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    FAQ/Walkthrough by Matt P

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    Geneforge 5 FAQ/Walkthrough
    By Matt P
    Email: Elementalizard@aol.com
    Geneforge 5 and all names are copyright Spiderweb software 2008.  
    Table of Contents
    0. Quick Hints
    1. Character Creation and Development
      -Statistics discussion
      -Spell discussion
    2. Construction Places
    3. Walkthrough
    4. Teachers and trainers
    5. Notable item list
    6. End Note
    0. Quick Hints.
    What items should I hold on to?
        Hold onto Swamp Herbs and Research Notes.  Other than that, try to hold 
    onto ingredients if you'd like to make a few good items (I'd recommend the 
      The artifact items:
         Mandrake Tincture
         Demon Bile
         1-2 Shaped belts, gauntlets, greaves, boots, and maybe a fiber cloak
         Perfect fyora/drayk/drakon Scales (and gold rings for the fyora scales, 
           and platinum ones for the drayk/drakon ones)
         Vlish tentacles, roamer fangs, rotghroth fangs, artila eyes, glaahk 
           eyes, eyebeast eyes
         Some Gemstones and herbs, some sticks
      Artifact ingredients:
         Crystalline Fibers
         Essence-infused Iron
         Mandrake Tincture
         Pure Quicksilver
         Solidified Flame
         Ur-Drakon Skin
         Unmelting Ice
    Should I hold off using a canister until I find a trainer?
        No.  Unlike Geneforge 2, using canisters does not affect the extent you 
    can train a skill.  You should, however, hold off on using skill points in 
    melee skills, magic skills, and shaping skills if you'd like to purchase these 
    points from a few sets of trainers.  Note that they are made available in 
    towns in this order, so don't hold off too much if you use a certain skill
    How many canisters can I use before getting bad effects?
        Because of the way Geneforge 5 is set up, using more canisters won't 
    really change too much for you.  Use as many as you need.
    Is it OK to steal?
        Stealing- it's not a crime if you don't get caught.  Even when it is a 
    crime, it's often worth it (ooh- look at that juicy mandrake tincture).  Take 
    anything that isn't bolted down if no one can see you and provided it's worth 
    money (at least initially).  Boldly steal very valuable items, up to 5 each 
    level.  Try not to get caught very much or the town might go hostile on you.
    Shaper or Rebel?
      Do them both.  The game is entertaining enough to merit at least two play-
    throughs.  In terms of powergaming, if you try to maximize your return from 
    quests, stick to the middle.  I tend to do pro-shaper quests as the rewards 
    are a bit better, but give pro-rebel opinions when asked.  Fence-sitting is 
    quite possible, especially since various checks are made with leadership taken 
    into consideration.  
    Which faction?
      There are five total factions which give significant endings- Astoria, 
    Alwan, Litalia, Ghaldring, and Taygen.  Of these, three are rebel (Astoria, 
    Litalia, Ghaldring), and two are shaper (Alwan and Taygen).  The quests are 
    not completely exclusive, so you can do several of these without overlap, 
    especially at the beginning.  If you want to maximize your reward, you can do 
    several quests for a single faction, then change factions when things start to 
    get hairy.  Note that Rawal's "faction" provides an ending, but it's pretty 
    I'm a powergamer.  What's the best route to ALL POWER?
      Unlike Geneforge 4, the game doesn't need too much fence-sitting to be 
    highly profitable.  Three of the five factions will give you the time of day 
    if you're moderately a rebel.  You can get Alwan to help if you have a nearly 
    neutral attitude when in his lands, which opens up an area or two.  Taygen is 
    the only stickler, only talking to moderately pro-shapers.  By the time you 
    reach his lands, most of the quests are pretty cut and dry.
    1. Character Creation and Development
    Classes: You can survive with any class in the game.  Some are easier than 
    others, and which you finally go for will depend on your playing style.
    Here is a summary of the characters.  Under HP/SP/EP which correspond to hit 
    points, spell points, and essence points I give a rating on the growth rates 
    of these characters, with 1 being great, and 3 being bad.  There are some 
    differences between identical stats at low levels due to different starting 
    values, but these are fairly minimal at high levels (with the exception of the 
    guardian, who starts with a lot of essence points- enough for an extra clawbug 
    or two- but has a slow growth rate)  HP is a function of level and endurance.  
    SP and EP are functions of level and intelligence.  
                      HP   SP   EP    Battle      Magic     Shaping
    Guardian           1    3    3     Top         Low        Mid
    Warrior            1    3    2     Top         Low        Mid 
    Infiltrator        2    1    2     Mid         Top        Low
    Agent              2    1    2     Mid         Top        Low
    Shaper             3    2    1     Low         Mid        Top
    Lifecrafter        3    2    1     Low         Mid        Top
    Sorceress          3    1    2     Low         Top        Mid
    Servile            1    3    3     Top         Mid        Low
    Shock Trooper      2    1    1     Mid         Low        Top
    What is the most powerful class?
    Shaping is quite powerful in GF5.  Magic is also quite powerful, and battle 
    skills tend to be a bit weak comparatively.  That said, I feel a balance 
    between everything can be taken.  My personal favorite classes are magic-heavy 
    with some shaping, so the sorceress goes well with my play style.  
    Statistics: Statistics are the bulk of what makes up your character.  
    Statistics affect the strength of your spells, your creations, and melee 
    damage, determine how much damage your character can take and give out, and 
    your success in dealing with traps and people.  I divide statistics into five 
    main sets- Major statistics, combat arts, spell casting, shaping, and "other."
    Major Statistics:
      Strength: Affects the amount of armor your character can carry, the damage 
    your character does, and your character's stun resistance.  You should only 
    invest in it when you need to wield a bigger weapon or use nicer armor without 
    suffering an AP penalty.  Each point of strength increases your to hit with 
    melee weapons by 5%, and gives one more damage die.  A total of about 13 
    points is all you will ever need to use the heaviest, big items.
      Dexterity: Affects your ability to dodge (5% increase per point), your 
    attack position, your to hit % with missile weapons, and your acid resistance.  
    This one may be more useful if you like using missile weapons, but can be 
    safely ignored.
      Intelligence: Affects the mental resistance, energy and essence of your 
    character.  For any and all magic-users or creation-makers, this skill is 
    essential and greatly affects your strength and longevity.  It's no good to 
    run out of spell points in that critical battle, or to not have enough essence 
    to make the help necessary to survive.  Nearly every character will want to 
    invest in this skill so as to be able to act beyond melee weapons.  I'd 
    recommend about by end game 20 for magic/creation heavy characters, and above 
    10 for all others, just to be able to cast spells and be supported with a 
    decent sized army.
      Endurance: Affects HP and poison resistance.  A bit less necessary than 
    Geneforge 4, I'd recommend about 8-10 points by end game for those characters 
    with a substantial creation force, and maybe a few more for meleers.
