored by
          Ljosalfar spellswords of the Icebrine Coast.
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [AMR00]          ||            Armor             ||
                          ||                              ||
                          **------------------------------**
    
                 Head.......................................[AMR01]
                    Non-Unique.......................[NONA1]
                    Unique...........................[UNQA1]
                 Chest......................................[AMR02]
                    Non-Unique.......................[NONA2]
                    Unique...........................[UNQA2]
                 Robes......................................[AMR03]
                    Non-Unique.......................[NONA3]
                    Unique...........................[UNQA3]
                 Hands......................................[AMR04]
                    Non-Unique.......................[NONA4]
                    Unique...........................[UNQA4]
                 Legs.......................................[AMR05]
                    Non-Unique.......................[NONA5]
                    Unique...........................[UNQA5]
                 Feet.......................................[AMR06]
                    Non-Unique.......................[NONA6]
                    Unique...........................[UNQA6]
                 Shields....................................[AMR07]
                    Non-Unique.......................[NONA7]
                    Unique...........................[UNQA7]
                 Sets.......................................[SET00]
                    Might Sets.......................[SET01]
                    Finesse Sets.....................[SET02]
                    Sorcery Sets.....................[SET03]
    
       Will list Might, Finesse, then Sorcery armor in each category. 
       Stats for items listed are based on WHITE armors with no prefixes 
       or suffixes. Next section of guide contains prefixes and suffixes list.
    
       Also, if a regular white item has sockets, it becomes GREEN (infrequent)
       rarity. If an armor is Crude ______, then it has lower level requirements 
       and lower total armor.If an armor is Fine ______, then it has
       higher level requirements and higher total armor.
    
       Also, about unique gear: their damage/armor/requirements depends on what
       level you are when you acquire them. However, they do have a cap. The
       best way to determine how powerful a weapon is is by its durability.
       Higher durability means more powerful in general. But alas, for example,
       if you get a purple weapon at level 1, it would have been more powerful
       if you had gotten it while you were level 2 or 3. Unique equipment does
       NOT level up with you so once you get it, that's how it's going to
       stay. 
    
                            **--------------------------**
                            ||                          ||
         [ARM01]            ||           Head           ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONA1] Non-Unique |
    *--------------------*
    
       [Iron Helm]
          Stats:
             Requirements  -  1 Might
             Durability    - 20
             Total Defense - 28
                +5% Melee Block Efficacy
    
       [Chainmail Helm]
          Stats:
             Requirements  -  6 Might
             Durability    - 22
             Total Defense - 28
                +5% Melee Block Efficacy
    
       [Steel Helm]
          Stats:
             Requirements  - 12 Might
             Durability    - 24
             Total Defense - 51
                +5% Melee Block Efficacy
    
       [Azurite Helm]
          Stats:
             Requirements  - 19 Might
             Durability    - 26
             Total Defense - 77
                +5% Melee Block Efficacy
    
       [Sylvanite Helm]
          Stats:
             Requirements  -  28 Might
             Durability    -  28
             Total Defense - 113
                +5% Melee Block Efficacy
    
       [Prismere Helm]
          Stats:
             Requirements  -  40 Might
             Durability    -  30
             Total Defense - 166
                +5% Melee Block Efficacy
    
       [Leather Hood]
          Stats:
             Requirements  -  1 Finesse
             Durability    - 17
             Total Defense - 11
                +8% Critical Hit Damage
    
       [Boiled Leather Hood]
          Stats:
             Requirements  -  8 Finesse
             Durability    - 19
             Total Defense - 27
                +8% Critical Hit Damage
    
       [Studded Leather Hood]
          Stats:
             Requirements  - 18 Finesse
             Durability    - 21
             Total Defense - 51
                +8% Critical Hit Damage
    
       [Trollhide Hood]
          Stats:
             Requirements  - 28 Finesse
             Durability    - 24
             Total Defense - 79
                +8% Critical Hit Damage
    
       [Dreadscale Hood]
          Stats:
             Requirements  -  39 Finesse
             Durability    -  26
             Total Defense - 114
                +8% Critical Hit Damage
    
       [Cotton Cowl]
          Stats:
             Requirements  -  1 Sorcery
             Durability    - 15
             Total Defense -  8
                +15% Mana Regen per Sec
    
       [Linen Cowl]
          Stats:
             Requirements  -  8 Sorcery
             Durability    - 17
             Total Defense - 18
                +15% Mana Regen per Sec
    
       [Silk Cowl]
          Stats:
             Requirements  - 18 Sorcery
             Durability    - 18
             Total Defense - 34
                +15% Mana Regen per Sec
    
       [Hexweave Cowl]
          Stats:
             Requirements  - 28 Sorcery
             Durability    - 21
             Total Defense - 52
                +15% Mana Regen per Sec
    
       [Spiritweave Cowl]
          Stats:
             Requirements  - 39 Sorcery
             Durability    - 23
             Total Defense - 74
                +15% Mana Regen per Sec
    
       [Cowl of the Maiden]
          Stats:
             Requirements  - 21 Sorcery
             Durability    - 18
             Total Defense - 40
                +15% Mana Regen per Sec
          A cowl belonging to the Matron of the Temple of Lyria, who watches 
          over the novices. 
    
    *----------------*
    | [UNQA1] Unique |
    *----------------*
    
       [Infernal Helm]
          Stats:
             Type       - Might
             Durability - 22
                +5% Melee Block Efficacy
                Fire Damage
          Blood runs hotter in the warrior who caps himself with this unusual
          helm.
    
       [Battlerage]
          Stats:
             Type       - Might
             Durability -  44
                +5% Melee Block Efficacy
                +10% Fire Damage
                +Health
                +1 Health Regen per Sec
          Vraekor grants his most fervent followers a blessing of the fury 
          of fire in battle.
    
       [Helm of the Coast]
          Stats:
             Type       - Might
             Durability -  46
                +5% Melee Block Efficacy
                +20% Damage with Longswords
                +Armor
                +10% Block Efficacy
          An ancient God-Gift and tribal heirloom of early Varani settlers
          in the Faelands.
    
       [Crag]
          Stats:
             Type       - Might
             Durability -  46
                +5% Melee Block Efficacy
                +10% Piercing Damage
                +Armor
                +5% Physical Resistance
                +6% Gold Drops
          The Varani reaver Brond designed this helmet as a modern, more
          practical version of a horned helm.
    
       [Helm of Hideous Visage]
          Stats:
             Type       - Might
             Durability -  46
                +5% Melee Block Efficacy
                +15% Bleeding Resistance
                +Health
                +15% Stun Duration
          The power of this enchanted helm is to reflect the hidden cruelty
          within its wearer's deeper nature.
    
       [Almain Great Helm]
          Stats:
             Type       - Might
             Durability -  48
                +5% Melee Block Efficacy
                +10% Block Efficacy
                +15% Damage with Greatswords and Hammers
          Extravagant enchantments and design perfection makes this an exemplar
          of the Almain armorer's craft.
    
       [Respendant Helm]
          Stats:
             Type       - Might
             Durability -  50
                +5% Melee Block Efficacy
                +20% Physical Resistance
                +3 Health Regen per Sec
                +2 Mana Regen per Sec
                +15% Damage during Daytime
          Enchantments bestow the blessings of Helius upon the health and
          vitality of the wearer.
    
       [Shadow of the Ariad]
          Stats:
             Type       - Finesse
             Durability - 41
                +8% Critical Hit Damage
                +5% Chance to Critical Hit with Melee
                +15% Bleeding Damage
                +Health
                +Mana
          The Ariad are the elite scouts and skirmishers of the Alfar army.
          This hood is styled to instill fear, but with a Dokkalfar elegance.
    
       [Kentigan's Shadow]
          Stats:
             Type       - Finesse
             Durability - 44
                +8% Critical Hit Damage
                +15% Physical Damage
                +10% Gold Drops
                +10% Experience Bonus
          The popular Valor Arena contestant's personal effects were auctioned
          after his death, with proceeds going to his widow and children.
    
       [Vindicator's Cap]
          Stats:
             Type       - Finesse
             Durability - 44
                +8% Critical Hit Damage
                +10% Chance to Critical Hit with Ranged
                +15% Poison Damage
                +10% Poison Resistance
          Awarded to a brave squire who risked her life to rescue a noble's
          son and heir from a savage thresh.
    
       [Enkindler]
          Stats:
             Type       - Finesse
             Durability - 46
                +8% Critical Hit Damage
                5% Chance to Burn enemies on Attack
                +2 Health Regen per Sec
                +2 Mana Regen per Sec
          A protective headpiece that restores a wounded wearer's vitality.
    
       [Watcher's Hood]
          Stats:
             Type       - Finesse
             Durability - 48
                +8% Critical Hit Damage
                +15% Damage with Edged Weapons
                +10% Poison Damage
                +10% Chance to Critical Hit
                +5% Chance to Evade
          A late Middle Kingdoms relic of the Eye of Lyria, thought to be lost
          in the Year of Waking Knives in Rathir's early Arcana.
    
       [Selkie Veil]
          Stats:
             Type       - Sorcery
             Durability - 37
                +15% Mana Regen per Sec
                +15% Mana Stolen per Hit
                10% Chance to Steal 1 Mana per Hit
                -10% Mana Costs
          An enchanted creature of the Northern Isles was said to feed on mana
          reflected from mortals attracted to the Arcane Veil.
    
       [Nai'mee'an Cowl]
          Stats:
             Type       - Sorcery
             Durability - 38
                +15% Mana Regen per Sec
                +10% Fire Damage
                +10% Ice Damage
                +10% Lightning Damage
                +Armor
                +5% Elemental Resistance
                +Health
          A Ljosalfar design patterned and lavishly enchanted based on ancient
          Erathi relics. 
    
       [Uriel's Vision]
          Stats:
             Type       - Sorcery
             Durability - 41
                +15% Mana Regen per Sec
                +8% Fire Damage
                +8% Ice Damage
                +8% Lightning Damage
                +15% Status Effect Durations
                +2 Mana Regen per Sec
                -10% Mana Costs
          A Fae sorcerer helped the tournament spellsword Uriel Brugnar
          create this cowl to support his aggressive spellcasting style.
    
       [Crown of Glory]
          Stats:
             Type       - Sorcery
             Durability - 43
                +15% Mana Regen per Sec
                +10% Piercing Resistance
                +Mana
                +10% Stun Duration
          The crown's owner was murdered by an enterprising apprentice who
          stole the crown and turned its potent enchantments on its creator.
    
       [Crown of the Weeping King]
          Stats:
             Type       - Sorcery
             Durability - 43
                +15% Mana Regen per Sec
                +10% Piercing Resistance
                +15% Elemental Resistance
                +8% Chance to Critical Hit with Magic
                +8% Critical Hit Damage with Magic
          Regalia of the founder of the House of Sorrows.
    
                            **--------------------------**
                            ||                          ||
         [ARM02]            ||           Chest          ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONA2] Non-Unique |
    *--------------------*
    
       [Dented Cuirass]
          Stats:
             Durability    - 30
             Total Defense - 12
                +10% Melee Block Efficacy
    
       [Iron Cuirass]
          Stats:
             Requirements  -  1 Might
             Durability    - 20
             Total Defense - 30
                +10% Melee Block Efficacy
    
       [Chainmail Cuirass]
          Stats:
             Requirements  -  6 Might
             Durability    - 22
             Total Defense - 57
                +10% Melee Block Efficacy
    
       [Steel Cuirass]
          Stats:
             Requirements  - 12 Might
             Durability    - 24
             Total Defense - ??
                +10% Melee Block Efficacy
    
       [Azurite Cuirass]
          Stats:
             Requirements  -  19 Might
             Durability    -  26
             Total Defense - 154
                +10% Melee Block Efficacy
    
       [Sylvanite Cuirass]
          Stats:
             Requirements  -  28 Might
             Durability    -  28
             Total Defense - 226
                +10% Melee Block Efficacy
    
       [Prismere Cuirass]
          Stats:
             Requirements  -  40 Might
             Durability    -  30
             Total Defense - 332
                +10% Melee Block Efficacy
    
       [Battered Armor]
          Stats:
             Durability    - 17
             Total Defense - 10
                +12% Critical Hit Damage
    
       [Leather Armor]
          Stats:
             Requirements  -  1 Finesse
             Durability    - 17
             Total Defense - 22
                +12% Critical Hit Damage
    
       [Boiled Leather Armor]
          Stats:
             Requirements  -  8 Finesse
             Durability    - 19
             Total Defense - 53
                +12% Critical Hit Damage
    
       [Studded Leather Armor]
          Stats:
             Requirements  -  18 Finesse
             Durability    -  21
             Total Defense - 103
                +12% Critical Hit Damage
    
       [Trollhide Armor]
          Stats:
             Requirements  -  28 Finesse
             Durability    -  24
             Total Defense - 159
                +12% Critical Hit Damage
    
       [Dreadscale Armor]
          Stats:
             Requirements  -  39 Finesse
             Durability    -  26
             Total Defense - 227
                +12% Critical Hit Damage
    
       [Farmer's Shirt]
          Stats:
             Durability    - 10
             Total Defense -  7
          A simple cloth tunic, offering little protection but suitable for
          daily work in the fields.
    
       [Peasant's Tunic]
          Stats:
             Durability    - 10
             Total Defense -  7
          A simple cloth tunic, offering little protection but suitable for
          daily work in the fields.
    
       [Tattered Shirt]
          Stats:
             Durability    - 10
             Total Defense -  3
          A ragged and bloodstained tunic, ripped and torn in various places.
    
    *----------------*
    | [UNQA2] Unique |
    *----------------*
    
       [Brimstone Cuirass]
          Stats:
             Type       - Might
             Durability - 48
                +10% Melee Block Efficacy
                +15% Fire Damage
                +15% Fire Resistance
                +Mana
          Dust from volcanic clinkers is alchemically alloyed into the
          enchanted steel of this cuirass.
    
       [Hauberk of the Tormentor]
          Stats:
             Type       - Might
             Durability - 50
                +10% Melee Block Efficacy
                +5% Piercing Damage
                +5% Bleeding Damage
                +10% Chance to Steal Health
          Witches of the North bound blood-hungry spirits into this armor.
    
       [Whirlwind Breastplate]
          Stats:
             Type       - Might
             Durability - 50
                +10% Melee Block Efficacy
                +Armor
                +10% Chance to Critical Hit with Melee
                +10% Critical Hit Damage with Melee
          Massive, but feather-light and graceful, this armor frees the warrior
          to perfectly time and target his attacks.
    
       [Gentleman's Courtesy]
          Stats:
             Type       - Might
             Durability - 50
                +10% Melee Block Efficacy
                +15% Damage
                +Health
          A breastplate once belonging to the former mortal Champion of the
          House of Valor, Hroth Magnus.
    
       [Conqueror's Plate]
          Stats:
             Type       - Might
             Durability - 52
                +10% Melee Block Efficacy
                +20% Health Stolen per Hit
                +10% Chance to Steal Health
                +3 Health Regen per Sec
          Enchanted by the House of Valor to aid warriors wounded in battle.
    
       [Stormseeker]
          Stats:
             Type       - Finesse
             Durability - 41
                +12% Critical Hit Damage
                +8% Lightning Damage
                +Health
                +8% Chance to Critical Hit
          Alfar light skirmishing armor allows maximum freedom of movement and
          is often fortified by minor enchantments.
    
       [Malach's Vest]
          Stats:
             Type       - Finesse
             Durability - 44
                +12% Critical Hit Damage
                +1 Health Regen per Sec
                +1 Mana Regen per Sec
          The Fae bard Malach plucked countless chickens and lutes from his
          fabled vest...a reference to this chestpiece's generous enchantments.
    
       [Serpentskin Tunic]
          Stats:
             Type       - Finesse
             Durability - 46
                +12% Critical Hit Damage
                +8% Fire Damage
                +8% Ice Damage
                +8% Lightning Damage
                +15% Poison Damage
                +15% Poison Resistance
          Serpents don't have skin like supple, woven steel. But whatever this
          is, it is unnaturally magical and unnaturally durable.
    
                            **--------------------------**
                            ||                          ||
         [ARM03]            ||          Robes           ||
                            ||                          ||
                            **--------------------------**
    
       Robes replace both your chest and leg armor, so cloth sets only have
       four pieces instead of five. 
    
    *--------------------*
    | [NONA3] Non-Unique |
    *--------------------*
    
       [Torn Robes]
          Stats:
             Durability    - 20
             Total Defense - 15
                +30% Mana Regen per Sec
    
       [Cotton Robes]
          Stats:
             Requirements  -  1 Sorcery
             Durability    - 15
             Total Defense - 23
                +30% Mana Regen per Sec
    
       [Linen Robes]
          Stats:
             Requirements  -  8 Sorcery
             Durability    - 17
             Total Defense - 53
                +30% Mana Regen per Sec
    
       [Silk Robes]
          Stats:
             Requirements  -  18 Sorcery
             Durability    -  18
             Total Defense - 101
                +30% Mana Regen per Sec
    
       [Hexweave Robes]
          Stats:
             Requirements  -  28 Sorcery
             Durability    -  21
             Total Defense - 155
                +30% Mana Regen per Sec
    
       [Spiritweave Robes]
          Stats:
             Requirements  -  39 Sorcery
             Durability    -  23
             Total Defense - 221
                +30% Mana Regen per Sec
    
    *----------------*
    | [UNQA3] Unique |
    *----------------*
    
       [Frostrobes]
          Stats:
             Type       - Sorcery
             Durability - 38
                +30% Mana Regen per Sec
                +10% Ice Damage
                +10% Freezing Duration
                +10% Ice Resistance
                +Mana
          A modern, elegant and ornamental version of a traditional Varana
          war priest robe.
    
       [Death's Vestments]
          Stats:
             Type       - Sorcery
             Durability -  41
                +30% Mana Regen per Sec
                +30% Damage vs. heavily wounded targets
                +20% Chance to Critical Hit vs. heavily wounded targets
                +10% Health
                +15% Mana
          An enchanted tunic dedicated to Belen, the God of Death.
    
       [Celestial Fury]
          Stats:
             Type       - Sorcery
             Durability -  41
                +30% Mana Regen per Sec
                +18% Fire Damage
                +15% Mana Stolen per Hit
                +10% Chance to Steal Mana
          The tunic's former owner, noted pyromaniac Haki the Baker, said,
          'Let's play with matches? If something catches? Let's let it burn.'
    
                            **--------------------------**
                            ||                          ||
         [ARM04]            ||          Hands           ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONA4] Non-Unique |
    *--------------------*
    
       [Rusty Gauntlets]
          Stats:
             Durability    - 30
             Total Defense -  5
                +5% Melee Block Efficacy
    
       [Iron Gauntlets]
          Stats:
             Requirements  -  1 Might
             Durability    - 20
             Total Defense -  8
                +5% Melee Block Efficacy
    
       [Chainmail Gauntlets]
          Stats:
             Requirements  -  6 Might
             Durability    - 22
             Total Defense - 14
                +5% Melee Block Efficacy
    
       [Steel Gauntlets]
          Stats:
             Requirements  - 12 Might
             Durability    - 24
             Total Defense - ??
                +5% Melee Block Efficacy
    
       [Azurite Gauntlets]
          Stats:
             Requirements  - 19 Might
             Durability    - 26
             Total Defense - 39
                +5% Melee Block Efficacy
    
       [Sylvanite Gauntlets]
          Stats:
             Requirements  - 28 Might
             Durability    - 28
             Total Defense - 56
                +5% Melee Block Efficacy
    
       [Prismere Gauntlets]
          Stats:
             Requirements  - 40 Might
             Durability    - 30
             Total Defense - 83
                +5% Melee Block Efficacy
    
       [Torn Gloves]
          Stats:
             Durability    - 17
             Total Defense -  3
                +5% Critical Hit Damage
    
       [Leather Gloves]
          Stats:
             Requirements  -  1 Finesse
             Durability    - 17
             Total Defense -  6
                +5% Critical Hit Damage
    
       [Boiled Leather Gloves]
          Stats:
             Requirements  -  8 Finesse
             Durability    - 19
             Total Defense - 13
                +5% Critical Hit Damage
    
       [Studded Leather Gloves]
          Stats:
             Requirements  - 18 Finesse
             Durability    - 21
             Total Defense - 26
                +5% Critical Hit Damage
    
       [Trollhide Gloves]
          Stats:
             Requirements  - 28 Finesse
             Durability    - 24
             Total Defense - 40
                +5% Critical Hit Damage
    
       [Dreadscale Gloves]
          Stats:
             Requirements  - 39 Finesse
             Durability    - 26
             Total Defense - 57
                +5% Critical Hit Damage
    
       [Worn Handwraps]
          Stats:
             Durability    - 13
             Total Defense -  2
                +10% Mana Regen per Sec
    
       [Cotton Handwraps]
          Stats:
             Requirements  -  1 Sorcery
             Durability    - 15
             Total Defense -  4
                +10% Mana Regen per Sec
    
       [Linen Handwraps]
          Stats:
             Requirements  -  8 Sorcery
             Durability    - 17
             Total Defense -  9
                +10% Mana Regen per Sec
    
       [Silk Handwraps]
          Stats:
             Requirements  - 18 Sorcery
             Durability    - 18
             Total Defense -  9
                +10% Mana Regen per Sec
    
       [Hexweave Handwraps]
          Stats:
             Requirements  - 28 Sorcery
             Durability    - 21
             Total Defense - 26
                +10% Mana Regen per Sec
    
       [Spiritweave Handwraps]
          Stats:
             Requirements  - 39 Sorcery
             Durability    - 23
             Total Defense - 37
                +10% Mana Regen per Sec
    
    *----------------*
    | [UNQA4] Unique |
    *----------------*
    
       [Farak's Pummelers]
          Stats:
             Type       - Might
             Durability - 48
                +5% Melee Block Efficacy
                +10% Physical Resistance
                +Health
                +15% Stun Duration
          A smith named Farak crafted these gauntlets for his liege lord as
          a gift for his wedding anniversary.
    
       [Gauntlets of Jottun Strength]
          Stats:
             Type       - Might
             Durability - 48
                +5% Melee Block Efficacy
                +10% Physical Damage
                +Armor
                +10% Health
          Jottun Runecrafters bind healing magics into gauntlets to protect
          their reckless, battle-mad warriors.
    
       [Gauntlets of Arland]
          Stats:
             Type       - Might
             Durability - 48
                +5% Melee Block Efficacy
                +16% Damage with Hammers
                +15% Armor
                +18% Health
          Foregoing a shield for a two-handed hammer, Arland needed armor with
          the strongest possible protective enchantments.
    
       [Dokkalfar Shadowgrips]
          Stats:
             Type       - Finesse
             Durability - 41
                +10% Critical Hit Damage
                +8% Chance to Critical Hit
                +1 Stealth
          These are professionally crafted and enchanted versions of Dokkalfar
          improvised battlewraps for brawling and informal honor challenges.
    
       [Silkfarmer Gloves]
          Stats:
             Type       - Finesse
             Durability - 41
                +5% Critical Hit Damage
                +8% Poison Damage
                +10% Poison Resistance
                +15% Health
                +5% Experience Bonus
          Enchanted gloves crafted from Webwood spider silk.
    
       [Death's Touch]
          Stats:
             Type       - Finesse
             Durability - 46
                +5% Critical Hit Damage
                +15% Poison Damage
                +10% Poison Resistance
          A magical set of gloves employed by Gorwed the Assassin, invested
          with protective and poison enchantments.
    
       [Dirgesinger Gloves]
          Stats:
             Type       - Finesse
             Durability - 48
                +5% Critical Hit Damage
                +30% Bleeding Damage
                +5% Health Stolen per Hit
                +10% Chance to Steal Health
                +8% Gold Drops
          'Dirgesinger' is the fabled assassin who betrayed and murdered dozens
          of his brethren before disappearing into thin air. 
    
       [Gem Cutting Handwraps]
          Stats:
             Type       - Sorcery
             Durability - 18
                +1 Sagecraft
                +5% Fire Damage
                +5% Ice Damage
                +5% Lightning Damage
          Crafted with care, these handwraps were fashioned by the sagecrafter
          Anker Edmure for his assistant, Donnel. After Donnel was killed by
          Gwar Gwydern, Edmure gave these gloves to another.
    
       [Burning Grasp]
          Stats:
             Type       - Sorcery
             Durability - 41
                +10% Mana Regen per Sec
                10% Chance to Burn enemies when Attacked
                +10% Fire Damage
                +Mana
          Cloth handwraps, magically attuned to feed the wearer's mana pool
          and reservoirs of elemental fire.
    
       [Mik'hail's Resplendant Gloves]
          Stats:
             Type       - Sorcery
             Durability - 41
                +10% Mana Regen per Sec
                +15% Chance to Critical Hit with Magic
                +Armor
                +10% Elemental Resistance
          Powerful augmentations created by an outlaw Ljosalfar sorceress
          for the Southern pirate and commerce raider, Mik'Hail Gaudi.
    
       [Pyromancer's Handwraps]
          Stats:
             Type       - Sorcery
             Durability - 43
                +10% Mana Regen per Sec
                +20% Fire Damage
                +10% Chance to Steal Mana
          'Fire is not funny', insists Pyromancer Louisa Ealan. 'It is
          indecent to point and giggle as your burning foes writhe in torment.'
    
