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    FAQ/Walkthrough by Matt P

    Version: 1.1 | Updated: 04/30/08 | Search Guide | Bookmark Guide

    Silverfall FAQ/Walkthrough
    Version 1.0
    By Matt P
    Email: Elementalizard at aol dot com.
    Welcome to Silverfall!  This game is a Diablo clone (with elements of 
    Arcanum sans RP) which stands fairly well on its own legs.  However, 
    parts of the game can be fairly frustrating, so this FAQ will help you 
    in your quest to bring back the city of Silverfall.
    Currently I am playing a tech-aligned melee human.  I previously played 
    as a nature-aligned archer elf, and the walkthrough is written mostly 
    from the nature-aligned perspective.  Some quests change with a tech 
    character, as will the play experience.
    1. Starting the Game
    2. Walkthrough
    3. Skills
    4. Statistics
    5. Strategy
    6. Equipment
    7. Companions
    8. Quests
    You can choose from four major races: Human, Elf, Troll, and Goblin.  
    In general, Humans can do most anything, elves excel as magicians, 
    trolls are excellent fighters, and goblins are good technologists 
    (especially with guns).  Male and female don't seem to matter much.  
    You start out in the city of Silverfall in control of an archmage.  
    Kill everything and make your way to the marker.  Fight the boss.  You 
    then get control of your own character.  Some major hints:
    1) TURN OFF THE DEMO THROUGH THE OPTIONS MENU.  Don't bother playing it 
    again, unless you really, really want to.
    2) If you're stuck on a quest, go into your quest menu and click on the 
    quest.  It'll move your green marker to the location where the quest is 
    at.  This doesn't work for hunting quests though (i.e. kill five 
    eagles), but works for pretty much every other quest in the game.
    3) Choose either a Nature or Technology path and stick with it.  You 
    get access to a few more skills and, most importantly, expanded 
    4) Equipment drops are rated White-Yellow-Green-Blue-Gold-Red, with 
    white fairly mundane and Red unique.  That said, often white items will 
    be quite powerful in terms of armor or damage compared to their 
    improved counterparts.  Pick up everything at the start of the game so 
    as to get acquainted with what's what.  Also, pay attention to the 
    "Level" of a weapon to figure out what's worth picking up later on. A 
    level 30 white sword is always better than a level 3 blue sword.
    5) Warp from map to map by clicking on the small target sign on your 
    main map (M).  This will save you from backtracking.
    6) Constitution is always worth increasing.  In addition to the bonus 
    to HP you get for increasing constitution, you also get resistance to 
    interruption (having an attack or spell interrupted), which is useful 
    for all characters.
    7) Get your companions early.  Talking with them at plot-specific 
    points in the game has a nice bonus to your tech/nature alignment.
    |S    |    S- Silverfall Passage
    |     |
    |  C  W    C- Camp,   W- Cloudworks desert
    |     |
    |R    |    R- Flooded Ruins Passage
    +--M--+    M- Mangrove
    |     |
    |E    |    E- Elf Village
    Refugee Camp
      This is the starting point where you first get to control your 
    character.  As always, you have pretty much nothing.  Go ahead and talk 
    with Kara/Kaharon to get your main quest- to kill some zombies around 
    the perimeter of the camp.  Also go ahead and get a few more quests 
    from the people nearby (green dots).  REMEMBER: If you don't know how 
    to complete a quest, touch its name in the quest sheet and a guiding 
    arrow should pop up!
      Probably the most important side quest to perform is to heal Morka, 
    as Morka will join you as a healer.  Once you talk with Morka, talk 
    with Lissae to learn how to heal Morka.  You will need to find three 
    red mushrooms (all of which are located to the north).  Return to 
    Lissae with the mushrooms, then give the potion to Morka.  You now have 
    a valuable healer who can also use ice magic to freeze your foes.  For 
    any fighter/melee attacker, Morka is invaluable, and makes the intro 
    area much less tedious.  Also, with Morka on your team, you can 
    increase your nature/technology alignment by engaging him in 
    conversation at some points in the game.
      Chalnuk the blacksmith has a quest to cap off some gas vents (this is 
    a technology quest).  The vents and their guardians are to the west.  
    Complete this quest if you'd like for him and you'll get a second quest 
    (which won't be completed for a bit).  This quest is to build a 
    zeppelin port in Silverfall.  You will complete this when you make it 
    to Cloudworks (tech helmet for a reward). Chalnuk will also trade with 
      His assistant wants you to get some fossils (also a technology 
    quest).  The fossils won't be found for quite a while, in a mine at the 
    cloudworks desert.  Completion of this quest improves your tech rating 
    and gets you a tech-based weapon.
      Salma will ask you to do some nature quests for her.  First she wants 
    you to scare off the buffalo hunters to the east.  Do so and you'll get 
    a potent necklace (alternatively you can side with the buffalo hunters 
    to change this into a technology quest).  Then she asks you to meet 
    with the beastman shaman to the south (in Mangrove).   Completion of 
    that quest gets you some weak boots.
      If you side with the buffalo hunters you'll be asked to kill three 
    nearby buffalo.  Do so for a rifle (which may be the first you 
    encounter in the game).
      Lilitip is a goblin who asks you to retrieve his magic chest.  Also 
    open the chest nearby to get a few nice minor items.  His magic chest 
    is located to the north.  Bring it to him and you can store your extra 
    goods for free.  You can also buy "Life Insurance" if you desire.
      Klisiere the alchemist will give you one more quest- to get three 
    megaspider eggs.  The spiders are fairly common on this board and look 
    like giant insects.  You'll find them in the wettest areas of the map.  
    Kill some and have him make you a potion for +1 to strength.
      Lissae gives you a quest to kill a tree dragon and take its bark to 
    make a potion.  There are a few tree dragons around on this board, to 
    the N, S, and W at the edges.  Kill one (they have good drops as well!) 
    for a bunch of potions.  Lissae will give you one more quest- to rescue 
    some refugees to the NE.  Go do so for some cash.
      When you're ready, explore the northern perimeter of camp and kill 
    the zombies.  Kill about 10 and return to Kara/Kaharon.  Kara/Kaharon 
    gives you some gold then and tells you to buy yourself something.  
    Check with Chalnuk for goods, then head back.  Kara/Kaharon then tells 
    you to go to Mangrove and meet with the elves to procure their help.  
       Zombies: These are the most common enemy on the board.  They aren't 
    especially difficult, but are annoying, especially the bow-users.  Take 
    them out as best you can.
       Skeletons: Similar enough to zombies, these are similarly weak 
       Ghouls: Probably the nastiest enemy on the board, as they are 
    moderately common and can hit hard.  Use freezing attacks to keep them 
    in place.  Usually occur in groups of two with a bow-using zombie.
       Water Spiders: Live in the water in the swamp.  You need to kill a 
    few of these in order to get eggs for Klisiere's quest.  Usually occur 
    in batches of three, with two large spiders and a very large spider. 
    Not too difficult.
       Qje-Shi: These plants usually occur in batches of three.  Use your 
    bow if at all possible, if it has adequate range you should be able to 
    kill them without taking any damage whatsoever.
       Tree Dragons: There are about three of these on the board- one far 
    north, one far east, one far south.  Kill one of them for the Lissae 
    "Tree Dragon Bark" quest.  They're not too difficult, but heal up if 
    they start to do too much damage.  They may summon smaller versions 
    during the fight.  Try to focus your attention on the large dragon, and 
    kill the mini-dragon afterwards if you can.
      Your goal here is to make it to the elf camp to the SW.  However, I'd 
    also recommend picking up Danselame, the mercenary fighter.  He's 
    located to the center west of the map.  He requests that you check up 
    on his prior contract, a cartographer.  Go to where he points you, it 
    turns out the cartographer has been slain by the Mangrove Fairy Queen.  
    Kill it and return, Denselame will join you.  
      Make your way to the southwest.  Talk with the elf leader and he will 
    agree to Kara/Kaharon's conditions, but will warn you that they can not 
    help much with the Necrophage blocking the way.  Also while you're 
    here, grab the quests from Elona (if Nature) or Hurgol (if Tech).  
    Elona wants you to destroy ten boxes on an island which houses an 
    altar.  Do so for 15 nature points.  Hurgol wants you to retrieve a 
    boat-building kit.  Do so for 10 tech points, and some tech items.
      Also while you're here, head to the shaman Salma told you about.  The 
    shaman will want you to kill some of the necroraiders here, in exchange 
    for his help.  Do so if you're nature, and return to Salma for your 
      When you're ready take on the Necrophage.  I'd recommend a level 15 
    or higher.  Farm tree dragons for their loot if you're not at that 
    level yet, and to augment your character's equipment.  I also found my 
    first unique (orange) item here.  Head to the Necrophage, and try to 
    ignore the zombies it spits at you, and hit it with weapons or fire.  
    It will go down without too much of a hassle.  Return to Kara/Kaharon 
    once it's dead.
       Water Spiders
       Tree Dragons
       Mangrove Fairies:  These foes are fast and bat-like.  They're not 
    that difficult.  They are led by the Mandrake queen.
       Necro Raiders: There's a small batch of these foes in the south-
    central portion of the map.  They are the target of a nature quest, but 
    you can kill them even if you're technology-focused.
       Egg-layer: One of the more obnoxious enemies of the game, this foe 
    will spawn piranhas to attack you.  Try to kill it first so as to stop 
    the flow of piranhas.
       Piranha: Very weak foes which swarm you.  One hit should kill them.
      Kara/Kaharon now sends you to some ruins located in the SW corner of 
    the refugee camp.  Head down there.  Make your way to the center of 
    this area, and prepare for battle.  I'd recommend being level 18-20 
    before attempting this fight.  You'll find a dragon-riding zombie 
    captain.  Kill it, and listen to what it has to say.  Report back to 
    Kara/Kaharon and you'll now be sent to Cloudworks.