    Combat Arts
      Melee Weapons: Determines the damage and to hit % for hand-to-hand weapons 
    like daggers and swords.  Each point provides one more hit die and a 5% 
    increase in your to hit %.  Hit dies for weapons can be calculated by taking 
    the higher number from a weapon and dividing it by the lower number.  So a 
    weapon that does 5-25 damage has a hit die of 25/5 = 5.  Each point of melee 
    weapons increases its damage range by this amount.  So a weapon with 5-25 
    would increase in damage by 1-5 per point of melee weapons.  Weapons tend to 
    be weaker than spells in this game, but you never need to worry about running 
    out of energy with melee weapons.  If you're not playing a melee-focused 
    character, you may want to wait off till you can buy some points in this skill 
    from Guardian Manola.
      Missile Weapons: Determines the damage and to hit % for missile weapons.  
    Most characters will find spells to be superior to missile weapons, but for 
    characters with poor spellcasting abilities, you may want to use missile 
    weapons to take out dangerous things like turrets and enemies that like to run 
    away from you.  Batons are very powerful in the late game, so consider buying 
    some points in this skill from Guardian Manola.
      Quick Action: Gives a chance to do two attacks in melee, and also makes you 
    act faster in combat.  If you're not engaging in melee attacks, this one isn't 
    useful except for the bonus to initiative- buy the two points from Guardian 
    Manola and leave it at that.  If you are a melee-focused character (and there 
    are some great swords out there) then buy the two points early and increase 
    this one to 10 or so.
      Parry: Reduces physical damage, and gives a chance of completely avoiding 
    all damage from a single attack (approximately 1% per point, depending on the 
    strength of the enemy).  This one is moderately more worthwhile to purchase 
    from Guardian Manola for everyone, as the added defense doesn't hurt, any 
    money can be plentiful by the end game.  The chance of parrying is pretty 
    small, so I wouldn't make this skill a focus of the game.
    Spell Casting
      Battle Magic:  The main damaging spell class, battle magic is a potent 
    school of magic whose spells include the lowly firebolt to powerful kill 
    spells.  As such, in general this spell class is mainly useful for those 
    characters who intend to do damage with spells- those who don't want to depend 
    on creations/missile weapons/other people to do their dirty work from far 
    away.  This school of magic tends not to be very essence-intensive, though 
    several of the spells are energy-intensive (like ice spray).  Increase this 
    skill to access more spells and increase the damage die of those spells.  
    Don't bother if you're going the melee or missile route.  Some of these spells 
    are mimicked by wands and crystals.
      Blessing Magic: The buffing spell class, this group includes shielding and 
    blessing spells, as well as haste, a few aura spells, and a few multi-casting 
    spells.  For characters that use creations this spell group is among the most 
    useful, and they will want to invest at least up to accessing speed.  Increase 
    this skill to access more spells and to increase their duration (and strength 
    of effect for some).  For magic-weak characters, buy the points from Quothe 
    then try boosting this group with items.  A certain artifact will be quite 
    helpful here.
      Mental Magic: The "other" spell class, this group includes a buffing spell, 
    some debuffing spells, charm/stun spells, and the unlock spell.  Solo 
    characters will love the spells offered by this group, especially the "daze" 
    family of spells.  Getting enough points to use daze and strong daze is 
    preferable for many characters, although it's not necessary.  Unlock is 
    helpful, but also not critical.  The debuff spells can be good for occasional 
    use, and I would recommend boosting up you skill to at least use wrack.  
    However, some of these spells are mimicked by crystals and wands, hence you 
    can get by without buying much here.
      Spellcraft:  Makes every spell you have more effective- a longer duration, 
    greater damage, and stronger blessing.  Very nice.  Expensive for most 
    characters, it is easiest to improve this by training with Quothe, and 
    snatching the free points as they come.  If you're playing as a shocktrooper, 
    guardian, or warrior, this skill is probably too expensive to invest skill 
    points in outside of purchasing from Quothe.  Otherwise, invest in this once 
    you've maxed out the spells you want.
      Fire Shaping:  Allows you to craft fyoras, cryoas, roamers, pyroroamers, 
    drayks, cryodrayks, kyshakks, burning kyshakks, drakons, and ur-drakons.  
    These creations are a versatile group with potent attacks, and 7 points will 
    allow you to make everything.  You can also get several points from items.  
    Shaper-friendly characters can train in this skill in the third region of the 
      Battle Shaping: Allows you to craft thahds, corrupted thahds, clawbugs, 
    plated clawbugs, battle alphas, battle betas, rotghroths, corrupted rotghroth, 
    war tralls, and shock tralls.  These are your meatshields, able to take a lot 
    of damage and give it out in kind.  They are a melee-focused class (other than 
    the tralls), and have received a boost in GF5.  7 points will allow you to 
    make everything.  You can also get several points from items, and friends of 
    shapers can add to their skill here in the third area.
      Magic Shaping:  Allows you to craft artilas, plated artilas, vlish, charged 
    vlish, glaahks, ur-glaahks, wingbolts, unstable wingbolts, gazers, and 
    eyebeasts.  These creations are generally fragile but very powerful.  Many of 
    their attacks have ancillary effects.  As before, 7 points will allow you to 
    make everything.  You can also get several points from items, and friends of 
    shapers can add to their skill here in the third area.
      Healing Craft: Allows you to cast healing spells of all sorts.  Generally a 
    necessary group, this spell set is made very interesting by the inclusion of 
    regeneration aura, my personal favorite aura spell.  Healing spells like 
    banish affliction remove nasty effects like lightning aura.  Cleanse group 
    will do it all, too.
      Leadership: Leadership addresses your skill at talking to people, getting 
    them to do what you want, and controlling creations.  You will want 5-6 early 
    in chapter 1, and 8-9 by mid-chapter 2 in order to do most everything.  Beyond 
    that, fewer points are required, and you should have enough equipment to 
    augment your leadership (+2 in chapter 2) as required.  11 is the most 
    leadership I've seen required.
      Mechanics:  Mechanics addresses how skilled you are at unlocking, disarming, 
    and breaking things.  Living tools can be rare in the game, but aren't quite 
    as critical.  Powergame option:  You will want about 8 points by the first 
    area, and probably 10 by the second region.  Augment further with items like 
    infiltrator equipment, heading first to Kratoa-Kel to grab the tinker gloves.  
    This may make some areas a bit more difficult, but will save you several skill 
    points.  Items requiring more than 14 mechanics are few and far between.  Easy 
    option: Increase to 12 by the second area. Items will offer bonuses beyond 
    that, and that gets you a lot of good loot early in the game.
      Luck: Increases your resistances by a healthy portion (about 3% per point), 
    increases your dodging ability by 2%, and your to hit by 2%.  May influence 
    the drop rates of enemies, though this effect is much more difficult to 
    measure.  I recommend investing two points in the beginning of the game, but 
    holding off on further investment till you have enough skill points to cash 
    them in elsewhere.
    Fire shaping:
    Fyora: The intro creation, the fyora does fire damage.  They have a fair bit 
    of fire resistance, making it good against certain foes.  It's great for early 
    on, but won't last much in area 2.  
    Cryoa: Three points in create fyora gets you this critter, so you can actually 
    make one as soon as you get to Isenwood's Spire.  Cryoas hit their foes with 
    ice damage, with few things are resistant to.  For those things that are 
    resistant, the cryoa's bit can do a healthy amount of damage as well.  I've 
    had one survive to the end game with me- if you make one early and keep it 
    alive, they can be useful for a long time.  You may find these to be too weak 
    after area 2, though, so it depends on how much you keep it healthy.
