FAQ/Walkthrough by nyiaor2

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    FAQ/Walkthrough by nyiaor2

    Version: 2.0 | Updated: 12/21/16 | Search Guide | Bookmark Guide

    Dungeons and Dragons Daggerdale
    • version 2.0
    • December, 2016


    • Fighters start with 3 Powers and 2 Feats
    • Fighters and Rogues get +1 Feat per level
    • Clerics and Wizards get +1 Feat every even numbered level
    LevelXP TNLPowersAbilityFeats AFeats B
    10max level+2+2+1+1


    Strength10141815Melee attacks
    Constitution10141515Hit points
    Dexterity15181412Ranged attacks
    Intelligence181099Wizard arcane spell damage
    Wisdom11111018Cleric divine spell damage
    Charisma12121010Shop prices
    Base Armor Class (AC)10101010
    Base Magic Defense (MD)12101110
    • AC = Base + 1/2 player level + armor + shield (chain or scale)
    • AC = Base + 1/2 player level + (Dex or Int) + armor + shield (cloth/leather/hide)
    • MD = Base + 1/2 player level + (INT or WIS) (whichever is higher)

    Proficiency Table

    ArmorCloth ArmorYesYesYesYes
    Leather ArmorYesYesYes
    Hide ArmorYesYes
    Chainmail ArmorYesYes
    Scale ArmorYesYes
    ShieldsLight ShieldfeatYesYes
    Heavy ShieldfeatYesfeat
    Thrown WeaponfeatYesYesYes
    Melee Weapon1-H BladefeatYesYesfeat
    2-H BladefeatfeatYesfeat
    Blunt WeaponfeatfeatfeatYes
    Wizard OnlyQuarterstavesYes
    Throwing DaggerYes
    • 15% more hit points per level
    • Recommended for all classes
    Far Shot
    • Requires DEX 13+
    • Bow or Crossrow range increases by 20%
    • Essential for Rogues
    Far Throw
    • Requires STR 13+
    • Thrown Weapon range increases by 20%
    Hammering Iron
    • Requires Blunt Weapon Proficiency
    • Adds Knockback effect to blunt weapon hits
    • Good for Clerics
    Melee Training
    • Basic melee weapon attacks replaces Strength with DEX/CON/WIS/CHA
    • Recommended for all classes except Fighters
    Weapon Proficiency
    • Ability to use weapon type/shield type
    ShieldsLight ShieldfeatYesYes
    Heavy ShieldfeatYesfeat
    Thrown WeaponfeatYesYesYes
    Melee Weapon1-H BladefeatYesYesfeat
    2-H BladefeatfeatYesfeat
    Blunt WeaponfeatfeatfeatYes
    • For Clerics, get Dwarven Weapon Training instead of Axe Proficiency
    Weapon Focus
    • Requires Weapon Proficiency
    • Grants +1 damage with weapon type
    Weapon Expertise
    • Requires Weapon Proficiency
    • Grants +1 attack with weapon type

    Dwarven Cleric

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

    • Primary Attribute: Wisdom
    Healing Word [SPACEBAR]
    • Group heal, +25 HP, heals more with each level
    1+25 HP6+44 HP
    2+31 HP7+47 HP
    3+34 HP8+50 HP
    4+37 HP9+53 HP
    5+40 HP10+57 HP
    • Stand Your Ground - Harder to Knockback, Knockdown
    • Cast Iron Stomach - Gain +5 bonus to saving throws vs poison

    Cleric Feats

    • Dwarven Weapon Training - Axe Proficiency and +2 Axe/Blunt Weapon damage
    • Dwarven Battle Preist - Gain bonus hit points with Healing Word
    • Shielding Word - Temporary +2 bonus to AC and MD with Healing Word
    • General Feats