       Troll Zombies: More powerful than your standard zombie, these are 
    still manageable.  Champions can put the hurt on, so be careful around 
    Cloudworks Desert
    | S   |    S- Sewer
    |  U  |    U- Upper Cloudworks
    R     |    R- Refugee Camp,   
    |   M |    M- Abandoned Mine
    |     |    
      Finally, a new set of foes and different environment! Head to the 
    north.  You'll probably encounter several goblin fighters, mechanical 
    dragons, reapers, and buffaloes along the way.  Get practiced fighting 
      As you make your way to Cloudwork, you'll find a goblin who is being 
    threatened by other goblins, because they claim he is a were-beast.  If 
    you want to support nature, beat up the threateners (for some item 
    reward and a bonus to your nature alignment), otherwise kill the were-
    beast to boost your tech alignment (I got a gun as a reward).
      Before you enter Cloudworks if you're doing Chalnuk's zeppelin quest 
    you'll find Sharptik.  Sharptik thinks building a zeppelin port would 
    be a fine idea, but won't do it unless you get him some body parts.  
    The body parts are found on goblins nearby.  Kill standard goblin 
    pillagers for a chance to get corpse parts (5 needed), and wheeled 
    goblins for a chance to get metal (1 needed).  Return and Sharptik will 
    be happy (increasing your tech alignment).  Tell Chalnuk of your 
      You'll find plenty to do in Cloudworks.  Of major note first are two 
    new companions- Dril the mechalchemist goblin, who wants you to recover 
    some notes located in the higher portion of the city, and Tanya, who 
    you can get to by performing the "Cloudworks Bandits" quest.  If you'd 
    like Tanya, head to the arrow and challenge the bandits.  Take out the 
    challenger, and request the bandits disband.  You can then get Tanya to 
    join you.  Tanya is a sharpshooter specializing in guns.
      Talk with Kara/Kaharon.  He tells you to talk with the guard, do so, 
    then talk with Nekol.  Nekol wants you to give some alcohol to Nob, but 
    to do so you must go through the sewers.  Go ahead and enter.  
      While talking with Kara/Kaharon, Danselame will ask your opinion on 
    nature/science.  Give it to improve your alignment with the answer 
       Goblins: These guys are the grunts of the level, but include wheeled 
    goblins.  Not too difficult.  Many have guns and will try to snipe you 
    from a distance.
       Reapers: Beetles that hide in the ground and spit at you when they 
    come up.  You can only damage them from up close, or 
       Mechanical Dragons: The strongest foe on this board, mechanical 
    dragons have lots of HP and can hit you with some nasty fireballs.  
    They have excellent drops, however.
       Buffalo: Buffalo are strong melee fighters, but can be avoided if 
    you like.  They have the ability to knock you down, effectively 
    disabling you.  Watch out!
      The Sewers are loaded with foes, primarily goblins.  Immediately NW 
    of the entrance is the archeologist who will give you a quest to 
    recover the "Founder's Tomb".  Head to the arrow and grab the skull, 
    bring it back for a random item (probably a backpack).  Make your way 
    to the exit of this level, the only thing of note here is the large 
    quantities of foes for now.
       Goblins: Now you get to face flying goblins, which aren't that much 
    different from the rest.
       Spider Goblins: Nastier than other goblins, these have more HP and 
    do more damage. 
       Sentinels: The guardians of the exit, these are about as tough as 
    spider goblins.
       Were-rat: Nasty melee foes for which you will get a bounty.
    Cloudworks Desert
      You return to the desert city, but up top.  Make your way to Nob, 
    give him the alcohol, and he will give you the task of ending the 
    goblin strike.  Head to talk with Binard, and give him the demands.  
    Return to Nob and he'll let you explore the upper city.  Also, you can 
    now access the lower city via some stairs that get repaired.
      In the meantime, finish off a few of the quests around here.  Garilda 
    is a goblin who wants you to retrieve some mushrooms from the sewers.  
    Do so for a free point in strength.
      The rat-killer is a goblin who will pay you every time you kill 10 
    were-rat goblins.  The were-rat goblins are in the sewers.  This quest 
    is repeatable.  
      Panix will ask you to retrieve his engagement ring from some thug 
    goblins located in the sewers.  Do so for some items.
      Teoussa wants you to retrieve her lost caravan.  Head into the desert 
    and SLOWLY walk the caravan back to her for some cash or something.
      Chopit wants you to figure out what the problem is for the goblins on 
    strike.  Talk with them- it turns out they don't want to work any more 
    and want to go free and join nature.  If you want to improve your 
    nature, side with the workers and kill Chopit- you'll get a minor item 
    reward as a bonus.  Otherwise, kill the druid who is inciting the 
    goblins.  To kill the druid, you'll have to leave by the east of the 
    town (essentially straight east through the door from Binard).  Head 
    south then, and curl around to the west and you'll find the druid.  
    Kill him and return for your reward.  
      There is a mine to the south or SE of the cloudworks desert map.  Go 
    into it and claim your fossils if you'd like to complete this quest 
    which started so long ago.  You'll have to fight some nasty enemies 
    though.  There are more than 12 bones scattered throughout this map.  
    Try heading east first and you'll find a bunch.
      Troll Zombies
    Upper Cloudworks
      Go make your way to Lord Urdu and talk with him.  Then head back to 
    this area.  There are a few quests to do here, but ONLY ACCEPT THEM IF 
    YOU ARE FOLLOWING SCIENCE/TECH.  I found out the obnoxious way that 
    accepting them will hurt your nature alignment.  Oh well.
      One quest is from Razia, who wants you to kill some goblin terrorists 
    who are threatening her forge in the cloudworks desert (upper level of 
    the city).  If you're tech, take the quest and go down near to the 
    sewer exit, and kill the terrorists for some gold (and probably tech 
    improvement, though my character was maxed out by this point).
      Brock gives you two quests.  The first is to kill some beastmen 
    located on the refugee camp map.  Head there and wipe out 10 of them 
    for a magic weapon.  The second quest is to eliminate Brock's 
    competition.  Brock's competition consists of a few guards and a bunch 
    of boxes located NE on this same map (Upper Cloudworks).  Go there and 
    destroy everything, then report back to Brock.  Brock will send wood 
    and ore to Silverfall now.
    Lady Zokor's Palace
      Lots of tech foes here, including some new ones.  Make your way 
    slowly to the SE corner of the map and beat up Zokor till she 
    surrenders.  Yup, she was taken over by an evil spirit.  Oooh, big plot 
    twist there.  Go back and talk with Urdu.
       Trolls: Melee fighters that are stronger than goblins, but otherwise 
    not too noticeable.
       Robot Bombs: Kills these foes with missiles if you can, or else they 
    will wander over right next to you and do a bunch of fire damage.  
       Destroyers: Nasty tank like things with lots of HP.  The champions 
    are especially scary.  
    Robot Factory
      Urdu will send you to the robot factory.  Head back to the desert and 
    talk with the goblin.  Kill the troll zombies threatening the goblin in 
    the center, then enter the factory.  This area is fairly confusing, but 
    make your way to the marker.  You'll have to fight the shadow of death, 
    and then watch as Kara/Kaharon dies of a sort.  You are then sent to 
    Silverfall.  For my nature character Salma did the summoning.  For tech 
    characters, Chalnuk does the summoning.  
       Robot Bombs
       Spider Goblins
      The looks of this city strongly reflect the quests done and alignment 
    of your character.  Nature-aligned characters will find a very organic 
    environment with water, trees, and greenery, whereas tech-aligned 
    characters will find it more industrial with train tracks and large-
    gear buildings.
      There's a fair bit to do here in this ruined city.  You will find a 
    bunch of the old crowd from the refugee camp, and as you fix things 
    around the city, it will start to look better for you.
      First you can talk with Lissae, the potion maker she wants you to get 
    a gland from an Urguln, a flying monster from the country.  Do so for a 
    bunch of potions, and her gratitude.
      Talk with Klissiere to get another stat-potion quest, this time to 
    collect ten lionroot claws for a point of agility.  The claws may drop 
    from any of the lionroot beasts you find on the next board.
      Talk with the "Priest" for another useful quest- this time, you need 
    to recover a stone that was stolen from the temple.  You won't come 
    across this for some time, so keep this quest in mind for later in the 
    game.  Once you have it, you get some decent minor items.
      A "hunter" will give you a repeatable quest to kill 10 beastmen.  Do 
    so for some XP and cash.  There are plenty in need of killing in the 
    next board or so.
      The Silverfall guard will ask you to get some protection for the 
    city.  There are some mercenaries on the next map who you can recruit, 
    return for some sort of minor reward.
      Bedaud will come across you (for one of the most humorous exchanges 
    in the game, in my opinion) and will tell you that Silverfall needs a 
    blacksmith.  For nature users he tells you to go get Sylvo, a nature-
    making blacksmith.  Do this long and involved quest to bring Sylvo back 
    to Silverfall, and you'll be able to buy some top of the line nature 
    equipment (and can get a minor commission reward from Bedaud, for what 
    it's worth).  I'm pretty sure this quest increases your nature 
    alignment, too.  For tech-aligned you will be told to find Loke Iron, 
    who is located in Graybay Cemetery.
      Salma gives you the main quest of the level (at least for Nature-
    users anyways), to go get some pure water from the Druids of Gaian.  
    Chalnuk does the telling for tech-users.  Let's head to Gaian next.
      You start in the wilds here.  There are lots of new enemies.  I first 
    recommend heading to the town proper to get a few quests.
      Inside of the town you will find Sormyr, an alchemist.  He will 
    request (after a long but interesting dialogue) that you retrieve 
    several beastman runes for him.  In exchange he will give you a potion 
    that will increase your intelligence by a point.  There are plenty of 
    beastmen on this map, check around the dark crater-like region.  You'll 
    find what you need (and will also clear the Silverfall hunter's quest).
      You will also find Portiz, who can become a companion if you retrieve 
    his clothes.  He is an archer, but I've not used him yet.  You'll get a 
    fresh batch of choices on the next few maps in terms of potential 
      Another "hunter" here will give you a quest to kill five eagles.  The 
    eagles must be killed on this map (you'll encounter some later, but 
    only the ones here count).  You'll get some gold for your troubles, and 
    this quest is repeatable.