    Roamer:  Roamers are squat little dog-like creatures shoot acid blobs.  They 
    are ok as mid-level creations, as they are on par with artilae in missile 
    strength but are better at melee.  They cost more essence than artilae, 
    Pyroroamer: With three points in create roamer you can make exploding roamers.  
    I haven't quite found a use for these things, other than novelty.  
    Drayk: Drayks are winged lizards with a fire attack, and decent resistances 
    against fire.  They aren't too bad at melee, either.  
    Cryodrayk: Ice attack, strong against ice
    Kyshakk: These stegosaurus imitations are quite powerful.  They shoot a blast 
    of essence lances, which does lightning aura damage over time.  Hence these 
    creatures can be quite useful against magic-weak foes. They are also strong 
    against magic, so they can duke it out with some of the nastier magic shaping 
    Burning Kyshakk: Unstable, lots of damage
    Drakon: Fire attack
    Ur-Drakon: Fire attack
    Battle Shaping: 
    Thahds: A generic meatshield, thahds do physical damage and can take a fair 
    bit as well.  They are quite cheap, but are weak against most damage types.
    Charged Thahds: Get three point in create thahd and you can make these 
    creatures.  Charged thahds are unstable creations, so they will slowly lose HP 
    through time, unless you cast regeneration aura which will keep them around 
    for a full screen.  They do a fair bit of acid damage, and also have good 
    resistances against poison/acid, making them fairly useful in certain 
    situations.  If you have to face acid-spraying creations, make some of these 
    and let them take out your foes.  These guys can clear out entire levels so 
    long as you have regeneration aura up.
    Clawbugs: Scorpions that do poison damage.  You can get clawbugs pretty early 
    in the game and they can do a lot of damage.  If you want to completely shred 
    through the demo, head first to the testing halls, boost your battle shaping 
    skill to 4-6, and make three of these guys.  You can even decrease their 
    intelligence to give you more essence if need be.  They will kill everything 
    without problem in the first area.
    Plated bugs:  Three points in clawbugs gets you these guys.  They have 10 AP, 
    so they can attack twice in one round, though they do physical damage rather 
    than poison.  They are the earliest fast creation you can get (you can get 
    them by Haria-Kel), and are quite worthwhile as shock troopers, or are worth 
    using as upgrades to clawbugs.
    Battle Alpha: A strong fighter, the battle alpha is fairly durable and cheap 
    to make.  That said, I've actually found my early-game clawbugs to be better 
    fighters, if you can keep and make them as soon as possible.  Still, when 
    creations die, these are good to fill in the gaps.
    Battle Beta:
    Rotghroth: These guys are where battle creations really start to shine (though 
    clawbugs are great).  They have acid attacks, and are strong against physical, 
    poison, and acid damage.  They act quickly in combat, and have several points 
    in quick action, so they will often hit twice during combat.
    Rotdhizon: Three points in rotghroth will get you these beasts.  They are 
    improvements on rotghroths in nearly every way.  They still have acid attacks, 
    and are strong against physical, poison, and acid damage.  They also have 12 
    AP, and are great as melee support.
    War tralls: Missile
    Shock tralls: 12 AP, upgrade, unstable
    Artila: Artilae are little worms that shoot magic bolts that also poison their 
    foe.  They aren't very strong in melee, and will die pretty quick.
    Plated Artila: You can shape these with 3 points in artila.  They are upgrades 
    to artilae in terms of strength and health.  I've kept one of these to the end 
    of the game, though I wouldn't recommend it- they don't do that much damage, 
    though they are a lot more durable than artilae.
    Vlish: One of the most unique creations is the vlish.  These squids shoot a 
    poisonous, cursing attack.  They are great throughout areas 2 and 3.  Battle 
    creations and most fire creations will fall to these guys pretty quickly.  
    They are weak against physical damage.
    Charged Vlish: These creations are unstable, so they will only last for a 
    single area even with regeneration aura active.  They are slightly improved 
    vlish, and have a poisonous, slowing attack.  Few things can mimic the slowing 
    attack, making them useful in certain encounters, especially boss fights.  
    Otherwise there are better creations to have, and slowing wands (which slow 
    everyone on screen) aren't all that rare.
    Glaahk: One of the few melee creations, glaahks have a very useful magic 
    stunning attack, which if an enemy is hit with twice will effectively keep 
    them from attacking the second round.  You can unfortunately only get these 
    guys starting in area 3, unless you're really really good at being stealthy. 
    Glaahks are strong vs magic, and not bad with other resistances.
    Ur-Glaahk:  It's very difficult to make these guys as you need to sneak into a 
    zone that is hard to beat at low-moderate levels.  By the time you can do 
    this, usually these guys aren't useful any more.
    Wingbolts: The big guns in magic shaping, wingbolts launch what amounts to a 
    kill spell.  The spell is not useful against magic-resistant foes, which are 
    more common in the latter half of the game.  You can make these guys pretty 
    early, which I'd recommend doing.  They are strong vs. magic, as expected.
    Unstable Firebolts: Lightning aura, 12 AP, unstable
    Gazer: A beefed-up wingbolt, gazers are a lot of fun.  Make one near the end 
    game and watch it kill almost everything.   
    Eyebeast: If you can get these guys (only available in the late game), these 
    things are terrific.  They have a flaming aura spell which does massive damage 
    to everything nearby.  
    Resistances: These determine the amount of damage you receive from a specific 
    attack.  In general, higher numbers are better.  However, it's usually better 
    having a single item with a massive bonus rather than several items with 
    moderate bonuses given the way the game calculates damage.
    Resistances are affected by stats and armor/equipment.  Below is a table of 
    resistance bonuses given per point of a stat or of armor:
    Resistance Str    Dex    Int    End    Luck    Armor (Bonus per point)
    FR                                             +1/2
    CR                                             +1/2
    ER                                             +1/2
    SR         +5                          +3
    MR                       +5            +3
    PR                              +5     +3
    AR                +5                   +3
    Note that Stun, Mental, Acid and Poison resistances give a chance to 
    avoid damage completely, and are not damage-decreasing resistances.
       Firebolt: The staple of all mages, firebolt does fire damage and costs no 
    essence.  It's the ultimate spell to fall back on if you don't have a missile 
    attack.  It will serve you well for the full first chapter but once you get 
    ice spray you probably won't use it again.
       Burning Spray: An acid attack.  This is a potent spell to use against many 
    types of more-resistant foes, especially if they are resistant to cold attacks
       Ice Spray: The staple of mages throughout the rest of the game, ice spray 
    does cold damage and costs no essence.  It's much more expensive than 
    firebolt, but kills things quickly enough so as to not have to worry about 
    that, usually.
       Lightning Aura: An odd new spell.  This spell does energy damage to an 
    opponent, and continues to damage them for the next few rounds.  It's kind of 
    similar to poison/acid in that respect, but does more damage.  
       Essence Orbs
       Acid Shower: Bathes all of your nearby foes in acid.  Doesn't do too much 
    damage at the beginning, but continues to damage everything else thereafter.  
    Still, watch out as most enemies will attack you since you hit them with a 
    potent spell.