    Cleric Powers

    1. (Level 1) L01 Shield of the Gods
      1. AOE + Knockback I and +2 AC/MD
      2. AOE + Knockback II and +3 AC/MD
      3. AOE + Knockback III and +4 AC/MD
    2. (Level 1) Daunting Light
      1. Ranged Radiant damage
      2. adds Weaken I
      3. adds Weaken II
    3. (Level 3) Consecrated Ground
      1. Ally Heal Over Time (HoT) of 8hp and Weaken I
      2. Ally HoT of 10hp and Weaken II + DoT of 5hp
      3. Ally HoT of 12hp and Weaken II + DoT of 10hp
    4. (Level 5) Bolts of Warding
      1. Lightning damage + 4 lightning damage near Allies
      2. adds Stun I + 6 lightning damage near Allies
      3. adds Stun II + 10 lightning damage near Allies
    5. (Level 7) Brilliant Censure
      1. Blind II and +3 Radiant damage
      2. Blind III and +4 Radiant damage + 4 AC
      3. Blind III and +5 Radiant damage + 4 AC + 4 MD
    6. (Level 9) Necrotic Transference
      1. Necrotic damage + Weaken I + Allies recover 100% dmg as HP
      2. adds Weaken II + Allies recover 150% of damage dealt as HP
      3. adds Weaken II + Allies recover 200% of damage dealt as HP

    Cleric Proficiencies

    • Proficiency Table
    • Armor: Cloth, Leather, Hide, Chainmail
    • Shields: Light Shield
    • Ranged: Crossbow, Thrown Weapon
    • Melee: Blunt

    Human Fighter

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

    • Primary Stat: Strength

    Fighter Abilities

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

    Fighter Feats

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

    Fighter Powers

    All Fighter powers do Melee Weapon damage

    1. (Level 1) Shield Bash
      1. Knockback I
      2. Knockback II
      3. Knockback III
    2. (Level 1) Knee Breaker
      1. Slow I
      2. Slow II + Weaken I
      3. Immobilize I
    3. (Level 1) Battle Stance
      1. +2 AC, attack speed reduced
      2. Knockdown immunity + less Knockback
      3. +4 Melee damage and -2 AC when below 50% health
    4. (Level 3) Bladestorm
      1. Short range AOE melee weapon attack
      2. + Knockback I
      3. + Knockback II
    5. (Level 5) Terrifying Impact
      1. + AOE Fear I
      2. + AOE Fear II + Allies get +3 attack
      3. + AOE Fear III + Allies get +5 attack
    6. (Level 7) Victorious Surge
      1. 15% of damage dealt is recovered as HP
      2. 25% of damage dealt is recovered as HP + removes a negative status effect
      3. 35% of damage dealt heals user + removes all negative status effects
    7. (Level 9) Boulder Charge
      1. Linear AOE attack + Knockback I
      2. + Knockback II
      3. + Knockback III

    Fighter Proficiencies

    • Proficiency Table
    • Armor: Cloth, Leather, Hide, Chainmail, Scale Armor
    • Shield: Light Shield, Heavy Sield
    • Ranged: Crossbow, Thrown Weapon
    • Melee: 1-handed Blade, 2-handed Blade, Axes

    Elven Rogue

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

    • Primary Stat: Dexterity

    Rogue Abilities

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

    Rogue Feats

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

    Rogue Powers

    All Rogue powers do Ranged Weapon damage

    1. (Level 1) Blinding Barrage
      1. AOE attack + Blind I
      2. + Blind II + increased attack arc
      3. + Blind III + increased attack arc
    2. (Level 1) Compel the Craven
      1. + Fear I
      2. + Fear II and enemy suffers -2 Attack
      3. + Fear II and enemy suffers -2 AC and -2 MD
    3. (Level 4) Piercing Shot
      1. Linear AOE attack, very weak
    4. (Level 5) Raise the Stakes (Stance)
      1. Crit on 19-20, reduced movement speed, -2 Defense
      2. Crit on 18-20,
      3. Crit on 17-20, -4 Defense
    5. (Level 7) Burst Fire
      1. Weak AOE attack
      2. Weak AOE attack
      3. Weak AOE attack + Slow I
    6. (Level 9) Arterial Slice
      1. + Bleed II (ongoing damage)
      2. + Bleed II + Weaken II
      3. + Bleed III and Slow III

    Rogue Proficiencies

    • Proficiency Table
    • Armor: Cloth Armor, Leather Armor
    • Shield: none
    • Ranged: Bow, Crossbow, Thrown Weapon
    • Melee: 1-handed Blade