      Go talk with the druids.  They will agree to help (reluctantly for 
    the tech aligned), but do not have the water to cure Silverfall. They 
    will tell you to explore an abandoned mine and get the water from the 
    beastmen within (who aren't quite friendly).
      Another potential companion quest is given to you a random townsman.  
    He tells you of Hulart, who is a hierophant druid located to the far 
    east of this map.  Head to Hulart and talk with him.  If you are 
    nature-aligned, he will agree to join with you if you can break his vow 
    to nature.  The vow can be broken by heading back to Gaian and going 
    nearby the druids.  You'll have to fight a foe.  Then return to Hulart 
    and he will agree to join with you (and gives you a nature necklace).  
    Note that the quest marker doesn't move from the tree, but Hulart will 
    still accept it as finished when you've destroyed the beast.  I've not 
    tried Hulart yet.  This only happens for nature users.
      One of the easiest things to do here is to find an Urguln to kill for 
    Lissae.  They're dragon-like fireball-spitting flying beasts.  Kill one 
    and it'll drop the needed ingredient.
      Lionroot foes are fairly common throughout this map.  Collect ten 
    claws from them and give them to Klissiere for a free point in agility.
      Head near the center of the map and you'll find some mercenaries that 
    Silverfall would like to hire for protection.  You'll have to fight one 
    of them however.  Do so and they'll move back to Silverfall.
       Mandrake Fairies
       Wererat Goblins
       Werelion Elves: A bit tougher than wererats, werelions will charge 
    you to engage in melee attacks.
       Minotaurs: Bullish enemies that are even tougher than werelions, 
    these with the two above tend to form groups in the north.  These foes 
    can knock you down.
       Beastmen: Here the beastmen come in three varieties- soldiers 
    (meleers), archers, and shaman (weak mages).  The first two will engage 
    you in melee, whereas shaman will run from you and should probably be 
    killed from a distance if at possible.  Most beastmen are found around 
    the gray crater location of the map.  Later you will also find beastman 
    leaders, who are tougher melee foes.
       Lionroots: Come in three varieties- young, female, and male.  
    They're melee foes that aren't especially noteworthy.
       Urguln: Nasty foes that look like dragons and spit fireballs.  
    Freezing them helps.
       Eagles: Big flying birds that are hard to hit unless you provoke 
    them.  You're best off fighting them in melee if you can.
       Damned Tree Dragons: darker versions of their swampy cousins, these 
    foes spit fire at you but don't summon mini-tree dragons.  They have 
    some of the best drops on the board, and aren't too tough to kill.  
    They are often accompanied by a single lionroot.
    Abandoned Mine
      This level is full of beastmen, lionroots, and were-creatures, and is 
    fairly convoluted and maze-like.  Make your way to the hidden spring 
    and you'll find the beastmen leaders.  They will ask you to kill some 
    zombies to the east in exchange for the water if you follow nature.  
    Make your way to the zombies and kill ten of them (there is no apparent 
    leader), and go back to the beastmen.  Otherwise you will have to duel 
    the khan if you are tech aligned.  They will give you the water, and 
    you can warp back to Gaian.
      You travel back to the main town, only to find it occupied by corrupt 
    elves.  Kill them and make your way to the center of the map.  The 
    druids will ask your help to purge the druid tree of the elves.  Head 
    to the center and kill the elves, especially the boss elf.  Once you 
    do, the druids will take your water and charge you with killing the 
    leader-prince of the dark elves who is two maps north.  Time to head 
       Corrupted Elves: These foes will be the staple of the next few maps.  
    They come in three varieties- foot soldiers, mounted calvary, and 
    eagle-mounted elves.  In all three cases, they are approximately equal 
    in terms of melee ability, and can really put the hurt on, so be 
    careful around them.  Champion level elves are especially nasty.  
    Several elves appear to be immune to air attacks (keep this in mind for 
    your spell suite!).
      Your main goal on this map is to head north.  There are elves, 
    minotaurs and buffalo throughout this map, and it will probably take 
    you some time to make it through to the top.
      Near the south west portion of the map you will find Alina, who is 
    being accosted by several corrupted elves.  Kill the elves and Alina 
    will thank you, and will be a companion if you have room in your party.  
    If not, you can always pick her up later.
      Also of note on this map is Sylvo, the nature blacksmith.  Sylvo will 
    join you in Silverfall only if you can recover his hammer for him, 
    which is located on the map to the north.
       Corrupted Elves
    Camp of Corrupt Elves
      Make your way to the center of the camp.  Be sure to grab the temple 
    stone and Sylvo's hammer if you're doing those quests.  Then head and 
    take out the prince.  He first rides an eagle, but then attacks you on 
    ground subsequently.  Kill him and you'll get a bit more action.  Also, 
    at this point Delselame gave me a new quest to find vengeance on the 
    one who exiled him.  You'll find the goal in Graybay.
      Head back to Gaian, grab the water, then head back to Silverfall.  
    You'll be crowned regent of Silverfall then will have to head to 
       Corrupted Elves
      You can get here by two means- on foot or by boat.  Note that 
    necroraiders surround the area either way, so choose whichever you find 
    least annoying.  In order to get here by foot you must go through the 
    Forest map and head east.  Independent of how you get here, try to make 
    it to Graybay proper (with the target mark) so that you won't have to 
    backtrack if you quit the game.  You can only take the boat once, 
    though.  Head to the city, slaying all sorts of necroraiders.  When you 
    reach Graybay you'll find it under siege by a bunch of necroraiders.  
    Kill them and enter the city.
      When you arrive here, Dril will pipe up and ask you to check up on 
    her family.  Head to the docks and you'll find necroraiders attacking 
    her kin.  Kill the necroraiders and Dril will be happy.
      Jarnak is a scientist who will ask you to explore the land to find 
    several nature shrines for study.  This is a technology-aligned quest, 
    so only do it if you are tech-aligned.  The three shrines you need to 
    visit are in Mangrove (where you kill the necroraiders), in Cloudworks 
    Desert (where you killed the druid), and in Gaian (where you find 
    Hulart).  Completion of this quest gets you some tech points (I think) 
    and magical items.
      There is a "Hunter" here who wants you to kill five necro-brains.  
    They're found throughout this map.  2000 gold and some experience are 
    your reward.
      Lord Gort is a powerful melee fighter who will only join you if you 
    are tech-aligned.  If you are nature-aligned he'll make fun of the way 
    you smell (and you'll do the same in retaliation).  Gort asks you to 
    find out who has the necroraider's serum.  Go talk with the serpent-
    tongued fellow, pay him 2000 gold, and you'll have to head to the 
    cemetery to finish this quest.  Completion will net you a technology 
    weapon and Gort, if you'd like him.
      Your goal here is to talk with the serpent-tongued person to the SW.  
    You will have to pay him 10000 gold to get him to talk, at which point 
    he'll direct you north to the land of solitude.  Let's head there now.
       Necroraiders: Necroraiders come in several varieties.  The first is 
    a standard grunt with tail who will either attack you from afar, or 
    engage in melee.  Very similar to 70% of the rest of the enemies in the 
    game.  The second is the Necro-brain who also appears to primarily 
    engage you in melee.  Flying Necroraiders have decent dodging skills 
    but are also primarily melee foes.  Giant necroraiders are considerably 
    more frightening as far as fights are concerned, as they have a healthy 
    damage capacity and can hit hard.  Finally, necro-cannons are very 
    obnoxious ranged foes who can do decent damage.  They're probably the 
    most fearsome of these foes.
      Not too much here to do (unless you have Danselame, at which point 
    you should try to complete his quest).  Head to the map, killing the 
    necroraiders and enter their laboratory.
    Necroraider Laboratory
      This level is fairly straightforward to migrate, but you may get a 
    bit confused by the level layout.  Ramps make up the majority of the 
    elevation change here, so if you're confused, look for a hatched 
    pattern and follow it up.  You'll exit to Solitude, and will then be 
    able to board the zeppelin.
    Necroraider's Zeppelin
      More necroraiders.  Make your way to the front of the ship, and 
    you'll find the captain.  He'll send a large, kind of scary giant 
    necroraider on you.  Kill it then kill him.  As usual the captain dies, 
    but you'll find a map on his body that leads you to a cave.
    Great Cemetary Wastelands
      Head to the marker from the south.  You'll find a door, and will need 
    to kill a necroraider captain.  Kill it and you'll get a tablet.  It 
    informs you that you need to explore Iznahel's crypt, which is also on 
    this map to the NE.  Head there now.
      Also here is the blacksmith Loke Iron for technologists.  The 
    blacksmith will not go to Silverfall unless you bring him 10 
    necroraider skulls.  Go kill a bunch of necroraiders until you retrieve 
    the skulls, then return.  He'll be happy and will head to Silverfall.
      Also, Gort's target, the necroraider inventor is here.  Kill him and 
    return to Gort for your reward.
       Necroraiders: You now face some more human-like necroraiders.  They 
    are not significantly different than the rest.
       Ghosts: Barely substantial, these melee foes float and attack you.  
    Not too tough.
    Iznahel's Crypt
      Iznahel taunts you 3-4 times as you proceed through the crypt.  Kill 
    the necroraiders and make your way to the end of the map.  You'll find 
    Iznahel and the elf princess-ghoul.  You must first kill the elf 
    princess ghoul, then must kill Iznahel.  You are then told to go to 
    Steelight.  Sheesh.  You can get there from Graybay by heading into the 
    cemetery, then going south around the main fort and east.
    Steelight Duchy
    +N---L+    N- Snowy Forest, L- Lozrun Labyrinth
    |     |    S- Silverfall Passage
    |     |
    |  S  M    S- Steelight City,   M- Rocky Mountains
    |     |
    |     |    
      Ah, the requisite snow world.  Make your way around the snow and 
    towards Steelight proper.  Once you enter, you can do most of the 
    normal requisite stuff, including trading with merchants, changing 
    NPCs, and working with the skillmaster.
      Also here is another "Hunter" who will give you a quest to kill five 
    ice "elements", actually ice monsters.  Do so for some cash.
      Fero near the entrance of the palace is a bit of a perv and will ask 
    you to steal something of the duchess's.  When you do, come back for 
    some cash.  This is a fairly odd quest.