       Kill: Damages a single enemy with a very potent magic attack.  This spell 
    is very expensive to cast, but does huge damage.  Mages can cast this one in 
    lieu of ice spray and will do a lot of damage.
       Aura of Flames
       War Blessing: You gain a bonus of 20% to your to hit, and probably add four 
    levels of damage with this spell.  Its duration is determined by your 
    spellcasting strength.  A staple of spellcasters and creation lovers, cast 
    this cheap spell before every battle if you can.
       Protection: With this spell, enemies are 10% less likely to hit you and the 
    spell recipients.  This spell seems to last significantly longer than war 
    blessing, so cast it before every battle as well.
       Essence Shield: Acts as a permanent (for a single map) bonus to armor and 
    to HP.  Very useful for solo characters, who don't have anything better to 
    spend their essence on anyway.  Those characters should cast this spell (or 
    its higher level equivalent) on themselves every time they enter a hostile 
    area.  With this spell, the recipient gets a bonus of ~30-50 HP, and enemies 
    are 30% less likely to hit you.  Note that you can only have one essence spell 
    active at a time.  This suffices at lower levels, but you may want to consider 
    essence blade later.
       Speed: Speed is less useful in GF5 than GF4.  This spell gives you a 25%-
    33% chance of having an attack only cost 3 AP.  It doesn't have that large of 
    a blessing magic requirement, so most characters should be able to cast this 
    spell before every battle.  Do so and you'll increase your effectiveness by 
    about as much as war blessing.
       Thorny Aura:  Cast this spell and all of your party now does damage when it 
    gets hit.  This is an aura spell, and since you can only have one active at a 
    time, its use is limited.
       Battle Aura:  An aura spell that increases the damage done by your 
    creations.  Worth considering at times, though I still find regeneration aura 
    to be more versatile.
       Essence Blade: A spell that significantly increases the damage done by a 
    character for an entire level. I've seen increases in damage of about a factor 
    of 1.5.  My favorite essence spell.  You can only have one essence spell 
    active at a time, so choose wisely.
       Essence Armor: Gives a stronger boost to armor for the target for an entire 
    level.  I haven't tried it too much yet, so I can't say for certain.
       Elemental Aura: Decreases damage received by non-physical attacks.  
    Consider this one in lieu of regeneration aura, depending on the 
    circumstances.  You can only have one aura spell active at a time.
       Battle Roar: Casts a low level war blessing, curing, and protection on the 
    recipients.  Though not as effective as some other spells, these bonuses are 
    still excellent.  This is a very potent spell in the hands of shocktroopers.
       Daze: Stuns low level enemies, preventing them from acting until they are 
    attacked or until you 2-3 turns have passed.  The staple of solo characters in 
    the early game.
       Mindshield Aura: Helps protect your characters from daze, terror, and charm 
    spells and abilities.  Useful for some circumstances.  You can only have one 
    aura spell active at a time.  I find the regeneration aura to be more useful, 
    since enemies that try to charm or terrorize your creations aren't too common.
       Wrack: Increases the damage done by an opponent.  Acts as a curse spell.  
    Use it on bosses in conjunction with essence shackles to significantly weaken 
       Unlock: Unlike previous games, the unlock spell is less critical than 
    before.  It still has its uses, but you can get by with lots of mechanics and 
    living tools instead.  In fact, that's somewhat preferred, as otherwise you'll 
    lose out on a bit of exp.  I've made it through the whole game with a 
    shocktrooper, never once casting this spell.  However, once you get to the 
    later regions of the game, conserve your living tools and use this spell on 
    doors with 1-2 living tool requirements.  Living tools are always in short 
    supply, especially if you want to loot Ghaldring's supply cabinets.
       Terror: Does some damage and scares enemies.  Scared enemies will either 
    freeze in one spot or will run away.  For mentally weak enemies, this spell is 
    quite nice.  
       Dominate: Takes over an enemy's mind, forcing it to fight on your side.  
    Use it on strong foes to get a potent ally.
       Essence Shackles: A slowing spell.  Highly useful on tough, one-on-one 
    fights.  Cast this a few times on an enemy, and they'll lose half of their 
    turns, enabling you an effective doubling of your attacks.  Coupled with 
    speed, it's great.
       Strong Daze: A boost to daze, strong daze keeps more foes immobile, 
    allowing you to slaughter them in the meantime.  Don't mix this with an acid 
    splash spell, or its effectiveness will be wasted.
       Charm: A stronger version of dominate, charm will take over even more foes.  
    Use it as you see fit.
       Mass Madness: A bit less powerful than GF4, this spell will charm weak 
    enemies, daze stronger enemies, and slow even the strongest enemies.  As such, 
    it's great to cast when you're being swarmed (like in a few key shaper forts). 
    It's quite expensive to cast, so you'll only get a few uses out of it before 
    you have to flee.  
       Minor Heal: Restores a few HP.  Great as a low-level healing spell.  When 
    you get heal, switch to it as it has better returns for the essence point.
       Cure Affliction: Removes some level of acid/poison on a character.  You may 
    need to cast this spell a few times to get it to remove all the acid, though.
       Essence Infusion: Adds a healthy amount of HP to the target for as long as 
    you stay on the map where the spell is cast.  Adds ~60-80 HP.  Only costs 
    essence.  You can have only one essence spell active on a given character, so 
    choose wisely.
       Heal:  Restores several HP.  Good in the middle game.  Keep using it until 
    you get major heal, then switch to that.
       Regeneration Aura: An impressive spell, probably my favorite that's good to 
    cast when you need to heal in between combat.  This spell will heal you a ~30 
    HP every round, which may be enough to keep you alive during combat.  The 
    essence cost for this spell is great for casting outside of combat when things 
    are calm.  Use this and be patient in place of group heal out of combat.  You 
    can only have one aura active at a time.  This spell will keep unstable 
    creations alive for an entire level.
       Group Heal:  Casts a heal spell on everyone in your party.  Good for 
    emergencies, but lower level heal spells are less expensive in general.  Also, 
    consider using spores in lieu of this spell as they are plentiful and will 
    allow you to attack again.
       Banish Affliction:  A useful spell that removes nearly all nasty statuses 
    on a character or creation, including lightning aura (which makes this spell 
    invaluable), charm, and terror.  You will want to get this spell for every 
    shaping-focused character.
       Major Heal:  Gives a substantial boost to HP.  Use it as necessary in 
    combat in the higher difficulty levels.
       Cleanse Group: Removes all poison and acid from your creations.  Very 
    useful when fighting acid-splashing foes.
       Mass Restore: Casts a nice healing spell on everyone, in addition to 
    removing nasty statuses.  Great as a panic-button spell, though it is energy 
    and essence intensive.  
    Summary: Use regeneration aura outside of combat to heal as you'll become 
    fully healed in less than a minute of waiting.  Use the appropriate healing 
    spell in combat instead.