                            **--------------------------**
                            ||                          ||
         [ARM05]            ||           Legs           ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONA5] Non-Unique |
    *--------------------*
    
       [Rusty Legplates]
          Stats:
             Durability    - 30
             Total Defense -  8
                +5% Melee Block Efficacy
    
       [Iron Chausses]
          Stats:
             Requirements  -  1 Might
             Durability    - 20
             Total Defense - 15
                +5% Melee Block Efficacy
    
       [Chainmail Chausses]
          Stats:
             Requirements  -  6 Might
             Durability    - 22
             Total Defense - 28
                +5% Melee Block Efficacy
    
       [Steel Chausses]
          Stats:
             Requirements  - 12 Might
             Durability    - 24
             Total Defense - 51
                +5% Melee Block Efficacy
    
       [Azurite Chausses]
          Stats:
             Requirements  - 19 Might
             Durability    - 26
             Total Defense - 77
                +5% Melee Block Efficacy
    
       [Sylvanite Chausses]
          Stats:
             Requirements  -  28 Might
             Durability    -  28
             Total Defense - 113
                +5% Melee Block Efficacy
    
       [Prismere Chausses]
          Stats:
             Requirements  -  40 Might
             Durability    -  30
             Total Defense - 166
                +5% Melee Block Efficacy
    
       [Worn Leggings]
          Stats:
             Durability    - 17
             Total Defense -  6
                +5% Critical Hit Damage
    
       [Leather Leggings]
          Stats:
             Requirements  -  1 Finesse
             Durability    - 17
             Total Defense - 11
                +5% Critical Hit Damage
    
       [Boiled Leather Leggings]
          Stats:
             Requirements  -  8 Finesse
             Durability    - 19
             Total Defense - 27
                +5% Critical Hit Damage
    
       [Studded Leather Leggings]
          Stats:
             Requirements  - 18 Finesse
             Durability    - 21
             Total Defense - 51
                +5% Critical Hit Damage
    
       [Trollhide Leggings]
          Stats:
             Requirements  - 28 Finesse
             Durability    - 24
             Total Defense - 79
                +5% Critical Hit Damage
    
       [Dreadscale Leggings]
          Stats:
             Requirements  -  39 Finesse
             Durability    -  26
             Total Defense - 114
                +5% Critical Hit Damage
    
       [Farmer's Trousers]
          Stats:
             Durability    - 10
             Total Defense -  3
          Simple woolen pants. 
    
       [Peasant's Trousers]
          Stats:
             Durability    - 10
             Total Defense -  3
          Simple woolen pants.
    
       [Ragged Leggings]
          Stats:
             Durability    -  7
             Total Defense -  2
          A torn and tattered pair of trousers.
    
    *----------------*
    | [UNQA5] Unique |
    *----------------*
    
       [Legplates of Kronash]
          Stats:
             Type       - Might
             Durability - 42
                +5% Melee Block Efficacy
                +8 Armor
                +5% Lightning Resistance
                +Health
          Enchantments on these leggings invoke Ohnshan's protection from threats
          of lightning from storms and storm-born creatures.
    
       [Chivalric Chausses]
          Stats:
             Type       - Might
             Durability - 48
                +5% Melee Block Efficacy
                +20% Damage with Melee
                +Armor
                +5% Experience Bonus
          Extravagantly enchanted, thought to be of Archaic Fae design from the
          storied Age of Heroes. 
    
       [Double-Plated Chausses]
          Stats:
             Type       - Might
             Durability - 48
                +13% Melee Block Efficacy
                +8% Armor
                +10% Health
                +8% Ranged Block Efficacy
                +8% Magic Block Efficacy
          Double-plated and double-enchanted by Jottun Runecrafters, resized
          for lesser mortals. 
    
       [Reinforced Chausses]
          Stats:
             Type       - Might
             Durability - 48
                +5% Melee Block Efficacy
                +Armor
                +10% Physical Resistance
                +Health
          Caria Eiren, a Dokkalfar warrior, charged into battle bare-chested,
          relying solely on enchanted armors below her waist. 
    
       [Birkita Chausses]
          Stats:
             Type       - Might
             Durability - 48
                +5% Melee Block Efficacy
                +10% Fire Damage
                +10% Ice Damage
                +10% Lightning Damage
                +15% Health
                +15% Mana
          Formerly possessed by the Warrior-Mage, Brice. Jokull acquired these
          after Brice's defeat. 
    
       [Archer's Leggings]
          Stats:
             Type       - Finesse
             Durability - 39
                +5% Critical Hit Damage
                +8% Damage with Ranged
                +8% Piercing Damage
                +Armor
          Leggings suited for hunting the most dangerous game.
    
       [Bowie's Leggings]
          Stats:
             Type       - Finesse
             Durability - 44
                +5% Critical Hit Damage
                +10% Physical Damage
                +1 Lockpicking
                +5% Gold Drops
          Bowie was a common thief who rose to become the chief agent and
          enforcer for the Hand of Lyria in pre-Arcane Age Rathir.
    
       [Kentigan's Respite]
          Stats:
             Type       - Finesse
             Durability - 46
                +5% Critical Hit Damage
                +10% Armor
                +15% Bleeding Resistance
                +5% Gold Drops
                +5% Experience Bonus
          The popular Valor Arena contestant's person effects were auctioned
          after his death, with proceeds going to his wife and children.
    
       [Bladedancer's Leggings]
          Stats:
             Type       - Finesse
             Durability - 48
                +5% Critical Hit Damage
                +15% Damage with Daggers and Faeblades
                +10% Chance to Critical Hit with Daggers and Faeblades
                +10% Critical Hit Damage with Daggers and Faeblades
          The title 'Bladedancer' has been associated with the enforcers
          of several Traveler Hierophants in recent years.
    
                            **--------------------------**
                            ||                          ||
         [ARM06]            ||           Feet           ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONA6] Non-Unique |
    *--------------------*
    
       [Flimsy Greaves]
          Stats:
             Durability    - 30
             Total Defense -  5
                +5% Melee Block Efficacy
    
       [Iron Greaves]
          Stats:
             Requirements  -  1 Might
             Durability    - 20
             Total Defense -  8
                +5% Melee Block Efficacy
    
       [Chainmail Greaves]
          Stats:
             Requirements  -  8 Might
             Durability    - 22
             Total Defense - ??
                +5% Melee Block Efficacy
    
       [Steel Greaves]
          Stats:
             Requirements  - 12 Might
             Durability    - 24
             Total Defense - 25
                +5% Melee Block Efficacy
    
       [Azurite Greaves]
          Stats:
             Requirements  - 19 Might
             Durability    - 26
             Total Defense - 39
                +5% Melee Block Efficacy
    
       [Sylvanite Greaves]
          Stats:
             Requirements  - 28 Might
             Durability    - 28
             Total Defense - 56
                +5% Melee Block Efficacy
    
       [Prismere Greaves]
          Stats:
             Requirements  - 40 Might
             Durability    - 30
             Total Defense - 83
                +5% Melee Block Efficacy
    
       [Old Boots]
          Stats:
             Durability    - 17
             Total Defense -  3
                +5% Critical Hit Damage
    
       [Leather Boots]
          Stats:
             Requirements  -  1 Finesse
             Durability    - 17
             Total Defense -  6
                +5% Critical Hit Damage
    
       [Boiled Leather Boots]
          Stats:
             Requirements  -  8 Finesse
             Durability    - 19
             Total Defense - 13
                +5% Critical Hit Damage
    
       [Studded Leather Boots]
          Stats:
             Requirements  - 18 Finesse
             Durability    - 21
             Total Defense - 26
                +5% Critical Hit Damage
    
       [Trollhide Boots]
          Stats:
             Requirements  - 28 Finesse
             Durability    - 24
             Total Defense - 40
                +5% Critical Hit Damage
    
       [Dreadscale Boots]
          Stats:
             Requirements  - 39 Finesse
             Durability    - 26
             Total Defense - 57
                +5% Critical Hit Damage
    
       [Old Shoes]
          Stats:
             Durability    - 20
             Total Defense -  2 
                +10% Mana Regen per Sec
    
       [Cotton Shoes]
          Stats:
             Requirements  -  1 Sorcery
             Durability    - 15
             Total Defense -  4
                +10% Mana Regen per Sec
    
       [Linen Shoes]
          Stats:
             Requirements  -  8 Sorcery
             Durability    - 17
             Total Defense -  9
                +10% Mana Regen per Sec
    
       [Silk Shoes]
          Stats:
             Requirements  - 18 Sorcery
             Durability    - 18
             Total Defense - 17
                +10% Mana Regen per Sec
    
       [Hexweave Shoes]
          Stats:
             Requirements  - 28 Sorcery
             Durability    - 21
             Total Defense - 26
                +10% Mana Regen per Sec
    
       [Spiritweave Shoes]
          Stats:
             Requirements  - 39 Sorcery
             Durability    - 23
             Total Defense - 37
                +10% Mana Regen per Sec
    
       [Farmer's shoes]
          Stats:
             Durability    - 10
             Total Defense -  2
          Non-descript leather footwear, not suitable for battle. 
    
       [Peasant's Shoes]
          Stats:
             Durability    - 10
             Total Defense -  2
          Non-descript leather footwear, not suitable for battle.
    
       [Buru's Boots]
          Stats:
             Durability - 25
             Total Defense - 0
          Once cursed to make the wearer invisible and untouchable, these 
          worn boots seem to be all but ruined. Some faint magical energy 
          can be sensed around them, however -- it is likely they will not 
          last long. 
    
    *----------------*
    | [UNQA6] Unique |
    *----------------*
    
       [Vasil's War Boots]
          Stats:
             Type       - Might
             Durability - 42
                +5% Melee Block Efficacy
                +5% Elemental Resistance
                +5% Bleeding Resistance
                +5% Poison Resistance
          A Varani princeling had these boots crafted to protect his 
          witchhunters.
    
       [Grounded Boots]
          Stats:
             Type       - Might
             Durability - 44
                +5% Melee Block Efficacy
                +Armor
                +8% Elemental Resistance
                +8% Bleeding Resistance
          The Warsworn prize such boots for the protection they provide
          against sorcerous foes. 
    
       [Ardent Greaves]
          Stats:
             Type       - Might
             Durability - 46
                +5% Melee Block Efficacy
                +Health
                +2 Health Regen per Sec
                +Mana
                +1 Mana Regen per Sec
          Ardent enchantments are common among the initiates of the Thyrdon
          hero cults.
    
       [Bone Greaves]
          Stats:
             Type       - Might
             Durability - 48
                +5% Melee Block Efficacy
                +15% Piercing Damage
                +15% Bleeding Damage
                +Armor
                +Health
          So-called because they were recovered by Dokkalfar border rangers
          after an encounter with Faer Gorta.
    
       [Earthcrushers]
          Stats:
             Type       - Might
             Durability - 48
                +5% Melee Block Efficacy
                +15% Health
                +10% Stun Duration
                +10% Chance to Stun
          Named for a Jottun Hero said to dance in battle like a capering
          jester, crushing the stone beneath him into gravel.
    
       [Unwavering Greaves]
          Stats:
             Type       - Might
             Durability - 48
                +5% Melee Block Efficacy
                +8% Chance to Critical Hit with Edged Weapons
                +15% Critical Hit Damage with Edged Weapons
                +Armor
                +10% Bleeding Resistance
          Galeron the Great, a master duelist, used this enchanted footgear
          to improve his balance on all surfaces.
    
       [Wicked Sabatons]
          Stats:
             Type       - Might
             Durability - 50
                +5% Melee Block Efficacy
                +18% Physical Damage
                +10% Health Stolen per Hit
                +10% Chance to Steal Health
          Generous, brutal enchantments make these leg-armors a delight for
          the most blood-thirsty of warriors.
    
       [Ardra's Greaves]
          Stats:
             Type       - Might
             Durability - 50
                +15% Melee Block Efficacy
                +10% Physical Damage
                +10% Armor
                +5% Experience Bonus
                +10% Ranged Block Efficacy
                +10% Magic Block Efficacy
          Ardra was a powerful warrior slain in a Valor Arena match by
          Tyr Magnus.
    
       [Ellisan Boots]
          Stats:
             Type       - Finesse
             Durability - 41
             +5% Critical Hit Damage
             +10% Damage with Daggers and Faeblades
             +Armor
             +5% Experience Bonus
          The Almain master weaponmaker Ellisan makes and enchants these
          remarkable boots for the militia of his town.
    
       [Assassin's Boots]
          Stats:
             Type       - Finesse
             Durability - 46
             +5% Critical Hit Damage
             +15% Damage with Ranged
             +15% Damage with Daggers
             +10% Bleeding Damage
          The master Almain assassin, Gedrick, wore these boots when contracted
          to eliminate inconvenient noble nuisances.
    
       [Reaper's Boots]
          Stats:
             Type       - Finesse
             Durability - 48
             +5% Critical Hit Damage
             +Armor
             +20% Piercing Resistance
             +Health
             +10% Chance to Critical Hit
          Assassin's boots named for Belen's herald and messenger.
    
       [Sandals of Hama'verk]
          Stats:
             Type       - Sorcery
             Durability - 37
                +10% Mana Regen per Sec
                +Armor
                +Mana
                +5% Experience Bonus
          Footgear lavishly enchanted to enhance the battle readiness of a
          novice war mage.
    
       [Boots of Lightning Speed]
          Stats:
             Type       - Sorcery
             Durability - 41
                +10% Mana Regen per Sec
                +15% Lightning Damage
                +18% Ice Resistance
                +1 Mana Regen per Sec
          Created by Ljosalfar enchanters for the late Queen of Storms.
    
       [Whisperskin Sandals]
          Stats:
             Type       - Sorcery
             Durability - 41
                +10% Mana Regen per Sec
                +10% Fire Damage
                +10% Ice Damage
                +10% Lightning Damage
                +10% Bleeding Resistance
                +15% Mana
                +1 Mana Regen per Sec
          Created for the Crossing Keepers, an ancient order of Fae journeymen
          that protect the secret sources of Fae magic in Amalur.
    
                            **--------------------------**
                            ||                          ||
         [ARM07]            ||          Shields         ||
                            ||                          ||
                            **--------------------------**
    
       Kite Shield = Might 
       Buckler = Finesse
       Talisman = Sorcery (talismans appear to have Ice/Lightning/Fire
                           element but I don't know if it actually matters.)
    
    *--------------------*
    | [NONA7] Non-Unique |
    *--------------------*
    
       [Crude Iron Shield]
          Stats:
             Durability    - 20
             Total Defense - 11
                Blocks 6 Damage
    
          A worn old shield of very poor quality.
    
       [Iron Kite Shield]
          Stats:
             Requirements  -  1 Might
             Durability    - 20
             Total Defense - 15
                Blocks 7 Damage
    
       [Steel Kite Shield]
          Stats:
             Requirements  -  8 Might
             Durability    - 23
             Total Defense - 37
                Blocks 11 Damage
    
       [Azurite Kite Shield]
          Stats:
             Requirements  - 18 Might
             Durability    - 26
             Total Defense - 73
                Blocks 22 Damage
    
       [Sylvanite Kite Shield]
          Stats:
             Requirements  -  28 Might
             Durability    -  29
             Total Defense - 113
                Blocks 39 Damage
    
       [Prismere Kite Shield]
          Stats:
             Requirements  -  39 Might
             Durability    -  32
             Total Defense - 162
                Blocks 69 Damage
    
       [Elm Buckler]
          Stats:
             Requirements  -  8 Finesse
             Durability    - 19
             Total Defense - 27
                Blocks 9 Damage
    
       [Birch Buckler]
          Stats:
             Requirements  -  1 Finesse
             Durability    - 17
             Total Defense - 11
                Blocks 6 Damage
    
       [Oak Buckler]
          Stats:
             Requirements  - 18 Finesse
             Durability    - 21
             Total Defense - 51
                Blocks 18 Damage
    
       [Ash Buckler]
          Stats:
             Requirements  - 28 Finesse
             Durability    - 24
             Total Defense - 79
                Blocks 33 Damage
    
       [Ebony Buckler]
          Stats:
             Requirements  -  39 Finesse
             Durability    -  26
             Total Defense - 114
                Blocks 57 Damage
    
       [Copper Talisman]
          Stats:
             Requirements  -  1 Sorcery
             Durability    - 15
             Total Defense -  8
                Blocks 4 Damage
                +10% Elemental Resistance
          
       [Bronze Talisman]
          Stats:
             Requirements  -  8 Sorcery
             Durability    - 17
             Total Defense - 18
                Blocks 7 Damage
                +10% Elemental Resistance
    
       [Silver Talisman]
          Stats:
             Requirements  - 18 Sorcery
             Durability    - 18
             Total Defense - 34
                Blocks 15 Damage
                +10% Elemental Resistance
    
       [Gold Talisman]
          Stats:
             Requirements  - 28 Sorcery
             Durability    - 21
             Total Defense - 52
                Blocks 26 Damage
                +10% Elemental Resistance
    
       [Platinum Talisman]
          Stats:
             Requirements  - 39 Sorcery
             Durability    - 23
             Total Defense - 74
                Blocks 46 Damage
                +10% Elemental Resistance
    
    *----------------*
    | [UNQA7] Unique |
    *----------------*
    
       Requirements on Unique shields appear to change based on level;
       Requirements increase as your base level increases.
    
       [The Tower]
          Stats:
             Type       - Might
             Durability - 30
                Blocks Damage
                +5% Physical Damage
                +5% Elemental Resistance
                +5% Mana
          The Tower encourages the Fated to gain a new perspective on their
          lives. This card often links to other cards, indicating to the
          Fateweaver that the reading may not be as it seems on the surface.
    
       [Aegis of Ahn'Vas]
          Stats:
             Type       - Might
             Durability - 43
                Blocks Damage
                +Armor
                +Health
                +Mana
          Dedicated to Aedwinna Ahn'Vas, a pioneering student of the Order of
          the Ash, and patron of Almain sorcery during the flowering of human
          magic in the Age of Arcane.
    
       [Stonewall]
          Stats:
             Type       - Might
             Durability - 46
                Blocks Damage
                +Armor
                +10% Piercing Resistance
                +20% Melee Block Efficacy
                +20% Ranged Block Efficacy
                +20% Magic Block Efficacy
          A truly massive shield believed to have been wielded by an Almain
          knight who crafted it from a small piece of stone from his lord's
          castle.
    
       [House of Ballads Shield]
          Stats:
             Type       - Might
             Durability - 46
                Blocks Damage
                +10% Piercing Resistance
                +Health
                +Mana
                +25% Melee Block Efficacy
                +25% Ranged Block Efficacy
                +25% Magic Block Efficacy
          An ornate kite shield, emblazoned with the harp emblem of the
          House of Ballads. 
    
       [Brimstone Barrier]
          Stats:
             Type       - Might
             Durability - 49
                Blocks Damage
                3% Chance to Burn enemies when Blocking
                +15% Fire Resistance
          Cut from the side of a volcano this shield was forged by a Varani 
          man who loved exploring.
    
       [Crystalline Barrier]
          Stats:
             Type       - Might
             Durability -  52
                Blocks Damage
                5% Chance to Freeze enemies when Blocking
                +20% Piercing Resistance
                +20% Ice Resistance
          This massive shield, carved from a single crystal from the eastern
          hills of Klurikon, looks fragile, but is reinforced by powerful 
          sorceries.
    
       [Crystalline Barrier]
          Stats:
             Type       - Might
             Durability -  52
                Blocks Damage
                5% Chance to Freeze enemies when Blocking
                +20% Piercing Resistance
                +20% Ice Resistance
          This massive shield, carved from a single crystal from the eastern
          hills of Klurikon, looks fragile, but is reinforced by powerful
          sorceries.
    
       [Winter's Respite]
          Stats:
             Type       - Might
             Durability -  54
                Blocks Damage
                +Armor
                +35% Ice Resistance
          This shield, sent as a gift to Rathir on the eve of the Elf-Fae War,
          is one of only a few tokens of support from the Wild Alfar to their
          Dokkalfar kin.
    
       [The Moon]
          Stats:
             Type       - Finesse
             Durability - 25
                Blocks Damage
                +10% Critical Hit Damage with Melee
                +Health
          Those fated of The Moon cast light into the darkness, revealing
          the truths that most are afraid to face. 
    
       [Fae Summer Shield]
          Stats:
             Type       - Finesse
             Durability - 39
                Blocks Damage
                +Armor
                +5% Elemental Resistance
          Against the Dark / Against the Light / Shield me, Sun / from Winter's
          Night
    
       [Orieator's Shield]
          Stats:
             Type       - Finesse
             Durability - 44
                Blocks Damage
                +Armor
                +Health
                +1 Persuasion
          This shield's decorations honor the allied races in Orieator's
          Dokkalfar army: the Almain Gold Order, the Ljosalfar Lyrian Grace,
          and the Crooked Balance of the Varani.
    
       [Shield of Ambient]
          Stats:
             Type       - Finesse
             Durability - 44
                Blocks Damage
                +1 to Finesse Abilities
                +20% Melee Block Efficacy
                +20% Ranged Block Efficacy
                +20% Magic Block Efficacy
          Gnome antiquarian Huon Seles only recently recognized that his Erathi
          artifact, apparently just a wall ornament, was actually designed for
          use as a skirmisher's shield.
    
       [Shield of Balance]
          Stats:
             Type       - Finesse
             Durability - 44
                Blocks Damage
                +1 to Might Abilities
                +1 Finesse Abilities
                +1 to Sorcery Abilities
          From an obscure Varani chieftain's unmarked barrow on the Erathell
          coast. The shield's design refects Varani beliefs about life's
          fateful balance of good and bad luck. 
    
       [Bran Manan's Shield]
          Stats:
             Type       - Finesse
             Durability - 46
                Blocks Damage
                +20% Ice Resistance
                +Mana
          Reputedly the young Prince Bran's shield, found in a cave on the
          Icebrine Coast, possibly lost when his ship foundered when he and
          his people first arrived.
    
       [The Truth]
          Stats:
             Type       - Sorcery
             Durability - 20
                Blocks Damage
                +10% Elemental Resistance
                +5% Physical Resistance
                +5% Damage with Magic
                +5% Health
          The card of The Truth is inscribed with a line written in ancient
          Dverga: "Those who tell the truth shall die, those who tell the
          truth shall live forever." The meaning of this passage is unknown and
          hotly debated among Fateweavers. 
    
       [Mindshield]
          Stats:
             Type       - Sorcery
             Durability - 37
                Blocks Damage
                +10% Elemental Resistance
                +5% Fire Resistance
                +Mana
          The Ljosalfar enchanter, Vonne Menia, claims this shield wards against
          subtle magical assaults and invasions, though she offers no test to
          prove this claim.
    
       [Talisman of Arne]
          Stats:
             Type       - Sorcery
             Durability - 41
                Blocks Damage
                +10% Elemental Resistance
                3% Chance to Freeze enemies when Blocking
                +20% Ice Resistance
                +Mana
          From a stranger in the woods, the child Arne received this talisman.
          When he died, a great sorceror, he gave it in turn to a small child,
          who was soon eaten by a bear.
    
       [Soul Lens]
          Stats:
             Type       - Sorcery
             Durability - 43
                Blocks Damage
                +10% Elemental Resistance
                5% Chance to Burn enemies when Blocking
          A heavily enchanted piece of the Well of Souls, this talisman collects
          the life-force of enemies and turns it against them.
    
       [Sorrows Talisman]
          Stats:
             Type       - Sorcery
             Durability - 43
                Blocks Damage
                +10% Elemental Resistance
                +1 to Sorcery Abilities
                +25% Damage Resistance at Night
                +Health at Night
          This blessed artifact bears enchantments 'spun from the tears of
          the Weeping King for his faithful followers.'
    
                            **--------------------------**
                            ||                          ||
         [SET00]            ||           Sets           ||
                            ||                          ||
                            **--------------------------**
    
                    Might Sets.......................[SET01]
                    Finesse Sets.....................[SET02]
                    Sorcery Sets.....................[SET03]
    
         Like unique equipment, the stats of pieces from sets also depend on
         your level. The higher your level the higher its overall damage/defense 
         and requirements.
    
    *--------------------*
    | [SET01] Might Sets |
    *--------------------*
    
     _____________________________________________________________________________
    
       [Vigilant Helm]
          Durability - 20
          +5% Melee Block Efficacy
          +0.1 Health Regen per Sec
    
       [Vigilant Cuirass]
          Durability - 20
          +10% Melee Block Efficacy
          +10 Health
    
       [Vigilant Gauntlets]
          Durability - 20
          +5% Melee Block Efficacy
          +2 Physical Damage
    
       [Vigilant Chausses]
          Durability - 20
          +5% Melee Block Efficacy
          +5% Physical Resistance
          +5% Piercing Resistance
    
       [Vigilant Greaves]
          Durability - 20
          +5% Melee Block Efficacy
          +2 Armor
    
       Set Bonus:
          [2] +10% Stun Duration
          [3] +15 Mana
          [4] +5% Experience Bonus in Reckoning Mode
    
     _____________________________________________________________________________
    
       [Shepard's Helm]
          Durability - 20
          +5% Melee Block Efficacy
          +10 Health
    
       [Shepard's Cuirass]
          Durability - 20
          +10% Melee Block Efficacy
          +0.1 Health Regen per Sec
    
       [Shepard's Gauntlets]
          Durability - 20
          +5% Melee Block Efficacy
          +5% Chance to Critical Hit
    
       [Shepard's Chausses]
          Durability - 20
          +5% Melee Block Efficacy
          +5% Stun Duration
    
       [Shepard's Greaves]
          Durability - 20
          +5% Melee Block Efficacy
          +5% Physical Resistance
          +5% Piercing Resistance
    
       Set Bonus:
          [2] +10 Armor
          [3] +0.1 Health Regen per Sec
          [3] +1 Mana Regen per Sec
          [4] +10% Elemental Resistance
    
          Fabled armor of the legendary Shepard, Commander of the Warsworn
          after Ballegar.
    
     _____________________________________________________________________________
    
       [The Guardian Helm]
          Durability - 30
          +5% Melee Block Efficacy
          +5% Armor
    
       [The Guardian Cuirass]
          Durability - 30
          +10% Melee Block Efficacy
          +20 Health
    
       [The Guardian Gauntlets]
          Durability - 30
          +5% Melee Block Efficacy
          +5% Stun Duration
    
       [The Guardian Chausses]
          Durability - 30
          +5% Melee Block Efficacy
          +4% Elemental Resistance
    
       [The Guardian Greaves]
          Durability - 30
          +5% Melee Block Efficacy
          +5% Physical Resistance
    
       Set Bonus:
          [2] +10% Block Efficacy
          [3] +10% Piercing Resistance
    
          The Guardian is the card of faith, truth, and those that stand against
          adversity. Those mortals fated with the image of The Guardian will
          stand against their foes to the end.
    
     _____________________________________________________________________________
    
       [Ceremonial Helm]
          Durability - 42
          +5% Melee Block Efficacy
          +5% Fire Resistance
    
       [Ceremonail Cuirass]
          Durability - 42
          +10% Melee Block Efficacy
          +4 Armor
    
       [Ceremonial Gauntlets]
          Durability - 42
          +5% Melee Block Efficacy
          +10 Health
    
       [Ceremonial Chausses]
          Durability - 42
          +5% Melee Block Efficacy
          +10 Mana
    
       [Ceremonial Greaves]
          Durability - 42
          +5% Melee Block Efficacy
          +5% Bleeding Resistance
    
       Set Bonus:
          [2] +10% Melee Block Efficacy
          [2] +10% Ranged Block Efficacy
          [2] +10% Magic Block Efficacy
          [3] +10 Armor
          [4] +25 Health
    
          Belonged to Eswin Earic, a noted mercenary captain and tournament
          champion, his first full dress rig. Captain Earic was lost on a raid
          in Klurikon.
    