      If you have Morka, then Morka will finally break down and tell you 
    why she is so goofy.  It turns out that she worked for the Duchess and 
    was with her son when he was killed in battle.  Go and speak with the 
    duchess to get Morka's main quest.
      When you're ready enter the palace.
       Boars: Fairly generic melee foes, these are actually less tough than 
    the smaller Lozruns.
       Lozruns: Come in elite form (soldiers), and plain form (Wizards? 
    Archers?).  For something so small and abundant, they can take a lot of 
    punishment.  These are the most abundant foe in the next few worlds.
    Duchess' Palace
      Go and talk with the Duchess. If you have Morka you can get a quest 
    to go kill some nasty monster to the SW, which will rectify Morka in 
    the judgment of the Duchess. Once you've killed the beast and enter 
    another above-ground layer, Morka will be happy and will tell you that 
    everything is just peachy.  Finally.
      The Duchess will not give you the jewel willingly.  She will send you 
    on a quest to find the heir of Steelight, a bastard child to the north.  
    Let's head north now.  You can get to the key area by exiting Steelight 
    to the south, then heading east and north all the way to the next area.
    Lozrun Labyrinth
      Lots of Lozruns here.  Make your way over to Hob and talk with him.  
    Then talk with Veyra, who tells you that her son, Ilio, was kidnapped 
    by the Lozruns.  Head to the north and you'll find the Lozrun King.  
    Kill it, and you'll find Ilio.  Head back to Veyra, then head to the 
    Duchess (use the map to save time!), and the Duchess will direct you to 
    the family crypt.
    Snowy Forest
      Get here from the NW of Steelight.  It's a fairly convoluted path to 
    get to the crypt, but if you get close enough you can use the map to 
    travel their instantly.  Otherwise it'll take a while.  Oh well, you'll 
    probably build up a healthy amount of experience.
    Steelight Crypt
      Make your way to the tomb.  You're greeted by a ghost, who will give 
    you the crystal willingly.  You try to heal Kara/Kaharon, only to find 
    that someone else is blocking your attempt.  Kill the dwarf foe who 
    tries to prevent you, and you'll get some more of the backstory (if you 
    care).  Back to Steelight.
       Knights of Darkness: Little dwarf-like foes that are melee like 70% 
    of the rest.  Kill them.
    Steelight Duchy
      Steelight is under attack by druids!  Head south, killing the enemies 
    as you find them.  Head to the SW, and you'll find the boss, a haunted 
    mound (a cool looking tree-dragon thing).  Whack it until it dies, then 
    you're accosted by the druids from Gaian.  Tell them what's going on, 
    and they send you to Silverfall.  Go speak with Salma, then head to the 
    Rocky Mountains just east of Steelight.
    Rocky Mountains
      This area is unique for its enemies.  You have to fight the first 
    (and only) ice user, the ice monster.  Kill five for the Steelight 
    hunter.  They're not too difficult, but will freeze you fairly easily.  
    Make your way up the path and you'll find an entrance to the 
    subterranean world.  
       Ice Monsters
    Subterranean World
      You'll immediately see the goblin Xilipp fleeing from some Guekheness 
    bugs.  Kill the bugs and Xilipp will tell you that if you want to go to 
    Koroziom's palace, you'll have to rescue his brother Klirix.  That's 
    our next objective apparently.  Note that this area does have a small 
    town (Dripp) to the south with a merchant.
      Make your way east and north.  Eventually you'll come to a purple 
    area.  Go into it and you'll find the Guekheness hive.
       Zombie Trolls
       Guekheness: Bug like melee fighters.  They can take a beating, but 
    are actually less difficult but faster than the larva.
       Guekheness Larva: Slow foes that have high resistances (at least to 
    air).  Kill them from a distance.
       Rayne: Alien-like beasts that are fast but weak.
    Guekheness Hive
      Make your way to the NW.  You'll find Klirix, free him and you'll be 
    warned.  Immediately the "Larva Boss" attacks.  It has a lot of HP and 
    resistances, but doesn't seem to be that much more difficult than your 
    average boss.  Kill it and talk to Klirix again, but he'll run away to 
    Dripp.  Head back to Dripp in the Subterranean Underworld and speak 
    with him.  He'll send you east to reach the dwarves.
       Guekheness Larva
    Dwarf Town
      This level is full of nasty dwarves, which are tough foes that rush 
    you.  Additionally, you'll find some other enemies.  Luckily this area 
    is straightforward enough if you just want to go kill everything.  Head 
    south and get to Koroziom's Palace.
       Knights of Darkness
       Dwarves: Melee and missile foes that aren't that hard, but can be 
    pains in the butt.
    Koroziom's Palace
      This area is swarming with foes.  Make your way to Koroziom and he'll 
    run away to Blazis.  Kill everything around you then enter the portal.
       Knights of Darkness
      First head to the camp to the west.  Salma (for nature characters) 
    greets you and tells you of the situation.  Yikes!  Things aren't going 
    well.  Then head north through the town of Blazis proper.  Kill the 
    magma beings and go into the elemental palace.
       Knights of Darkness
       Troll Zombies
       Magma: These are some of the more interesting foes in the game, and 
    include large arms and heads.  They have pretty good drops so try 
    hunting them down here.
    Elemental Palace
      Run to the center of the map.  Koroziom is sacrificed bringing up the 
    Avatar of the dark god (or something).  Dodge the avatar's first few 
    attacks (red globes), and kill it.  It has some nasty ice spells it 
    uses on you, as well as big globes of red energy.  Get your summons and 
    companions to distract it for added effect.  It should go down without 
    too much hassle.
    You are crowned king of the land, and the end game sequence starts.
    Now you can wait for Silverfall Earth's Awakening (which supposedly 
    improves on a lot of the less than good features of the game, including 
    interface and camera, and includes two new races and new items).  If 
    you enjoyed Silverfall 1, you will probably enjoy the expansion.
    3. SKILLS: The meat and potatoes of your character, these influence 
    what you can do and how you can do it.  There are three sets of skills- 
    combat, magic and other, each with three subsets.  There are two types 
    of skills- passive and active.  Passive skills provide a constant 
    benefit to your character, whereas active skills must be mapped to a 
    specific type of attack.  In general, passive skills [P] are a bit more 
    valuable to have one point in, and active skills [A] should be 
    concentrated in.  Active skills tend to cost mana, and are further 
    divided to buffs [B] which give bonuses to your fighter, replacement 
    main attacks [R], which can be placed into one of the three main attack 
    types you have available (and don't cost SP to use), and summons [S], 
    which call support for help.  Necessary starting levels are given in 
    Skills are divided into General skills (not in skill trees) and 
    specialized skills which are in skill trees.  Useful Skills, those 
    skills of use for all characters, are denoted by ****.  Note that you 
    can only have as many points in a high-level skill as the lowest level 
    of the skill tree (in other words, in the first skill of a skill tree 
    has two points, the maximum the second and third skills can have is two 
    points), so invest wisely.
                              COMBAT SKILLS
    These skills influence your ability to do damage with weapons.  They 
    include several skills of use for all characters, and even magic-users 
    will probably want to specialize in at least one of these categories so 
    as to not dilute your character significantly.
    In general, these skills are the ones for fighters.  You have 3-5 
    options for fighters- 1) One-handed + shield, 2) Hand weapons (either 
    two or plus a shield), 3) Two-handed weapons, 4) Defensive, 5) 
    Berserker.  1-3 are the most exclusive, and I would recommend that if 
    you want to have a fighter, choose one and stick with it.  In general, 
    trolls seem to favor option 3), whereas the smaller races are well-
    suited for 1 & 2.  That said, anyone can wield a two-handed weapon.
      General Skills:
     **** Hand to Hand [R] (1): Passively increases the damage of your 
    melee attacks.  If you're going to be hitting with melee weapons, max 
    this out.  The bonus is substantial.
      One-handed Skills:
          Double Attack [A] (1): The default attack for sword-and-shield 
    (or axe/mace/etc.), this attack does two hits in a row.  It's fairly 
    potent, and worth it for characters who like shields.  The cheapest of 
    the weapon skill spells.
          Critical Knowledge [P] (10): Increases your chance of doing 
    double damage.  If you're going for double attack or any one-handed 
    weapon, this is icing on the cake.  
          Master of Small Arms [P] (20): Increases your to hit%, your 
    damage, and your chance of a critical hit.  If you use one-handed 
    weapons, this is an excellent skill.
      Two-handed Skills:
          Circular Attack [A] (1): Swings your big weapon all around you.  
    If you're using a two-handed weapon, this is the skill for you.  Useful 
    for clearing crowds, though the damage output isn't that great.
          Stun Knowledge [P] (10): Gives you a chance to stun your foes.  
    Effectively "freeze" with weapons.  Makes two-handed weapons 
          Master of Heavy Weapons [P] (20): Increases your to hit%, your 
    damage, and your chance of a critical hit.  If you use Two handed 
    weapons, this is an excellent skill.
      Hand Weapon Skills:
          Volley of Punches [A] (1):  Attacks five times in a row.  If you 
    want to dual-wield hand weapons, this is the skill for you.  One to two 
    hits will kill most weak foes.  Note that the five attacks Sweet!  
    Maxed out this skill is essentially five fast normal attacks (no 
          Knowledge of Injuring Attacks [P] (10): Gives you a chance to do 
    bleeding damage (note that most everything can be bled or poisoned, so 
    it's better than in some games).  Still, not quite as cool as some of 
    the other middle skills.
          Master of Hand Weapons [P] (20): Increases your to hit%, your 
    damage, and your chance of a critical hit.  If you use hand weapons, 
    this is an excellent skill.
      Berserker Skills:
          Berserker [R] (5): Your attacks become more powerful in exchange 
    for decreased defense.  This one could work well coupled to Vampire Hit 
    to restore HP lost by decreased defense.  Fighters may want to give 
    this one some consideration.
    Berserker Charge (15)
    Knockdown (25)
      Defensive Skills:
          Defensive Stance [R] (5): Your attacks become less powerful in 
    exchange for increased defense.  Slower killing by melee means more 
    damage in the long run.  Myeh, it may work for less fighting-intensive 
    characters (for instance, mages).  