    2. Construction places: Enchanted anvils are potent artifacts that allow you 
    to modify your weapons and equipement significantly.  You can also make some 
    extremely powerful items on them.  There are four anvils- Testing Halls (A4), 
    Eastern Shadow Road (S1)
         Blessing Crystals
    Perfect Fyora Scale + Gemstone     = Runed Ruby 
    Roamer Fang+ Gemstone              = Spray Crystal
    Artila Eye + Gemstone              = Runed Amethyst
    Gemstone + Vlish Tentacle          = Tiny Orb of Mist
    Gemstone + Eyebeast Eye            = Golden Crystal
         Wands (all require a Gemstone and a Stick)
    Gold Ring + Perfect Fyora Scale  = Shielding Band 
    Platinum Ring + Perfect Drayk Scale
                                     = Armor Band
    Platinum Ring + Perfect Drakon Scale
                                     = Impervious Band
    Artifacts these items are among the most powerful available, though 
                    they are quite difficult to make.
    You must first perfect the gauntlet, belt, greaves, or boots using a purifying 
    elixir (mix mandrake tincture + demon's bile).  Then you must make a first 
    level artifact:
    Gauntlets + Solidified Flame = Smoking Gauntlets
               Bonus +3 to all magic skills except spellcraft
    Gauntlets + Pure Quicksilver = Lifeforce Gauntlets
               Bonus to all creation stats (str, dex, int, end) +2
    Mandrake Tincture + Demon Bile   = Purifying Elixir
    Shaped Boots, Belt, Gauntlets, Greaves + Purifying Elixir  = Perfected Armor
    *** A perfected cloak is made from a shaped fiber cloak
    Item                  On Armor             On Weapons
    Blessing Crystal      Armor bonus          To hit bonus
    Runed Amethyst        +5 AR                Acid Damage
    Charging Stone        +5 CR                Ice Damage
    Runed Ruby            +5 FR                Fire Damage
    Ivory Skull           +10 TH (for all)     Curses Opponent
    Tiny Orb of Mist      +10 to dodge         Quick action bonus?
    Runed Onyx            +5 ER                Slows Opponent
    Steel Spine           damage attacker      Bonus Physical Damage
    Ethereal Bindings     +5 SR                Vampiric Touch
    Golden Crystal        +5 HER               Large damage and to hit bonus
    Early and middle game:
    Early equipment (stuff found in the demo, and most of Haria-Kel region) should 
    be outfitted with whatever gems you happen to find.  I recommend against using 
    a blessing crystal on your weapon though, instead using a fire or ice crystal.
    I'd use blessing crystals on armor in the first part of the game, as the bonus 
    to armor helps everyone.
    Of damage types, I find magic damage (blocked by the runed onyx) to be the 
    most common through the game, especially in the middle-late part of the game.  
    Hence these gems are always useful until you start getting golden crystals.
    Steel spines can be useful on armor on normal difficulty.  They will do 10-20 
    damage each one equipped, meaning that if you are all decked out in steel 
    spines (which is not easy due to their rarity), you could do more damage to 
    your foe than your foe does to you.  Naturally they're useless against ranged 
    foes.  Given resistance to physical damage is rare, these items can also be 
    decent on weapons, though I still prefer runed amethysts.
    Ethereal bindings on weapons sounds cool, but really isn't helpful.  Go for 
    bonus damage instead.
    End game:
    Of these, I recommend putting golden crystals on all of your game-end 
    equipment (e.g., final artifacts, powerful armor, etc.).  
    For your weapons, the ivory skull is very useful, as is the runed amethyst as 
    the acid damage bonus is pretty big.  Golden crystals can also be used as 
    desired, though the bonus to hit isn't that impressive as by the time you're 
    able to use golden crystals, you'll already be hitting almost everything.
    The runed onyx can be used on a weapon if desired, but the slow effect isn't 
    that powerful.
    3. Walkthrough
    Name of Area
    Q: Quests available 
    I: Items of Note
    S: Skills and spells available (If a character's name is provided, then he/she 
    is a trainer and will train a skill for gold)
    O: Opinions available (talking to these characters will influence your 
    rebel/shaper standing), or quests which change the opinion of rebels/shapers 
    towards you.
    $: Merchants who will buy from you, notable items on sale
      Text description of level.
    AREA 1- The Demo
      /| \
    A7 A0 A5
    |  |  |
    Pacification Fields (A0)
    Q: Escape the Fields, Enter Minallah, See Rawal
    S: Firebolt, Minor Heal, Create Fyora
    O: Mehken
      You wake up, disoriented.  Proceed forward, grabbing everything of value (if 
    it says a value greater than 0, grab it!  For instance, grab the crystals and 
    tools where you're attacked by bugs).  You'll need a lot of money early on to 
    procure training in the various arts.  Get equipped when the demo tells you, 
    then proceed south.  You'll find Mehken, a servile who will help you through 
    this area.  You're then attacked by some bugs, kill them.  Continue on, and 
    you'll gain a point in firebolt.  Hit Thrasher with this spell, and he'll calm 
    down.  You'll be rewarded with a point in minor heal, and can heal at the pool 
    to the north.  Continue east, and you'll get a point in create fyora.  You can 
    make one if you'd like.  Continue east through the door, grab the living tool.  
    You can use it to open the door east, or you can just boost your mechanics up 
    to the point of going through without any issue.  Your reward is a speed pod.  
    Continue south, and go through the doors.  Calm the few creations if you can 
    (add to your leadership if you'd like better success), and continue south.  
    Fight off the worms, and continue.  You have a choice now to get past the next 
    obstacle- the mechanics/stealth route, and the fighting route (such options 
    are typical for Geneforge).  The mechanics route entails you turning on the 
    crystal in the room near here, which turns on a pacification pylon and makes 
    the roamer peaceful.  The other route has you fight a bunch of bugs.  Try to 
    do both routes as you'll gain some minor loot and experience.  Continue west, 
    and Mehken will talk with you, giving you the option of changing your opinion 
    towards rebels and shapers.  Note that the best route to go for opinions is 
    moderate, so that most options are available to you.  Continue west, and 
    you'll face the boss of the area- a vlish.  Kill all the things you can, and 
    Rawal will break in after a bit, killing everything else.  You'll then be able 
    to go to Minallah.  First grab whatever loot is around, then head south.
    Minallah (A1)
    Q: Twixx, Thahds in the Workshop, Workshop Mines, Shrouded rogues, Mad Flaming 
    Fyora, Private Kahl
    I: Thirsting Gloves, Shielding Band, Polar Fur Cloak
    O: Roamer Calming, Twixx, Captain Valenta
    $: Barcott, Lazzaria
      You mostly want to head west to Isenwood's Spire prior to attempting much 
    here, as most people won't talk with you until you talk with Rawal.  You're 
    blocked briefly along the way by a reputation encounter.  Calm the roamer if 
    you'd like, then head west to Isenwood's Spire
      On returning from Rawal, talk with everyone here.  Keeper Cooper would like 
    you to find a servile for him, Twixx.  Twixx is hiding to the NW.  Go there 
    and calm Twixx down (or kill him for shaper rep).  Barcott will trade with 
    you, and also gives you a quest to clear out thahds in his workshop.  Lazzaria 
    is the town blacksmith and will sell you stuff.  She also gives you a quest to 
    clear out her workshop of exploding mines.  With adequate mechanics these 
    mines should present no problem for you.  Then go south and touch the sporebox 
    to disarm the pylons.  Lazzaria gives you a bronze shortsword and chitin 
    shield for your troubles.  Two quests can be found to the SE- to defeat some 
    shrouded rogues (look at the sign to get this quest), and from captain 
    Valenta, to kill a mad, flaming fyora.  Valenta will also ask you a reputation 
    question.  Completion of Valenta's first quest (the mad fyora) gets you 200c.  