     _____________________________________________________________________________
    
       [Belen's Helm]
          Durability - 44
          +5% Melee Block Efficacy
          +8% Damage
    
       [Belen's Cuirass]
          Durability - 44
          +10% Melee Block Efficacy
          +5% Chance to Stun
    
       [Belen's Chausses]
          Durability - 44
          +5% Melee Block Efficacy
          +6% Piercing Resistance
    
       [Belen's Greaves]
          Durability - 44
          +5% Melee Block Efficacy
          +10% Lightning Resistance
    
       Set Bonus:
          [2] +10% Fire Damage
          [2] +10% Ice Damage
          [2] +10% Lightning Damage
          [3] +15% Stun Duration
          [4] +15% Piercing Damage
    
          Haeste Aedring, an honored bailiff and reeve, received this armor set
          from her patroness, Lady Gudwulf, a fervent follower of Belen.
    
     _____________________________________________________________________________
    
       [Thyrdon's Helm of War]
          Durability - 44
          +5% Melee Block Efficacy
          +10% Damage vs. Tuatha
    
       [Thyrdon's Cuirass of War]
          Durability - 44
          +10% Melee Block Efficacy
          +12% Stun Duration
    
       [Thyrdon's Gauntlets of War]
          Durability - 44
          +5% Melee Block Efficacy
          +25 Health
    
       [Thyrdon's Chausses of War]
          Durability - 44
          +5% Melee Block Efficacy
          +10% Bleeding Resistance
    
       [Thyrdon's Greaves of War]
          Durability - 44
          +5% Melee Block Efficacy
          +20 Mana
    
       Set Bonus:
          [2] +15% Chance to Stun
          [3] +15% Piercing Resistance
          [4] +15% Physical Damage
    
          Onwer Brond, follower of Thyrdon, wore this armor in House of Valor
          tournaments. He died at the age of 73 when the Tuatha laid siege to
          Rathir. 
    
     _____________________________________________________________________________
    
       [Helm of the Martyr]
          Durability - 46
          +5% Melee Block Efficacy
          +12% Damage vs. Jottun and Ettin
    
       [Gauntlets of the Martyr]
          Durability - 46
          +5% Melee Block Efficacy
          +8% Chance to Critical Hit with Melee
    
       [Cuirass of the Martyr]
          Durability - 46
          +10% Melee Block Efficacy
          +10% Physical Resistance
    
       [Chausses of the Martyr]
          Durability - 46
          +5% Melee Block Efficacy
          +10% Critical Hit Damage with Melee
    
       [Greaves of the Martyr]
          Durability - 46
          +5% Melee Block Efficacy
          +24 Armor
    
       Set Bonus:
          [2] +15% Chance to Stun
          [3] +25% Stun Duration
          [4] +15% Damage with Longswords and Hammers
    
          Reann Helgi, a Mitharan Crusader, wore this blessed armor, slaying
          eleven ettins before she fell defending Ettinmere homesteaders.
    
     _____________________________________________________________________________
    
       [Helm of the Legion]
          Durability - 46
          +5% Melee Block Efficacy
          +50 Health
    
       [Cuirass of the Legion]
          Durability - 46
          +10% Melee Block Efficacy
          +20 Armor
    
       [Chausses of the Legion]
          Durability - 46
          +5% Melee Block Efficacy
          +12% Fire Resistance
    
       [Greaves of the Legion]
          Durability - 46
          +5% Melee Block Efficacy
          +10% Fire Damage
    
       Set Bonus:
          [2] +10% Melee Block Efficacy
          [2] +10% Ranged Block Efficacy
          [2] +10% Magic Block Efficacy
          [3] +2 to Might Abilities
          [4] +15% Physical Resistance
    
          Keloren's Legion is renowned as the elite shock-troops of the Alfar
          army. This helm belonged to the Captain of the Legion who died in
          battle against the Tuatha.
    
     _____________________________________________________________________________
    
       [Helm of Bolgans' Bane]
          Durability - 48
          +5% Melee Block Efficacy
          +15% Physical Damage
         A sturdy helmet, designed for maximum protection.
    
       [Cuirass of Bolgans' Bane]
          Durability - 48
          +10% Melee Block Efficacy
          +15% Damage vs. Jottun and Ettin
         A heavy metal breastplate, designed for maximum protection.
    
       [Gauntlets of Bolgans' Bane]
          Durability - 48
          +5% Melee Block Efficacy
          +8% Chance to Critical Hit
          A pair of heavy gauntlets, designed for maximum protection.
    
       [Chausses of Bolgans' Bane]
          Durability - 48
          +5% Melee Block Efficacy
          +10% Health
         A pair of leg-protecting chausses, designed for maximum protection.
    
       [Greaves of Bolgans' Bane]
          Durability - 48
          +5% Melee Block Efficacy
          +10% Mana
         A pair of heavy foot-protecting greaves, designed for maximum protection.
    
       Set Bonus:
          [2] +15% Critical Hit Damage
          [3] +15% Melee Block Efficacy
          [3] +15% Ranged Block Efficacy
          [3] +15% Magic Block Efficacy
          [4] +2 to Might Abilities
    
     _____________________________________________________________________________
    
       [Helm of the Faehunter]
          Durability - 48
          +5% Melee Block Efficacy
          +25 Armor
    
       [Cuirass of the Faehunter]
          Durability - 48
          +10% Melee Block Efficacy
          +1 Stealth
    
       [Chausses of the Faehunter]
          Durability - 48
          +5% Melee Block Efficacy
          +10% Chance to Stun
    
       [Gauntlets of the Faehunter]
          Durability - 48
          +5% Melee Block Efficacy
          +10% Elemental Resistance
    
       [Greaves of the Faehunter]
          Durability - 48
          +5% Melee Block Efficacy
          +5% Critical Hit Damage
    
       Set Bonus:
          [2] +10% Melee Block Efficacy
          [2] +10% Ranged Block Efficacy
          [2] +10% Magic Block Efficacy
          [3] +2 to Might Abilities
          [4] +25% Physical Damage
    
          Anshelm Faehunter swore to hunt the 'godless Fae' to extinction.
          The Fae, admiring his courage and armor, cheerfully slew him from
          ambush.
    
     _____________________________________________________________________________
    
       [Helm of Ward Rede]
          Durability - 48
          +5% Melee Block Efficacy
          +5% Chance to Steal Health
    
       [Lewy Tun's Gauntlets]
          Durability - 48
          +5% Melee Block Efficacy
          +10% Physical Damage
    
       [Cuirass of N'gatan]
          Durability - 48
          +10% Melee Block Efficacy
          +50 Health
    
       [Chausses of Rell-Suggs]
          Durability - 48
          +5% Melee Block Efficacy
          +20% Health Stolen per Hit
    
       [Greaves of Har'bah]
          Durability - 48
          +5% Melee Block Efficacy
          +26 Armor
    
       Set Bonus:
          [2] +15% Armor
          [3] +25% Mana
          [4] +2 to Might Abilities
    
          Assembled from the dead of Rathir's Raven Guard. Restored in 'blood
          and gold' by the Hand's workshops in tribute to Rathir's defenders.
    
     _____________________________________________________________________________
    
       [Gauntlets of Helius]
          Durability - 48
          +5% Melee Block Efficacy
          +10% Chance to Stun
    
       [Chausses of Helius]
          Durability - 48
          +5% Melee Block Efficacy
          +12% Stun Duration
    
       [Greaves of Helius]
          Durability - 48
          +5% Melee Block Efficacy
          +50 Health
    
       Set Bonus:
          [2] +15% Damage during Daytime
          [3] +2 Health Regen per Sec
          [4] +15% Physical Damage
    
          Received after a vigil and vision at a Helius shrine by Beril Diara,
          a hero and a martyr of the early defense of Erathell in the Faelands
          War.
    
     _____________________________________________________________________________
    
       [Corthian Helm]
          Durability - 48
          +5% Melee Block Efficacy
          +15% Piercing Damage
    
       [Corthian Cuirass]
          Durability - 48
          +10% Melee Block Efficacy
          +15% Bleeding Resistance
    
       [Corthian Gauntlets]
          Durability - 48
          +5% Melee Block Efficacy
          +15% Ice Damage
    
       [Corthian Chausses]
          Durability - 48
          +5% Melee Block Efficacy
          +16% Fire Resistance
    
       [Corthian Greaves]
          Durability - 48
          +5% Melee Block Efficacy
          +30 Mana
    
       Set Bonus:
          [2] +20% Bleeding Resistance
          [3] +20% Piercing Resistance
          [4] +15% Elemental Resistance
    
          Brought from distant lands by war and trade, this piece of armor is a
          remnant of the once mighty Corthian Empire.
    
     _____________________________________________________________________________
    
       [Stern Helm]
          Durability - 48
          +5% Melee Block Efficacy
          +1 Health Regen per Sec
    
       [Seeker's Plate]
          Durability - 48
          +10% Melee Block Efficacy
          +1 Mana Regen per Sec
    
       [Auspice Gauntlets]
          Durability - 48
          +5% Melee Block Efficacy
          +15% Physical Damage
    
       [Dauntless Chausses]
          Durability - 48
          +5% Melee Block Efficacy
          +1 to Might Abilities
    
       [Blazoned Boots]
          Durability - 48
          +5% Melee Block Efficacy
          +10% Armor
    
       Set Bonus:
          [2] +15% Armor
          [3] +20% Physical Resistance
          [4] +15% Elemental Resistance
    
          This ancient armor carries the marks and deeds of Warsworn heroes
          gone before. Their watchful spirits guide and protect the wearer
          in battle.
    
     _____________________________________________________________________________
    
       [Gaea's Helm]
          Durability - 50
          +5% Melee Block Efficacy
          +20% Lightning Resistance
    
       [Gaea's Cuirass]
          Durability - 50
          +10% Melee Block Efficacy
          +20% Lightning Damage
    
       [Gaea's Gauntlets]
          Durability - 50
          +5% Melee Block Efficacy
          +15% Chance to Steal Health
    
       [Gaea's Chausses]
          Durability - 50
          +5% Melee Block Efficacy
          +10% Chance to Steal Health
    
       [Gaea's Greaves]
          Durability - 50
          +5% Melee Block Efficacy
          +10% Health Stolen per Hit
    
       Set Bonus:
          [2] +25% Chance to Stun
          [3] +15% Stun Duration
          [4] +30 Armor
    
          Blessed with this armor by Gaea, Olley Advar was later struck and
          killed by lightning, suggesting he was a disappointment to his patron.
    
     _____________________________________________________________________________
    
       [Wrath's Helm]
          Durability - 48
          +5% Melee Block Efficacy
          +20% Armor
    
       [Vengeance's Cuirass]
          Durability - 50
          +20% Melee Block Efficacy
          +10% Ranged Block Efficacy
          +10% Magic Block Efficacy
    
       [Reprisal's Gauntlets]
          Durability - 48
          +5% Melee Block Efficacy
          +10% Mana
    
       [Vindication's Chausses]
          Durability - 48
          +5% Melee Block Efficacy
          +15% Health
    
       [Retribution's Greaves]
          Durability - 48
          +5% Melee Block Efficacy
          +15% Ice Resistance
    
       Set Bonus:
          [2] +15% Physical Damage
          [3] +15% Elemental Resistance
          [4] 25 Ice Damage
    
          First claimed by the Hoolgan the Hungry from the corpse of an unnamed
          foe, the stone and steel plates of this armor were painted with blood
          every night for six months. The fae spirals have since worn away, but
          now it greedily drinks any blood spilled by its master or their victims.
    
     _____________________________________________________________________________
    
       [Helm of the Crucible]
          Durability - 50
          +5% Melee Block Efficacy
          +2 Health Regen per Sec
    
       [Cuirass of (the) Crucible]
          Durability - 50
          +10% Melee Block Efficacy
          +30 Armor
    
       [Chausses of the Crucible]
          Durability - 50
          +5% Melee Block Efficacy
          +18% Lightning Damage
    
       [Gauntlets of the Crucible]
          Durability - 50
          +5% Melee Block Efficacy
          +20% Bleeding Damage
    
       [Greaves of the Crucible]
          Durability - 50
          +5% Melee Block Efficacy
          +2 Health Regen per Sec
    
       Set Bonus:
          [2] +25 Armor
          [3] +25% Bleeding Damage
          [4] +15% Piercing Damage
    
          Thera Adwoldas commissioned this from her beloved companion, the
          Dokkalfar master armorer, Neri Conyr.
    
     _____________________________________________________________________________
    
       [Kerrod's Helm]
          Durability - 50
          +5% Melee Block Efficacy
          +80 Mana
    
       [Kerrod's Cuirass]
          Durability - 50
          +10% Melee Block Efficacy
          +80 Health
    
       [Kerrod's Chausses]
          Durability - 50
          +5% Melee Block Efficacy
          +12% Chance to Stun
    
       [Kerrod's Gauntlets]
          Durability - 50
          +5% Melee Block Efficacy
          +15% Physical Resistance
    
       [Kerrod's Greaves]
          Durability - 50
          +5% Melee Block Efficacy
          +8% Chance to Critical Hit
    
       Set Bonus:
          [2] +15% Critical Hit Damage
          [3] +25% Stun Duration
          [4] +35 Armor
    
          Though Kerrod Graine copied a popular tournament design, his
          enchantments are improvements in every way upon the original.
    
     _____________________________________________________________________________
    
       [Eagonn's Crested Helm]
          Durability - 52
          +5% Melee Block Efficacy
          +25% Damage vs. Demons
    
       [Eagonn's Cuirass]
          Durability - 52
          +10% Melee Block Efficacy
          +90% Mana
    
       [Eagonn's Chausses]
          Durability - 52
          +5% Melee Block Efficacy
          +20% Fire Resistance
    
       [Eagonn's Gauntlets]
          Durability - 52
          +5% Melee Block Efficacy
          +20% Physical Resistance
    
       [Eagonn's Greaves]
          Durability - 52
          +5% Melee Block Efficacy
          +18% Chance to Stun
    
       Set Bonus:
          [2] +20% Fire Damage
          [3] +15% Elemental Resistance
          [4] +20% Bleeding Resistance
    
          Prince Eagonn, son of a great king, first of the Warsworn, was among
          the mightiest demon hunters in recorded history.
    
     _____________________________________________________________________________
    
       Helm & Chest = Might
       Gloves & Shoes = Finesse
       Legwear = Sorcery
    
       [Kas-ti's Helm]
          Durability - 46
          +5% Melee Block Efficacy
          +10% Fire Resistance
          +10% Ice Resistance
          +10% Lightning Resistance
          +30 Health
          This armor belonged to a mystical female warrior with an uncanny
          mastery over the elements.
    
       [Tinniat's Hauberk]
          Durability - 48
          +10% Melee Block Efficacy
          +18% Fire Damage
          +35 Health
          +2 Health Regen per Sec
          Tinniat, a battle-priest of Vreakor, drew fire from the earth and
          air to rend his enemies and mend his wounds.
    
       [Flint's Hunting Gloves]
          Durability - 44
          +5% Critical Hit Damage
          +15% Damage with Ranged
          +10% Piercing Damage
          +10% Health
          An Almain prince's huntmaster, Flint Aegan died protecting his noble
          lord from an assassin's arrow during a family hunting expedition.
    
       [Ergel's Luxurious Legwear]
          Durability - 24
          +15% Mana Regen per Sec
          +2 Dispelling
          Magnificent pantaloons, stitched together from cloth-of-gold.
    
       [Dirge's Dancing Shoes]
          Durability - 44
          +5% Critical Hit Damage
          +15% Poison Damage
          +15% Poison Resistance
          +50 Health
          +8% Gold Drops
          The Dokkalfar bard, Dirge Gwyngud, lost her reputation, her life, and
          these boots trying to wrinkle the honor of a Ljosalfar Justicar.
    
       Set Bonus:
          [2] +10% Damage Resistance
          [3] +10% Damage
          [4] +10% Status Effect Durations
          [5] +1 to Might Abilities
          [5] +1 to Finesse Abilities
          [5] +1 to Sorcery Abilities
    
     _____________________________________________________________________________
    
    *----------------------*
    | [SET02] Finesse Sets |
    *----------------------*
    
     _____________________________________________________________________________
    
       [Imminent Cap]
          Durability - 17
          +8% Critical Hit Damage
          +0.5 Mana Regen per Sec
    
       [Imminent Vest]
          Durability - 17
          +12% Critical Hit Damage
          +5% Chance to Evade
    
       [Imminent Gloves]
          Durability - 17
          +10% Critical Hit Damage
    
       [Imminent Leggings]
          Durability - 17
          +5% Critical Hit Damage
          +0.1 Health Regen per Sec
    
       [Imminent Boots]
          Durability - 17
          +5% Critical Hit Damage
          +5% Chance to Critical Hit
    
       Set Bonus:
          [2] +10% Bleeding Damage
          [2] +10% Bleeding Duration
          [3] +2 Stealth
          [4] +5% Experience Bonus in Reckoning Mode
    
     _____________________________________________________________________________
    
       [The Running Man Hood]
          Durability - 25
          +8% Critical Hit Damage
          +5% Physical Resistance
    
       [The Running Man Armor]
          Durability - 25
          +12% Critical Hit Damage
          +5% Armor
    
       [The Running Man Leggings]
          Durability - 25
          +5% Critical Hit Damage
          +15% Fire Resistance
    
       [The Running Man Gloves]
          Durability - 25
          +5% Critical Hit Damage
          +5% Poison Resistance
    
       [The Running Man Boots]
          Durability - 25
          +5% Critical Hit Damage
          +5% Damage Resistance while Dodging
    
       Set Bonus:
          [2] +10% Health
          [3] +10% Critical Hit Damage with Melee
    
          The Running Man is a card of desperation. It, like the armor crafted in
          its name, indicates someone in need of safety and security. The Circle
          of Therosin believed that the Running Man also indicated a fate that
          could be changed.
    
     _____________________________________________________________________________
    
       [Perfidious Cap]
          Durability - 39
          +8% Critical Hit Damage
          +20 Health
    
       [Perfidious Armor]
          Durability - 39
          +12% Critical Hit Damage
          +5% Fire Resistance
    
       [Perfidious Gloves]
          Durability - 39
          +5% Critical Hit Damage
          +1 Lockpicking
    
       [Perfidious Leggings]
          Durability - 39
          +5% Critical Hit Damage
          +1 Stealth
    
       [Perfidious Boots]
          Durability - 39
          +5% Critical Hit Damage
          +17% Mana
    
       Set Bonus:
          [2] +2 to Finesse Abilities
          [3] +1 Mana Regen per Sec
          [4] +8% Elemental Resistance
    
          A rival clan gifted Lord Amberwood with armor for his private guard.
          Then similarly dressed assassins slew Amberwood and his whole family.
    
     _____________________________________________________________________________
    
       [Mercenary's Cap]
          Durability - 39
          +8% Critical Hit Damage
          +6% Gold Drops
    
       [Mercenary's Armor]
          Durability - 39
          +12% Critical Hit Damage
          +6% Experience Bonus
    
       [Mercenary's Gloves]
          Durability - 39
          +5% Critical Hit Damage
          +10% Damage with Ranged
    
       [Mercenary's Leggings]
          Durability - 39
          +5% Critical Hit Damage
          +10% Lightning Resistance
    
       [Mercenary's Boots]
          Durability - 39
          +5% Critical Hit Damage
          +1 to Finesse Abilities
    
       Set Bonus:
          [2] +2 Stealth
          [3] +2 Lockpicking
          [4] +15% Chance to Critical Hit
    
          Sparing no expense, lords prefer their mercenaries arrayed in stylish,
          distinctive armors as testament to their noble wealth and taste.
    
     _____________________________________________________________________________
    
       [Captain's Fine Cap]
          Durability - 41
          +8% Critical Hit Damage
          +15% Damage while at low Health
    
       [Captain's Armor]
          Durability - 41
          +12% Critical Hit Damage
          +18 Armor
    
       [Captain's Leggings]
          Durability - 41
          +13% Critical Hit Damage
    
       [Captain's Gloves]
          Durability - 41
          +5% Critical Hit Damage
          +5% Chance to Critical Hit
    
       [Captain's Boots]
          Durability - 41
          +5% Critical Hit Damage
          +1 Stealth
    
       Set Bonus:
          [2] +20% Health
          [3] +20% Mana
          [4] +2 to Finesse Abilities
    
          Captain Gidian Kylaras fell defending his small Dalentarth garrison
          from attacking Tuatha. The captain's spirit and courage survives in
          his armor.
    
     _____________________________________________________________________________
    
       [Vekreth's Cap]
          Durability - 41
          +8% Critical Hit Damage
          +20% Physical Damage vs. Heavily Wounded Targets
    
       [Vekreth's Armor]
          Durability - 41
          +12% Critical Hit Damage
          +16% Physical Resistance while at low Health
    
       [Vekreth's Gloves]
          Durability - 41
          +13% Critical Hit Damage
    
       [Vekreth's Leggings]
          +5% Critical Hit Damage
          +22 Armor
    
       [Vekreth's Boots]
          Durability - 41
          +5% Critical Hit Damage
          +5% Melee Block Efficacy
          +5% Ranged Block Efficacy
          +5% Magic Block Efficacy
    
       Set Bonus:
          [2] +15% Critical Hit Damage
          [3] +2 to Finesse Abilities
          [4] +25% Health
    
          'My might is my right,' say Vekreth's followers. They are proud and
          disciplined, united in despising weakness, casually brutal in pursuit
          of their own interests.
    
     _____________________________________________________________________________
    
       [Cap of Proletary]
          Durability - 44
          +8% Critical Hit Damage
          +20% Fire Resistance
    
       [Brewmaster's Harness]
          Durability - 44
          +12% Critical Hit Damage
          +10% Physical Resistance
    
       [Gloves of Ozzie]
          Durability - 44
          +5% Critical Hit Damage
          +1 Mana Regen per Sec
    
       [Leggings of Beacons]
          Durability - 44
          +5% Critical Hit Damage
          +23% Poison Resistance
    
       [Boots of the Zodiac]
          Durability - 44
          +5% Critical Hit Damage
          +28 Armor
    
       Set Bonus:
          [2] +2 to Finesse Abilities
          [3] +25% Poison Damage
          [4] +25% Damage with Bows
    
          A gift from a Massariol Brewmaster, aged in a cask of mead, this
          armor radiates magical power and sweet, potent fumes of fermented
          honey.
    
     _____________________________________________________________________________
    
       [Lunala's Cap]
          Durability - 44
          +8% Critical Hit Damage
          +10% Physical Resistance
    
       [Lunala's Armor]
          Durability - 44
          +12% Critical Hit Damage
          +7% Elemental Resistance
    
       [Lunala's Leggings]
          Durability - 44
          +5% Critical Hit Damage
          +24 Armor
    
       [Lunala's Gloves]
          Durability - 44
          +5% Critical Hit Damage
          +10% Chance to Critical Hit
    
       [Lunala's Boots]
          Durability - 44
          +5% Critical Hit Damage
          +18% Fire Resistance
    
       Set Bonus:
          [2] +15% Damage Resistance
          [2] +20% Critical Hit Damage
          [3] +15% Melee Block Efficacy
          [3] +15% Ranged Block Efficacy
          [3] +15% Magic Block Efficacy
          [4] +15% Chance to Stun
    
          Standing over her murdered husband, Allyn prayed to the moon for
          justice. Beneath her beloved's corpse she discovered this enchanted
          armor.
    
          Standing over the corpse of her now deceased husband Allyn, a Varani
          woman, wept tears upon the ground. Staring up at the full moon as it
          reached its zenith in the sky Allyn prayed to Lunala for strength in
          her darkest hour. For twenty-four hours until the moon reached its
          zenith once again she prayed on as her husband's body was taken from
          the field. Once done she turned to head back to town when a sparkle
          of light in the bushes nearby caught her attention.
    
     _____________________________________________________________________________
    
       [Cap of the Wanderer]
          Durability - 44
          +8% Critical Hit Damage
          +8% Chance to Critical Hit
    
       [Armor of the Wanderer]
          Durability - 44
          +20% Critical Hit Damage
    
       [Gloves of the Wanderer]
          Durability - 44
          +5% Critical Hit Damage
          -20% Equip Requirements 
    
       [Leggings of the Wanderer]
          +5% Critical Hit Damage
          +1 Lockpicking
    
       [Boot of the Wanderer]
          +5% Critical Hit Damage
          +12% Elemental Resistance
    
       Set Bonus:
          [2] +15% Poison Damage
          [3] +20% Bleeding Resistance
          [4] +2 to Finesse Abilities
    
          Surrounded by foes, Corin hid in a cave, where he found this armor.
          In his new-found armor, Corin faced his enemies, and they died.
    
     _____________________________________________________________________________
    
       [Magnon's Cap]
          Durability - 46
          +8% Critical Hit Damage
          +90 Health
    
       [Magnon's Armor]
          Durability - 46
          +12% Critical Hit Damage
          +75 Mana
    
       [Magnon's Gloves]
          Durability - 46
          +5% Critical Hit Damage
          +8% Chance to Critical Hit
    
       [Magnon's Leggings]
          Durability - 46
          +15% Critical Hit Damage
    
       [Magnon's Boots]
          Durability - 46
          +5% Critical Hit Damage
          +20% Lightning Resistance
    
       Set Bonus:
          [2] +15% Lightning Damage
          [3] +2 Health Regen per Sec
          [4] +15% Damage
    
          All that remains of the Almain warlord, Magnon, is armor stripped from
          his corpse and worn thereafter by foes of cruel tyranny.
    