    Counter Attack (15)
    Smash (25): 
    The shooting skills influence your abilities with bows, crossbows, and 
    guns.  These are your three major choices for weapons.  Goblins receive 
    a large bonus when fighting with guns, so keep that in mind (this also 
    means goblins will find the technology route to be useful).
      General Skills:
     **** Long-range Shot [R] (1): The equivalent of hand-to-hand for 
    missile weapons, this one improves your missile abilities across the 
    board.  Worth it if you want to use any sort of missile weapons.
      Aiming Skills:
     **** Aiming Stance [R] (5): If you're going to use missile weapons, 
    you can't go wrong with this skill.  This skill will augment ALL of 
    your attacks, including to hit %, damage, and critical chance, with NO 
    detriment.  However, don't go any further along this tree!
          Head Shot [P] (15): OK, this is where this skill evens out.  Head 
    shot decreases your attack rate in exchange for increased damage, which 
    is why I don't recommend getting too far advanced here, unless you're 
    interested in the following skill.
          Element Shot [A] (25)
      Reflex Skills:
          Rapid Fire [R] (5)
          Reflex Shot (15)
          Multiple Shots (25)
      Bow and Arrow skills:
          Disabling Arrow [A] (1):
          Wounding Arrow (10)
          Master of Bow and Arrow [P] (20): Increases your to hit%, your 
    damage, and your chance of a critical attack.  If you use bows, this is 
    an excellent skill.
      Crossbow Skills:
          Destabilizing Quarrel [A] (1): A blast from your crossbow has a 
    good chance of knocking a foe down and doing extra damage.  If you like 
    crossbows, this is the skill for you.  Knockdown doesn't work on large 
    foes, bosses, or flying foes, but should work on nearly everything 
          Explosive Quarrel [P] (10): Gives your crossbow quarrels a chance 
    of doing explosion damage (which does damage to nearby enemies as 
    well).  If you like crossbows, go for it, if only to max out the next 
          Master of Crossbow [P] (20): Gives you increased damage, 
    increased to hit %, and increased critical chance with crossbows.  
    Again, if you like crossbows, this is quite useful.  
      Firearm Skills:
          Weakening Shot [A] (1):
          Stun Shot (10)
          Master of Firearms [P] (20): Increases your to hit %, your 
    damage, and your chance of a critical attack.  If you use guns, this is 
    an excellent skill.
    Technique skills are primarily passive abilities that give substantial 
    bonuses to fighting.  Some of these are useful for pretty much all 
    characters.  Others will be primarily useful for only some characters.
      General Skills:
     **** Glimpse [P] (1):  Increases your chance of getting magic items.  
    Worth maxing out for everyone, as equipment can make or break a 
    character.  With this skill maxed out about 1/10-1/5 drops will be a 
    magical drop.  About 1-2% will be orange, 2-4% will be blue, 30% will 
    be green and 65% will be yellow.  I have found all of 2 unique items in 
    all my gameplay.
          Speed [P] (1): Increases your movement speed by a portion.  Not 
    too bad, especially if you're being hit a lot, or find yourself needing 
    to run away from battles.
     **** Deadly Weapons [P] (5): Increases the damage from all weapons.  
    If you're playing anything non-magical, max this out.
          Master of Parrying [P] (5): Increases your chance of parrying an 
    attack (a blue bolt that blocks an attack completely).  Cool for at 
    least one point.  Best probably with shield-users or for melee 
    fighters.  Don't bother if you are an archer (or a magician using a 
    bow), as the bonus doesn't apply to anything non-melee.
     **** Master of Armor [P] (10): Increases the strength of your armor 
    (hence decreases the damage you take).  Well worth at least a point, 
    probably worth maxing out.
          Master of Dodging [P] (10): Increases your chance of dodging an 
    attack completely (denoted by a blue "Dodge!" on screen).  Nice to have 
    a point in at the very least.
          Rapid Missiles [P] (15): Makes you missiles fly faster and with 
    better precision.  Not too bad for missile users, not too interesting 
    for anyone else.
          Reflexes [P] (15): Provides a bonus to your dodge and parry 
    chances, and decreases the likelihood of a critical hit against you 
    (contrary to the manual).  Well worth getting a few points in for most 
     **** Armor Penetration [P] (20): Gives you a chance to ignore the 
    armor of your foe, getting higher damage.  Effectively another serving 
    of "Deadly Weapons".  Worth it for everyone.
          Endurance [P] (20): Gives you resistance to stunning attacks.  
    Nice and useful place to dump spare skill points.
     **** Master of Critical Blows [P] (25): Cool- gives a nice bonus to 
    your critical attack chance.  Worth getting a few points in, when it 
    becomes available.
      Poison Skills:
          Poisoned Weapons [P] (1): Gives you a slight chance (10%-15% at 
    max) of poisoning a foe.  Does increased damage with higher level, as 
    well as a slightly better chance.  Good for one point.  Only increase 
    if you like the damage from subsequent points.  Works really well with 
    rapid attacks (for instance, from hand weapons/volley of blows).  In 
    general, poisoning does piddly damage, but the next two skills give 
    some good debilitating effects.
          Corrosive Poison [P] (5): Reduces the armor of a poisoned foe.  
    If you've got poisoning already, go ahead and get this, it's a nice 
    small bonus.
          Weakening Poison [P] (15): Slows and weakens (Strength and 
    agility go down) poisoned foes.  This is even nicer for poison.  Go 
    ahead and get it if you have any points in this tree.
          Concentrated Poison [P] (25): Increases the chance and duration 
    of poisoning.  Not as useful, since it's still a very small chance of 
    poisoning, even when maxed out (and that costs lots of skill points 
    tossed into less useful skills).  Still, with this tree completely 
    maxed out, you'll be taking most foes down fairly fast, as the poison 
    will do damage and severely weaken and slow them.
                              MAGICAL SKILLS
    These skills provide spells and influence your magical abilities.  Some 
    are buffs, meaning they make your spells and attacks stronger but don't 
    do damage, others are active spells which hit your enemies with 
    specific affects, still others summon help.  Still others are passive 
    and provide bonuses by other means.  There are three subsets of magic 
    skills- elemental, which do damage with elemental attacks, light, which 
    heals and buffs you, and dark, which includes shadow magic, evil 
    summons, curses and similar types of attacks. 
    Elemental skill include damaging and delaying skills, and also one of 
    your generic attacks.  Ice damage and freezing is very useful in this 
    game, and well worth augmenting.  You can also access several buffing 
    spells which provide healthy bonuses to resistances.
      General Skills
          Servant [S] (20): An impressive summon that will cast several 
    different elemental spells on your opponents, including fiery rain and 
    ice spells.  Probably one of the better summons out there, both in 
    terms of damage done, and impressiveness.
          Master of Elements [P] (25): The best route to increasing your 
    elemental damage, fully buffed this gives +50%.  If you use elemental 
    spells for damage, definitely increase/max this one out.
      Elemental Projectile Skills:
          Elemental Projectiles [R] (1): These are your default attack #3, 
    and fire a small bolt of elements at your foes.  At increased level, 
    you will get more bolts (to a maximum of 5).  As far as damage alone, 
    these suck.  Even with shooting five, you'll only do about 50-100 
    damage.  The best thing this skill does is increase the range of your 
    other spells, and that's the primary reason you'd want to augment this 
    skill.  Non-magicians can probably ignore it, and replace this skill 
    with a replacement skill in their skill lineup.
          Applied Spells [P] (10): Increases your chance of critical hits 
    with elemental spells.  If you use elemental spells, this is great and 
      Ice Spells:
     **** Ice Ball [A] (1): This is the most useful for spell early in the 
    game.  With this spell, you will freeze an opponent in their tracks, 
    and can kill them with ease.  Note that nearly all foes can be frozen, 
    even undead.  It doesn't do much damage, but that's not the reason to 
    get this skill.  First time players will probably really like this 
    spell to overcome the feeling of being swarmed.
          Cold Ring [A] (5): Freezes all the foes around you, allowing you 
    to pick them off one at a time.  Very useful if you're a mage, still 
    fairly useful even if you're not.
          Ice Crown [B] (15): Increases your armor, ice resistance, and can 
    freeze melee attackers.  A decent buff for fighters.
          Tornado [A] (20):
      Fire Spells:
          Fire Blood [B] (5): A buffing spell that increases your fire 
    damage significantly, and increases your fire resistance.  A decent 
    low-level buff.
          Fireball [A] (10): Sends a bolt of fire at your foe, damaging 
    them with fire damage.  Mix it with fire blood for a potent spell.  
    Costs a lot of SP though.  Does a lot of damage if maxed out.  Good for 
    magicians as a staple damage spell.
          Combustion [A] (15):
          Fire Rain [A] (25):
      Air Spells:
          Lightning [A] (1): Zaps foes with lightning.  Pretty dang slow, 
    and not that powerful, since the damage can get pretty low.  Several 
    enemies are immune as well.  As far as the elemental spells, this one 
          Wind Spell [B] (10): Decreases the casting time of spells so that 
    you can cast faster and are less likely to be interrupted, and 
    increases your air resistance.  Good for magicians, not good for 
    everyone else.
          Shockwave [A] (20): Sends a bolt of energy outwards from you, 
    damaging your foes.  Supposedly it also stuns them, but that doesn't 
    seem to work so well.  Not that great.
          Shock [A] (25):
    Light spells are those spells that heal and/or buff your character.  
    They are quite useful, and it's worth investing in a few points here 
    and there.  This set also includes several passive skills that increase 
    or alter the rate at which you gain HP and SP back.
      General Skills:
     **** Serenity [P] (1): Will cause rapid healing and regeneration of SP 
    when you are standing still for about 5 seconds. This is one of the 
    best skills in the game, as you can effectively heal completely if 
    you're willing to wait a few seconds after every fight.  Add at least 
    one point to everyone, more is not necessary, but doesn't hurt.