    Halfling Wizard

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

    • Primary Stat: Intelligence

    Wizard Abilities

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

    Wizard Feats

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

    Wizard Powers

    All Wizard Powers do Arcane damage

    1. (Level 1) Magic Missile
      1. Force damage
      2. 2 missiles + Knockback I
      3. 4 missiles + Knockback II
    2. (Level 1) Fireball
      1. Arcane Fire damage + Fire I (ongoing damage)
      2. + AOE + Fire II
      3. + AOE + Fire III
    3. (Level 3) Spray of Enfeeblement
      1. Necrotic damage
      2. + Weaken I
      3. + Weaken II
    4. (Level 5) Ice Storm
      1. Arcane Cold damage + Slow I
      2. + Slow II
      3. + Immobilize II
    5. (Level 7) Lightning Serpent
      1. AOE Lightning damage + Slow II
      2. + Stun I
      3. + Stun II
    6. (Level 9) Animated Dead
      1. Raise 2 fallen enemies at 50% health for 20 seconds
      2. Raise 3 fallen enemies at 75% health for 30 seconds
      3. Raise 4 fallen enemies at 100% health for 40 seconds

    Wizard Proficiencies

    • Proficiency Table
    • Armor: Cloth Armor
    • Weapons: Daggers, Throwing Daggers, Quarterstaves
      • Daggers are a sub-category of 1-handed Blades
      • Throwing Daggers are either light throwing weapons or a sub-category of light Throwing Weapons


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


    A Hero's Duty: Save the Dwarf worker

    Kill the goblins to save the dwarf worker.


    A Chance Meeting - Save All the Dwarves 0/3

    Pick up any loot. Go down the path between the the statues. Kill the goblins to save the first dwarf. Take the path on the left by the blue banner. At the end of the path is a CHEST. Backtrack and head toward the blue and green banners. Some crafty goblins take out some dwarves using flaming barrels. Go up and save the second dwarf. Turn around and open the CHEST. Go back down the path to pick up any loot. Return to the second dwarf and go past him and cross the wooden bridge. Take out the last group of goblins to save the third dwarf.

    • REWARD: 750xp, 25 gold, Khopesh (1H Axe)

    Loot the items in the area including a CHEST by the door. Go down the wooden ramp near the chest and jump down. Loot the storage barrels and CHEST. Jump down again. Talk to Daveak Ogrecrush to begin the next quest.


    The Unknown

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

    Chapter 1 Map

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

    Chapter 1 Unique Items

    • Granstone
    1,055 goldUthgardt Barbarian Shield (Light Shield)
    985 goldRavenscar's Old Leather Helm
    1,235 goldBloodstained Aketon (Cloth Armor)
    2,755 goldEartheart Helm
    5,460 goldHammergate Chainmail
    • Mines of Thethymar
    845 goldWestgate Khopesh
    730 goldHarper Quarterstaff
    2,165 goldBattlehammer Crossbow
    2,435 goldChult Wood Shield (Light Shield)
    1,320 goldStormspawn Ring
    2,815 goldFire Opal Torque (Amulet)
    • East Worker's Camp
    915 goldLuskan Crossbow
    1,150 goldThe Wanderer's Battleaxe
    1,380 goldShortsword of Evereska
    1,690 goldShortbow of Deepingdale
    3,265 goldWarhammer of Mithril Hall (1HB)

    Chapter 1 Monsters

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

    Rift in the Ruins

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

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

    • REWARDS: 1500xp, 200 gold, and items?

    Level 2

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


    Lucky Anvil

    Talk to Rheda Slatehelm in front of the Armor Merchant in Granstone. Exit Granstone to begin the ESCORT MISSION. Head into the main southeast tunnel, go past the merchant, and open the door to the south. Fight your way to the Lucky Anvil. Light the four firepits so Rheda can do his blacksmithing. Hold off the three waves of goblins so Rheda can do his work. Escort Rheda back to the town square.

    • REWARD: 1500xp and 250 gold, Longsword

    Tools of the Trade

    Talk to Master Paxton to begin the quest. Talk to Master Ayer. Head out to the mines and take the first door to the south to Ayer Shaft. Fight your way to the central pit and pick up the Gear Key. Follow the arrow on the minimap and give the Gear Key to Union Leader Esar. Next, find the Oxenmoor in Nobleton Shaft. Go to the southeast passage and go through the southwest door. The Oxenmoor is tucked away in the south. Return to Granstone and give the Oxenmoor to Master Ayer.

    • REWARD: 1500xp and 250 gold

    You should be close to level 3 at this point.


    Mine Rescue

    Talk to Union Leader Esar to start the quest. Go down the southeast passage and go through the southeast door, the second door to the south. Talk to the Injured Worker. Head down the path marked by the hanging lanterns. The Lost Axe can be found by a green banner and two CHESTS. The Lost Helmet can be found in the southeast dead end. The Lost Tool can be found by two CHESTS in the southwest dead end. Talk to the Injured Worker. Escort the Injured Worker to the camp. Go back to the southeast tunnel and go through the north door. Talk to Union Leader Esar.