     _____________________________________________________________________________
    
       [Armor of Justice]
          Durability - 46
          +12% Critical Hit Damage
          +8% Chance to Critical Hit
    
       [Gloves of Justice]
          Durability - 46
          +5% Critical Hit Damage
          +20% Poison Damage
    
       [Leggings of Justice]
          Durability - 46
          +5% Critical Hit Damage
          +32 Armor
    
       [Boots of Justice]
          Durability - 46
          +5% Critical Hit Damage
          +1 Stealth
    
       Set Bonus:
          [2] +25% Damage Resistance
          [2] +15% Health Stolen per Hit
          [3] +15% Critical Hit Damage
          [4] +30% Bleeding Resistance
    
          In Dalentarth, Emmery fell into a deep sleep. He awoke wearing this
          Fae-forged armor, half-smothered in the blood of slain Brownies.
    
     _____________________________________________________________________________
    
       [Shadowskin Cowl]
          Durability - 46
          +8% Critical Hit Damage
          +1 Stealth
    
       [Shadowskin Vest]
          Durability - 46
          +32% Critical Hit Damage
    
       [Shadowskin Gloves]
          Durability - 46
          +5% Critical Hit Damage
          +15% Fire Resistance
    
       [Shadowskin Leggings]
          Durability - 46
          +5% Critical Hit Damage
          +18% Mana
    
       [Shadowskin Boots]
          Durability - 46
          +5% Critical Hit Damage
          +10% Gold Drops
    
       Set Bonus:
          [2] +15% Chance to Critical Hit
          [3] +25% Fire Damage
          [4] +10% Experience Bonus
    
          Crafted from scraps of the Shroud of Omission, this armor causes
          the wearer to slip beneath the notice of nearby observers.
    
     _____________________________________________________________________________
    
       [Cap of the Ascendant]
          Durability - 48
          +8% Critical Hit Damage
          +1 Health Regen per Sec
    
       [Armor of the Ascendant]
          Durability - 48
          +12% Critical Hit Damage
          +35 Armor
    
       [Gloves of the Ascendant]
          Durability - 48
          +5% Critical Hit Damage
          +10% Chance to Critical Hit
    
       [Leggings of the Ascendant]
          Durability - 48
          +5% Critical Hit Damage
          +15% Chance to Stun
    
       [Boots of the Ascendant]
          Durability - 48
          +5% Critical Hit Damage
          +15% Melee Block Efficacy
          +15% Ranged Block Efficacy
          +15% Magic Block Efficacy
    
       Set Bonus:
          [2] +15% Stun Duration
          [3] +30% Health
          [4] +15% Chance to Critical Hit
    
          Legends say his armor is all that remained behind when the gods
          transported a worthy hero directly into the sky to shimmer like a star.
    
     _____________________________________________________________________________
    
       Helm & Chest = Might
       Gloves & Shoes = Finesse
       Legwear = Sorcery
    
       [Kas-ti's Helm]
          Durability - 46
          +5% Melee Block Efficacy
          +10% Fire Resistance
          +10% Ice Resistance
          +10% Lightning Resistance
          +30 Health
          This armor belonged to a mystical female warrior with an uncanny
          mastery over the elements.
    
       [Tinniat's Hauberk]
          Durability - 48
          +10% Melee Block Efficacy
          +18% Fire Damage
          +35 Health
          +2 Health Regen per Sec
          Tinniat, a battle-priest of Vreakor, drew fire from the earth and
          air to rend his enemies and mend his wounds.
    
       [Flint's Hunting Gloves]
          Durability - 44
          +5% Critical Hit Damage
          +15% Damage with Ranged
          +10% Piercing Damage
          +10% Health
          An Almain prince's huntmaster, Flint Aegan died protecting his noble
          lord from an assassin's arrow during a family hunting expedition.
    
       [Ergel's Luxurious Legwear]
          Durability - 24
          +15% Mana Regen per Sec
          +2 Dispelling
          Magnificent pantaloons, stitched together from cloth-of-gold.
    
       [Dirge's Dancing Shoes]
          Durability - 44
          +5% Critical Hit Damage
          +15% Poison Damage
          +15% Poison Resistance
          +50 Health
          +8% Gold Drops
          The Dokkalfar bard, Dirge Gwyngud, lost her reputation, her life, and
          these boots trying to wrinkle the honor of a Ljosalfar Justicar.
    
       Set Bonus:
          [2] +10% Damage Resistance
          [3] +10% Damage
          [4] +10% Status Effect Durations
          [5] +1 to Might Abilities
          [5] +1 to Finesse Abilities
          [5] +1 to Sorcery Abilities
    
     _____________________________________________________________________________
    
    *----------------------*
    | [SET03] Sorcery Sets |
    *----------------------*
    
     _____________________________________________________________________________
    
       [Pensive Cowl]
          Durability - 15
          +15% Mana Regen per Sec
          +4 Mana
    
       [Pensive Robes]
          Durability - 15
          +30% Mana Regen per Sec
          +5% Chance to Critical Hit with Magic
    
       [Pensive Handwraps]
          Durability - 15
          +10% Mana Regen per Sec
          -10% Mana Costs
    
       [Pensive Shoes]
          Durability - 15
          +10% Mana Regen per Sec
          +0.5 Mana Regen per Sec
    
       Set Bonus:
          [2] +10% Ice Damage
          [3] +14 Mana
          [4] +5% Experience Bonus in Reckoning Mode
    
     _____________________________________________________________________________
    
       [The Valley Cowl]
          Durability - 20
          +15% Mana Regen per Sec
          -5% Mana Costs
    
       [The Valley Robes]
          Durability - 20
          +30% Mana Regen per Sec
          +20 Health
    
       [The Valley Handwraps]
          Durability - 20
          +10% Mana Regen per Sec
          +5% Critical Hit Damage with Magic
    
       [The Valley Shoes]
          Durability - 20
          +10% Mana Regen per Sec
          +5% Lightning Damage
    
       Set Bonus:
          [2] +10% Elemental Resistance
          [3] +1 Mana Regen per Sec
    
          The Valley represents a division in the lives of those fated with
          this card. For better or for worse, the challenges ahead will split
          them in two directions. Usually, this is metaphorical.
    
     _____________________________________________________________________________
    
       [Frostweave Cowl]
          Durability - 37
          +15% Mana Regen per Sec
          +20 Mana
    
       [Frostweave Robes]
          Durability - 37
          +30% Mana Regen per Sec
          +17 Health
    
       [Frostweave Handwraps]
          Durability - 37
          +10% Mana Regen per Sec
          +5% Physical Resistance
    
       [Frostweave Shoes]
          Durability - 37
          +10% Mana Regen per Sec
          +5% Elemental Resistance
    
       Set Bonus:
          [2] +1 Mana Regen per Sec
          [3] +2 Health Regen per Sec
          [4] +12 Armor
    
          The Order of Ash has prescribed enchanted armors like this as standard
          starting kit for apprentice spellcasters.
    
     _____________________________________________________________________________
    
       [Cowl of Sorrows]
          Durability - 38
          +15% Mana Regen per Sec
          +1 Mana Regen per Sec
    
       [Robes of Sorrow]
          Durability - 38
          +30% Mana Regen per Sec
          +1 Health Regen per Sec
    
       [Gloves of Sorrow]
          Durability - 38
          +10% Mana Regen per Sec
          -20% Mana Costs
    
       [Sandals of Sorrow]
          Durability - 38
          +10% Mana Regen per Sec
          +10% Health
    
       Set Bonus:
          [2] +15% Fire Damage
          [2] +15% Ice Damage
          [2] +15% Lightning Damage
          [3] +2 to Sorcery Abilities
          [4] +15% Elemental Resistance
    
          The Weeping King's followers enlisted these relics in their crusade
          against the despair threatening to overwhelm the House of Sorrows.
    
     _____________________________________________________________________________
    
       [Vraekor's Cowl]
          Durability - 38
          +15% Mana Regen per Sec
          +10% Lightning Damage
    
       [Vraekor's Robes]
          Durability - 38
          +30% Mana Regen per Sec
          +15% Lightning Resistance
    
       [Vraekor's Handwraps]
          Durability - 38
          +10% Mana Regen per Sec
          +10% Ice Damage
    
       [Vraekor's Shoes]
          Durability - 38
          +10% Mana Regen per Sec
          +15% Ice Resistance
    
       Set Bonus:
          [2] +25% Mana
          [3] +20% Health
          [4] +15% Elemental Resistance
    
          Elemental spellcasters and Bassawin war-priests worship Vraekor,
          god of fire, in search of his arcane secrets.
    
     _____________________________________________________________________________
    
       [Harbinger's Cowl]
          Durability - 41
          +15% Mana Regen per Sec
          +10% Fire Damage
          +10% Ice Damage
          +10% Lightning Damage
    
       [Harbinger's Vestments]
          Durability - 41
          +30% Mana Regen per Sec
          +10% Elemental Resistance
    
       [Harbinger's Handwraps]
          Durability - 38
          +10% Mana Regen per Sec
          +45 Mana
    
       [Harbinger's Shoes]
          Durability - 41
          +10% Mana Regen per Sec
          +24 Armor
    
       Set Bonus:
          [2] +2 to Sorcery Abilities
          [3] +2 Mana Regen per Sec
          [4] +25% Physical Resistance
    
          These enchanted garments belonged to Garvin Dulac. Once a lowly
          scribe, his fortunes changed when he became the first human to
          command the elements. 
    
     _____________________________________________________________________________
    
       [Arcanist's Cowl]
          Durability - 41
          +15% Mana Regen per Sec
          +16% Fire Damage
    
       [Arcanist's Robe]
          Durability - 41
          +30% Mana Regen per Sec
          +1 to Sorcery abilities
    
       [Arcanist's Handwraps]
          Durability - 41
          +10% Mana Regen per Sec
    
       [Arcanist's Shoes]
          Durability - 43
          +10% Mana Regen per Sec
          +10% Chance to Stun
    
       Set Bonus:
          [2] +25% Fire Damage
          [3] +15% Elemental Resistance
          [4] +25% Mana
    
          The Scholia Arcana occasionally honors the most respectable and
          accomplished spellcasters with enchanted relics like these.
    
     _____________________________________________________________________________
    
       [Tuatha Cowl]
          Durability - 41
          +15% Mana Regen per Sec
    
       [Tuatha Robes]
          Durability - 41
          +30% Mana Regen per Sec
    
       [Tuatha Handwraps]
          Durability - 41
          +10% Mana Regen per Sec
    
       [Tuatha Shoes]
           Durability - 45
           +10% Mana Regen per Sec
    
       Set Bonus:
          [2] +20% Elemental Resistance
          [3] +25% Mana
          [4] +2 Mana Regen per Sec
    
          King Gadflow dresses Tuatha Deohn mages uniformly in these
          sumptuous, prismere-studded enchanted garments.
    
     _____________________________________________________________________________
    
       [Lachlan's Cowl]
          Durability - 41
          +15% Mana Regen per Sec
          +15% Fire Damage
    
       [Lachlan's Robe]
          Durability - 41
          +30% Mana Regen per Sec
          +18% Fire Resistance
    
       [Lachlan's Handwraps]
          Durability - 41
          +10% Mana Regen per Sec
          +2 Health Regen per Sec
    
       [Lachlan's Shoes]
          Durability - 41
          +10% Mana Regen per Sec
          +1 Mana Regen per Sec
    
       Set Bonus:
          [2] +25% Mana
          [3] +20% Fire Damage
          [3] +20% Ice Damage
          [3] +20% Lightning Damage
          [4] 10% Chance to Burn enemies when Attacked
    
          'I have mastered all Vraekor's secrets,' Lachlan boasted. These relics
          were found unmarked among his ashes. The gods will not be mocked.
    
     _____________________________________________________________________________
    
       [House of Ballads Hood]
          Durability - 41
          +15% Mana Regen per Sec
          +10% Health
          This hood is known as the "Will of Keozai" in honor of the Ring of 
          Keozai. They are worn by House of Ballads Knights, guardians of ancient
          secrets beyond mortal understanding.
    
       [House of Ballads Robes]
          Durability - 41
          +30% Mana Regen per Sec
          +10% Mana
          These robes are known as the "Heart of Keozai" in honor of the Ring of
          Keozai. They are worn by House of Ballads Knights, guardians of ancient
          secrets beyond mortal understanding.
    
       [House of Ballads Gloves]
          Durability - 41
          +10% Mana Regen per Sec
          +15% Chance to Critical Hit with Magic
          These gloves are known as the "Hands of Keozai" in honor of the Ring 
          of Keozai. They are worn by House of Ballads Knights, guardians of 
          ancient secrets beyond mortal understanding.
    
       [House of Ballads Slippers]
          Durability - 41
          +10% Mana Regen per Sec
          +10% Armor
          These slippers are known as the "Speed of Keozai" in honor of the Ring 
          of Keozai. They are worn by House of Ballads Knights, guardians of 
          ancient secrets beyond mortal understanding.
    
      Set Bonus:
          [2] +15% Critical Hit Damage with Magic
          [3] +10% Melee Block Efficacy
          [3] +10% Ranged Block Efficacy
          [3] +10% Magic Block Efficacy
          [4] +15% Health
    
     _____________________________________________________________________________
    
       [Cowl of the Dark Empyrean]
          Durability - 41
          +15% Mana Regen per Sec
          +10% Elemental Resistance
          This cowl emanate a dire sense of power, and is styled in an
          antiquated manner.
    
       [Robes of the Dark Empyrean]
          Durability - 41
          +30% Mana Regen per Sec
          +10% Fire Damage
          +10% Ice Damage
          +10% Lightning Damage
          These robes emanate a dire sense of power, and is styled in an
          antiquated manner.
    
       [Grasp of the Dark Empyrean]
          Durability - 41
          +10% Mana Regen per Sec
          +10% Critical Hit Damage with Magic
          These gloves emanate a dire sense of power, and is styled in an
          antiquated manner.
    
       [Boots of the Dark Empyrean]
          Durability - 43
          +10% Mana Regen per Sec
          +5% Critical Hit Damage with Magic
          These boots emanate a dire sense of power, and is styled in an
          antiquated manner.
    
       Set Bonus:
          [2] +25% Mana
          [3] +15% Health
          [4] +2 to Sorcery Abilities
    
     _____________________________________________________________________________
    
       [Cowl of the Divine Grasp]
          Durability - 45
          +15% Mana Regen per Sec
          +100 Mana
    
       [Robe of the Divine Grasp]
          Durability - 45
          +30% Mana Regen per Sec
          +35 Armor
    
       [Handwraps of the Divine Grasp]
          Durability - 45
          +10% Mana Regen per Sec
          +15% Fire Damage
          +15% Ice Damage
          +15% Lightning Damage
    
       [Shoes of the Divine Grasp]
          Durability - 41
          +10% Mana Regen per Sec
          +18% Elemental Resistance
    
       Set Bonus:
          [2] +2 Mana Regen per Sec
          [3] +25% Armor
          [4] +20% Physical Resistance
    
          The mage Zelek dedicated these relics to Lyria, his patron. An initiate
          of Vekreth slew Zelek, defiled them, and tossed them in a midden.
    
     _____________________________________________________________________________
    
       [Cowl of Seasons]
          Durability - 41
          +15% Mana Regen per Sec
          +70 Health
    
       [Robes of Seasons]
          Durability - 43
          +30% Mana Regen per Sec
          +16% Lightning Damage
    
       [Handwraps of Seasons]
          Durability - 43
          +10% Mana Regen per Sec
          +10% Gold Drops
    
       [Shoes of Seasons]
          Durability - 43
          +10% Mana Regen per Sec
          +20% Fire Resistance
    
       Set Bonus:
          [2] +15% Lightning Resistance
          [3] +25% Mana
          [4] 10% Chance to Shock enemies when Attacked
    
          These garments are all that remain of mystical Summer Fae House of
          Seasons.
    
     _____________________________________________________________________________
    
       [Aryllia's Cowl]
          Durability - 43
          +15% Mana Regen per Sec
          +20% Ice Damage
    
       [Aryllia's Robes]
          Durability - 43
          +30% Mana Regen per Sec
          +13% Ice Resistance
    
       [Aryllia's Handwraps]
          Durability - 43
          +10% Mana Regen per Sec
          +1 Mana Regen per Sec
    
       [Aryllia's Shoes]
          Durability - 43
          +10% Mana Regen per Sec
          +80 Health
    
       Set Bonus:
          [2] +15% Ice Resistance
          [3] +25% Mana
          [4] 10% Chance to Freeze enemies when Attacked
    
          Praying to Aryllia for the favor of a haughty mistress, a shabby
          apprentice received this gift to gain an archmage's love.
    
     _____________________________________________________________________________
    
       [Enke's Cowl]
          Durability - 43
          +15% Mana Regen per Sec
          +25% Damage Resistance vs. Undead
    
       [Enke's Robe]
          Durability - 43
          +30% Mana Regen per Sec
          -15% Mana Costs
    
       [Enke's Handwraps]
          Durability - 43
          +10% Mana Regen per Sec
          -25% Equip Requirements
    
       [Enke's Shoes]
          Durability - 43
          +10% Mana Regen per Sec
          +20% Ice Damage
    
       Set Bonus:
          [2] -35% Mana Costs
          [3] +30% Mana
          [4] +15% Fire Damage
          [4] +15% Ice Damage
          [4] +15% Lightning Damage
    
          Enke, a Gnome enchanter, crusaded against necromancers, and prepared
          these relics to protect him from their undead servitors.
    
     _____________________________________________________________________________
    
       Helm & Chest = Might
       Gloves & Shoes = Finesse
       Legwear = Sorcery
    
       [Kas-ti's Helm]
          Durability - 46
          +5% Melee Block Efficacy
          +10% Fire Resistance
          +10% Ice Resistance
          +10% Lightning Resistance
          +30 Health
          This armor belonged to a mystical female warrior with an uncanny
          mastery over the elements.
    
       [Tinniat's Hauberk]
          Durability - 48
          +10% Melee Block Efficacy
          +18% Fire Damage
          +35 Health
          +2 Health Regen per Sec
          Tinniat, a battle-priest of Vreakor, drew fire from the earth and
          air to rend his enemies and mend his wounds.
    
       [Flint's Hunting Gloves]
          Durability - 44
          +5% Critical Hit Damage
          +15% Damage with Ranged
          +10% Piercing Damage
          +10% Health
          An Almain prince's huntmaster, Flint Aegan died protecting his noble
          lord from an assassin's arrow during a family hunting expedition.
    
       [Ergel's Luxurious Legwear]
          Durability - 24
          +15% Mana Regen per Sec
          +2 Dispelling
          Magnificent pantaloons, stitched together from cloth-of-gold.
    
       [Dirge's Dancing Shoes]
          Durability - 44
          +5% Critical Hit Damage
          +15% Poison Damage
          +15% Poison Resistance
          +50 Health
          +8% Gold Drops
          The Dokkalfar bard, Dirge Gwyngud, lost her reputation, her life, and
          these boots trying to wrinkle the honor of a Ljosalfar Justicar.
    
       Set Bonus:
          [2] +10% Damage Resistance
          [3] +10% Damage
          [4] +10% Status Effect Durations
          [5] +1 to Might Abilities
          [5] +1 to Finesse Abilities
          [5] +1 to Sorcery Abilities
    
     _____________________________________________________________________________
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [ACS00]          ||         Accessories          ||
                          ||                              ||
                          **------------------------------**
    
       These basically give you what the prefix/suffixes on it give and nothing
       more. You can equip two rings at once. You cannot salvage anything from
       accessories, unfortunately. 
    
                 Necklaces..................................[ACS01]
                    Non-Unique.......................[NONX1]
                    Unique...........................[UNQX1]
                 Rings......................................[ACS02]
                    Non-Unique.......................[NONX2]
                    Unique...........................[UNQX2]
    
                            **--------------------------**
                            ||                          ||
         [ASC01]            ||         Necklaces        ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONX1] Non-Unique |
    *--------------------*
    
       [Copper Pendant]
          A simple copper pendant.
    
       [Silver Amulet]
          This silver amulet glows faintly with an inner light.
    
       [Golden Pendant]
          This heavy golden pendant hums with magical power. 
    
       [Platinum Amulet]
          Platinum amulets like this one are crafted to store 
          powerful enchantments.
    
       [Amulet of Rithen]
          An enchanted amulet, unremarkable in design save for a strange 
          warmth emanating from its center. 
    
       [Heartstone]
          A seemingly plain amulet, given to you by the mysterious fae, Bisarane.
    
       [Murghan Charm]
          A special charm worn by Bareth to keep the murghan at bay.
    
       [Royal Seal of Ansilla]
          This finely crafted silver medallion with green jeweled inlay bears
          the emblem of the royal House of Ansilla, an ancient family line in
          the Caeled Coast.
    
       [St. Hadwyn's Beads]
          Prayer beads sanctified by contact with the holy relics of St. Hadwyn.
    
    *----------------*
    | [UNQX1] Unique |
    *----------------*
    
       [Ancient Phylactery]
          +15% Chance to Critical Hit with Magic 
          +15% Critical Hit Damage with Magic 
    
       [Barbed Necklace]
          +8% Piercing Damage
          +3% Chance to Critical Hit
          +8% Bleeding Resistance
    
       [Burial Torc]
          +20% Damage vs. Niskaru
          25% Chance to Steal 20 Health per Hit vs Niskaru 
    
       [Coral Necklace]
          +20% Damage
          Found by an expedition of Gnomes in the Northern Isles, this sea 
          shell necklace aids in almost any combat situation.
    
       [Doctor's Medallion]
          +10% Poison Resistance
          +10% Health
          +10% Health Regen per Sec
          A comfort to the bearer who would brave danger to bring succour to
          the afflicted.
    
       [Dokkalfar Brooch]
          +20% Damage at Night
          +2 Health Regen per Sec
          +1 Sagecraft
    
       [Fae Clasp]
          +5% Chance to Critical Hit 
          +5% Critical Hit Damage
          +1 Stealth
    
       [Heartstone]
          +20% Health Regen per Sec while at low health
          A talisman to bring hope to a [your race] warrior in the darkest hour. 
    
       [Hopestone]
          +5% Fire Damage
          +5% Ice Damage
          +5% Lightning Damage
          +5% Elemental Resistance
          This bright stone amulet was enchanted by a long forgotten order with
          magics quite uncommon in their time.
    
       [Jottun War Beads]
          +5% Damage
          +5% Damage Resistance
          A relic of the mighty Jottun people, these war-beads were crafted in
          bulk to aid the warriors in hunting prey.
    
       [Lunala's Tear]
          +20% Fire Damage
          +20% Ice Damage
          +20% Lightning Damage
          +90 Mana
          It is said that Lunala, Goddess of the Moon, suffered a pain so great
          that traces of her tears fell from the heavens to Amalur. 
    
       [Nyralim's Grace]
          +10% Elemental Resistance
          The living sap of Nyralim, fashioned into an ornate and slightly
          sticky pendant by the great tree's tenders. To its wearer, it conveys
          the vitality and resilience of nature itself. It smells like aged 
          oak, cherry blossoms, and benevolence.
    
       [Pendant of Warmth]
          +10% Fire Damage
          +16% Ice Resistance
          This pendant bears the essence of the heart of a Paragon Barghest.
    
       [Pendant of Unbridled Rage]
          +40% Physical Damage while at low Health
          10% Chance to Steal 30 Health per Hit
          Fills the bearer with rage, the better to pound their enemies into
          bloody puddles upon the ground.
    
       [Rimescathe]
          +15% Physical Resistance
          +85 Mana
          -20% Mana Costs
    
       [Spellguard]
          +12% Elemental Resistance
    
       [St. Hadwyn's Beads]
          +15% Damage vs. Niskaru
          Prayer beads sanctified by contact with the holy relics of St. Hadwyn.
    
       [Strand of the Shifting Seas]
          +5% Chance to Steal 20 Health per Hit
          +5% Chance to Steal 20 Mana per Hit
    
       [The Hunter's Friend]
          +6% Damage with Ranged
          +6% Damage vs. Beasts
          +1 Stealth
          An amulet blessed by the Lords of the Chase, a member of the Court 
          of Summer, said to fortify even the greatest of hunters.
    
       [Thresh's Seal]
          +1 to Might abilities
          +1 to Finesse abilities
          +1 to Sorcery abilities
    
       [Tribal Necklace]
          +8% Fire Damage
          +8% Ice Damage
          +8% Lightning Damage
          +35 Mana
          +1.5 Mana Regen per Sec
    
       [Warrior's Lament]
          +20 Health
          +10% Stun Duration
          +3% Chance to Stun
    
                            **--------------------------**
                            ||                          ||
         [ASC02]            ||           Rings          ||
                            ||                          ||
                            **--------------------------**
    
    *--------------------*
    | [NONX2] Non-Unique |
    *--------------------*
    
       [Copper Ring]
          A simple band of copper, inbued with magic.
    
       [Bronze Ring]
          A bronze ring, glittering with magical energy. 
    
       [Silver Ring]
          An enchanted silver band. 
    
       [Gold Ring]
          A loop of purest gold, sparkling with arcane energy. 
    
       [Platinum Ring]
          Platinum bands of this kind are capable of storing more potent
          enchantments than lesser rings of gold or silver.
    
       [Enconeg's Ring]
          A wedding ring owned by Enconeg Holn, a crazy fisherman of 
          Ettinmere. It looks valuable. 
    
       [Irion's Wedding Band]
          A simple wedding band, once worn by Irion, leader of Moon Camp.
    
       [Ratofer's Ring]
          A delicate ring. It is tarnished with age. There seems to be an
          inscription on the band, but it is illegible.
    
       [Ring of Fyragnos]
          A strange ring that seems to warm to the touch. Inscribed in the 
          band is the phrase "In Canyon's end Fyragnos sleeps, and waits to 
          rise again."
    
       [Skoria Family Ring]
          This ring belongs to Adath Skoria, patriarch of Skoria Mine in 
          central Apotyre.
    
       [Wedding Ring]
          Based on the engraving, this simple ring appears to be sentimental 
          value. The inscription reads: With Love to my Camden, Gizela.
    
       [Wyvyrn-Gifre Signet]
          The signet ring of Ebsol Wyvyrn-Gifre, of the Rathir Wyvyrn-Gifres.
    
    *----------------*
    | [UNQX2] Unique |
    *----------------*
    
       [Adept's Ring]
          +7% Fire Damage
          +7% Ice Damage
          +7% Lightning Damage
          +20 Mana
          -8% Mana Costs
          A ring marking the bearer as having earned the rights and honors of
          the rank of Adept in Scholia Arcana.
    
       [Archsage's Ring]
          +15% Fire Damage
          +15% Ice Damage
          +15% Lightning Damage
          +30 Mana
          -10% Mana Costs
          A ring marking the bearer as having earned the rights and honors
          of the rank of Archsage in Scholia Arcana.
    