          Pure Light [P] (5): Increases the affect of healing spells on you 
    (so you will gain the amount of HP increased by said percentage.  Not 
    too bad, but there are more interesting skills out there.
     **** Resurrection [A] (10): This spell will heal your companions if 
    they are killed.  Get at least one point in case of emergency.  It 
    takes a LONG time to cast though, so make sure you're done fighting.  
    You never know when a companion is going to get killed!  Increasing the 
    skill points devoted to this skill decreases the casting time and 
    increases the HP the dead companion regains, which isn't worth the exra 
    skill points.
          Rapid Recovery [P] (15): Increases your HP regeneration rate.  
    Nice, but not that impressive.  If you can be a bit patient, serenity 
    is by far superior.
          Power Regeneration [P] (20): Increases your SP regeneration rate.  
    About the same as rapid recovery.  If you can be a bit patient, 
    serenity is by far superior.
          Transmutation [P] (25): If you have full health but not full 
    spell points, then your health regeneration augments your spell 
    regeneration, and vice versa.  Thoroughly mediocre, in my opinion.  If 
    you have a large difference between constitution and intelligence it 
    could be useful, though.
      Healing Spells
          Healing [A] (1): The generic healing spell, this one increases 
    your HP in exchange for SP.  You may find it useful, but since Morka is 
    available very early, there are better paths to go.
          Rapid Healing [P] (5): Decreases casting time of healing spell, 
    so that the spell is cast faster.  Makes healing spells slightly more 
    useful in the midst of battle, otherwise not that helpful.
          Applied Healing [P] (15): Gives a chance of a "critical hit" with 
    health- doubling the HP recovered.  Not so bad.
          Health Absorption [P] (20): Absorbs HP from nearby foes when you 
    cast healing spells.  Bleh, hit them with sharp things instead.  
    Healing spells shouldn't be damage spells.
          Master of Healing [P] (25): Increases HP from health spells, and 
    decreases spell point cost.  If you like healing spells go for it, 
    otherwise ignore it.
      Illumination Spells
          Illumination [B] (5):  The illumination buff spells are among the 
    most potent in the game.  Illumination will give you a bonus to damage, 
    to your chance of hitting, and gives you a resistance to shadow damage.  
    This spell branch is one of the strongest buff spells (though also 
    fairly skill-point intensive).  
          Fervent Prayer [P] (10): Makes illumination last a bit longer.  
    Not too shabby if you use illumination, though there are better uses of 
    skill points.
          Sacred Shield [P] (15): Increases armor by a fixed amount with 
    each casting of illumination.  OK.  The armor bonus is less important 
    later in the game, as 50 armor points doesn't make that big of a 
          Reverend's Prayer [P] (20): Also casts illumination on all your 
    allies.  Only increases it to the level of this skill, unfortunately.  
    Probably not worth bothering with, since most companions have their own 
    spells they cast.
          Superior Benediction [P] (25): Increases your statistics while 
    under the illumination spell.  Icing on the cake for this spell tree.  
    These spells are the opposite of light spells and consist of damaging 
    and debuffing spells to cast on foes.  It also includes some of the 
    earliest available summons, which can be useful.  If you're not a 
    magician, you can skip most of these and be fine.
      General Skills:
          Shadow Rage [A] (1): A generic shadow-casting damage spell.  Sort 
    of the equivalent of elemental strike, but doing shadow damage instead.  
    A bit more powerful than elemental strike, but also much more expensive 
    (20 SP vs 0!).  
          Damnation [B] (5): Increases your armor substantially and 
    increases your shadow damage.  However, you lose a lot of resistance to 
    elemental attacks, making it easier for some foes to hurt you.  
          Master of Death [P] (25): Increases the Constitution and 
    Intelligence of your (shadow?) summons, as well as their damage.  If 
    you like summons, go for it.
          Master of Necromancy [P] (25): Increases your shadow damage.  If 
    you like shadow spells, go for it.
      Cursing Spells:
          Putrefaction [A] (1):
          Amplified Curses [P] (5):
          Power Leak [A] (10):
          Contagion [A] (15):
          Element Curse [A] (20):
      Abomination Spells:
          Abomination [S] (5): The cheapest and earliest summon available, 
    this one calls forth a zombie to fight at your side.  It's not too 
    tough nor that strong, but serves as an excellent distraction.  If you 
    want any sort of summon, this is great, otherwise, skip it.
          Education [P] (10): Increases the damage done by the abomination.  
    If you like the abomination, you'll like this follow-up. 
          Reconstitution [P] (20): Gives your abomination some vampiric 
    abilities, so that it regenerates health with each successful hit.  The 
    amount regenerated isn't worth writing home about though, and it won't 
    make much difference in any fight of length.  You can skip this.
      Lost Soul Spells:
          Lost Soul [S] (15): Summons a ghost who will cast shadow rage for 
    you.  If you like the spell shadow rage, or if you'd like an archer 
    companion, then this spell will double your firepower.  Otherwise skip 
    it.  This is probably the least useful summon, though it will still be 
    nice for summoners.
          After-Life [P] (20): Increases the spell strength of the Lost 
    Soul's casting.  This gives the lost soul and increased "shadow rage" 
    skill, which shoots more bolts and does more damage. While nice, the 
    damage is never that great.  
      Vampirism Spells:
          Health Drain [A] (15): Gives you five life-draining attacks.  You 
    don't actually get any of the HP unless you've invested in the next 
    ability.  At max you'll do 250 damage per casting.  Not good.
          Vampire Hit [P] (20): Passively gives your attacks some minor 
    life-draining abilities.  Doesn't seem to work on non-melee attacks, 
    which is lame, or else this one would be cool.  Works really well for 
    melee fighters.
                              OTHER SKILLS
    These skills are available based on race and on alignment 
    (tech/nature).  You can only access one of technology or nature, and 
    they have alignment and level requirements (listed in parentheses).  
    Racial skills are available based on race.
      General Skills:
          Master Druid [P] (25, 100% Nature): Increases the durations of 
    several skills and spells in the nature school, and decreases their 
    cost.  If you find yourself using nature spells a lot, or if you like 
    the werewolf, then this is a fine passive skill to invest in.  Else 
    you'll probably just want to add a point or two and leave it at that.
      Wild Skills:
     **** Wild Marks [P] (5, 10% Nature): Increases your strength and 
    agility by one point.  Stat points are a bit rarer than skill points in 
    this game, and with 2 points per skill point invested, you get a decent 
    bonus.  Plus, you can access the subsequent skills.  
          Nature's Help [S] (10, 25% Nature): Summons a Lion-root beast to 
    fight on your side.  Kind of looks like the demon dogs from 
    Ghostbusters.  Not that great of a summon, though, as it's fairly weak 
    in terms of damage.  It has lots of HP, but is primarily a melee 
    attacker.  If you don't have any summons, it's not too bad though.
          Lycanthropy [B] (15, 50% Nature): Probably the best single buff 
    in the game, lycanthropy gives a huge bonus to constitution, to hit%, 
    damage, attack speed, and movement.  You are stuck with physical 
    attacks and no other attacks, not even spells, but get a special 
    ability- lacerate, which seems similar to volley of blows in terms of 
    affect.  This is an excellent skill for melee fighters as they get some 
    really potent attacks and start with decent strength.  Otherwise, it 
    probably won't fit into your playing style.  Note that you can become a 
    werewolf and transform back fairly easily.  Also note that under 
    lycanthropy, your weapon skills are not in effect (like stun 
    knowledge), so keep that in mind for your character types.
          Acid Blood [P] (20, 75% Nature): Returns a percentage of damage 
    back to a foe.  Doesn't return a lot of damage (300% when fully maxed, 
    which may be 30-100 points), which makes this skill less than useful.  
    I think it also only returns melee damage (as the description states), 
    but it may also return a small amount of other damage types too.  I'm 
    not sure.
          Survival [P] (25, 100% Nature): Gives you a chance of ignoring an 
    attack.  Kind of like dodge, I suppose.  Not a very large bonus, but 
    worth it for late-game fights.
      Nature Power Skills:
          Protective Bark [B] (10, 25% Nature): Increases fire, ice, air, 
    shadow, and even poison resistance when cast.  A potent buffing spell 
    for certain occasions.  Still, very few places have enemies that use 
    elemental attacks exclusively.
          Ancestral Power [B] (20, 75% Nature): Rapidly regenerates your SP 
    when cast.  Good for magicians, everyone else can probably skip it.
      Swarm Skills:
          Swarm [A] (5, 10% Nature): Sends a hoard of insects against your 
    foes.  Doesn't do too much damage in the late game (~50 per second), 
    may be OK in the early part of the game.  I would say to ignore it.
          Rust [A] (15, 50% Nature): Does "a lot of damage" to mechanical 
    enemies, in other words, robots.  There are very few areas rich in 
    robots, and the damage isn't that great.  You may want to use it in 
    Cloudworks, then remove the points and use them someplace else through 
    a skill master.
      General Skills:
          Master Engineer [P] (25, 100% Tech): Improves the duration of 
    mechanical slave, overload, and shield, and decreases the cost of their 
    casting.  The time bonus is nice when coupled to overload, and the rest 
    is ok.
      Implant Skills:
     **** Implants [P] (5, 10% Tech): Increases your intelligence and 
    constitution by one point.  Stat points are a bit rarer than skill 
    points in this game, and with 2 points per skill point invested, you 
    get a decent bonus.  Plus, you can access the subsequent skills.  
    Intelligence and Constitution are quite valuable for most characters, 
          Mechanical Slave [S] (10, 25% Tech): Summons a small robot melee 
    fighter to help you in battles.  The robot isn't terribly impressive, 
    but still serves as an excellent distraction.  
     **** Overload [B] (15, 50% Tech): Wowza, this is a powerful buff.  It 
    increases your damage, attack speed, and several of your stats (above 
    and beyond illumination).  Tech characters are quite lucky to get this 
    buff, for certain.  The power of overload just may merit addition of 
    points into master engineer, if only to make it last longer.
          Magnetic Shield [P] (20, 75% Tech): Provides some damage 
    cancellation.  Kind of like some added armor.  Not bad.