    • REWARD: 1500xp and 300 gold
    Side Quest

    Burnin' Down the House

    Talk to Hirron Gravelvein by the Dwarven Cleric in Granstone. Exit Granstone and go down the southeast tunnel. Take the first lever-door on the left/north. Kill the 10 Crazed Dwarfs in the area. Go back and talk to Gravelvein.

    • REWARD: 1500xp and 250 gold

    If you do some heavy duty mob farming during Dirty Deeds, you can get about 30% of the way into level 4 before the final quest.


    Dirty Deeds

    Talk to Mast Paxton by the Dwarven Cleric. Kill the Crazed Dwarf attacking the guards right outside Granstone. Go through the north gate and talk to Master Ayer. Go back through the gate and go south and enter Paxton Shaft. Destroy the Contaminated Water Barrels. Exit the area and go down the southeast tunnel. Go through the southeast door to Nobleton Shaft. Destroy the second set of Contaminated Water Barrels. Kill the Zhent Black Hand Soldier. Pick up the Water Satchel Filled with Grey Powder. Talk to Master Ayer. Open wide for some story.

    • REWARD: 1500xp and 350 gold

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

    You should be about 75% of the way to level 4 during a casual/speed run. You can complete the last quest at level 3.


    Nasty Surprise

    Enter Granstone and talk to Master Paxton and accept the quest. Talk to Master Paxton outside the Grand Gates. Goblins and Zhents break through. Five Elite Goblin Brutes begin pushing a ballista to the gates of Granstone. You have to stop the ballista by killing the 5 Elite Goblin Brutes before the ballista gets to the Granstone while fighting off the waves of enemies. Concentrate on the brutes pushing the ballista and keep chugging health potions. The ballista stops at 700 meters, 500 meters, and probably at 300 meters and 100 meters.

    • REWARD: 2000xp and 500 gold

    Open the special CHEST for some nice loot, including Bouldershoulder's Dwarven Bow, a unique heavy throwing weapon. Exit through the Grand Gates to end the chapter.

    Chapter 2 Map

                     Goblin            Tower Crypt
                      Area  \           |
                    /        \          G
                   G          G         |                      Red Seal
          +       /            \_______ Phaerlock Area          /
     Starting Area                                   \_G__ $ __S_______Skull
         $         \                                      /            Lord
                    \___G_______ Tower ____G_____        /
                                Storage  |       \      /
                                   /     $        Goblin
                                  /              Chieftain
        S = Merchant, G = Gate

    Chapter 2 Unique Items

    • West Merchant
    4,285 goldStonecut Helm
    10,250 goldArchendale Scale Armor
    4,790 goldSpellstruck Ring
    7,120 goldNecklace of Adaption
    • East Merchant
    2,635 goldMace of Zhentil Keep (1HB)
    4,505 goldGoblinbane (2H Axe)
    6,345 goldWatchwall Shield (Light Shield)
    • South Merchant
    3,365 goldCelestial handaxe (thrown)
    6,200 goldLongsword of the Moonshaes
    4,245 goldBattlestaff of Cormyr
    7,300 goldUnderwatch Waraxe (1AX)

    Chapter 2 Monsters

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

    Level 4

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


    By Your Own Hands

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

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

    • REWARD: 3500xp and 300 gold

    Spirit Shackles

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

    • REWARD: 3500xp and 300 gold

    Level 5

    You should be level 5 by now.


    Morbid Collector

    Talk to Master Ayer. Collect 10 Phaerlock Skulls. The skulls drop off of Phaerlock Warriors. Hunt through the eastern and northern tunnels until you have the 10 skulls. Go talk to Master Ayer.

    • REWARD: 3500xp and 300 gold
    Side Quest

    We Were Friends

    Talk to Brandus Axestein. Go through the northeast gate. Make your way to the lowest section. Guldrazak gets resurrected! Defeat Guldrazak and some Goblin Phantoms. Go and report to Brandus Axestein.

    • REWARD: 3500xp and 300 gold

    Level 6

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


    The Undead Gauntlet

    Travel to the Tower Crypt in the northeast section of The Depths. Kill the Undead in the area before talking to Master Ayer. Fight the three waves of undead to charge the Talisman. Sometimes one of the monsters drops the Naga Skin Leather Armor, a nice unique armor. Talk to Master Ayer.