       [Ballads Signet Ring]
          +5% Damage
          +5% Damage Resistance
          This ring bears the harp crest of the House of Ballads.
    
       [Cruscendant Seal]
          +14% Experience Bonus
    
       [Divine Signet]
          +35% Physical Damage
          +20% Physical Resistance
          +15% Gold Drops
    
       [Docent's Ring]
          +5% Fire Damage
          +5% Ice Damage
          +5% Lightning Damage
          +15 Mana
          -7% Mana Costs
          A ring marking the bearer as having earned the rights and honors of
          the rank of Docent in Scholia Arcana.
    
       [Dvergan Emerald]
          +5% Piercing Damage
          +8% Physical Resistance
          +35 Health
    
       [Electric Band]
          +8% Lightning Damage
          +8% Lightning Resistance
    
       [Elund's Ring]
          +10% Physical Damage
          +5% Gold Drops
          A ring made to protect the Elund of Rathir, given in the hopes that
          its blessings may help save the sister city across the waters.
    
       [Evalyne's Ring]
          +10% Health
          +10% Mana
          A simple golden ring.
    
       [Frissel Band]
          +50 Health
          +1 Alchemy
          +1 Blacksmithing
          +1 Sagecraft
    
       [Frostmoon]
          +10% Ice Damage at Night
          +10% Ice Damage
          +50 Mana
    
       [Fulmin Ring]
          +1 to Might abilities
          -15% Equip Requirements
    
       [Gnomish Energy Band]
          +25 Mana
          +1.5 Mana Regen per Sec
    
       [Jade Band]
          +15% Damage with Ranged
          +10% Chance to Critical Hit with Ranged
          +10% Critical Hit Damage with Ranged
          This jade band with a gold and ruby setting offers the user enhanced
          vision to aid in targeting foes from afar.
    
       [Loop of Meditation]
          +15% Chance to Critical Hit
          +15% Critical Hit Damage
    
       [Maelstrom]
          +3% Chance to Critical Hit with Magic
          +15% Critical Hit Damage with Magic
    
       [Maiden's Ring]
          +10% Health
          This charming ring is quaint in its simplicity.
    
       [Nature's Gift]
          +8% Elemental Resistance
          +30 Health
          +30 Mana
    
       [Neophyte's Ring]
          +3% Fire Damage
          +3% Ice Damage
          +3% Lightning Damage
          +10 Mana
          -6% Mana Costs
          A ring marking the bearer as having earned the rights and honors of
          the rank of Neophyte in Scholia Arcana.
    
       [Peacemaker]
          +30% Damage
          +90 Health
          +2.5 Health Regen per Sec
    
       [Poisoner's Gift]
          +20% Elemental Resistance
          +25% Poison Resistance
    
       [Prescient Band]
          +12% Fire Damage
          +12% Ice Damage
          +12% Lightning Damage
          +1 to Sorcery Abilities
          Two interwoven strips of enchanted cloth, white and black, produce
          complementary effects upon both magic and personality.
    
       [Ragpicker's Ring]
          +1 Detect Hidden
          +8% Gold Drops
          A ring granting magical powers to glean the finest treasure from
          the meanest castoffs of society's wealth.
    
       [Red Sky Ring]
          +10% Damage vs. lightly injured targets
          +10% Damage during Daytime
    
       [Ring of Judgment]
          +100 Health
          +2 Health Regen per Sec
          +100 Mana
          +2 Mana Regen per Sec
          Balanced on a half-red, half-blue prismere crystal, Judgment suffuses
          the user with life's blood and energy.
    
       [Ring of the Wanderer]
          +12% Damage at Night
          +5% Chance to Critical Hit
          +1 Stealth
    
       [Royal Signet]
          +26 Armor
          +70 Health
          +1 Persuasion
    
       [Savant's Ring]
          +10% Fire Damage
          +10% Ice Damage
          +10% Lightning Damage
          +25 Mana
          -9% Mana Costs
          A ring marking the bearer as having earned the rights and honors
          of the rank of Savant in Scholia Arcana.
    
       [Shadowreach]
          +7% Fire Damage
          +7% Ice Damage
          +7% Lightning Damage
          Centered on an endless swirling black gemstone, this ring amplifies
          magical talents.
    
       [Signet of the Erathi]
          +6% Piercing Resistance
          +12% Elemental Resistance
          +1 Mana Regen per Sec
    
       [Starstone Ring]
          +30 Armor
          +80 Health
          +1 Detect Hidden
    
       [Sunstone Ring]
          +15% Fire Damage during Daytime
          +15% Ice Damage during Daytime
          +15% Lightning Damage during Daytime
          +55 Mana
          +2 Mana Regen per Sec
    
       [The Ouroboros]
          +25% Poison Damage
          +25% Poison Resistance
          The blood red stone of this ring is carved into the shape of a
          serpent eating its own tail.
    
       [Traveler's Band]
          +7 Health
          +1 Lockpicking
          +1 Stealth
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [CNSMB]          ||         Consumables          ||
                          ||                              ||
                          **------------------------------**
    
       Only listing non-alchemical consumables here. For potions made by
       alchemy, look at the Alchemy skill section.
    
       [Bag of Winds]
          This bag seems to pulse in your hand, as though something inside 
          is desperate to be freed.
    
       [Bassawin Spirit Doll]
          This fragile, ceremonial doll is imbued with magic that is foreign
          to the Faelands.
    
       [Darkvari Treasure Map]
          This weathered and dingy map was passed down from Darkvari father
          to son for generations. It details the secret locations of the
          family's treasure stashes. 
    
       [Dvergan Luck Charm]
          An ornament used to ward off, or sometimes summon evil.
    
       [Grim's Special]
          On use, creates a timed explosion that can attract the attention
          of surrounding enemies.
    
       [Hironar Arcanum]
          A strange fragrance accompanies this mysterious liquid.
    
       [Jottun Tribal Talisman]
          An ominous sensation radiates from this unused talisman.
    
       [Massariol Libations]
          This spirit is used in religious rituals by the Massariol and is
          reminiscent of something unpleasant.
    
       [Shadow Prism]
          On use, creates a timed explosion that can attract the attention
          of surrounding enemies.
    
       [Varani Trinket]
          The effects of using this strange charm are unknown.
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [OTR00]          ||             Other            ||
                          ||                              ||
                          **------------------------------**
    
                 Alchemical Recipes.........................[OTR01]
                 Component Case.............................[OTR02]
                 Reagent Bag................................[OTR03]
                 Sagecraft Pouch............................[OTR04]
                 Keyring....................................[OTR05]
                 Miscellaneous/Quest........................[OTR06]
                 Books & Scrolls............................[OTR07]
    
                            **--------------------------**
                            ||                          ||
         [OTR01]            ||    Alchemical Recipes    ||
                            ||                          ||
                            **--------------------------**
    
       There are 126 recipes, and apparently 12 different kinds of unstable
       potion recipes. I'm only listing names here, look at the Alchemy skill
       section for information on all potions.
    
       Novice Recipes:
    
       [Liquid Seduction]
       [Minor Alchemist's Art]
       [Minor Assassin's Evasion]
       [Minor Blacksmith's Craft]
       [Minor Blazing Salve]
       [Minor Bleeding Resistance]
       [Minor Burning Sentinel]
       [Minor Current Stopper]
       [Minor Damage Boost]
       [Minor Dispelling Boost]
       [Minor Experience Booster]
       [Minor Force Potion]
       [Minor Flameguard]
       [Minor Flesh Eater]
       [Minor Frostbite]
       [Minor Frostguard]
       [Minor Freezing Sentinel]
       [Minor Hardened Shell]
       [Minor Healing Potion]
       [Minor Health Regen]
       [Minor Jeweled Shilelagh]
       [Minor Lightning Sentinel]
       [Minor Lightning Storm]
       [Minor Magebane]
       [Minor Magic Amplification]
       [Minor Magic Precision]
       [Minor Mana Potion]
       [Minor Mana Regen]
       [Minor Mana Sap]
       [Minor Merchant's Command]
       [Minor Piercing Serum]
       [Minor Precision]
       [Minor Social Grace]
       [Minor Sorceror's Intelligence]
       [Minor Serpent's Venom]
       [Minor Slashing Fury]
       [Minor Steeled Curtain]
       [Minor Thief's Cunning]
       [Minor Tracker's Draught]
       [Minor Venomguard]
       [Minor Warrior's Strength]
       [Purification Potion]
       [Unstable Potion]
       [Unstable Potion]
       [Unstable Potion]
       [Unstable Potion]
       [Unstable Potion]
       [Unstable Potion]
       [Unstable Potion]
       [Unstable Potion]
       [Unstable Potion]
       [Unstable Potion]
       [Unstable Potion]
       [Unstable Potion]
    
       Journeyman Recipes:
    
       [Minor Damage Deflection]
       [Minor Phasewalk]
       [Greater Alchemist's Art]
       [Greater Assassin's Evasion]
       [Greater Blacksmith's Craft]
       [Greater Blazing Salve]
       [Greater Bleeding Resistance]
       [Greater Burning Sentinel]
       [Greater Current Stopper]
       [Greater Dispelling Boost]
       [Greater Experience Booster]
       [Greater Force Potion]
       [Greater Flameguard]
       [Greater Flesh Eater]
       [Greater Frostbite]
       [Greater Frostguard]
       [Greater Freezing Sentinel]
       [Greater Hardened Shell]
       [Greater Healing Potion]
       [Greater Health Regen]
       [Greater Jeweled Shilelagh]
       [Greater Lightning Sentinel]
       [Greater Lightning Storm]
       [Greater Magebane]
       [Greater Magic Amplification]
       [Greater Magic Precision]
       [Greater Mana Potion]
       [Greater Mana Regen]
       [Greater Mana Sap]
       [Greater Merchant's Command]
       [Greater Piercing Serum]
       [Greater Precision]
       [Greater Social Grace]
       [Greater Sorceror's Intelligence]
       [Greater Serpent's Venom]
       [Greater Slashing Fury]
       [Greater Steeled Curtain]
       [Greater Thief's Cunning]
       [Greater Tracker's Draught]
       [Greater Venomguard]
       [Greater Warrior's Strength]
    
       Master Recipes:
    
       [Fate Potion]
       [Greater Damage Boost]
       [Greater Damage Deflection]
       [Greater Phasewalk]
       [Master Alchemist's Art]
       [Master Assassin's Evasion]
       [Master Blacksmith's Craft]
       [Master Blazing Salve]
       [Master Bleeding Resistance]
       [Master Burning Sentinel]
       [Master Current Stopper]
       [Master Dispelling Boost]
       [Master Experience Booster]
       [Master Force Potion]
       [Master Flameguard]
       [Master Flesh Eater]
       [Master Frostbite]
       [Master Frostguard]
       [Master Freezing Sentinel]
       [Master Hardened Shell]
       [Master Healing Potion]
       [Master Health Regen]
       [Master Jeweled Shilelagh]
       [Master Lightning Sentinel]
       [Master Lightning Storm]
       [Master Magebane]
       [Master Magic Amplification]
       [Master Magic Precision]
       [Master Mana Potion]
       [Master Mana Regen]
       [Master Mana Sap]
       [Master Merchant's Command]
       [Master Piercing Serum]
       [Master Precision]
       [Master Social Grace]
       [Master Sorceror's Intelligence]
       [Master Serpent's Venom]
       [Master Slashing Fury]
       [Master Steeled Curtain]
       [Master Thief's Cunning]
       [Master Tracker's Draught]
       [Master Venomguard]
       [Master Warrior's Strength]
    
    
                            **--------------------------**
                            ||                          ||
         [OTR02]            ||      Component Case      ||
                            ||                          ||
                            **--------------------------**
    
       Unique components listed only. See Blacksmithing skill section for
       more information on all regular crafting components.
    
       [Blade of Rhyderk]
          Greatsword
          40 Physical Damage
           9 Piercing Damage
          (Core Component)
    
       [Ender's Fire Dowel]
          Staff
          18 Fire Damage
          16 Burning Damage over 3 seconds
          (Core Component)
    
       [Gloamfrost Dowel]
          Staff
          9 Ice Damage
          4 Freezing Damage over 6 seconds
          (Core Component)
    
       [Rivener Tarsus Dowel]
          Staff
          +20% Lightning Resistance
          75 Lightning Damage
          25 Shocking Damage over 10 seconds
          (Core Component)
    
       This blade belongs to the legendary greatsword known as Rhyderk, 
       which was wielded to turn back the bolgan hoards and secure the 
       Summer Court territory for the Great Houses of the Seelie.
    
                            **--------------------------**
                            ||                          ||
         [OTR03]            ||        Reagent Bag       ||
                            ||                          ||
                            **--------------------------**
    
       [Black Cohosh]
          Long known for their medicinal properties, Black Cohosh roots can 
          be shredded and combined with other Reagents to imbue a potion with 
          the essence of good Health. 
    
       [Bloodroot]
          Properly prepared, this unusual crimson root can lend an 
          additional measure of Power to almost any potion. 
    
       [Cripplespore Caps]
          Incredibly deadly if prepared correctly, Cripplespore Caps are 
          highly effective in potions that involve Poison.
    
       [Edelweiss]
          The aromatic pollen of the Edelweiss flower contains the essence 
          of Reflection and is very helpful in potions that seek to capture 
          that effect.
    
       [Eel Petal]
          After being boiled into a viscous syrup, the juice of the Eel Petal 
          plant tingles with the essence of Lightning.
    
       [Embereyes]
          Seeds like smoldering stones radiate an intense heat from this 
          pungent plant, yet despite its fiery nature, the alchemical essence 
          it contains is not flame, but Restoration.
    
       [Essence of Fate]
          This strange tangle of glowing blue thread pulses with the pure 
          energies of Fate itself. As such, it can grant incredible power when 
          used as a reagent in potion-making.
    
       [Leechwood Bark]
          The Leechwood Tree is renowned in woodland lore for its unsettling 
          ability to strangle any and all other flora around it, and draw their
          nutrients away until they die. As such, it is perhaps unsurprisingly 
          that powdered Leechwood Bark can grant its Leech-like nature to a 
          potion.
    
       [Prismere Dust]
          Extremely rare, this glittering dust made from pulverized Prismere
           crystal will grant the essence of wordly Experience to a potion.
    
       [Sativa Fibers]
          Woven Sativa Fibers are among the toughest and most resilient 
          materials, and are best used in potions that aim to deal with the
          Physical world. 
    
       [Scarab Salts]
          An exotic scent accompanies these fine granules, which are said to 
          bring the essence of Luck to any mixture. 
    
       [Scarlet Flowstone]
          These razor-sharp fragments of sanguine crystal are difficult to 
          handle without injury. When crushed to a fine powder, they can bind 
          the essence of Blood to a potion.
    
       [Scarwood Bark]
          The Scarwood Tree isi aptly named, for only the most wary can touch 
          the diamond-hard spines of its bark without suffering harm. When 
          peeled off the tree, the bark can grant the essence of raw Damage to 
          a potion.
    
       [Seaflax]
          When dried and tightly braided together, threads of Seaflax can lend 
          a protective, Armor-like quality to a potion.
    
       [Sky Blossom]
          An unassuming pale blue wildflower, Sky Blossom's roots reach very 
          deep into the earth. The petals of the flower can lend the essence 
          of Extraction to a potion, making it useful for concocting potions 
          that combine very disparate elements. 
    
       [Softscrabble Powder]
          A mineral deposit of flooded mines and caves, Softscrabble Powder 
          aids in the creation of potions related to Mana.
    
       [Star Thistle]
          The delicate blossoms upon Star Thistle wildgrass are often found 
          growing in areas thick with arcane energy, and may confer the essence 
          of Magic itself upon your potion. 
    
       [Tindertwig]
          Tindertwig is, rather ironically, fairly difficult to light, 
          maintaining its moisture far longer than most plants. If carefully 
          dried and burned, however, its ash can grant the pure essence of Fire 
          to a potion. 
    
       [White Flake]
          A chalky substance carried from distant lands, White Flake grants 
          the essence of Ice to your potion. 
    
       [Ysa's Breath]
          Unique to the Faelands, this colorful wildflower thrives in extreme 
          temperatures and all sorts of weather. Because of this durability, 
          it yields the magic of its Resistance to a potion.
    
    
                            **--------------------------**
                            ||                          ||
         [OTR04]            ||      Sagecraft Pouch     ||
                            ||                          ||
                            **--------------------------**
    
       Look at Sagecrafting skill section for all possible shard combinations.
    
       [Cloudy Fire Shard]
          This crystalline shard pulses with the arcane essence of Fire.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Cloudy Ice Shard]
          This crystalline shard pulses with the arcane essence of Ice.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Cloudy Lightning Shard]
          This crystalline shard pulses with the arcane essence of Lightning.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Cloudy Magic Shard]
          This crystalline shard pulses with raw magical energy.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Cloudy Physical Shard]
          This crystalline shard pulses with the raw essence of the physical 
          world. Combine it with other shards at a Sagecraft altar to create 
          your own socketable Gems.
    
       [Cloudy Poison Shard]
          This crystalline shard pulses with the vile essence of Poison.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Cloudy Protection Shard]
          This crystalline shard is filled with mystic energies of Protection.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Lambent Fire Shard]
          This crystalline shard pulses with the arcane essence of Fire.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Lambent Ice Shard]
          This crystalline shard pulses with the arcane essence of Ice.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Lambent Lightning Shard]
          This crystalline shard pulses with the arcane essence of Lightning.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Lambent Magic Shard]
          This crystalline shard pulses with raw magical energy.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Lambent Physical Shard]
          This crystalline shard pulses with the raw essence of the physical 
          world. Combine it with other shards at a Sagecraft altar to create 
          your own socketable Gems.
    
       [Lambent Poison Shard]
          This crystalline shard pulses with the vile essence of Poison.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Lambent Protection Shard]
          This crystalline shard is filled with mystic energies of Protection.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Pristine Fire Shard]
          This crystalline shard pulses with the arcane essence of Fire.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Pristine Ice Shard]
          This crystalline shard pulses with the arcane essence of Ice.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Pristine Lightning Shard]
          This crystalline shard pulses with the arcane essence of Lightning.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Pristine Magic Shard]
          This crystalline shard pulses with raw magical energy.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Pristine Physical Shard]
          This crystalline shard pulses with the raw essence of the physical 
          world. Combine it with other shards at a Sagecraft altar to create 
          your own socketable Gems.
    
       [Pristine Poison Shard]
          This crystalline shard pulses with the vile essence of Poison.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
       [Pristine Protection Shard]
          This crystalline shard is filled with mystic energies of Protection.
          Combine it with other shards at a Sagecraft altar to create your 
          own socketable Gems.
    
    
                            **--------------------------**
                            ||                          ||
         [OTR05]            ||          Keyring         ||
                            ||                          ||
                            **--------------------------**
    
       [Adessa Prison Key]
          A key for the Adessa prison.
    
       [Airancourt's Bursar Key]
          A key used for chests stored in the Grand Bursar's, of Adessa.
    
       [Amman's Key - Autumn]
          This key will open a corresponding statue of the legendary fae 
          trickster, revealing its secrets. 
    
       [Amman's Key - Esharra]
          This key will open a corresponding statue of the legendary fae 
          trickster, revealing its secrets. 
    
       [Amman's Key - Spring]
          This key will open a corresponding statue of the legendary fae 
          trickster, revealing its secrets. 
    
       [Amman's Key - Summer]
          This key will open a corresponding statue of the legendary fae 
          trickster, revealing its secrets.
    
       [Amman's Key - Winter]
          This key will open a corresponding statue of the legendary fae 
          trickster, revealing its secrets.
    
       [An Ornate Key]
          This is the key to Delving Hall -- a magical ruin run by the 
          Scholia Arcana's Ysa Chapter.
    
       [Ansilla Dungeon Key]
          This key should open the jail doors in the dungeons of Castle Ansilla.
    
       [Ayten Prison Key]
          A key for the door to Brigans Quarter.
    
       [Bell Tower Key]
          This key unlocks the magical bell tower of Summer's End, in 
          the kingdom of Windemere.
    
       [Brother Delf's Key]
          This key belongs to Brother Delf of St. Odwig's Mission, and it 
          likely opens a chest containing the valuables he stole during his 
          time with the Red Legion. 
    
       [Burren Cove Prison Key]
          A key for the jail door in Burren Cove.
    
       [Cage Key]
          A large and rusted key.
    
       [Centurion's Key]
          The Key to Adessa's Jail cells. 
    
       [Cevrus' Bursar Key]
          A key used for chests stored in the Grand Bursar's, of Adessa.
    
       [Champion's Manor Key]
          This is the key to the Champion's Manor at Valor Arena.
    
       [Criet's Bursar Key]
          A key used for chests stored in the Grand Bursar's, of Adessa.
    
       [Daedinnear's Bursar Key]
          A key used for chests stored in the Grand Bursar's, of Adessa.
    
       [Damalroc Scales Key]
          An ancient, weathered key.
    
       [Darkvari Key]
          One of the keys to Maun's Horde, held by the Darkvaris.
    
       [Desk Key]
          This tarnished old key does not look like it is meant for a 
          chest, or a door. It has the name "Etair" carved on its side.
    
       [Didenhil Prison Key]
          A key for the door to Murderer's Hold. 
    
       [Dolve Wayle Vault Key]
          The Key to a Vault in Dolve Wayle, a stronghold in Tala-Rane.
    
       [Emaire Prison Key]
          A key for the door to Outlaw Pit. 
    
       [Emergency Supply Key]
          This key was found in Saltwell Caverns. It seems to be intended
          for the various emergency supply containers strewn throughout
          the dungeon.
    
       [Flame Key]
          This stange key was found in the Archsage's mind.
    
       [Gent's Bursar Key]
          A key used for chests stored in the Grand Bursar's, of Adessa.
    
       [Gorhart Prison Key]
          A key for the door to Lawbreaker's Grotto.
    
       [Gunnar Frode's Key]
          The key to Gunnar Frode's Strongbox.
    
       [Key to Gossamer End]
          A rusty old key that unlocks the door to Gossamer End in Canneroc.
    
       [Key to Mayor's Cave]
          This key opens the door to the Whitestone Mayor's cave, 
          leading to unknown chambers and passages. 
    
       [Key to Mayor's Cottage]
          This key opens the door to the Whitestone Mayor's cottage, 
          leading to unknown chambers and passages. 
    
       [Key to Mayor's Villa]
          This key opens the door to the Whitestone Mayor's Villa, 
          leading to unknown chambers and passages. 
    
       [Lab Key]
          This key was found on the corpse of a lab assistant in Saltwell
          Caverns. 
    
       [Left Key]
          This stange key was found in the Archsage's mind.
    
       [Mantle Key]
          This stange key was found in the Archsage's mind.
    
       [Maun's Key]
          One of the keys to Maun's Horde.
    
       [Montainel's Bursar Key]
          A key used for chests stored in the Grand Bursar's, of Adessa.
    
       [Nil Kerns' Key]
          White Nil Kern wore this on his belt at all times. 
    
       [Ouet's Bursar Key]
          A key used for chests stored in the Grand Bursar's, of Adessa.
    
       [Patronage Key]
          This stange key was found in the Archsage's mind.
    
       [Patrick Morkan's Key]
          This simple silver key is engraved with the initials "PM".
    
       [Rathir Prison Key]
          A key for the Rathir prison.
    
       [Sanctum Key]
          This ancient key is meant to fit into one of the ancient doors 
          leading to the Hierophant's Den.
    
       [Stebic Lab Key]
          A key to Guian Stebic's Lab, in Apotyre.
    
       [Stebic's Bursar Key]
          A key used for chests stored in the Grand Bursar's, of Adessa.
    
       [Storage Room Key]
          This is the key to the Didenhil storage room.
    
       [Talent Key]
          This stange key was found in the Archsage's mind.
    
       [Tennes' Bursar Key]
          A key used for chests stored in the Grand Bursar's, of Adessa.
    
       [The Ansilla Key]
          This key opens the Ansilla family lock box located in the family
          stronghold of Seawatch.
    
       [The Archsage's Key]
          A beautiful golden key.
    
       [The Aster Key]
          An ancient, weathered key.
    
       [The Key to Aodh]
          This simple bronze key bears the arcane symbol for purification 
          carved onto its surface. It feels warm to the touch. 
    
       [Tomb of Fyragnos Key]
          An ancient key, found in the Red Marches.
    
       [Vault Key]
         This key was found in the vaults beneath the city of Adessa.
    
       [Vere's Bursar Key]
          A key used for chests stored in the Grand Bursar's, of Adessa.
    
       [Villa Key]
          This is the key to Sandstone Villa, a mansion in Adessa.
    
       [Warsworn Monuments Key]
          Given by Tine Delfric, this key unlocks graves and historical 
          monuments of the Warsworn.
    
       [Warsworn Vault Key]
          An old and ornate key with the Warsworn emblem figured into the metal.
    
       [Whitestone Cage Key]
          This key opens the prisoner cage in the center of Whitestone village
          in Apotyre.
    
       [Whitestone Prison Key]
          A key for the door to Convict's Cavern.
    
       [Zungar Key]
          One of the keys to Maun's Horde, held by the Zungars. 
    
    
                            **--------------------------**
                            ||                          ||
         [OTR06]            ||    Miscellaneous/Quest   ||
                            ||                          ||
                            **--------------------------**
    
       If you have any sagecraft gems, they will also be under here.
    
    
       [A Barghest's Beating Heart]
          Intense heat radiates in waves from this still beating heart 
          of a recently killed Barghest. 
    
       [A Withered Branch]
          This branch, though withered, pulses with life. Apparently, it's 
          the key to locating the Sorrows. 
    
       [Acid Solution]
          Could be used to remove rust...
    
       [Alfar Earring]
          A small earring, worn by alfar soldiers as a memento of their
          homeland.
    
       [Alleia's Ring]
          A simple ring of silver, it is engraved with names of Alleia
          and Liordran.
    
       [Amphora (Empty)]
          This vessel is filled from the three sacred springs on the sojourn, 
          to become an initiate at Rathir's Temple of Lyria.
    
       [Amphora (Partly Filled)]
          This vessel is filled from the three sacred springs on the sojourn, 
          to become an initiate at Rathir's Temple of Lyria.
    