          Neural Modification [P] (25, 100% Tech): Adds bonuses to parry 
    and dodge.  Go for reflexes first, as the return per skill point is 
      Steam Skills:
          Steam Jets [A] (5, 10% Tech): Shoots jets of steam at a foe that 
    do damage.  You get five jets of steam each cast or thereabouts.  Not 
    that good in terms of damage or anything else.  
          Radiation [A] (15, 50% Tech):
      Shield Skills:
          Shield [B] (10, 25% Tech): Makes a shield that blocks all missile 
    attacks.  Doesn't last long, but isn't really meant to.  This could be 
    especially ideal when facing missile-focused enemies (Qje-Shi, goblin 
    pillagers, necrocannons, etc.).  More useful for archers who trade 
    shots with foes.
          Power Siphon [A] (20, 75% Tech): Drains power from foes.  There 
    are very few casters in this game, so the offensive capabilities of 
    this spell are pretty minimal.  It may be useful to fill up your SP, 
    however, power potions aren't that rare, and are pretty cheap.
    Humans get sizeable racial bonuses to magical attacks.  They can make 
    strong magicians.  However, they also get some really nice bonuses to 
    passive abilities, which can make them good warriors as well.  All in 
    all a balanced set.
      General Skills
          Inspiration [A] (5): 
     **** Toughness [P] (10): Increases your interruption resistance.  
    Worthwhile for all humans, as all of your attacks can be interrupted 
    (including spells, melee, missile).
     **** Knowledge [P] (15): Decreases SP cost of skills.  Useful for 
    pretty much everyone, as you will be casting spells, or using special 
          Invoker [P] (20): Increases the damage you do with spells.  Good 
    for magicians, everyone else can skip it.
     **** Tenacity [P] (25): Increases your chance of a critical attack or 
    spell (including doing double strength healing spells).  Quite useful 
    for everyone.
    Elves get some pretty decent bonuses to magical attacks.  I've never 
    quite been able to get premeditation to work, or else it may be an 
    interesting enough skill.  I'd recommend that a devoted mage try either 
    this or a human as their race.
          Affinity with Magic [P] (5): Gives a chance of completely 
    ignoring a skill or spell's cost.  Excellent for magicians, modestly 
    useful for everyone else.
          Inflexible [P] (10): Increases your shadow resistance.  I've not 
    yet encountered shadow magic, but maybe it's around.  You can become 
    completely immune to shadow magic with this skill maxed out.
          Premeditation [A] (15): Makes your next attack really powerful.  
    Myeh, just attack twice instead.  Takes too long to switch back and 
    forth, anyway.
          Amplification [P] (20): Increases your elemental damage.  Master 
    of Elements is by far superior, but this one can be good for 
    elementalists late in the game with skill points to spare.
     **** Agility [P] (25): Increases your chance of dodging and critically 
    hitting a foe.  Excellent for all elves, especially when coupled with 
    some other passive abilities.  
    Trolls are the fighters of the game.  They excel at killing things.  
    You can try to play a troll magician or archer, but it just doesn't fit 
    with their size or persona.  Go for the up-close-and-personal damage 
    route, you'll get some healthy bonuses and can wipe the floor with most 
     **** Fury [B] (5): An excellent buff spell that increases your attack 
    speed, firing speed, and damage.  Lasts for either a set amount of time 
    or for a set amount of attacks, whichever runs out first.  This buff 
    may be one of the few that stacks with other buffs.
     **** Butcher [P] (10): Adds to your damage in melee.  Seems to be 
    higher than "Deadly Weapons" so add to this skill first if you're a 
    melee troll.
          Troll Strength [P] (15): Increases your strength multiplier.
          Tactical Troll Vision [P] (20): Increases your chance of hitting 
    in melee.  Useful for most troll fighters.
          Channeled Strength [P] (25): Increases the bonus from your 
    strength in damage.
     **** Gunsmith [P] (5): Gives a sizeable bonus to you to hit %, firing 
    speed, and damage when using guns.  If you're a goblin gunslinger, this 
    is the skill for you!
          Resistance to Spells [P] (10): Gives you a small bonus to fire, 
    ice, air, and shadow resistances.  Not too shabby, though there are 
    better skills available. 
          Thick Skin [P] (15): Increases your constitution modifier.  ?
          Evolved Armor [P] (20): Provides a bonus to your armor.  Seems as 
    though it's better than "Master of Armor" which makes it quite useful.
          Elusive [B] (25): A buff that increases your movement speed and 
    dodging ability.  There are better buffs out there.
    There are four statistics in this game- strength, agility, 
    constitution, and intelligence.
      Strength: Strength provides a bonus to the damage you can do, affects 
    what equipment you can wear, and your chance of interrupting enemy 
    attacks.  If you use melee weapons, increase this one frequently, that 
    way you'll do more damage, and will be able to get better armor to 
    survive longer.  If you don't use melee weapons and aren't in the thick 
    of it, you can neglect this stat without too nasty of repercussions.  
      Agility: Increases damage done by missile weapons, your chance of 
    hitting a foe, the chance of a critical hit, and the ability to dodge.  
    If you use bows/crossbows/guns, this is the skill for you.  Useful for 
    melee fighters for the chance to dodge and get critical hits, and 
    should follow strength fairly well.
      Constitution: Each point of constitution increases your HP by 10 
    points, increases your HP regeneration, and increases your resistance 
    to interruption.  You will need HP, and the resistances are excellent.  
    I'd add at least one eighth of your points to this stat independent of 
    character type, and probably 1/4th.
      Intelligence: Increases your SP by 10 points per point added, the 
    regeneration rate of your SP, and increases your chance of interrupting 
    spells, and resistance to interruption by spells.  You do need SP, and 
    the resistance to interruption and ability to interrupt definitely 
    help.  I'd add 1/4th of your points to this for mages at the least, and 
    1/8th to 1/12th for everyone else.
    Melee fighters (not fighting-spell intensive): 4/12 to strength, 4/12 
    to agility, 3/12 to constitution, 1/12 to intelligence
    Choose a character type early in the game and stick with it.  I believe 
    there are three major types of characters- Mages, Fighters, and 
    Archers.  Mages have it easy the first half of the game, fighters and 
    archers hold the later half a bit better.  I would recommend that all 
    mages also become proficient with some sort of weapon, in those cases 
    where SP runs out or where the killing blow doesn't need a fireball.  
    Also, the late game has several foes resistant or immune to magic, and 
    spells don't as much damage as other things.  Still, you can wait to 
    level 20-30 to start improving melee/missile abilities for mages.
    At your first level up, add at least one point to "Glimpse", then add 
    one point to your main damage skill (e.g., long rang shot or hand to 
    hand or probably elemental strike or a spell).  Then select a primary 
    right click option for rapid killing of foes (e.g., double hit, volley 
    of punches, etc.). Continue to add points to these skills as you level 
    up.  Once you hit level 10, these skills should be maxed out, and you 
    can do the same for the next buff.  
    Character builds:
    Trollish Fighter: Max hand-to-hand, glimpse, fury early.  Use fury as 
    your primary spell.
    Goblin Sharpshooter: Max long range shot and well-aimed blow early.  
    Add points to firearms skills once you find your first gun, and keep on 
    the lookout for tech stuff.
    Elvish Summoner
    Human Fighter
    Comparison of Buffs:
    There are several buffs available for characters.  These buffs are 
    summarized below:
    Name                   Maxed-out               Bonus at Max-Out
                           Skill Point 
    Ice Crown              30                      68 Spell point cast, 150 
                                                   second duration, Armor + 
                                                   85, Resist Ice 55%,
                                                   Freeze foes for 2.35 
    Fireblood              10                      48 Spell point cast, 75 
                                                   second duration, Fire 
                                                   Damage + 10, Fire Damage 
                                                   +30%, Resist Fire 55%
    Wind Spell             20                      53 Spell point cast, 33 
                                                   second duration, +100% 
                                                   Incantation Speed, 
                                                   Resist Air 55%
    Illumination           10-50                   38 Spell point cast, 75 
                                                   second duration, Damage 
                                                   + 30%, Resist Shadow 55%
                                                   OPTIONAL: Duration 170 
                                                   seconds, Armor + 65, +5 
                                                   to all stats
    Damnation              10                      34 Spell point cast, 120 
                                                   second duration, Armor + 
                                                   100%, Fire, Ice, Air 
                                                   resistance - 100%, + 10 
                                                   shadow damage
    Lycanthropy            20-30                   28 Spell point cast, 60 
                                                   second duration, 
                                                   Constitution + 25%, To 
                                                   hit + 160%, Damage + 
                                                   88%, Attack Speed + 68%,
                                                   Move Speed + 50%, 
                                                   OPTIONAL: 160 second 
    Protective Bark        10                      68 Spell point cast, 120 
                                                   second duration, All 
                                                   resistances + 55%
    Ancestral Power        20                      48 Spell point cast, 28 
                                                   second duration, SP 
                                                   regeneration +190%
    Fury                   10                      33 Spell point cast, 84 
                                                   second duration or 28 
                                                   attacks, +50% attack and 
                                                   fire speed, +100% damage
    Overload               20                      39 Spell point cast, 70 
                                                   second duration, +100% 
                                                   damage, +50% attack and 
                                                   fire speed, + 10 to all 
    Shield                 10                      
    The most appropriate buff for you will depend on your character.  Some 
    are only available for specific alignments, and others focus primarily 
    on spell casting abilities.  For melee fighters the best buffs are 
    probably those that increase damage and armor.  Illumination, ice 
    crown, damnation, and lycanthropy all work quite well.  Illumination 
    does require a healthy skill point investment to max out, whereas these 
    others require less.  Damnation comes with a nasty curse (loss of 
    resistances), so it's mostly useful under only some rare circumstances.  
    Ice crown is good for most, especially with the freezing ability.  
    Lycanthropy is probably on top, though it's designed only for certain 
    characters, and not for tech-aligned.  Protective bark isn't that 
    interesting, all in all.  Overload is excellent for tech characters and 
    should be purchased for all techies.
    Mage focused buffs include Wind Spell and Ancestral Power.  Fireblood 
    is also fairly powerful, especially for fire-focused elemental mages.  