    He then gives you a quest to find Private Kahl, who is in the west foundry 
    core.  Doing so gets you a shielding band and some pods.  The locked rooms to 
    the SE hold several nice items.  The room with the clawbugs has a lever you 
    can pull which nets you some thirsting gloves, which gives you the ability to 
    steal HP from foes (rather, you regenerate when you hit them).  You can also 
    head to the east and kill some rogue thahds.
      Once the presence is cleared, Mind Shimp will tell you to attempt the 
    training halls.  Do so for a polar fur cloak, and some pods.
    Isenwood's Spire (A2)
    Q: The Presence, Storeroom Rogues, Crystal for the Forge, The Shadow Road, 
    Agent Micheline, The Shadow Road, The Canister Book, Kill Platano
    I: Vat Shoes, Shaper Robe
    S: Intelligence, War Blessing, Daze, Essence Infusion, Guardian Manola, Shaper 
    Bruel, Sage Fefer, Create Battle Alpha, Terror, Create Wingbolt, Major Heal
    O: Rawal, Agent Alurha
    $: Tinker Thule
      Gevik leads you to Rawal.  Along the way you get attacked by some thahds, 
    kill them.  Rawal will talk with you, then puts you in your place.  A central 
    objective of the game is to break Rawal's control.  Then Rawal gives you an 
    option- to betray Mehken.  Do so for the maximum benefit (gives a bonus to 
    intelligence).  If you don't Mehken will accompany you through the demo of the 
    game, though her help isn't that useful.  He then unlocks for you the spells 
    war blessing and daze.  Rawal then gives you a quest- to defeat the presence.  
    Ask for supplies, and you'll get 500c.  Rawal then unlocks two trainers- 
    Shaper Bruel and Sage Fefer.
      Continue along, picking up quests here.  Agent Alurha asks you about your 
    opinion of the shapers, but won't do anything for you until you finish the 
    quest for Rawal.  The locked doors nearby hold minor goods including some vat 
    shoes.  Shaper Bruel asks you to clear out the nearby storeroom of rogues.  Do 
    so and you'll be able to keep what you find (cheapskate).  You can talk with 
    Tinker Thule, who will let you use a canister of essence infusion.  Sage Fefer 
    asks you to deliver a crystal to a blacksmith.
      There are a few challenging areas here.  To the NE is a vat that spits out 
    fyora.  Kill them, and the last drops a perfect fyora scale.  Combine it with 
    a gold ring at the forge to make a decent protection ring.  South of Alurha is 
    a wingbolt.  If you can time it right, you can get past it and enter an area 
    where you get some info about your origins.  The room to the south holds 
    several excellent items, however you'll need a lot of mechanics to grab them 
    (12 or so).  Additionally, unless you want to fight some wingbolts, you'll 
    have to claim them one at a time, grabbing them and running out.  Come back 
    later and claim your shaper robe!
      Once you have beaten the Presence, come back and talk to Guardian Manola.  
    She will train you in melee skills, though at significant cost.  Rawal will 
    give you training in create roamer, essence shield, and searer in reward.  He 
    also opens up the area beyond the demo by giving you some papers, and a quest 
    to find the shadow road.  Alurha will also give you a quest to find agent 
    Micheline.  Return to Rawal after finding the Shadow Road to get points in 
    create battle alpha and terror, as well as 800c.  Rawal then wants you to 
    steal a tome about canister creation from Alwan's storeroom.  As a reward he 
    teaches you create wingbolt and major heal, and gives you 1000c.  
    Additionally, Guardian Manola will charge you less for training.  Your next 
    quest from Rawal is to kill Platano.  
    Foundry Promenade (A3)
    Q: Three Pylons
    I: Student's Belt, Blessed Bauble
    S: Create Fyora
    O: Krog
      Talk to Private Savage.  He asks for your help in pacifying the rogues, by 
    reactivating the three pylons.  From the soldiers, head into the central rock 
    area, then reactivate a pylon.  Kill the rogues around it for added 
    experience.  Do this for all three pylons to clear the level.  The soldiers 
    give you some minor loot as a reward.  Nearby the thahds you will also find a 
    book of create fyora, which helps.
      Other things of note here include a shrouded thahd to the NW.  Kill it and 
    grab the student's belt for a bonus to your intelligence.  Pull the nearby 
    lever and head to the building slightly east.  Kill the fyorae, including the 
    shrouded fyora for a blessed bauble necklace.  The last foe of significance is 
    the shrouded worm to the SE.  Kill it, then head to the building to the SE.  
    Krog the thahd has taken up residence in Barcott's workshop.  You can either 
    chase them out (rebel option) or kill them (shaper option).  Naturally killing 
    them gets you more loot.  The final item of note is the path to the forge to 
    the NE.  The path is blocked by two fyorae.  
    Testing Halls (A4)
    Q: Herbs for Phipps
    I: Grounded Robe, Shielding knife
    S: Finish the testing halls
    $: Master Phipps
      Here you will find an anvil.  It is guarded by two roamers who get agitated 
    as you get close.  You can kill them for more experience than calming them, so 
    go ahead and do so.  Master Phipps is the master of the forge.  Give him the 
    crystal for a runed ruby.  He will buy your stuff from you, and will let you 
    use the forge if you're suitably convincing.  He will sell you decent stuff 
    too when you've beaten the presence and told Rawal about it.  He will also 
    give you a quest to get some saltweed and wiremoss for him, telling you about 
    a recipe in exchange.  Go ahead and enter the forge for some nice goods.  Use 
    all you blessing items, as you'll get better stuff eventually.  You can also 
    steal his stuff, you'll find a perfect drayk scale in his room. 
      If you want to (or are told to by Mind Shimp), head into the testing halls.  
    Talk with the mind to be allowed entry.  You are presented with two options- 
    mechanics path and the battle path.  The mechanics path makes you maneuver 
    around some pylons to tap a spore box. The battle path makes you fight a 
    spawner.  Try to do both if you can.  Next you choose between battle and 
    stealth.  Stealth forces you to get past some roamers.  You can kill them if 
    you'd like, you can claim a grounded robe as a reward if you do.  The battle 
    path takes you to some worms that poison you.  If you haven't bought cure 
    affliction, then you might find this fight to be a bit tough.  You get a 
    discipline wand and a shielding knife for your troubles. Your last challenge 
    is to upset a thahd.  Talk to the furious thahd and tell him that the other 
    thahd wanted to have you laugh at it.  It will charge off and fight the mauler 
    thahd.  Kill the winner.  You can now access the control panel for a reward.  
    Choose between healing spells (cure affliction, essence infusion, heal), 
    battle arts (searer, speed), or shaping arts (create fyora, create clawbug).  
    I strongly recommend taking the shaping arts, as clawbugs will wipe the demo 
    area clean of foes.  Speed is not nearly as useful as it used to be so there's 
    not too much of a reason to go for it.
    Foundry Core East (A5)
    I: Fyoraskin cloak
    S: Wrack
      The presence starts out here.  I'd recommend first hitting everything south, 
    then going through the doors.  They close behind you.  Head north, and kill 
    the fyorae.  Two of them dropped fyoraskin cloaks, though I don't know if 
    those are consistent drops.  Continue to the NE, and you'll find some mines.  