       [Amphora (Full)]
          This vessel is filled from the three sacred springs on the sojourn, 
          to become an initiate at Rathir's Temple of Lyria.
    
       [Amrynthian Band]
          The restored crown of Kandrian kings.
    
       [Amulet of the Sun]
          This amulet glows with a golden sheen..
    
       [Ancient Artifact]
          A small ornate box, it is locked by a strange mechanism.
    
       [Ansilla Doll]
          This small doll was fashioned from coastal tree fronds and appear to
          be an Alfar figure. It is believed that Lady Ansilla, murdered by
          the bolgan, had a valuable collection of these such playthings.
    
       [Antelope Head]
          A rather messy trophy of a fresh kill.
    
       [Arduath Totem]
          A small fae totem, charged with emotional energy from the 
          hollow of Arduath. 
    
       [Ariel's Pack]
          Made from soft leather, it has several punctures and claw marks but
          looks relatively intact. The name 'Ariel Perien' is inscribed on
          the side.
    
       [Aster Map]
          A map that will lead me to the five Aster Strongboxes.
    
       [Aurenda's Light]
          A strange jewel, seemingly of Fae origin. The light pulses like a 
          quickly beating heart.
    
       [Azo's Wealth]
          This ring belongs to Azo Raemund, a famous merchant who worked 
          from the Tywili Coast.
    
       [Azo's Wisdom]
          This ring belongs to Azo Raemund, a famous merchant who worked 
          from the Tywili Coast.
    
       [Azo's Wish]
          This ring belongs to Azo Raemund, a famous merchant who worked 
          from the Tywili Coast.
    
       [Bag of Ratofer's Silverware]
          A bag of gilt utensils, most of which match.
    
       [Bag of Sand]
          This soaked, mud-covered sack contains sand from the beaches of 
          Meropis, the ancient island nation that sunk into the sea.
    
       [Beads]
          Decorative beads.
    
       [Belt of Fluidity]
          A hide belt, meant to be added to gears.
    
       [Bloodstone]
          A rare and delicate gem.
    
       [Bodan's Amulet]
          There is an inscription on this amulet: "To claim the birthright 
          of Aster, it must be shared. Where one amulet offers nothing, the 
          pair will reveal the key to my treasures."
    
       [Bogstaunch]
          A bottle full of a thick, pungent substance. Signs on the bottle
          mark it as property of the Alfar Army.
    
       [Bolgan Eye]
          Bolgans cut out one of their eyes in a barbaric ceremony. This is
          the remaining eye of one unfortunate bolgan.
    
       [Bolt of Cloth]
          A single bolt of cloth, too worn to be of use.
    
       [Bones]
          The bones of a humanoid creature of no real value.
    
       [Bottle of Varani Wine]
          Turner's Finest, bottled in 205 AA, a common but popular vintage 
          from the Icebrine Coast, known for its robust flavor, subtle warmth, 
          and undertones of sweet herbs.
    
       [Bristletongue Seeds]
          These Bristletongue seeds are quite rare but are found to be of 
          no alchemical use. They are seen by the Court of Summer as an 
          indicator of the Font's magical health. The weaker the seed's 
          strength the weaker the Font's magic. 
    
       [Buru's Boots]
          The once mythical boots of Buru. Seperation from Ametair has 
          sapped them of their power. 
    
       [Calovar's Relic]
          This Fae stone glows faintly, and it's warm to the touch.
    
       [Canneroc Gossamer]
          Spider silk from the Webwood in Dalentarth. It is prized in the 
          making of fine clothes, and a valuable commodity. 
    
       [Carasta's Contract]
          A trade deal to be struck between Carasta Arawyn and Galen Gwalchmai.
          The final figures and signatures remain blank.
    
       [Carasta's Contract - Signed]
          A trade deal to be struck between Carasta Arawyn and Galen Gwalchmai.
          The final figures and signatures have been completed.
    
       [Ceremonial Dagger]
          A dagger that may have at one point been of great value to 
          some organization or group.
    
       [Ceremonial Figurine]
          A figurine of Lunala, with a socket set in her palms.
    
       [Chalice of Forced Vintage]
          A chalice said to take any poor wine and make it taste 
          extraordinary. It looks fancy.
    
       [Chernobog's Eye]
          This eye belonged to Chernobog, the bloodthirsty bolgan champion. 
          It should fetch a good price from any shrewd collector. 
    
       [Codex of Destiny]
          An ancient stone covered in glowing lines of fae design and
          pulsing with magical power.
    
       [Collections Purse]
          Given by Meyra Maun in Tirin's Rest, for deposit into the 
          Sanctuary collections box. 
    
       [Contract (Sealed)]
          An official looking scroll that is secured with a wax seal.
    
       [Coral Sliver]
          This soaked, mud-covered sack contains a small sliver of coral 
          broken from the protective reefs surrounding Meropis, the ancient 
          island nation that sunk into the sea. 
    
       [Crudok Vial]
          A vial of magical liquid given to me by Lanus Davril. It will 
          change colors when I have killed enough monsters.
    
       [Crudok Vial]
          The vial of magical liquid given to me by Lanus Davril has
          changed colors which means I have killed enough monsters. 
    
       [Crystal]
          This small shard of crystal looks to have been roughly broken
          from the ground and glows with an otherworldy red light.
    
       [Culminite Deposit]
          This strange ore appears to be found only in the deepest 
          mines of Apotyre. It has a dark yet vibrant luster. 
    
       [Cureseeker]
          This Fae Cairn, a kind of Lorestone, relates the ballad Cureseeker. 
          It is meant to be used with an Echo Stone, found in locations 
          related to the House of Ballads. 
    
       [Cydan's Totem]
          This charm is imbued with the conflicted emotions of Cydan, the
          former prince of Sorrows. When held, it exudes both strong feelings 
          of duty and self revulsion, unwillingness to change and a stalwart
          acknowledgement of what needs to be done to survive. Though his 
          history with the House mgiht never be truly understood, this totem 
          makes it clear that he did so with a heavy heart and a hope of 
          reconciliation.
    
       [Deed to Skoria Mine]
          This official deed of ownership is in the name of Adath Skoria for
          the Skoria family mine in Apotyre. It entitles the holder to the
          property and all ore discovered or mined from within.
    
       [Donnel Cutty's Ring]
          A humble brass ring with the initials "DC" scratched into the band. 
          Anker Edmure of Emaire would likely appreciate this. 
    
       [Dowsing Rod]
          This magical rod will help you find special elements usable in alchemy.
    
       [Draught of the Wandering Well]
          Water bottled from the magical spring. Though unpredictable, 
          it is said to counteract the effects of some fae bewitchments. 
    
       [Erathi Glyph]
          This mysterious artifact is a flat sculpture resembling a common 
          Erathi glyph meaning "Open." The stone is nicked and scarred.
    
       [Erathi Tablet]
          A symbol of a long past age.
    
       [Erathi Windchime]
          This ancient stone pipe seems to resonate with some of the large
          standing stones in Erathell. Striking it creates a hollow sound.
    
       [Essence of Valor]
          A gem containing the essence of the Defender of Valor. Ventrinio
          collected this trace of fae spirit during his early, unsavory
          tests with the Well of Souls. 
    
       [Ettin Vial]
          A vial of magical liquid given to me by Lanus Davril. It will 
          change colors when I have killed enough monsters.
    
       [Ettin Vial]
          The vial of magical liquid given to me by Lanus Davril has
          changed colors which means I have killed enough monsters. 
    
       [Eye of Amman]
          The central part of this strange, glowing amulet is a gem called the
          Eye of Amman, a magical relic fashioned by the great Fae trickster
          Amman the Clever. The amulet is said to hold a curse against any who
          take it from its resting place. 
    
       [Fae Potion]
          The liquid in this vial glows faintly. It is imbued with the essence
          of the Kora Petal.
    
       [Fae Votice]
          Once common in Fae "prayer" but few know its use now. 
    
       [Farraglen's Gem]
          This Gem, crafted by Master Farraglen, can be socketed to a special
          weapon to aid in the defeat of Witch Knight Anira.
    
       [Fellfire Bloom]
          The Circle of Engard believes this small flower will help them to 
          cure the Narca curse.
    
       [Fennwrac Flower]
          The frounds of this desert herb give off a soft, musky odor.
    
       [Freeman Armband]
          An armband of one of a Freeman, a bandit group in the Wolds.
    
       [Frost Stone]
          Intricate crystalline structures spin fractals of ice deeply 
          into the core of this frosty orb. 
    
       [Frying Pan]
          An iron frying pan of low quality. 
    
       [Gem Lattice]
          A large gem with a beautiful pattern carved into it.
    
       [Glass of Ambient]
          A small mirror, its face whirls with strange patterns. It does 
          not offer you a clear reflection. 
    
       [Gold Nugget]
          A nugget of gold one can really cash in on.
    
       [Golden Chalice]
          This golden chalice is clearly not the cup of a carpenter, but 
          most merchants would pay well for it.
    
       [Grilricas' Medallion]
          This beautiful medallion bears the crest of the Grilricas household.
    
       [Grim's Stealth Kit]
          This is a specialized kit of various potions and tools made 
          for thievery. However, none of its contents are labeled. 
    
       [Grinning Vane's Armband]
          The Freeman armband once worn by Thief Lord Grinning Vane Spirrick.
    
       [Heart of Sibun]
          Though crafted of metal and stone, the thing somehow seems to 
          pulse with a quiet malevolence.
    
       [Heric's Amulet]
          There is an inscription on this amulet: "To claim the birthright 
          of Aster, it must be shared. Where one amulet offers nothing, the 
          pair will reveal the key to my treasures."
    
       [Imelda's Charm]
          A small charm, typically used by Varani to mark the graves of 
          their loved ones. 
    
       [Invoice]
          A list of invoices for goods delivered.
    
       [Invoice from Sigra Thorin]
          For one Boggart mask.
    
       [Invoice from Sigra Thorin]
          For three giant mushroom caps.
    
       [Invoice from Sigra Thorin]
          For eight frog legs.
    
       [Invoice from Sigra Thorin]
          For 10 sacks of Cow Manure.
    
       [Invoice from Sigra Thorin]
          For 12 Rats tails.
    
       [Jade Urn]
          This bright green urn once sat in the home of the Archsage of 
          the Scholia Arcana in Rathir city.
    
       [Jayck's Knife]
          An unassuming dagger used to kill the family at Togh farm -- 
          with the initials "C.J." etched on the hilt.
    
       [Jeweled Bracelet]
          A gem-studded bracelet of considerable value. 
    
       [Jottun Stew Grist]
          Part meat, part grist, it has stewed in a Jottun cookpot a good,
          long time.
    
       [Jottun Vial]
          A vial of magical liquid given to me by Lanus Davril. It will 
          change colors when I have killed enough monsters.
    
       [Jottun Vial]
          The vial of magical liquid given to me by Lanus Davril has
          changed colors which means I have killed enough monsters. 
    
       [Kaharine's Doll]
          No description.
    
       [Kiftal's Elixir]
          A special potion made by Master Kiftal which can only be used to
          open a magic barrier in Cann-Rane.
    
       [King's Token]
          This amulet is worn by King Wencen of the House of Ballads, 
          a badge of leadership that is imperative to the telling of the 
          great ballads. Only the one who faces the Maid of Windemere is 
          worthy of this prize.
    
       [Kobold Clan Totem]
          Tattered cloth of rough manufacture, a rough Jottun emblem painted 
          on it.
    
       [Kobold Dagger]
          Though crudely assembled, the blade of this dagger is razor-sharp.
    
       [Kobold Vial]
          A vial of magical liquid given to me by Lanus Davril. It will 
          change colors when I have killed enough monsters.
    
       [Kobold Vial]
          The vial of magical liquid given to me by Lanus Davril has
          changed colors which means I have killed enough monsters. 
    
       [Kora Petal]
          This petal was plucked from the corpse of a thresh, the Guardian 
          of the Caverns of Ingress.
    
       [Lapidus Root]
          Not any alchemical component you know of, this plant has a waxy 
          stem and a faint fragrance of musk, evergreen, and the sea.
    
       [Letter for Esklad]
          An unassuming letter, sealed tightly.
    
       [Letter to Mattix Dace]
          A letter for Mattix Dace.
    
       [Lockpick]
          A small metal lockpick with a wooden grip, designed to open 
          the toughest locks.
    
       [Mana Pendulum]
          This pendulum seems to use magic rather than weight to sway.
    
       [Marriage Band]
          A pretty marriage ring taken from the finger of a dead and buried 
          refugee on the Forsaken Plains. 
    
       [Master's Tallow]
          This metallic compound looks like a bit like bronze and frozen fire.
    
       [Maun's Triple Key]
          The triple key to Maun's horde, in Charam's (Snaketail) Grotto.
    
       [Maybryn Wine]
          This exceptional wine must be hundreds of years old.
    
       [Medgar Krast's Blade]
          The ceremonial Red Legion blade that once belonged to Medgar Krast.
    
       [Meropic Relic]
          This soaked, mud-covered sack contains a worn relic from Meropis, 
          the ancient island nation that sunk into the sea. Something is 
          written on the stone in the forgotten Meropic script. 
    
       [Mysterious Cure]
          This vial of strange, bubbling liquid smells like a mangy barghest
          and burns at the touch. Unfortunately, you must drink it if you're
          infected with the Soulbind curse.
    
       [Mysterious Parchment]
          This tattered scroll looks to be written in a mysterious shorthand,
          illegible to anyone who doesn't recognize it.
    
       [Mystic Hammer Remains]
          The decayed remains of what once was the Mystic Hammer.
    
       [Notice of Duty]
          This writ hereby summons the recipient to fulfill their duty among
          the proud ranks of the Alfar League. Present yourself upon the Burn
          within four days time for training and disbursement. 
    
       [Officer's Pass]
          An Alfar Army Officer's Pass, for entry into secured areas.
    
       [Old Letters]
          Some old letters whose addresses have long faded.
    
       [Old Red Ledger]
          A dusty old trade ledger. The cover was once, more or less, red.
    
       [Opened Ansilla Doll]
          This small doll was fashioned from coastal tree fronds and appear to
          be an Alfar figure. It is believed that Lady Ansilla, murdered by
          the bolgan, had a valuable collection of these such playthings.
    
       [Ore Sample]
          This chunk of rock looks the same as any other in the Skoria Mine;
          but according to the miners it still contains tyrenium that can
          be processed and sold.
    
       [Ordination Rites]
          This brittle, yellowing document describes the characteristics 
          sought after for ordination into the Order of Mitharu. 
    
       [Ornate Box]
          A beautifully crafted box, made from some inexplicably hard 
          material. There is no seam or keyhole to be found on it, but 
          something can be haerd inside of it. 
    
       [Osgar Krast's Blade]
          The ceremonial Red Legion blade that once belonged to Osgar Krast. 
    
       [Ost's Commendation]
          The commendation given to me by Ost Ordura. I should present 
          it to the Castellan of Shieldring Keep in order to join the Warsworn.
    
       [Painting of Galafor]
          This signature of Loris the Tender Eye is visible in the corner of 
          this painting of Galafor. There are only five paintings by Loris still 
          in existence.
    
       [Paramount Gem]
          +20% Armor (Epic Gem)
          (listed here because it cannot be created from sagecrafting)
    
       [Parwen's Orders]
          A note detailing a plan to "lose" the letter drafted by Courdan Passant.
    
       [Pearl]
          This soaked, mud-covered sack contains a huge pearl stolen from 
          the treasure chambers of Meropis, the ancient island nation that 
          sunk into the sea. 
    
       [Petrichor]
          The skin is filled with something half gas and half liquid. It 
          smells of the time just after a light spring rain.
    
       [Plagueshield]
          This parcel contains medicine that could be used by a skilled healer.
    
       [Pocket Charm]
          A simple charm with no real effects.
    
       [Poison Gland]
          The poison gland of a spider. It burns to the touch.
    
       [Poisoned Wine]
          The wine Mahlew(Mallion) Anwon drank before falling ill.
    
       [Prepared Raw Prismere]
          Raw prismere which can be refined.
    
       [Prismere Lockpick]
          An enchanted Prismere lockpick, capable of defeating any pickable 
          lock, regardless of the wielder's skill.
    
       [Rat Meat]
          This tough grey meat comes from the giant rats that nest in Dalentarth,
          Detyre, and the Plains of Erathell, among other places.
    
       [Ratofer's Kerchief]
          A beautiful kerchiefs, woven out of goldsilk. It smells slightly used.
    
       [Red Legion Dagger]
          This red crystal dagger is carried by every member of the Red 
          Legion, the band of notorious criminals and thieves.
    
       [Relic]
          An ancient relic of Lyria. 
    
       [Repair Kit]
          Restores a small amount of durability to an item.
    
       [Resurrection Potion]
          This mysterious vial contains a small amount of dull gray fluid. 
          It was created by Hallam the White for the specific purpose of
          resurrecting a specific individual. It will only work under 
          certain conditions.
    
       [Rialte Brocaire]
          A bottle of a very rare vintage whiskey.
    
       [Rose of Kandria]
          A rose plucked from the grave of Jera Dace.
    
       [Rose-of-Shadows]
          Walen claims that this mild poison simulates death for about a 
          day, then the victim wakes up.
    
       [Searstalk]
          Warmth gently radiates from this leafy plant. 
    
       [Seed]
          There is Fae magic in this seed.
    
       [Shadow of Enfamanir]
          This Fae Cairn, a kind of Lorestone, relates the ballad 
          Shadow of Enfamanir. It is meant to be used with an Echo Stone, 
          found in locations related to the House of Ballads.
    
       [Shaped Stone]
          Trinket of no value.
    
       [Shattered Tuatha Weapon]
          A shattered weapon dropped by a Tuatha Overlord. It can be used in
          the creation of a new weapon, if forged by the right hand.
    
       [Shell]
          This soaked, mud-covered sack contains a rare shell that's spiral 
          pattern was once revered by the people of Meropis, the ancient 
          island nation that sunk into the sea. 
    
       [Shroud of Omission]
          A ragged cloth with magical properties. It feels oily to the touch.
    
       [Signet Ring of Lord Kandrian]
          There is a large opal set in the top.
    
       [Silkfarmer Remains]
          The few remains of a silkfarmer from the nearby town of Canneroc.
    
       [Silver Chain]
          A finely crafted silver chain.
    
       [Silver Nugget]
          A shining nugget of pure silver.
    
       [Skull]
          A humanoid skull.
    
       [Sorrogweth Fungus]
          A mild yellow-blue fungus found in dark, damp places in ruins of
          Alabastra.
    
       [Spider Stingers]
          Hollow stingers taken from a giant spider in Menetyre. They are
          worthless, except for the contract at Ironfast Keep.
    
       [Spidersac Ichor]
          The poisonous ichor found in some spider sacs.
    
       [St. Eadric's Pall]
          This old cloth adorned the remains of the holy man, Saint Eadric. 
          It has a musty smell. 
    
       [Stained Handkerchief]
          This handkerchief has old, dark familiar stains. It bears only 
          the initials "JM" embroidered in one tattered corner.
    
       [Storage Case]
          This mysterious case is empty but holds traces of red crystal 
          dust from whatever was once housed inside. On the front is a 
          label that reads: Crystals from the well excavation.
    
       [Storm Stone]
          Distant thunder echoes faintly as arcs of light illuminate 
          the inky clouds of black and grey storming across the surface 
          of this crystal sphere.
    
       [Strange Blue Stone]
          Odd asymmetrical lines trace the surface of this stone, as if 
          an artist had copied from fae spirals. 
    
       [Strange Green Stone]
          Odd asymmetrical lines trace the surface of this stone, as if 
          an artist had copied from fae spirals. 
    
       [Strange Purple Stone]
          Odd asymmetrical lines trace the surface of this stone, as if 
          an artist had copied from fae spirals. 
    
       [Strange Red Stone]
          Odd asymmetrical lines trace the surface of this stone, as if 
          an artist had copied from fae spirals. 
    
       [Straw Doll]
          A child's doll, worn by use. Now of little value. 
    
       [Sun Stone]
          Whorls of flame slowly spin beneath the surface of this crystal 
          sphere. Warm to the touch and heavier than its size suggests, 
          the Sun Stone's purpose is as enigmatic as its origin.
    
       [Sunspar Box]
          This gorgeous Gnome keepsake bears the tarnish of the years, but 
          its pearl inlay would fetch a high price on the market.
    
       [Surgeon's Blades]
          These remarkably sharp blades would be worthless in combat. However,
          a skilled surgeon could work wonders (or horrors) with them.
    
       [Tattered Documents]
          The writings on these documents are too faded to be of value.
    
       [Tear of Mitharu]
          This gem glows brightly in the dark, and issues a calming aura.
    
          Though cold to the tough, this gem is perfectly symmetrical 
          and exerts a calming aura. 
    
       [The Flame of Rhyderk]
          This Fae Cairn, a kind of Lorestone, relates the ballad The 
          Flame of Rhyderk. It is meant to be used with an Echo Stone, 
          found in locations related to the House of Ballads.
    
       [The Master's Pick]
          Said to open any lock with the proper enchantment, the Master's 
          Pick seems to have been damaged when it was stolen. The Arrivus 
          Engine likely interfered with its enchantments. 
    
       [Threadbare Circlet]
          This ancient bronze circlet, riddled with cracks, appears to be 
          missing something from its crown.
    
       [Trade Manifest]
          The writing on these papers is too faded to read.
    
       [Treasures of Meropis]
          This Fae Cairn, a kind of Lorestone, relates the ballad 
          Treasures of Meropis. It is meant to be used with an Echo Stone, 
          found in locations related to the House of Ballads.
    
       [Tuatha Dagger]
          This Tuatha dagger was taken from the body of an officer during 
          the battle of Mel Senshir. It is not sharp, and considered little 
          more than a souvenir. 
    
       [Two Knights and a Troll, Part I]
          This unique Lorestone details one part of the Summer Court 
          ballad Two Knights and a Troll. It is meant to be used with an 
          Echo Stone, found in locations related to the House of Ballads.
    
       [Two Knights and a Troll, Part II]
          This unique Lorestone details one part of the Summer Court 
          ballad Two Knights and a Troll. It is meant to be used with an 
          Echo Stone, found in locations related to the House of Ballads.
    
       [Two Knights and a Troll, Part III]
          This unique Lorestone details one part of the Summer Court 
          ballad Two Knights and a Troll. It is meant to be used with an 
          Echo Stone, found in locations related to the House of Ballads.
    
       [Two Knights and a Troll, Part IV]
          This unique Lorestone details one part of the Summer Court 
          ballad Two Knights and a Troll. It is meant to be used with an 
          Echo Stone, found in locations related to the House of Ballads.
    
       [Two Knights and a Troll, Part V]
          This unique Lorestone details one part of the Summer Court 
          ballad Two Knights and a Troll. It is meant to be used with an 
          Echo Stone, found in locations related to the House of Ballads.
    
       [Tyrenium Ring]
          Tyrenium was once prominent in Detyre and the Plains of Erathell, 
          but has since become scarce.
    
       [Votive of Flame]
          This small votive must have been shaped by Fae in ages past. It 
          can be used to open doors in Sinsear.
    
       [Votive of Leaf]
          This small votive must have been shaped by Fae in ages past. It 
          can be used to open doors in Sinsear.
    
       [Votive of Stone]
          This small votive must have been shaped by Fae in ages past. It 
          can be used to open doors in Sinsear. 
    
       [Votive of Water]
          This small votive must have been shaped by Fae in ages past. It 
          can be used to open doors in Sinsear.
    
       [Water Vessel]
          This small rock vessel was shaped by Fae crafters and exhibits 
          examples of their magical craftsmanship. Nomeron has given it to 
          me for collecting water from the Sacred Pools. 
    
       [Whistle]
          This fife appears to be carved from a cloudy gray crystal. It
          glows slightly when held, and emits a weak ringing sound.
    
       [Winter Court Necklace]
          This necklace was once worn by a member of the High Court of 
          Winter, and it was recovered after the God Storm, the great Fae 
          conflict.
    
                            **--------------------------**
                            ||                          ||
         [OTR07]            ||      Books & Scrolls     ||
                            ||                          ||
                            **--------------------------**
    
       [A Bloodsoaked Journal]
          Most of this journal is too soaked with blood to be readable.
    
       [A Canneroc Primer]
          A book detailing the travails of the Webwood.
    
       [A History of Yolvan]
          A discussion on the history of Yolvan.
    
       [A Letter from Archsage Caledus]
          A note from the former Archsage of the Scholia Arcana, Jubal Caledus.
    
       [A Tattered Journal]
          The binding is coming apart and the cover is stained with what 
          looks like blood. 
    
       [Adessa I]
          An introductory chapter from Galenun Hegem's memoirs as the head
          mason of Adessa. There seems to be an interesting note scrawled
          in the margin.
    
       [Adessa II]
          The second chapter of Galenun Hegem's memoirs on the construction
          of Adessa.
    
       [Adessa III]
          Another chapter from the memoirs of Galenun Hegem, the mason that
          oversaw the construction of Adessa.
    
       [Adessa IV]
          Another chapter from the memoirs of Galenun Hegem, the mason who
          designed Adessa.
    
       [Adessa V]
          Another chapter from the memoirs of Galenun Hegem, the mason who
          designed Adessa.
    
       [Adessa VI]
          Another chapter from the memoirs of Galenun Hegem, the mason who
          designed Adessa.
    
       [Adessa VII]
          Another chapter from the memoirs of Galenun Hegem, the mason who
          designed Adessa.
    
       [Adessa VIII]
          The final chapter from the memoirs of Galenun Hegem, the mason who
          designed Adessa.
    
       [Aethan Engar's Letter]
          To my favorite Docent, I must offer my apologies for not being 
          present upon your return to the Ysa chapterhouse. Continued 
          ponderings regarding the intricacies of the magics involved in 
          the Sun Stone artifact you recovered have compelled me to attempt 
          an experiment of sorts. 
          Should you receive this missive in time, please consider yourself 
          welcome to join me. I will be found atop the spire of Creathnach 
          Thintri -- Skycrown mountain, as it is called. It shouldn't be 
          difficult to find, as it is the only mountain in all of Erathell. 
          Savant Aethan Engar
          PS Consider the copper ring accompanying this letter an official 
          symbol of your promotion to the rank of Adept. Congratulations!
    
       [Aewald's Notes]
          These scribbled notes belong to the famous historian Aewald, 
          and are a partial account of the only battle ever waged between 
          the Summer and Winter Courts of the Fae. 
    