    • REWARD: 3500xp and 300 gold

    Rise of the Skull Lord

    Talk to Master Paxton. Return to the Grand Gate. Protect the dwarves from the goblins until the dwarves dig through the stone blocking the gate.

    • REWARD: 4500xp and 350 gold

    The Skull Lord

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

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

    • REWARD: 5000xp and 500xp

    Entering Mouth of the Void

    Exit through the Red Seal to end the chapter.

    • REWARD: 1000xp and 100 gold

    Chapter 3 Map

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

    Chatper 3 Unique Items

    • The Pit Merchant
    8,480 goldRashemen Light Shield
    10,880 goldNetheril Shield (Heavy Shield)
    14,655 goldWinter Wolf Hide (hide armor)
    17,735 goldDeep Maw Mithril Scale Armor
    • Camp Merchant
    10,625 goldArrn'ess, Greatbow of Cormanthor
    16,825 goldFlamefoe, The Frostbrand Scimitar
    17,490 goldVethicaex, Blade of Tymanther (2HS)
    21,660 goldGhellin's Grit (necklace)
    • Zhent Camp Merchant
    7,100 goldFallen Star (light thrown weapon)
    10,195 goldBonebreaker (heavy thrown weapon)
    14,405 goldMoradin's Might (ring)
    14,950 goldCircle Magic Ring
    16,100 goldHand of Torm (amulet)

    Chapter 3 Monsters

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

    Fresh Meat

    Talk to Daewen Bael. Wait for the Tiefling Guard to show up. Listen to Kilkar Demoneye ramble for a couple of minutes. Run around the arena and start looting weapons and healing potions. Try to find a weapon that matches your skills. Kill the enemies. The first wave are goblins, followed by Phaerlocks, and finally Tiefling Guards. Talk to Daewen once you get back to your cell.

    • Gravedigger 2-9 damage
    • The Tenderizer 5-17 damage
    • Crossbow, Bow

    During the next fight in the Arena, you want to protect Drathca. Grab some weapons and healing potions and start going to town on the enemies. The first wave consists of Phantom Warriors, Horde Ghouls, and Skeletons. Tiefling Darkblades, Phaerlock Scavengers, and more Horde Ghouls are in the second wave. You get sent back to your cell after the second wave.

    • REWARD: 4500xp

    A Slave to None

    Talk to Drathca by approaching the bars of the cell. Listen to Rezlus, who likes the color green a little too much. Drathca, NOOOOOOOOOOO! Hang out in the cell for a minute or two. A mysterious Zhent shows up and opens your cell. Let Daewen fight the guards. Run around and open the four cells to free the other prisoners. Open the fifth cell to get your gear back. Re-equip your items and reassign your shortcut keys.

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

    • REWARD: 6500xp

    The Counter Attack

    Talk to Daewen. Repel the two waves of enemies. Defeat Kilkar Demoneye and his elite Dragonborn guard. The Dragonborn Warriors have a Cold breath attack. The Dragonborn Soldiers use a Fire breath attack.

    • REWARD: 6500xp and 450 gold

    Level 7

    You should be level 7 at this point.

    Side Quest

    Do You Smell That?!

    Talk to Madder Belebrix by the Weapon Merchant. Go through the gate to the ghoul area. You will take continuous damage while in the area. Kill the Stinking Ghoul. Talk to Madder.

    • REWARD: 6500xp and 450 gold

    A Proper Burial

    Talk to Daewen. Cross the bridge and look for Krollan on the right. Open the gate between the two statues. Krollan's bones can be found in the ghoul area. Go back to the camp and follow the blue banners up the path to a gate. Go through the gate and the rock thing shows up. Continue along the path until you encounter Granifex, the rock monster. Fight Granifex. Granifex is vulnerable when its fist is stuck in the ground. It runs off before you can destroy it. Go up the stone ramp and go through the gate. Follow the path to another gate that leads to a haunted cathedral area. Go through another gate to the Zhent camp. Talk to Nezra.

    • REWARD: 6500xp and 500 gold
    Side Quest

    The Haunting Party

    Talk to Eenthi, next to Nezra. Go to the west end of the camp and go through the gate by the merchant. Go through the next gate on the left/south. Kill the Tiefling Lufic Hellheart. Defeat the skeletons to free Taich. Kill Lufic before he casts his spell. Report back to Eenthi.