    It's actually better to let them explode with their contents than disarm them, 
    so go ahead and do so.  Head to the control area, and disarm the pylons.  Head 
    to the control panel which allows you to weaken the boss of the area.  You can 
    sabotage the power supply (2 tools), getting a lot of experience, and making 
    the coming fight a fair bit easier (it's not that tough, so don't fret if you 
    can't do it).  Continue west, and again you cace some hostile machines.  
    Either turn the machines off by touching their crystals, or kill the monsters 
    they summon (the latter is better, as the monsters have a fair bit of loot).  
    Grab the canister of wrack and continue to the center, heading a bit north to 
    reach a healing pool.  Then head south, and you'll find the presence-fyora.  
    It'll attack you, damage it enough and it'll try to grab the controls.  If 
    you've sabotaged them, the fyora receives a lot of damage.  Kill it for a 
    Foundry Core (A6)
    I: Coated Cloak, Ironwood Shield, Grounded Shoes
    S: Create Artila
      The foundry core holds the third appearance of the presence.  Prior to 
    engaging it, search the area.  The infirmary to the north holds an ambush by 
    some beetles with a coated cloak in their nest.  The lever requires a fair 
    number of tools but provides you access to a create artila canister.  In the 
    center south you'll also find the evil fyora Captain Valenta wants you to 
    kill.  Do so for a perfect fyora scale.  Then head west, through the locked 
    doors and kill the artilae for an ironwood shield.
      When you're here to take on the final presence, go north.  Either calm or 
    kill the turrets.  You'll reach a locked door.  Go south and either kill or 
    pacify the rogues.  Grab the key off the body, and go through the door.  
    You'll find a servile there.  Hurriedly head south, and use the geneforge- 
    this breaks the fuzziness in your mind, giving you a point of intelligence, 
    and lowers the servile's shield.  Now you can kill it (and use the pylons, if 
    you'd like help).  For your effort you get some grounded shoes.  Loot the 
    area, then head back to Rawal with the good news.
    Foundry Core West (A7)
    I: Nimble Sandals, Carnelian Gloves, Thorny Chitin, Grounded Robe
    S: Create Thahd
      This is where the presence appears for the second time.  To the SE you'll 
    find some pools.  That's an excellent place to cast some essence spells.  
    You'll meet up with Sergeant Lysette here too.  She's not too helpful until 
    the presence arrives, then will help you fight the foes.  First I'd recommend 
    clearing everything out of here first, then heading to the NE.  You'll find 
    Private Kahl there.  Escort him out, making sure he survives (even if the area 
    is cleared some enemies will spawn).
      Time to take on the presence.  You can recruit some help if you'd like, then 
    head to the NW, and enter the doors.  A power conduit starts to charge up some 
    clawbugs.  Kill them (one drops some nimble sandals, excellent footwear for 
    this part of the game), and head south.  You'll find some carnelian gloves 
    (great for magic-users) and the lever to open the control center.  Head to the 
    NE this time, recruiting some more soldiers if you'd like. This time you face 
    a servant mind.  It summons several batches of bugs.  Kill them, surviving 
    through two swarms, and the mind lowers its shield.  Kill it, and claim your 
    thorny chitin as a prize.  Then hit the attached room to find a bunch of 
    levers that lead to the locked rooms nearby.  Pillage them for a canister of 
    create thahd, a grounded robe, and other minor loot.
    Foundry Repository (A8)
      You won't need to come here for quite some time.
    Whitespires Pass (A9)
    Q: Jelinek's Inn
    I: Stunning Blade
    S: Create Roamer
    O: Mehken
      Head to the west.  You'll find a fellow named Jelinek.  He has a bandit 
    problem.  Fix it for him, but don't let him get killed!  Head inside the inn, 
    and eventually Antonia will make a bunch of noise and charge on out.  Antonia 
    drops a steel broadsword and a stunning blade on death.  Loot the rest of the 
    inn for a few items.  Make sure to hit the lever behind the pillar in the room 
    Antonia was in- this opens up a new region with a healthy bit of gold.  Tell 
    Jelinek of your success for 250c.  There's a nice supply cache to the SW of 
    the inn, with a canister of create roamer.
      Head to the pass- you'll meet Mehken again (or if she accompanied you, 
    she'll leave now), who will get you opinion one more time prior to 
    disappearing.  Sergeant Noblet will talk with you- show him you papers, and 
    make him give you some stuff. 
    ==========================End of Demo!  Buy the game!  $28 for many hours====
    ==========================Area 2=============================================
             A9 B2
             |  |
       |\ |  |  |
       |  \     |
       C4 S2-S1-B5
    North Mera Road (B0)
    Q: Koski the Brigand
    I: Vat Chitin
    S: Ice Spray
      Head west and you'll find Modell, leader of some refugees.  He asks your 
    help in taking down a nasty bandit to the south.  You'll find Koski to the 
    south.  You can maneuver past him if you'd like for some coins, or you can 
    attack him.   He will call for help in the form of brutal thahds, so be wary.  
    Kill them all and tell Modell.  The refugees leave and you can grab the stuff.  
    To the SW you'll find several clawbugs, raomers, and a vlish or two.  Kill 
    them all and disarm the mines for a vat chitin.  Next head east, and Sergeant 
    Tasha will be quite unfriendly towards you.  In the fields are a few storage 
    chambers, the north one holds some clawbugs and vlish, as well as a canister 
    of ice spray.
    Mera (B1)
    Q: See Astoria, Info for Micheline, Papers for Rawal, Noxious Powders, The 
    Lost Anvil, Bounty: Roamers, The Trakovite Lair
    I: Demon's Bile, Agent's Shelter
    O: Agent Micheline's quests
    $: Abderra, Lel, Juergen (swamp pants, polar fur cloak, girdle of strength), 
    Dorgum (shaped items)
      Mera is a major city.  Sergeant Schick will stop you and tell you to speak 
    with Astoria.  You might as well head north there right now.  Several people 
    will trade with you, including Abderra.  Juergen sells some nice items as 
    well, including some swamp pants which are good for low-strength characters.  
    Lel will trade with you as well, and if you have a rebel reputation will open 
    up about the trakovites.  Answer his question, "creations do more harm than 
    good" and he'll talk further with you.
      You can get several quests as well.  You can grab a bounty quest to kill 
    some roamers from a sign just south of the entrance to Haria-Kel.  Tell 
    Sergeant Schick when you've done this quest for 300c.  Agent Micheline is in 
    the Hall of Appeals.  Talk with her and fulfill Agent Alurha's quest.  She 
    gives you a quest to find the shadow road.  Telling her where it is is a pro-
    shaper action, and nets you a wand of terror and 400c.  She also wants to know 
    the names of trakovites.  You can betray Lel if you'd like, though I wouldn't 
    unless you know for sure you don't want to join the trakovites.  Finally she 
    wants you to give up the location of the trakovite lair.  Juergen is a servant 
    of Rawal, and asks you to give him some papers you find in Helft.  I wouldn't 
    since the papers are better given to others.  Denna is in the inn.  She will 
    help you if you steal some noxious powders from Haria-Kel.  Do so for your 
    "reward"- you'll be able to exact revenge later if you'd like.  Dorgum is the 
    smith here, and asks you to find a magic anvil.  It is located in the east 
    shadow road.  Telling him where the anvil is at gets you the ability to buy 
    shaped items (utterly expensive prices) and to read his recipe book.