       [Aloff's Musings]
          These random entries are written in scrawled, rushed manner.
    
       [Aloren's Journal]
          The journal of Aloren, an initiate of the Scholia Arcana that 
          fled the Ysa Chapter House. 
    
       [An Investment]
          A well-worn letter, written in careful script and still bearing 
          a grandiose seal.
    
       [An Odd Patronage]
          This stange scroll was found in the Archsage's mind.
    
       [Ancient Journal I]
          The paper of this journal excerpt is faded and crumbling.
    
       [Ancient Journal II]
          The paper of this journal excerpt is faded and crumbling.
    
       [Ancient Journal III]
          The paper of this journal excerpt is faded and crumbling.
    
       [Ancient Journal IV]
          The paper of this journal excerpt is faded and crumbling.
    
       [Anonymous Journal]
          The cover of the book is stained with blood. Pages have been 
          ripped out. 
    
       [Aodh]
          This plain, leather bound volume bears the initials V.C.
    
       [Arawyn Trade Writ]
          A trade agreement by Brad and Cergren, Traders, of Tirin's Rest.
    
       [Assistant Notes]
          These bloodstained pages are brittle with time, but they appear 
          to discuss work on revivification in the labs of Saltwell Caverns.
    
       [Aster History]
          A richly engraved and illustrated tome. 
    
       [Bede's Journal]
          Once a fine journal bound in pressed leather, it is now stained 
          and worn, and filled with crudely penned writing.
    
       [Bertran's Journal]
          The journal of Bertran Nest, an initiate of the Scholia Arcana that 
          fled the Ysa Chapter House.
    
       [Black Arick I]
          One in a series of books featuring the People's hero Black Arick 
          (aka "the Spritely One") and his adventures across Amalur.
    
       [Black Arick II]
          One in a series of books featuring the People's hero Black Arick 
          (aka "the Spritely One") and his adventures across Amalur.
    
       [Black Arick III]
          One in a series of books featuring the People's hero Black Arick 
          (aka "the Spritely One") and his adventures across Amalur.
    
       [Black Arick IV]
          One in a series of books featuring the People's hero Black Arick 
          (aka "the Spritely One") and his adventures across Amalur.
    
       [Black Arick V]
          One in a series of books featuring the People's hero Black Arick 
          (aka "the Spritely One") and his adventures across Amalur.
    
       [Brother Padric's Travel Notes]
          Brother Padric's Travel Notes containing an account of his time 
          in Splitrock Depths. 
    
       [Brun's Notes]
          This wrinkled series of personal notes appear to contain aborted ideas
          for ballads and other eccentric observations.
    
       [Burdick's Almanack]
          A well-worn old almanac for farming season.
    
       [Chasing the Snaketail]
          A scholarly text describing the gnome construction of the city 
          of Adessa and the role tyrenium mining played in the collapse 
          of Apotyre.
    
       [Cassera's Journal]
          The journal of Cassera Vonn, an initiate of the Scholia Arcana that 
          fled the Ysa Chapter House.
    
       [Children's Tales I]
          This book is illustrated with examples of children's stories.
    
       [Children's Tales II]
          This book is illustrated with examples of children's stories.
    
       [Children's Tales III]
          This book is illustrated with examples of children's stories.
    
       [Close Order]
          The ink is long faded on this worn scroll. 
    
       [Compendium I]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Coming to Helmgard]
          An official-looking Warsworn document.
    
       [Compendium II]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium III]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium IV]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium V]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium VI]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium VII]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium VIII]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium IX]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium X]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium XI]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium XII]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium XIII]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Compendium XIV]
          This book covers the various peoples found across Amalur, 
          from Almain to Varani.
    
       [Confession of Mayor Taklari]
          This official document was written and stamped by the former mayor
          of Whitestone. It appears to implicate a Traveler by the name of
          Lina Ardeen in a cover-up involving the poisoning of miners and
          their families.
    
       [Contract (Seal Broken)]
          An official looking scroll that was once secured with a wax seal.
    
       [Courdan's Letter]
          A lengthy letter penned by a scribe of the Domus Politica in Adessa.
    
       [Crumpled Note]
          The writing of this crumpled note has bled through the page slightly.
    
       [Crystal War I]
          A Rathiri history of the current war. 
    
       [Crystal War II]
          A Rathiri history of the current war. 
    
       [Crystal War III]
          A Rathiri history of the current war. 
    
       [Crystal War IV]
          A Rathiri history of the current war. 
    
       [Death Notice: Astley Golgoti]
          This official document is meant to inform family members that 
          Astley Golgoti of the Alfar Army has died in the line of duty. 
    
       [Death Notice: Camden Wulflac]
          This official document is meant to inform family members that 
          Camden Wulflac of the Alfar Army has died in the line of duty.
    
       [Death Notice: Frea Almar]
          This official document is meant to inform family members that 
          Frea Almar of the Alfar Army has died in the line of duty.
    
       [Death Notice: Ina Sawerth]
          This official document is meant to inform family members that 
          Frea Almar of the Alfar Army has died in the line of duty.
    
       [Death Notice: Joanne Gortan]
          This official document is meant to inform family members that 
          Joanne Gortan of the Alfar Army has died in the line of duty.
    
       [Death Notice: Mal Dydyn]
          This official document is meant to inform family members that 
          Mal Dydyn of the Alfar Army has died in the line of duty.
    
       [Death Notice: Ram Leodwald]
          This official document is meant to inform family members that 
          Ram Leodwald of the Alfar Army has died in the line of duty.
    
       [Death Notice: Tak Edstar]
          This official document is meant to inform family members that 
          Tak Edstar of the Alfar Army has died in the line of duty.
    
       [Death Threat]
          This unsigned letter smells of alcohol.
    
       [Deed to Sandstone Villa]
          This deed awards the bearer with ownership of Sandstone Villa, in
          Adessa.
    
       [Didenhil Trade Writ]
          A trade agreement by Brad and Cergren, Traders, of Tirin's Rest.
    
       [Disposal Notes]
          A handwritten note next to a furnace in a cave full of corpses.
    
       [Dulstan's Notes]
          These scribbled notes belong to the famous historian Dulstan, 
          and are a partial account of the only battle ever waged between 
          the Summer and Winter Courts of the Fae. 
    
       [Eloren's Note to Guian]
          A note from Eloren Criet to Guian Stebic.
    
       [Estimate of Losses]
          A trader's tally from Brad and Cergren, Traders, of Tirin's Rest.
    
       [Fae Age and Lifespan]
          The latest research on the fae animal, by renowned scholar 
          and author Odwald Bynothas.
    
       [Fae Death]
          The latest research on the fae animal, by renowned scholar 
          and author Odwald Bynothas.
    
       [Fae History, Nature]
          This enormous book is made up of several volumes.
    
       [Famed Mages]
          A book that explores some of the famous members of the Scholia 
          Arcana, a collective of mages.
    
       [Farewell Note]
          This note was next to you when you woke up after defeating Tirnoch. 
          It was pinned to the wall with one of Alyn Shir's daggers.
    
       [Finding the Aster Inheritance]
          This letter looks very old and weathered.
    
       [Forewoman's Log]
          Despite its age, the binding of this book is still tight.
    
       [Fynwick's Journal]
          This is the journal of Fynwick Ive, an inhabitant of Ayten.
    
       [Gambling Ledger]
          These papers make up a gambling ledger for the House of Valor's 
          Gambling Den.
    
       [Gardens of Ysa]
          This book describing the creation of the Gardens of Ysa looks 
          largely unread; its binding still creaks when the book is opened.
    
       [Gnome Nursery Rhyme]
          A colorful illustration accompanies the rhyme.
    
       [Gnomish History]
          This book bears a gnomish seal. 
    
       [Graveside Letter]
          This letter appears to have been recently planted on the grave 
          of Avery Egest. It is written in the hand of Mitharu, in which 
          all brothers of the Order of Mitharu are trained.
    
       [Graveside Letter II]
          This letter appears to have been recently planted on the grave 
          of Avery Egest. It is written in the hand of Mitharu, in which 
          all brothers of the Order of Mitharu are trained.
    
       [Gwalchmai's Goods]
          A dusty merchant's record.
    
       [Jenniker's Journal]
          A diary of Jenniker, a wizard who apparently died in Cranalt.
    
       [Journal of Scribe Pearse, Vol. 1]
          An entry from the journal of Pearse, scribe to Lir, Lord of the 
          Blackened Hall. 
    
       [Journal of Scribe Pearse, Vol. 2]
          Another entry from the journal of Pearse, scribe to Lir.
    
       [Journal of Scribe Pearse, Vol. 3]
          The last entry of Pearse, scribe to the ancient king Lir.
    
       [Journey to Shardfall]
          The scribbled notes in this scholarly journal appear to describe 
          an expedition into the ruin of Shardfall. 
    
       [Kandrian Trade Writ]
          A trade agreement by Brad and Cergren, Traders, of Tirin's Rest.
    
       [Kallas' Notes]
          These scribbled notes belong to the famous historian Kallas, and are
          a partial account of the only battle ever waged between the Summer
          and Winter Courts of the Fae.
    
       [Kellis' Journal]
          This is the journal of Kellis Cen, a wanderer staying in Ayten's Inn.
    
       [Life of Tine Delfric]
          A sturdy book whose pages have yellowed somewhat. 
    
       [Laz Remains]
          Cramped handwriting fills this page of notes.
    
       [Lerkara's Journal]
          This small book contains neatly ordered script, pressed firmly 
          into thick vellum pages. 
    
       [Letter from Feride Ouet]
          A neatly-written note.
    
       [Letter from Lerkara]
          A letter to Savant Aethan Engar, from Adept Lerkara Fel.
    
       [Letter from Lord Erran Gastyr]
          This letter is addressed to a woman named Wilda and appears to be
          stamped with the royal seal of the House Gastyr, a great Alfar
          noble family.
    
       [Letter to Celfred]
          An official Warsworn seal, with the mark of a chestplate on 
          it, adorns this letter.
    
       [Letter to Delf]
          This rough piece of parchment was crumpled into a ball.
    
       [Letter to Delfric]
          An official Warsworn seal, with the mark of a chestplate on 
          it, adorns this letter.
    
       [Letter to Delfric 2]
          An official Warsworn seal, with the mark of a shield on 
          it, adorns this letter.
    
       [Letter to Gwalchmai]
          A letter penned in rough, Varani hand.
    
       [Letter to Mayor Eswin]
          The water spots left by tears are clearly visible on the paper of
          this heartfelt letter.
    
       [Letter to Mayor Eswin]
          This letter is written in blood.
    
       [Letter to Orwin]
          This letter is missing any signature or mark of authorship.
    
       [Letter to Ugnar]
          A piece of parchment found on Ugnar's body.
    
       [Letter to Urlik]
          This letter is written in grand, flowering hand, the seal marked 
          with lip prints.
    
       [Linguistics]
          These assorted writings have been compiled into a rough notebook.
    
       [Llyfarstair I]
          A volume from the chronicles of the Dokkalfar people.
    
       [Llyfarstair II]
          A volume from the chronicles of the Dokkalfar people.
    
       [Llyfarstair III]
          A volume from the chronicles of the Dokkalfar people.
    
       [Llyfarstair IV]
          A volume from the chronicles of the Dokkalfar people.
    
       [Llyferion I]
          A volume of Dokkalfar religious text.
    
       [Llyferion II]
          A volume of Dokkalfar religious text.
    
       [Llyferion III]
          A volume of Dokkalfar religious text.
    
       [Love Again Another Day]
          I've loved and I've lost, Caring about someone takes its cost,
          I've been happy and I've been sad, And even quite mad, In the
          end all I have to say, Is I will love again another day.
    
       [Magnus' Memoirs, Part I]
           This manuscript for the unfinished memoirs of Tyr Magnus has 
           been marked as rejected. 
    
       [Magnus' Memoirs, Part II]
           This manuscript for the unfinished memoirs of Tyr Magnus has 
           been marked as rejected.
    
       [Magnus' Memoirs, Part III]
           This manuscript for the unfinished memoirs of Tyr Magnus has 
           been marked as rejected.
    
       [Magnus' Memoirs, Part IV]
           This manuscript for the unfinished memoirs of Tyr Magnus has 
           been marked as rejected.
    
       [Maun's Note]
          A note left by Maun to whoever fonud his hoard. 
    
       [Memoirs Prologue]
          This is the manuscript for the prologue of the unfinished 
          memoirs of Tyr Magnus. It has been marked as rejected. 
    
       [Metallurgy]
          This book is expertly bound and flawlessly hand-written.
    
       [Mine No. 7 Ledger]
          This leatherbound book is caked in dust and soot.
    
       [Missives of Sable]
          This book is musty with age. The Jottun have not been taking 
          good care of it. 
    
       [Missives of Sable (shrouded)]
          The Missives of Sable, wrapped within the Shroud of Omission.
    
       [Mitharu I]
          This well-worn religious text bears the holy symbol of the
          order of Mitharu. 
    
       [Mitharu II]
          This well-worn religious text bears the holy symbol of the
          order of Mitharu. 
    
       [Motus Handbook]
          This thick bound book contains the minutia required for running
          a branch office.
    
       [Motus Memoradum]
          This official document was written by employees of Motus Mining
          Interests, a gnome concern.
    
       [Motus Mining (Days 1-24)]
          This piece of paperwork was left behind by officials of the Motus
          Mining Company, the Gnome business concern once based in Apotyre.
    
       [Motus Mining (Days 25-44)]
          This piece of paperwork was left behind by officials of the Motus
          Mining Company, the Gnome business concern once based in Apotyre.
    
       [Motus Mining (Days 45-50)]
          This piece of paperwork was left behind by officials of the Motus
          Mining Company, the Gnome business concern once based in Apotyre.
    
       [Motus Mining (Day 51)]
          This piece of paperwork was left behind by officials of the Motus
          Mining Company, the Gnome business concern once based in Apotyre.
    
       [Motus Mining Survey]
          This official document was written by employees of Motus Mining
          Interests, a gnome concern.
    
       [Motus Mining Wants You!]
          This letter was written on fine parchment.
    
       [Motus Reports I]
          This official document was written by employees of Motus Mining
          Interests, a gnome concern.
    
       [Motus Reports II]
          This official document was written by employees of Motus Mining
          Interests, a gnome concern.
    
       [Motus Reports III]
          This official document was written by employees of Motus Mining
          Interests, a gnome concern.
    
       [Motus Reports IV]
          This official document was written by employees of Motus Mining
          Interests, a gnome concern.
    
       [Motus Reports V]
          This official document was written by employees of Motus Mining
          Interests, a gnome concern.
    
       [Motus Reports VI]
          This official document was written by employees of Motus Mining
          Interests, a gnome concern.
    
       [Mysterious Note]
          This mysterious note seems to have been written in haste, as though
          the author were in a terrible hurry.
    
       [Nell's Journal]
          This is the journal of Singing Nell, a recluse who lives in
          Ayten.
    
       [Note]
          This crumpled note seems to have been written shortly before 
          you acquired it. (The notes all say something different.)
    
       [Note]
          This crumpled note seems to have been written shortly before 
          you acquired it. (The notes all say something different.) 
    
       [Note]
          This crumpled note seems to have been written shortly before 
          you acquired it. (The notes all say something different.)
    
       [Note]
          This crumpled note seems to have been written shortly before 
          you acquired it. (The notes all say something different.)
    
       [Note]
          This crumpled note seems to have been written shortly before 
          you acquired it. (The notes all say something different.)
    
       [Note]
          This crumpled note seems to have been written shortly before 
          you acquired it. (The notes all say something different.)
    
       [Note]
          This crumpled note seems to have been written shortly before 
          you acquired it. (The notes all say something different.)
    
       [Note]
          This crumpled note seems to have been written shortly before 
          you acquired it. (The notes all say something different.)
    
       [Note from Courdan Passant]
          A neatly written note.
    
       [Note from Reddle Mane]
          A hastily scrawled note.
    
       [Notes of Octienne's Crimes]
          A meticulously organized folder of notes, payments, and the
          occasional letter related to Octienne's assorted shady dealings.
    
       [Notice of Forfeiture]
          This official document was written by employees of Motus 
          Mining Interests, a gnome concern.
    
       [Notice of Seizure]
          A note from the Adessa Praetorians to Eloren Criet, regarding the 
          seizure of some contraband. 
    
       [Omnibus Arcana]
          This hefty tome contains many blank pages.
    
       [On Alchemy]
          The contents of this handbook are mundane, concerning the 
          upkeep of alchemical equipment and alchemical preserving methods.
    
       [On Chickens]
          A book studying the nature of the common chicken.
    
       [On Drink]
          This religious text advises against the evils of drinking to 
          excess and its repercussions.
    
       [On Embereyes]
          This bears a gnomish mark on the cover. 
    
       [On Fae Vitality]
          A scholarly work. Dust seems to have settled into the very spine 
          and pages of it. 
    
       [On Gemstones]
          A small neat, book penned in a small, neat hand.
    
       [On Knowing Order]
          This religious text looks to have never been opened; it appears 
          to discuss the role of Fear in the life of a religious convert.
    
       [On Life and Death]
          The cover of this heavily worn book bears the initials "PM".
    
       [On Magic and its Bestial Practitioners]
          A tome detailing some of the beasts of Amalur that wield magic.
    
       [Owner's Journal]
          A journal found in an abandoned house in Canneroc. Most of its pages 
          are ripped out. 
    
       [Peers of Eagonn I]
          A roughly bound novel.
    
       [Peers of Eagonn II]
          A roughly bound novel.
    
       [Plant Report]
          An official looking document, yet hastily scribbled.
    
       [Prayer Book]
          This slim volume includes devotionals for the devout, including 
          the famous Prayer of St. Eadric.
    
       [Private Letter]
          This letter was written to inform someone named Britt Hagni that 
          his home in the village of Emaire has been prepared for him.
    
       [Pslam to Fyragnos]
          A psalm carried by a member of Belen's Testament in the Red Marches. 
          It seems to refer to an ancient slumbering Niskaru, Fyragnos.
    
       [Reminder for Initiates]
          This note bears an unrecognizable, official mark. 
    
       [Rikka's Journal]
          A simple, leatherbound journal found in the dresser of Rikka 
          Egest's bedroom.
    
       [Sacred Tract]
          This religious text, taken from a Kobold, seems somewhat the 
          worse for wear.
    
       [Saint Hadwyn]
          Careful, unadorned lettering fills this simply-bound book.
    
       [Saltwell Site Lab Notes, Day 21]
          A scrap of a diary from the Saltwell lab's prior owner.
    
       [Saltwell Site Lab Notes, Day 142]
          Rough and spiky handwriting on this scrap of notes suggest its 
          author was especially frustrated at the time of writing.
    
       [Saltwell Site Lab Notes, Day 233]
          Surprisingly disorganized notes from the Saltwell lab's prior owner.
    
       [Sanctuary Document]
          A document from the Sanctuary in Tirin's Rest. 
    
       [Scaith Family Curse]
          A tattered family history.
    
       [Saturday]
          In the margins of this weathered old journal are the daily 
          devotionals and musings of Father Etair, spiritual leader of 
          St. Eadric's Perpetual Mission in Haxhi.
    
       [Shardfall]
          A weathered book adorned with an image of a shard.
    
       [Silkfarmer Journal]
          This seems to be part of a journal kept by a silkfarmer of Webwood.
          (Same name, different content.)
    
       [Silkfarmer Journal]
          This seems to be part of a journal kept by a silkfarmer of Webwood.
          (Same name, different content.)
    
       [Silkfarmer Journal]
          This seems to be part of a journal kept by a silkfarmer of Webwood.
          (Same name, different content.)
    
       [Skill Book (Alchemy)]
          Filled with lost lore and dozens of techniques, this book will 
          grant a permanent bonus to the Alchemy skill of whomever 
          reads it.
    
       [Skill Book (Blacksmithing)]
          Filled with lost lore and dozens of techniques, this book will 
          grant a permanent bonus to the Blacksmithing skill of whomever 
          reads it.
    
       [Skill Book (Detect Hidden)]
          Filled with lost lore and dozens of techniques, this book will 
          grant a permanent bonus to the Detect Hidden skill of whomever 
          reads it.
    
       [Skill Book (Dispelling)]
          Filled with lost lore and dozens of techniques, this book will 
          grant a permanent bonus to the Dispelling skill of whomever 
          reads it.
    
       [Skill Book (Lockpicking)]
          Filled with lost lore and dozens of techniques, this book will 
          grant a permanent bonus to the Lockpicking skill of whomever 
          reads it.
    
       [Skill Book (Mercantile)]
          Filled with lost lore and dozens of techniques, this book will 
          grant a permanent bonus to the Mercantile skill of whomever 
          reads it.
    
       [Skill Book (Persuasion)]
          Filled with lost lore and dozens of techniques, this book will 
          grant a permanent bonus to the Persuasion skill of whomever 
          reads it.
    
       [Skill Book (Sagecraft)]
          Filled with lost lore and dozens of techniques, this book will 
          grant a permanent bonus to the Sagecraft skill of whomever 
          reads it.
    
       [Skill Book (Stealth)]
          Filled with lost lore and dozens of techniques, this book will 
          grant a permanent bonus to the Stealth skill of whomever 
          reads it.
    
       [Songbook]
          A book of songs and rhymes about the Widow of the Webwood.
    
       [Spider Memo]
          A carefully written message, found under a handful of webbing.
    
       [Stone Shadows]
          A freshly bound, newly inked version of the beloved work.
    
       [Stonecandle Log]
          This sturdy tome is bound in leather and steel. 
    
       [Survey of Beasts and Creatures]
          A gnomish text detailing the giant spiders of Amalur.
    
       [Tales of Brighthelm]
          Lavish gilt lettering adorn the cover and opening pages of 
          this small tome.
    
       [The Adventure I]
          This small book is a volume of The Adventure, a famed journey 
          through the Winter Fae lands.
    
       [The Adventure II]
          This small book is a volume of The Adventure, a famed journey 
          through the Winter Fae lands. 
    
       [The Adventure III]
          This small book is a volume of The Adventure, a famed journey 
          through the Winter Fae lands.
    
       [The Adventure IV]
          This small book is a volume of The Adventure, a famed journey 
          through the Winter Fae lands.
    
       [The Adventure V]
          This small book is a volume of The Adventure, a famed journey 
          through the Winter Fae lands.
    
       [The Adventure VI]
          This small book is a volume of The Adventure, a famed journey 
          through the Winter Fae lands.
    
       [The Adventure VII]
          This small book is a volume of The Adventure, a famed journey 
          through the Winter Fae lands.
    
       [The Adventure VIII]
          This small book is a volume of The Adventure, a famed journey 
          through the Winter Fae lands.
    
       [The Adventure IX]
          This small book is a volume of The Adventure, a famed journey 
          through the Winter Fae lands.
    
       [The Adventure X]
          This small book is a volume of The Adventure, a famed journey 
          through the Winter Fae lands.
    
       [The Book of Gentle Beasts]
          Beautifully bound, lined in gold, this book has lavish 
          illuminations throughout. 
    
       [The Dark Empyrean]
          This book seems similar to other versions you've seen throughout 
          the Scholia Arcana. 
    
       [The Fall of Dwynian]
          This elegantly crafted and decorated tome looks as though it 
          belongs in a museum. 
    
       [The Human's Tale]
          This stange scroll was found in the Archsage's mind.
    
       [The Journal of Stellan Reitan]
          The journal of Stellan Reitan, found in Splitrock Depths.
    
       [The Little Prince of Rathir]
          A Rathiri storybook of elegant manufacture.
    
       [The Mantle Passes]
          This strange scroll was found in the Archsage's mind.
    
       [The Morning Prayer]
          This scroll was written in an immaculate calligraphy. 
    
       [The New Assistant]
          A rough copy of a letter, apparently written but never sent.
    
       [The Possession Begins]
          This strange scroll was found in the Archsage's mind.
    
       [The Primer of Fire]
          This religious text bears strange runes and markings on the cover.
    
       [The Princess]
          This nondescript book seems special despite its ordinary appearance.
    
       [The Proud Warsworn]
          The Warsworn is so proud, They tell everyone about it very loud,
          The Warsworn is so honorable, Yet they're very disagreeable,
          The Warsworn is so glorious, Well let me say something treasonous,
          The Warsworn is a sham, When you really need help they scram.
    
       [The Scholia Arcana]
          The history of the Scholia Arcana.
    
       [The White At War]
          A seemingly unfinished autobiography of Nil Kern, of Tirin's Rest.
    
       [The Wild Flame]
          This stange scroll was found in the Archsage's mind.
    
       [The World I Left]
          This stange scroll was found in the Archsage's mind.
    
       [Thieves and Balladeers]
          This small worn book features favorite children's poems of the 
          Travelers.
    
       [Thursday]
          In the margins of this weathered old journal are the daily 
          devotionals and musings of Father Etair, spiritual leader of 
          St. Eadric's Perpetual Mission in Haxhi.
    
       [Til's Collection I]
          This lascivious text appears to have been read many times and by 
          many different people, as evidenced by its worn cover and tattered 
          pages. 
    
       [Til's Collection II]
          This lascivious text appears to have been read many times and by 
          many different people, as evidenced by its worn cover and tattered 
          pages. 
    
       [Til's Collection III]
          This lascivious text appears to have been read many times and by 
          many different people, as evidenced by its worn cover and tattered 
          pages. 
    
       [Til's Collection IV]
          This lascivious text appears to have been read many times and by 
          many different people, as evidenced by its worn cover and tattered 
          pages. 
    
       [Til's Collection V]
          This lascivious text appears to have been read many times and by 
          many different people, as evidenced by its worn cover and tattered 
          pages. 
    
       [Til's Collection VI]
          This lascivious text appears to have been read many times and by 
          many different people, as evidenced by its worn cover and tattered 
          pages. 
    
       [Til's Collection VII]
          This lascivious text appears to have been read many times and by 
          many different people, as evidenced by its worn cover and tattered 
          pages. 
    
       [Til's Collection VIII]
          This lascivious text appears to have been read many times and by 
          many different people, as evidenced by its worn cover and tattered 
          pages. 
    
       [Til's Collection IX]
          This lascivious text appears to have been read many times and by 
          many different people, as evidenced by its worn cover and tattered 
          pages. 
    