    • REWARD: 6500xp and 450 gold

    New Allies

    Talk to Nezra. Go to the ghoul area and rescue the Zhentarim Patrolman. Head south into the tunnels and find the other three patrols. Free the three patrolmen from their cages. Talk to Nezra after finding all four patrolmen.

    • REWARD: 6500xp and 500 gold

    You probably want to farm the mobs during "The Rockfist Smasher" quest so you can get to level 8 before the final boss battle.


    The Rockfist Smasher

    Talk to Nezra. Start the fight against Granifex. Once Granifex is reduced to about half hit points, a second boss appears, Obsidia. Obsidia has an AOE lava attack so keep moving. Granifex is aided by Elemental Sparks and skeletons. Obsidia summons Chaos Sparks and Zhents. All of your "allies" conveniently show up once both rockfists are dead.

    • REWARD: 8500xp and 800 gold

    Entering the Alter of Bane

    This quest starts automatically. Loot the special CHEST. You can go back to the Zhent camp before going through the portal. Enter the portal to end the chapter.

    Chapter 4: The Altar of Bane


    Watch what happens when Nezra meets a trebuchet.


    Top of the Tower

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

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

    Boss Fight


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

    The next part is a Quick Time Event (QTE). Long live Shenmue! Watch for the prompts on the screen and press the corresponding button on the keyboard or mouse. Possible keys/buttons include:

    • [1]
    • Right Mouse Button
    • Left Mouse button
    • [F]

    Use the [WASD] keys to crawl around on Incendius' back. You want to use [W] to crawl forward to Incendius' head. There are two gaps in the dorsal spine that you can move through using [A] and [D]. You may want to stay in a gap to avoid Incendius' flame attack. If Incendius raises its head to the right, move to the left side of the dorsal spine and crawl forward. If Incendius raises its head to the left, try to get to the right side. Move forward using the [W] key to get to Incendius' head.

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

    Congratulations! Open wide for some credits.


    +30 HPPotion of Healing
    +60 HPPotion of Vitality
    +100 HPPotion of Recovery
    +4 regenPotion of Regeneration
    +2 MDElixir of Magic Defense
    +5 resistPotion of (Fire/Cold) Resistance
    +5 resistPotion of Stormshield (Lightning resist)
    +5 resistPotion of Antivenom (Poison resist)
    +5 resistsCryptspawn Potion (necrotic and poison resistance)
    +4 STRElixir of Giant Strength
    +4 DEXElixir of Elven Grace
    +4 INTElixir of the Magi
    +4 WISElixir of the Ancients
    +2 speedElixir of Speed
    +3 attackElixir of Accuracy


    LevelArmorArmor Class and Magic Defense
    1Cloth Armor+1 AC
    2Bloodstained Aketon (cloth)
    5Sarrukh's Robe ( cloth)
    2Leather Armor+3 AC
    4Assassin's Jerkin (leather)
    7Naga Skin Leather Armor
    3Hide Armor+4 AC
    6Semberholme Porcupine Hide
    9Winter Wolf Hide
    4Chain Armor+6 AC
    4Hammergate Chainmail
    10Bregan D'aerthe Chainmail
    5Scale Armor+? AC
    5Archendale Scale Armor
    8Deep Maw Mithral Scale Armor
    LevelShieldArmor Class and Magic Defense
    1Light Shield+1 AC, +1 MD
    1Elven Light Shield+1 AC, +1 MD
    1Uthgardt Barbarian Shield
    3Chult Wood Shield
    6Watchwall Shield
    9Rashemen Light Shield
    3Heavy Shield+2 AC, +2 MD
    3Dwarven Heavy Shield+2 AC, +2 MD
    4Impervious Guard
    5Battlehammer Shield
    7Shield of Forgefires
    8Netheril Shield
    LevelHelmArmor Class and Magic Defense
    1Eagle Helm
    1Leather Helm
    1Dwarven Helm
    1Ravenscar's Old Leather Helm
    3Eartheart Helm
    4Stonecut Helm
    5Ironforge Helm
    6Mooshie's Thinking Cap
    7Thruldar's Eagle Helm
    7Crown of the Skybinder
    9Marlspire of Najara

