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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         ||
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                      **------------------------------** 


  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           ||
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                      **------------------------------**

  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          ||
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                      **------------------------------**



 "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
                      88                              88
                      88                              88
                      **------------------------------**
                      ||                              ||
     [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

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-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
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~