       [Til's Collection X]
          This lascivious text appears to have been read many times and by 
          many different people, as evidenced by its worn cover and tattered 
          pages. 
    
       [Tirin's Rest Hymnal]
          A church hymnal from Tirin's Rest]
    
       [To All Civilians]
          This letter bears the official mark of the Dokkalfar Army.
    
       [To Brother Fallon I]
          A small neat, letter penned in a small, neat hand.
    
       [To Brother Fallon II]
          A small neat, letter penned in a small, neat hand.
    
       [To Ewa]
          This letter bears the seal of the Scholia Arcana.
    
       [To Her]
          An old, battered journal. The ink has bled through several pages.
    
       [To Lady Ansilla 1]
          This letter bears a broken wax seal bearing a coat of arms.
    
       [To Lady Ansilla 2]
          A hastily written note is crossed out with strong pen strokes.
    
       [To Lady Ansilla 3]
          A smiling face and flowery patterns illustrate this letter.
    
       [To Lord Gastyr 1]
          The writing of this letter suggests a steady, artistic hand.
    
       [To Lord Gastyr 2]
          Written on a fine piece of paper.
    
       [To Lord Gastyr 3]
          This letter is written in a bold script, with "Lord" underlined.
    
       [To Luminitsa I]
          An unadorned letter penned in a simple hand. 
    
       [To Scholia Arcana I]
          This letter bears the seal of the Scholia Arcana.
    
       [To Scholia Arcana II]
          This letter bears the seal of the Scholia Arcana.
    
       [Tome of Artifacts I]
          This book catalogues the magical items of the Fae.
    
       [Tome of Artifacts II]
          This book catalogues the magical items of the Fae.
    
       [Tome of Artifacts III]
          This book catalogues the magical items of the Fae.
    
       [Tome of Artifacts IV]
          This book catalogues the magical items of the Fae.
    
       [Town Charter]
          The legal charter for the village of Tirin's Rest. 
    
       [Tuesday]
          In the margins of this weathered old journal are the daily 
          devotionals and musings of Father Etair, spiritual leader of 
          St. Eadric's Perpetual Mission in Haxhi.
    
       [Tyr's Journal I]
          This thin, leatherbound book is marked as a volume of 
          Tyr Magnus' journal.
    
       [Tyr's Journal II]
          This thin, leatherbound book is marked as a volume of 
          Tyr Magnus' journal.
    
       [Tyr's Journal III]
          This thin, leatherbound book is marked as a volume of 
          Tyr Magnus' journal.
    
       [Tyr's Journal IV]
          This thin, leatherbound book is marked as a volume of 
          Tyr Magnus' journal.
    
       [Vernis' Report]
          A scout's coded message about Tuatha troop movement in Klurikon.
    
       [Visit the Craft Hall]
          The large, simple lettering on this sheet of paper suggests it 
          was made to be tacked to a tree or tavern wall. 
    
       [War Giving Pamphlet]
          A rustic pamphlet urging villagers to give to the war effort. 
    
       [Warsworn Ledger]
          An old item used to record missions of the Warsworn's mercenaries.
    
       [Warsworn Ranks]
          An official-looking Warsworn document. 
    
       [Warsworn Recruitment Letter]
          This letter bears the insignia of the Warsworn.
    
       [Well Progress Log]
          Careful copperplate lettering records a monthly log of the
          Well's progress. It appears to be the latest in a very long set 
          of logs.
    
       [Weniret's Journal]
          This is the journal of Weniret Soll, a Traveler staying in Ayten.
    
       [Wildfrold's Notes]
          These scribbled notes belong to the famous historian Wildfrold,
          and are a partial account of the only battle ever waged between
          the Summer and Winter Courts of the Fae.
    
    ===============================================================================
         10.                                                
    ======================88==============================88=======================
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [MNSTR]          ||           Bestiary           ||
                          ||                              ||
                          **------------------------------**
    
         Quest-exclusibe mobs will not be listed besides bosses.
    
    Antelope
    - My favorite passive animals; hit them hard and they'll fly into space.
      They run away from you if you get too close. Can drop crafting components
      if you have at least level 1 Blacksmithing.
    
    Aurochs
    - Ugly red/white bulls of some sorts. Will kick you with its hind legs if
      you're behind it. Will stab you with its horns if you're in front of it.
      Can drop crafting components if you have at least level 1 Blacksmithing.
    
    Bandits
    - All over the place. Dalentarth has Red Legion. Erathell has Freeman.
      Detyre has Cynric, Darkvari, and Zungar outlaws. Worst assassins ever.
      Usually shows up in groups, and found digging around carts and corpses.
      Some can dodge arrows, but still can be hit if fired in succession.
    
    Banshaen
    - Mother of murghan. Spits out pods that spawn murghan. Can do some coordinated
      attack when it has at least three murghan with it. Can pop out of the
      water.
    
    Barghests
    - Oversized dog that can run on two feet. Brightly colored. Arcane ones
      also drain a fair amount of mana when they hit you. Usually appears in
      packs.
    
    Bears
    - Usually solitary, but can sometimes be found sleeping in groups of two
      or three. Likes to rush to you and maul you and whatever else a bear does.
    
    Belen's Testament
    - People found in Detyre who believe that killing people is a good thing.
      Consists of mages and spearsmen.
    
    Boggarts
    - Cute things that likes to chase lights and rattle at you. Tumblers also
      do some spin tricks. Plaguebearers can give you the Blood Plague when
      they hit you. Zealots do some weird thing where they lift up their mask
      and go shiny and rush at you. Vulnerable to fire, and panics when on
      fire too.
    
    Bolgan
    - Big red and fat one-eyed giants. One-eyed because they remove one eye
      for some ceremonial thing. Beastmasters have barghest with them. Brutes
      have shields that block much damage. Thugs just rush at you with their
      swords held high.
    
    Brownies
    - They're brown, wrinkly, and ugly. Usually found in large groups. Lunges
      at you and likes to take bites out of your butt. Pestilent ones can
      give you Binder's Lesions. Makes a funny noise when they die.
    
    Chicken
    - Clucks and walks around. Drops nothing, does nothing.
    
    Chicken Overlord
    - Poops at you until it dies. Breathes fire if you're too close to it.
    
    Crudok
    - Ugly things with many legs. Worshipped by Brownies. Has some weird mask
      for its face that opens up when it puts its hands together and spews some
      nasty homing fly breath at you. Makes a strange noise when it walks. Can
      pop out of the ground.
    
    Ettin
    - Two headed giants. Likes to body slam you into the floor. Also punches
      you. Shaman and WarPriests also use lightning magic.
    
    Jottun
    - Fat things with hammers. Rushes at you with hammers lowered. Runelords
      and Runewielders also have ice hammers that can freeze you, and can whack
      ice projectiles at you.
    
    Kobolds
    - Annoying "oversized cats". Tends to appear in groups. Likes to pull off
      spear combos on you. Nightblades and Rogues can also throw flame bombs
      that are a little difficult to dodge. Can pop out of the ground.
    
    Leanashe
    - Lean-a-she. A lean looking female demon of sorts with long black hair,
      three fingers, and tentacles for legs. Barfs large balls of nasty gunk
      at you. Can dodge some attacks. Can give you Toxic Slurry disease. Found
      eating some dead thing and can also pop out of the ground. Ancient ones
      are just more purple (and powerful). 
    
    Murghan
    - Spawns of banshaen. Wields tridents and likes to pull off spear combos.
      Can also attack with lightning element. Usually found in groups in or
      near water or around a banshaen.
    
    Narca
    - Cursed Fae found in Detyre. Only aggressive Fae besides Tuatha but will
      no longer be aggressive once you finish some quests in Alserund.
    
    Niskaru
    - Fast monsters that spawn from the ground in pink lights. Has long sharp
      claws. Tyrants are large ones that spew fireballs, charge, and have a
      seizure-prone extendable claw. Vulnerable to ice.
    
    Rats
    - Giant half-bald rats, found in dirty places or feeding on carrion. Can
      give you a disease.
    
    Scuttlecrab
    - Likes to look around to see if anyone's watching then stuff it's mouth
      with who-knows-what from the floor. Raises its claws and dances for you
      if you get too close. I mean, it'll try to intimidate you. Green blood
      goes everywhere when you kill it. Can drop crafting components if you have
      at least level 1 Blacksmithing.
    
    Spiders
    - Loves popping out of the ground. Giant ones spit webbing at you, while
      Venomspitters do the obvious: spit poison at you. Vulnerable to fire.
    
    Sprites 
    - Regular ones just charge you. If a champion is around, they can also
      use the corresponding elemental attack. Can appear out of thin air.
    
    Thresh
    - Tree thing that wears a skull and has a bow-like arm. Tends to be surrounded
      by worshipping boggarts. Can root itself and have roots hit you from the
      ground. Can also shoot magical projectiles. Vulnerable to fire.
    
    Trolls
    - Big things with clubs. Rushes at you with the club, or sends debris flying
      at you with its club. Resistant to magic. Makes the ground shake. A lot.
    
    Tuatha
    - Your main enemies in this game. They're everywhere, and there's so many
      of them they're annoying, shouting all sorts of things about Tirnoch every
      time they see you. They have their own special battle music too.
    
    Undead
    - Faer Gorta are just bone warriors. Son of Laz are zombies that drag a sword
     around and are mostly found in Detyre. Laz can give you a disease, Kiss of
     Laz.
    
    Wolves
    - Just wolves. Travels in packs and likes to bite people. 
    
    Bosses:
    (I consider bosses ones that have a large health bar in the top right.)
    - Ametair
    - Anru Besin
    - Azaghaal
    - Balor
    - Bisarane
    - Ciara Sydanus
    - Cur of Vengeance
    - Dren
    - Rock Troll
    - Gadflow
    - Gnarsh
    - Maid of Windemere
    - Templar Octienne
    - The Widow
    - Tirnoch
    - Witch Knight Malwyn
    - Witch Knight Myrna
    
    ===============================================================================
         11.                                                
    ======================88==============================88=======================
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [MAP00]          ||             Maps             ||
                          ||                              ||
                          **------------------------------**
    
         Maps that I've made and also have available on GameFAQs. If the
         links do not work, please let me know or just look on the same page
         you found this FAQ.
    
    *-------------*
    | Dalentarth: |
    *-------------*
    
    Allestar Glade
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63794
    
    Odarath (West)
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63796
    
    Odarath (East)
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63795
    
    Glendara
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63838
    
    Yolvan
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63847
    
    Ettinmere
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63843
    
    Webwood
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63845
    
    Haxhi
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63846
    
    Lorca-Rane
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63855
    
    The Sidhe
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63844
    
    Windemere
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63799
    
    Summer's End
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63798
    
    *----------*
    | Erathell |
    *----------*
    
    Acatha
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63877
    
    Cradle of Summer
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63856
    
    Forsaken Plain (East)
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63870
    
    Forsaken Plain (West)
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63871
    
    Galafor
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63869
    
    Kandria
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63875
    
    Tala-Rane
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63857
    
    The Wolds
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63858
    
    Tywili Coast
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63876
    
    *--------*
    | Detyre |
    *--------*
    
    The Red Marches
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63881
    
    Alserund
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63882
    
    The Hollowlands
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63889
    
    Menetyre
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63888
    
    Apotyre
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63887
    
    *----------*
    | Klurikon |
    *----------*
    
    Cursewood
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63895
    
    The Midden
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63894
    
    The Keening
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63892
    
    Drowned Forest
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63891
    
    Caeled Coast
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63890
    
    *-----------*
    | Alabastra |
    *-----------*
    
    High Fulgen
    http://ww.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63897
    
    Shadow Pass
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63893
    
    Twilight Pass
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63896
    
    Amaura
    http://www.gamefaqs.com/pc/991142-kingdoms-of-amalur-reckoning/faqs/63898
    
    ===============================================================================
         12.                                                
    ======================88==============================88=======================
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [XTRA0]          ||            Extras            ||
                          ||                              ||
                          **------------------------------**
    
           Skill Trainer Locations.................................[XTRA1]
           Skill Book Locations....................................[XTRA2]
           Backpack Locations......................................[XTRA3]
           Houses..................................................[XTRA4]
           Extra Dungeons..........................................[XTRA5]
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [XTRA1]          ||   Skill Trainer Locations    ||
                          ||                              ||
                          **------------------------------**
    
         Skill Trainers are NPCs that will permanently increase your skill
         by one for gold. Each trainer can only be used once and only when
         your level is within their limits. If your level is too high or
         something, you can always visit a Fateweaver to reset them but doing
         so too many times will make Fateweaving expensive. 
    
    
         Skill:         Name:            Expertise:       Location:  
      ---------------------------------------------------------------------------
    
       Alchemy
    
                       Jakasen           Novice        Dalentarth > The Sidhe >
                                         (0-3)         Ysa > Lyceum Grove
    
                       Molly Janick      Novice        Erathell > Forsaken Plain
                                         (0-3)         > Blue Bear Tavern
    
                       Savant Red        Journeyman    Erathell > Tywili Coast >
                       Thombrum          (4-6)         Rathir > Upper City >
                                                       Scholia Arcana > Main Hall
    
                       Conni             Master        Klurikon > Caeled Coast >
                                         (7-9)         Seawatch
                       (After freeing her from Castle Ansilla in Ghosts of 
                        Seawatch side quest)
    
       Blacksmithing
      
                       Halder Rodric     Novice        Dalentarth > Yolvan >
                                         (0-3)         Shieldring Keep
    
                       Holte Frenn       Novice        Dalentarth > The Sidhe >
                                         (0-3)         Ysa > Merchants Delegation
    
                       Efyr Dynnwel      Journeyman    Detyre > Menetyre >
                                         (4-6)         Ironfast Keep
                       (must finish A Master's Touch side quest)
    
                       Ragnar Senn       Master        Klurikon > Cursewood >
                                         (7-9)         Mel Senshir
    
       Detect Hidden
    
                       Arnick Arduna     Novice        Dalentarth > West Odarath
                                         (0-3)         > Gorhart > Gorhart Inn
    
                       Ambassador Odvar  Novice        Dalentarth > The Sidhe >
                                         (0-3)         Ysa > Embassy Hall
    
                       Gawait Hand       Journeyman    Detyre > Apotyre > 
                                         (4-6)         Sun Camp
                       (Will be in Whitestone if you finished Travelers storyline)
    
                       Hey Caslan        Master        Klurikon > Cursewood >
                                         (7-9)         Mel Senshir
    
       Dispelling
    
                       Saramer           Novice        Dalentarth > The Sidhe >
                                         (0-3)         > Ysa > The Trellis >
                                                       Ballads Sanctuary
    
                       Eric Porthe       Novice        Detyre > Apotyre > Adessa
                                         (0-3)
    
                       Artan Caid        Journeyman    Erathell > Tywili Coast >
                                         (4-6)         Rathir > Upper City > 
                                                       Scholia Arcana > Main Hall
    
                       Dionaeach         Master        Klurikon > The Midden >
                                         (7-9)         House of Sorrows
                       (Trainer will disappear/die after you get too far in the
                        House of Sorrows factions storyline)
    
       Lockpicking
    
                       Throvald Ulfsson  Novice        Dalentarth > Lorca-Rane
                                         (0-3)
    
                       Tefroy Tarion     Novice        Erathell > Galafor >
                                         (0-3)         Tirin's Rest > Locksmith
                       (Available after finishing Warsworn faction quest Lock
                        and Key)
    
                       Narit Wyle        Journeyman    Detyre > Apotyre > Adessa
                                         (4-6)         > Hospitalis Quarters
    
                       Elya Madmyr       Master        Klurikon > Caeled Coast
                                         (7-9)         > near Seawatch
    
       Mercantile
    
                       Elayen Dark       Novice        Dalentarth > Star Camp
                                         (0-3)
    
                       Anton Demian      Novice        Detyre > Alserund
                                         (0-3)
    
                       Eormen Gest       Journeyman    Erathell > Moon Camp
                                         (4-6)
    
                       Enion Gaius       Master        Klurikon > Cursewood >
                                         (7-9)         Mel Senshir
    
       Persuasion
    
                       Ellova            Novice        Dalentarth > East Odarath
                                         (0-3)         > House of Ballads >
                                                       Summer Sanctuary
    
                       Magessa Ohr       Novice        Erathell > Tywili Coast >
                                         (0-3)         Rathir > Upper City >
                                                       House Wyvyrn Girfe
    
                       Templar Montainel Journeyman    Detyre > Apotyre > Adessa
                                         (4-6)         > The Isles > The Forum
    
                       Caradas Hyne      Master        Klurikon > Cursewood >
                                         (7-9)         Mel Senshir
    
       Sagecraft
    
                       Viscount Setter   Novice        Dalentarth > The Sidhe
                       the Allseer       (0-3)         > Ysa
                       (Will be at The Font in Ysa if you completed the quest
                        Oh, The Indignitaries)
    
                       Savant Raina      Novice        Dalentarth > The Sidhe >
                       Njorn             (0-3)         Ysa > Delving Hall
    
                       Savant Itran      Journeyman    Erathell > Tywili Coast >
                       Sconn             (4-6)         Rathir > Upper City >
                                                       Scholia Arcana > Main Hall
    
                       Liordran          Master        Klurikon > The Keening
                                         (7-9)         > Balor's Crossing
    
       Stealth
    
                       Hiroen Karet      Novice        Dalentarth > Star Camp
                                         (0-3)
    
                       Inthaels Scyld    Novice        Erathell > Moon Camp
                                         (0-3)
    
                       Borm of           Journeyman    Detyre > Apotyre > Adessa
                       Bowstrings        (4-6)         > Hospitalis Quarters
    
                       Ticnerani         Master        Alabastra > Shadow Pass >
                                         (7-9)         Dark Glow Caverns
    
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [XTRA2]          ||     Skill Book Locations     ||
                          ||                              ||
                          **------------------------------**
    
         There is one book for each skill. When you read these books, they
         will permanently increase that skill by one, but only the first
         time you read it. 
    
         I put this under the character creation section, but here it is again:
         whatever your racial bonus gave you +2 of, you should use the two
         skill trainers that only train you if your skill is 3 or below BEFORE
         you use the skill book for it or you WILL miss out on being able to
         use one of the trainers.
    
         Alchemy
         Erathell > Cradle of Summer > Hidden Door > Pile of Rocks
         (level 5 detect hidden to see the secret door on the map)
    
         Blacksmithing
         Detyre > Menetyre > Hall of the Firstsworn > Forge room chest
         (during Warsworn faction quests)
    
         Detect Hidden
         From Grim Onwig during Travelers faction quests
    
         Dispelling
         Dalentarth > Haxhi > Ballads Library > Upstairs in cache
         (requires some House of Ballads faction quests to get in library)
    
         Lockpicking
         Erathell > Forsaken Plain > Orieator's Tomb > In chest of first room
    
         Mercantile
         Detyre > The Hollowlands > Motus Mining Outpost > second floor bookshelf
         of fully upgraded office, requires Fae at the Mine, Bloodbane, and Miners
         in the Sand quests to be completed
    
         Persuasion
         Detyre > Apotyre > Adessa > Livrarium upon Paper Trail quest completion
    
         Sagecraft
         Dalentarth > Glendara > St. Hadwyn's Mission > Hidden Well Cache
    
         Stealth
         From Grim Onwig during Travelers faction quests
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [XTRA3]          ||      Backpack Locations      ||
                          ||                              ||
                          **------------------------------**
    
         There are a total of 5 backpacks you can buy in the whole
         game. Each bag increases your bag space by 10 so when you
         have all 5, you will have 120 bag slots. 
    
    
    Dalentarth > West Odarath > Gorhart > The Corner Shop > Rikka Egest
    
    Dalentarth > The Sidhe > Ysa > Asker's Alley > Riona Helt
    
    Erathell > Tywili Coast > Rathir > Upper City > Scholia Arcana > Wil Donall
    
    Detyre > Apotyre > Adessa > Domus Politica > Senecer Macit
    
    Klurikon > Cursewood > Mel Senshir > Illyn Doldran 
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [XTRA4]          ||            Houses            ||
                          ||                              ||
                          **------------------------------**
    
         Every house has a stash that holds 155 items and is linked to every 
         house you own. Every house also has a mirror that lets you change
         stuff like hairstyle, jewelry, and tattoos. There is also a bed to
         sleep in. Additional features for each house is listed below.
    
         Gossamer End
            Location: Dalentarth > Webwood > Canneroc
            Requirements:
               - Complete quest The Natural Order
            Special Features:
               - Delivery Satchel containg Canneroc Gossamer that is replenished
               - Sagecrafting Altar (upgrade)
               - Alchemy Lab (upgrade)
    
         Aron Excavations Office
            Location: Detyre > The Hollowlands > Motus Mining Outpost
            Requirements:
               - Complete quests Fae at the Mine, Bloodbane, Miners in the Sand
            Special Features:
               - Sagecrafting Altar
               - Forge
               - Mercantile skill book (in fully upgraded office)
               - Can collect money from Vincent every so often
    
         Sandstone Villa in Adessa
            Location: Detyre > Apotyre > Adessa
            Requirements:
               - Free upon entering Adessa (can only be upgraded once you
                 finish the quests New in Town & Under Watch)
            Special Features:
               - It's huge, but useless.
               - Healer
               - Forge
               - Alchemy Lab
    
         Champion's Manor in the House of Valor
            Location: Detyre > Alserund > House of Valor
            Requirements:
               - Complete all House of Valor faction quests
            Special Features:
               - None, but you can collect some money from Jokull every so often
    
         Archsage's Quarters in Rathir's Scholia Arcana
            Location: Erathell > Tywili Coast > Rathir > Upper City > Scholia
            Arcana > Main Hall
            Requirements:
               - Complete all Scholia Arcana faction quests
            Special Features:
               - Some chests
               - Forge
               - Alchemy Lab
               - Activate sigil-stone to spawn chickens and watch brownies
                 pulverize them
               - Shiny magic paths to walk on!
    
         The Orbocant in Rathir
            Location: Erathell > Tywili Coast > Rathir > Upper City
            Requirements:
               - Complete all of the main quests
            Special Features:
               - A special merchant NPC
               - Fateweaver (Agarth will stay here forever now.)
    
         Seawatch
            Location: Klurikon > Caeled Coast 
            Requirements:
               - Ghosts of Seawatch quest (must complete for full upgrade)
            Special Features:
               - It's a giant castle, best 'house' in the whole game IMO.
               - Healer
               - Merchant
               - Skill Trainer
               - Forge
               - Sagecrafting Altar
               - Alchemy Lab
               - Courtyard with many reagents
               - Shrine of Lyria
    
    
    ----------------------88------------------------------88
    ----------------------88------------------------------88
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [XTRA5]          ||        Extra Dungeons        ||
                          ||                              ||
                          **------------------------------**
    
         These are locations that you may or need to explore on your own; there
         are no quests for it. May add thorough walkthroughs for them in the
         future or upon request.
    
         - Stonecandle Mines (Dalentarth > Allestar Glade)
    
         - Bristlethorn (Erathell > Forsaken Plain)
         - Shining Labyrinth (Erathell > Forsaken Plain)
           Only explored if you decided to open the Ansilla box here.
    
         - Hurvar's Doorsil (Detyre > Menetyre)
           Mostly unexplored or not at all if you got the Master's Tallow
           from Tearscotter Mine.
    
         - Seven Widow Mine (Klurikon > Cursewood)
         - Sanctuary Grotto (Klurikon > Drowned Forest)
    
         - Primordia (Alabastra > High Fulgen)
           Only accessible after beating the main storyline.
         - Dark Glow Caverns (Alabastra > Shadow Pass)
         - Mordus-Torr (Alabastra > Shadow Pass)
         - Prismere Basin (Alabastra > Amaura)
    
    
    ===============================================================================
         13.                                               
    ======================88==============================88=======================
                          88                              88
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                          **------------------------------**
                          ||                              ||
         [CRDTS]          ||            Credits           ||
                          ||                              ||
                          **------------------------------**    
    
         Help is always welcome. Again, contact me at dragonkyrie@gmail.com.
         If multiple people tell me about the same thing before I update, 
         the first person will receive the credit. If you want to go by
         a certain name when I credit you, please let me know.
    
    ===============================================================================
         14.                                                
    ======================88==============================88=======================
                          88                              88
                          88                              88
                          88                              88
                          **------------------------------**
                          ||                              ||
         [UPDTS]          ||          Update Log          ||
                          ||                              ||
                          **------------------------------**
    
         2/20/12
            - Began Walkthrough
         2/23/12 
            - Finished Main Quests
            - Finished Achievements
         2/24/12
            - Finished House of Ballads Quests
            - Finished Warsworn Quests
         2/26/12
            - Finished Travelers Quests
         2/27/12
            - Finished Scholia Arcana Quests
         2/28/12
            - Finished House of Sorrows Quests
            - Finished House of Valor Quests
         3/01/12
            - Finished all side/task quests for Dalentarth
         3/02/12
            - Finished all maps of Dalentarth
         3/03/12
            - Finished Skills section
         3/07/12
            - Finished all maps of Erathell
            - Finished all side/task quests for Erathell
         3/09/12
            - Finished Extras section
            - Finished all maps of Detyre
            - Finished all side/task quests for Detyre
         3/10/12
            - Finished all side/task quests for Klurikon
            - Finished all maps of Klurikon
            - Finished all side/task quests for Alabastra
            - Finished all maps of Alabastra
         3/11/12
            - Completed what I have for the walkthrough
         3/13/12
            - All maps added, formatting painfully fixed
         4/02/12
            - Added many missing pieces of armor sets
            - Added many missing unique accessories
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This guide is copyrighted by Dragonkyrie. Please tell me if anyone else is 
    taking credit for this. Sure, you can save it and print it out for personal
    use, but you CANNOT use it to sell for personal profit. 
    
    Websites with given permission to have guide on their site are listed below:
    
    -GameFAQs.com
    
    -GamesRadar.com
    -CheatPlanet.com
    -SuperCheats.com
    -NeoSeeker.com  
    -CheatCC.com
    -GamersHell.com
    -CheatHappens.com
    -ChapterCheats.com
    
    If you would like to add this guide to your website and your website is not 
    listed above, please contact me at dragonkyrie@gmail.com to get my 
    approval FIRST or I will not allow it...
    
    ...and here's the pro way to say it.
    
    This 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.
    
    Copyright 2012 Rachel Chen
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~