    1-handed slash

    1-handed slashLevelNameDamageSpeed
    Elven Shortsword2-61.1
    1-handed slashLevelNameDamageSpeed
    8Crystal Dagger of D'Ahn2-41.2
    4Ironfell Shortsword2-51.0
    2Shortsword of Evereska2-61.1
    5Longsword of the Moonshaes3-80.9
    6Spectral Longsword3-80.9
    9Flamefoe, The Frostbrand Scimitar2-81.1

    2-handed slash

    2-handed slashLevelNameDamageSpeed
    Tiefling Bastard Sword4-141.0
    Dragonborn Greatsword5-160.8
    7Blade of Zolfurs4-141.1
    5Greatsword of the Flaming Fist5-120.9
    9Vethicaex, Blade of Tymanther5-160.8

    1-handed axe

    1-handed axeLevelNameDamageSpeed
    Dwarven Waraxe1-110.8
    1Westgate Khopesh1-71.0
    2The Wanderer's Battleaxe1-90.9
    6Underwatch Waraxe1-110.8

    2-handed axe

    2-handed axeLevelNameDamageSpeed
    Heavy War Pick1-190.8
    4Earthfast War Pick1-190.8

    1-handed blunt

    1-handed bluntLevelNameDamageSpeed
    Dwarven Warhammer2-90.9
    Morning Star5-130.9
    1-handed bluntLevelNameDamageSpeed
    3Mace of Zhentil Keep2-61.0
    3Warhammer of Mithral Hall2-90.9
    5Phantom Warhammer2-90.9
    6Glory, Mordenkrad of Tethyamar5-190.8

    2-handed quarterstaves

    2-handed QuarterstavesLevelNameDamageSpeed
    Eleven Quarterstaff3-61.1
    Ornate Quarterstaff3-61.0
    1Harper Quarterstaff3-60.9
    4Battlestaff of Cormyr3-61.1
    9Staff of the Red Wizards3-61.0


    Elven Greatbow2-71.1
    3Shortbow of Deepingdale2-51.0
    8Longbow of Lathander's Light2-70.9
    9Arrn'ess, Greatbow of Cormanthor2-71.1
    Superior Crossbow3-70.9
    Hand Crossbow2-71.0
    2Luskan Crossbow2-70.8
    3Battlehammer Crossbow3-70.9
    5Hand Crossbow of Deneir1-51.0


    Throwing DaggersLevelNameDamageSpeed
    Throwing Dagger2-41.0
    6Throwing Dagger of Trueshot2-41.0
    8Fallen Star2-41.1
    Throwing WeaponLevelNameDamageSpeed
    Throwing Hammer2-91.0
    Dwarven Throwing Hammer2-110.9
    5Celestial Handaxe2-71.2
    3Bouldershoulder's Dwarven Bow2-110.9


    9Hand of Torm
    10Tear of the Gods
    3Halfling's Wit
    7Halagothra's Gift
    10Ghellin's Grit
    5Necklace of Adaptation
    3Fire Opal Torque
    6Helm's Blessing


    1Stormspawn Ring
    3Vampire's Embrace
    5Curse of the Lich
    4Spellstruck Ring
    8Moradin's Might
    6Ring of the Shadow Thieves
    10Ring of Annihilation
    8Circle Magic Ring


    BonusType AType B
    +1Level 1Level 2
    +2Level 3Level 4
    +3Level 5Level 6
    +4Level 7Level 8
    +5Level 9Level 10
    • Everything is Type A unless otherwise noted
    • Resists are always Type A

    Weapon Damage Bonus / Armor Resist Bonus

    • Cold and Radiant are Type B for Weapons

    Arcane/Divine Damage

    Level+% Arcane/Divine Damage+1 (+5-10%)+2 (+11-15%)+3 (+16-20%)
    2/4/6Arcane ForceNoviceAcolyte
    2/4/6Arcane FireScarletCrimson
    3/5/7Arcane NecroticBoneScarab
    3/5/7Arcane ColdAzureCobalt
    4/6/8Arcane LightningSilver
    3/5/7Arcane RadiantShimmeringIridescent

    Specialized Damage

    BonusWeapon Damage vs UndeadBonusHit Points Gained per Weapon Kill (Type B)

    Miscellaenouss Effects

    • Cracked is -1 attack
    Movement Speed Increase


    BonusType AType B
    +1Level 1Level 2
    +2Level 3Level 4
    +3Level 5Level 6
    +4Level 7Level 8
    +5Level 9Level 10
    • Everything is Type A unless otherwise noted
    • Resists are always Type A