    For this reason, most magicians will probably want to go Nature.
    You can only have one buff active at a time.
    Comparison of Summons
    There are also several summons available for characters.
    Name                   Maxed-out               Bonus at Max-Out
                           Skill Point 
    Servant                10                      Ranged attacks 
                                                   (elemental spells)
    Abomination            10-30                   Melee attacks.
    Lost Soul              10-20                   Ranged attacks (shadow
    Nature's Help          20                      Melee attacks
    Mechanical Slave       20                      Melee attacks
    You can have as many summons active as you want (up to 4, one of each).  
    I would recommend illumination (reverend's prayer) as your buff if you 
    want to be a summoner, as the damage bonus is quite helpful.  With four 
    summons and two companions you probably won't need to do much in the 
    game.  Of these, a maxed-out abomination is probably the strongest of 
    the melee summons, and the servant is clearly the strongest ranged 
    summon (and probably the best summon in the game).  
    Technology or Nature?
      In general, you can't go wrong choosing either one.  The only way you 
    can go wrong is if you don't choose one and play middle-of-the-road.  
    In that case, you'll lose out on lots of bonuses.  You can be a tech 
    mage, a nature archer, or many other variations in classes.  There is a 
    slight bonus to go for nature for mages and technology for archers, but 
    you're fine if you want to go the opposite routes.  
    Nature has Nature Necklaces, for which there is no counterpart in the 
    technology tree.  Nature necklaces have bonuses to Intelligence and 
    Constitution, and are probably the best necklaces in the game.
    Technology has some of the cooler armor in the game, and a good portion 
    of it will make you look like a cyborg.  Also, lots of the armor has 
    bonuses to constitution and intelligence, with no equivalent on the 
    nature tree (though the armor isn't always the most powerful).  
    Technology also gets overload, which is probably the best buff in the 
    There are 8 (+1) slots for armor, and 2 (+1) slots for weapons.  You 
    will want to equip something in nearly every spot, if only for the 
    small bonus provided.  The exception here is the earring, necklace, and 
    ring spot, which don't provide any bonus unless the item is magical.
    Earring: Magical earrings are fairly rare and are not frequent drops.  
    That said, you can find a few over the course of the game.  The only 
    ones with bonuses are colored yellow and higher.
    Head: Head armor includes hats, helmets, and headbands.  Headbands are 
    primarily useful for magicians as they often provide bonuses to 
    elemental, shadow, or healing spells.  
    Necklace:  Magical Necklaces are also fairly rare drops.  You will get 
    one for free if you complete Salma's first quest, however, that's a 
    Nature-only quest.  I've found other Nature necklaces in the course of 
    play, and all have bonuses to intelligence and constitution, which 
    makes them fairly useful.
    Arms: Arm armor consists primarily of gloves.  They are pretty middle-
    of-the-road as far as armor is concerned.  Tech equipment here tends to 
    get a bit better bonuses than nature.
    Armor: Your main route to increasing the armor score of your character 
    is through body armor (though shields are a close second).  Body armor 
    is also a good route to augmenting other forms of damage, especially 
    magical damage.
    Backpack: One of the more unusual pieces of armor is the backpack.  You 
    can generally find backpacks at blacksmiths/equipment merchants.  
    Backpacks will tend to augment a statistic by a few points, add some 
    armor, or add a chance to your magic find % (the master's backpack).  
    It will depend on what your character type is as to what is most useful 
    for you.  It does not seem that having a magic find backpack on a 
    companion helps, so don't bother with them for companions unless they 
    have a nice bonus attached (bonus to damage for a chosen element, or 
    bonus to heal).
    Ring: Magical rings are fairly rare drops, but you will encounter some 
    in your course of play.
    Legs: Primarily boots.  Usually add a few points of armor, and will 
    have a bonus or two hear and there.  Fairly similar to gloves and 
    helmets in terms of bonus.
    TECH ONLY: Pilot's gear, mechanical, engineer's 
    NATURE ONLY: Animal skins, Shell, Druid's
    Shield: The second best source of armor is your shield.  Of course, if 
    you have a shield, you sacrifice the ability to use two-handed weapons, 
    or two one-handed weapons.  Also, the bonus from shields is not active 
    for missile weapons, so if you are using a bow even if you have a 
    shield, your armor is as low as it is without the shield.  Shields are 
    great for magicians, as the extra armor is always a plus.
    TECH ONLY: Guild, Mechanical
    NATURE ONLY: Feathered, Tribal
    Missile Weapon: This can be a bow, a crossbow, or a gun.  Select these 
    with the 2 key.
    TECH ONLY: All Firearms, technology crossbows, some bows.  If you are 
    going technology, you have a slight leg-up here on nature users, as 
    guns tend to be fairly powerful and have excellent range, though not 
    too diverse.
    NATURE ONLY: There are a few bows and crossbows that are nature-
    focused, but none that are truly exceptional.
    Melee Weapon (1): This is your primary melee weapon.  
    Melee Weapon (2): If you choose to, you can equip a second weapon.  
    Doing so can mix up your damage types, and help you to fight faster.
    I have found a few unique items over my course of play.  They are 
    listed below.
    Lightning Crossbow
    Damage 34-131
    Attack: Very, very fast
    Range: 10
    +50% damage
    Add 1-30 Air Damage
    +50% weapon speed
      This crossbow made my archer's day, since they found it in Mangrove, 
    and are still using it to the end of the game.  Wow.
    You can have up to two companions to accompany you on your journey.  
    Companions serve well as extra guns (either literally or as 
    spellcasters), as healers, and as melee fighters. Some companions do 
    not start with a significant alignment (Morka, Danselame) and will 
    slowly align their alignment with yours through conversation or 
    questing.  Others start with a specific alignment and will either not 
    align with you, or won't even join you in some cases.  Once you have 
    completed a quest to get a companion, they will follow you always, and 
    can be traded in and out at most major cities (probably areas marked 
    with the target sign on the map).  Don't feel locked in to the first 
    two companions you meet, definitely experiment and see who matches your 
    style best.
    Morka: Morka is the first companion you meet and is a troll healer.  
    She can cast healing spells, buff spells (likely illumination), and ice 
    spells which can be quite helpful both in delay foes from reaching you, 
    and as assistance in fights.  Get her early, she has some good 
    dialogues too.  Her ice spell repertoire increases through the game.  
    She augments melee fighters quite well.  SUBQUEST: Once you make it to 
    Steelight, Morka will inform you of her backstory, and will ask 
    judgment from the Duchess.  The Duchess has you and Morka kill a nasty 
    boar to the SW.  She will eventually match your alignment.
    Danselame: Danselame is an elf mercenary who specializes in hand 
    weapons and berserker.  He is a potent fighter who uses volley of blows 
    and fireblood frequently.  He is available fairly early in the game, 
    and complements range fighters (including magicians) quite well.  
    SUBQUEST: If you beat the corrupted elf prince with Danselame, 
    Danselame will ask you to strike vengeance against the one who banished 
    him, who is located in the Graybay/Solitude region.  Danselame augments 
    mages and archers quite well.  He will eventually match your alignment.
    Dril the Mechalchemist: Dril is a goblin healer/caster who specializes 
    in tech and darkness attacks.  She uses a number of dark-oriented 
    spells to buff (damnation) and weaken your foes (life drain).  She can 
    also cast healing spells on you.  Dril is the tech answer to Morka (who 
    isn't nature anyway, but oh well).  Dril works well with any group that 
    needs a healer or caster.  SUBQUEST: When you reach Graybay (or soon 
    thereafter) Dril will ask you to check in on her family.  Head to the 
    docks and kill the necroraiders for a small reward.  Dril will match 
    your alignment.
    Tanya: Tanya is a bandit human who is specialized in using guns to blow 
    away her enemies.  She's one of the better range fighters in the game, 
    but has a technology alignment, which may not work for nature fighters.  
    She casts Overload a lot.
    Portiz: Portiz is a goblin archer.
    Hulart: Hulart is a human druid.  I believe he will join you only if 
    you have a nature alignment.
    Alina: Alina is an elf mage.
    Lord Gort: Lord Gort is a tech-aligned troll fighter and will only join 
    you if you are aligned with science.  Otherwise you'll make fun of each 
    other's smells.
    8. QUESTS
    Nature quests: 
      Salma's run out the Buffalo Hunters (+15%, Refugee Camp)
      Find the Shaman (+15%, Refugee Camp)
      Stone to Rebuild Silverfall (+15%, Mangrove)
      Avenge the Altar's Destruction (+10%, Mangrove)
      Save the Werewolf (+10%, Cloudworks Desert)
      The Supervisor must die in the name of Nature (+25%, Cloudworks 
    Tech Quests:
      Kill the Buffalo (+10%, Refugee Camp)
      Fossils (+15%, Refugee Camp)
      Gas Extractor (+10%, Refugee Camp)
      Delivery of a Boat Kit (+10%, Mangrove)
      Burn the Werewolf (+10%, Cloudworks Desert)
      Zeppelin Port (+15%, Refugee Camp)
      Body parts for Sharptik (+15%, Cloudworks Desert)
      The Druid must die in the name of progress (+25%, Cloudworks Desert)
      The Gaian Idols (Graybay)
    Hunter Quests (get you a small amount of experience and a decent amount 
    of gold).
      Kill 10 wererats (Cloudworks Desert)
      Kill 10 beastmen (Silverfall)
      Kill 5 eagles (Gaian)
      Kill 5 necro-brains (Graybay)
      Kill 5 ice monsters (Steelight)
    Potion Quests:
      Rock Potion (+1 Str, Refugee Camp)
      Rabbit Potion (+1 Str, Cloudworks Desert)
      Heron Potion (+1 Agility, Silverfall)
      Intelligence Potion (+1 Intelligence, Gaian)
    Thanks for reading and for GameFAQs for hosting the FAQ.
    If you're interested in the opposite end of the spectrum from this game 
    (i.e., games with strong plots and good gameplay but less-than-3D 
    graphics), try www.spidweb.com.  Try their demos and you'll enjoy the 
    RPGing experience!

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