    Improved Crit

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

    Ongoing Damage (Levels 3/5/7/9/10)

    1/+1of Combustionof Pestilenceof Goreof Gore
    2/+2of Fireof Blightof the Slaughter
    3/+2of Incinerationof Diseaseof Carnage
    4/+3of Ignitionof Infectionof Destruction
    5/+4of the Flameof Contaminationof Bloodshed

    Attack Speed Increase / Increased Range (Type A)

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

    Knockback Chance/Knockdown Chance

    • Knockback is Level 2/3/4/5/6
    LevelSuffix% chanceSuffix% Chance% Duration
    1of the Wounded5-7%of the Fallen5-7%1 second
    2of the Forsaken8-10%of the Forgotten8-10%1.25 seconds
    3of the Stricken11-13%of the Hidden11-13%1.5 seconds
    4of the Inflicted14-16%of the Horde14-16%1.75 seconds
    5of the Baseless17-20%of the March17-20%2 seconds

    Status Effects (Levels 3/5/7/9/10)

    1 [5-7%]of the Sightlessof the Proneof the Downtrodden
    2 [8-10%]of the Lostof Propagationof the Frail
    3 [11-13%]of the Darknessof Thornsof the Feeble
    4 [14-16%]of the Blindof Fortuneof the Delicate
    5 [17-20%]of the Vanishedof the Chosenof the Fragile
    1 [5-7%]of the Sluggishof the Helplessof the Frightful
    2 [8-10%]of the Dawdlingof the Stillof Horror
    3 [11-13%]of the Slothof the Haltedof Terror
    4 [14-16%]of the Weakof the Motionlessof Dread
    5 [17-20%]of the Measuredof the Unmovingof the Haunted

    Attacker Takes Damage (Type B)

    LevelDamageFire Damage + DOTCold + SlowPoison + DOT
    1 [5-10%]of the Afflictedof the Combustionof Frostof Pestilence
    2 [11-15%]of the Sorrowof the Fireof Iceof Blight
    3 [16-20%]of the Injuredof the Incinerationof Hailstoneof Disease
    4 [21-25%]of the Vengefulof the Ignitionof the Glacierof Infection
    5 [26-30%]of the Chaosof the Flameof the Arcticof Contamination

    SAVING THROW BONUS VS (Level 1/3/5)

    BonusBlind/Stun/WeakenSlow/ImmobilizeOngoing Damage
    +1of Perceptionof Promptnessof Sturdiness
    +2of Clear-Sightednessof Expediencyof Stoutness
    +3of Visionof Progressionof Indomitability

    Healing Bonuses

    Improved Healing (Levels 3/5/7/9/10) (not working for necklaces?)

    • 10-14 = of Wellbeing
    • 15-18 = of Health
    • 19-22 = of Vigor
    • 23-26 = of Hardiness
    • 27-30 = of Constitution

    Regeneration (Levels 3/5/7/9/10)

    • of Cleansing
    • of Composure = +3 HP recovered every 7 seconds
    • of Renewal
    • of Rejuvenation = +5HP every 8 seconds
    • of Reanimation

    Class Ability Bonus

    Improved Cleric Healing Word (Levels 2/4/6)

    • 10-15 = of Invigoration
    • 16-20 = of Remediation
    • 21-25 = of Life

    Fighter Block Bonus (Levels 2/4/6)

    • +1 = of the protector
    • +2 = of the Defender
    • +3 = of the Guardian

    Improved Rogue Dodge (Levels 2/4/6)

    • 20-30 = of the Sure-Footed
    • 31-40 = of Haste
    • 41-50 = of Swiftness

    Resists (Levels 1/3/5)

    Fireof the Burning Woodof Dracoof Claimport
    Lightningof Groundingof Shieldingof the Scimitar Spires
    Poisonof Neutralizationof the High Forestof Raven
    Coldof Dire Woodof the First Orderof the Lost Peaks
    Necroticof the Pactof Dark Arrow Keepof the Six

    Knockback Reduction (Levels 2/3/4/5/6)

    • 20-26 = of Consumption
    • 27-32 = of the Alaor
    • 33-38 = of Sapra
    • 39-44 = of Balance
    • 45-50 = of Inertia

    Version History

    • December 2016 v 2.0 - convet to html
    • August 13, 2011 v1.1


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    Copyright: (c) Copyright 2011 Matthew Y Brown.

    This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.