      There are several notable items to steal here.  Juergen has a number of 
    minor items in his room.  Enter the storeroom at the south and disarm the 
    traps (Need a fair bit of mechanics- up to 12 for the best items) for some 
    demon's bile (very cool!), ethereal bindings, a corrupting baton, and an 
    agent's shelter shield.  The shield is great for anyone who casts spells.
    Haria-Kel (B2)
    Q: Baston's Room, Murkwood Assassin, Kratoa-Kel, Aid Penta, Contact Tholosss, 
    The Lost Ornk, Find Gorash-Kel, Kill an Unbound, Free the Fen
    I: Samaritan sandals, Shaped Shield
    S: Quothe, Create Fyora
      Here you'll meet Astoria, one of the faction leaders.  Astoria is best 
    described as aligned with the "Awakened".  Head to speak with her first.  She 
    is speaking with a chap named Baston.  Baston is an assassin and attacks.  
    Talk with Astoria after killing him and she gives you your first quest, to 
    investigate Baston's room.  Do so, being sure to check the jar.  Tell Astoria 
    what you found, and she'll send you to the Murkwood to find the assassin's 
    party.  Astoria also opens up Sage Quothe as a trainer.  Quothe is quite 
    valuable, and will train you in magic skills, as well as spells and shaping.  
    When you return from Murkwood with the information, Astoria gives you 300c, 
    and then gives you the quest to go to Kratoa-Kel.  Upon completion of Kratoa-
    Kel, you are given permission by Astoria to continue on, as well as an 
    ethereal seal ring (bonus to blessing magic).  If you want to start on the 
    Astoria-faction path, ask what she is planning on doing.  She gives you a 
    quest to aid Penta (which you've probably already done).  Return for a wand of 
    terror and 400c.  Then Astoria asks you to contact a drakon name Tholosss.  
    He's near Gazaki-Uss, so you won't see him too soon.
      Captain Herzen will talk to you, giving you a quest to hunt the bandit 
    Bennhold.  This quest is the first of a string of quests to find the mythical 
    bandit.  Return after killing Crenshaw for some Samaritan sandals.  Masha has 
    no quest, but is part of the Sholai (from Geneforge 1).  Sergeant Flesch also 
    gives you a quest, to retrieve an ornk for him.  A shaped shield is your 
    reward.  Sage Quothe will give you a series of quests dealing with the 
    unbound.  The first is to go to Gorash-Kel and sneak inside.  Do so for some 
    resistance spores and lowered prices for training (quite nice!).  Next Quothe 
    wants you to kill an unbound.  This is quite tough, and you probably won't be 
    able to complete it until you can create glaahks or rotghroths.  He gives you 
    some restoration spores (the most powerful healing spores) and a wand of the 
    inferno as a reward.  His next, and final quest is to free the fen of the 
    unbound.  You will have to head to Gorash-Kel for this quest, and clean out 
    all the unbound.
      If you're stealing the powders for Denna, head to where Quothe is, and 
    inspect the east cabinet.  Grab the powders when Quothe isn't nearby.  Other 
    things to loot include a room with a create fyora canister to the east, and 
    miscellaneous loot in nearby rooms.
    Mera Fields (B3)
    I: Reflecting Shield
    S: Thorny Aura 
    $: Stollen's Junk Shop
      The roamers here are part of a bounty quest.  Kill them, focusing on the 
    nesting roamers.  Go around and kill all you see.  To the SE is a building.  
    Go in it and you'll be ambushed.  You'll find a reflecting shield for your 
    troubles.  The only place of major note here beyond the roamers is Stollen's 
    junk shop.  He will sell you items to the north and south.  The south door 
    holds a recipe for a wand and a vlish tentacle (neither of which is really 
    worth the 400c), the north door holds a canister of thorny aura.  I'd buy the 
    north door and leave it at that.  You can steal the items in his boxes if 
    you'd like.
    Northeast Fen (B4)
    I: Vat Shoes, Coated Cloak, Tinker's Bauble
    S: Searer
      The fens hold unbound.  Be careful.  Search the area, being sure to disarm 
    the mines (the spawning mines summon very nasty foes and hence it's probably 
    best just to disarm them), and grab any swamp herbs.  A body near the center 
    holds some vat shoes and a coated cloak.  If you want to go to the NW, you can 
    do so either stealthily or with a full force.  With a full force you can 
    charge in with your creations and kill the patrolling rotghroth (drops a fang) 
    and artilae, while hanging out back with your shaper as the creations are 
    ignored by pylons.  If you want to go stealthily, avoid the pylons by moving 
    through them in a zigzag pattern, and maneuvering through the trees.  Hit the 
    pylon and you can proceed.  The building to the NW holds a canister of searer, 
    as well as a tinker's bauble.
      The Unbound appears on the west side of the level.  If you want to kill it 
    for Quothe, charge up (shield + war blessing + speed, with rotghroth/wingbolt 
    level creations or better) and hit it with what you've got.  
    Kaz (B5)
    Q: Rebels in the Swamp, Papers for Kaz
    I: Shaped Belt
    S: Create Vlish
    $: Labaton
      Kaz is a town of barely friendly serviles.  A few people of note here 
    include Celaa, who asks you to help some rebels in the swamps to the east.  
    North of Celaa is a storeroom with some nice items, including a hsaped 
    beltBryn will talk with you but isn't that helpful at present.  Labaton will 
    trade with you as well, and also tells you to get the shaper papers from 
    Helft.  He gives you some pants in reward.  To the SE you'll find a small hut 
    with some servile cultists.  Kill them then pull the hidden lever to get a 
    steel broadsword and a few other items.
      If you want to get into the shadow road, head north of the secretive 
    building.  Disarm the traps, then stealthily go into the building, avoiding 
    the servile guards.  While you're in there, be sure to grab the canister of 
    create vlish.
    Murkwood (B6)
    I: Coated Chitin, Clawbug Carapace, Empathy Blade
    S: Group Heal
      This is the home of the bandits.  Emogene is waiting for you.  She runs away 
    to the north.  If you have adequate leadership and have started the assassin 
    quest for Astoria, you can threaten her and make her willing to let you see 
    who is renting their woods.  Head to the NW, and you'll find an encampment.  
    Disarm the mines (or take the battle route), and enter the building.  You'll 
    find a coated chitin near the entrance.  Kill those inside and you'll find a 
    shaper assassin at the end of the path.  He kills himself.  Search the nearby 
    box and you'll find more information and evidence.  You can also claim the 
    clawbug carapace shield as a reward.
      I'd then recommend killing the bandits.  Get them to attack you by heading 
    into their secret cave.  Kill the guard, then grab the canister of group heal 
    and the charging stone.  Be sure to look at the notes about Bennhold.  Then 
    wade through the bandits, killing them all.  Emogene drops an empathy blade 
    for your time.
    Penta (B7)
    Q: Shaper Papers, Nodye Pass Tunnel, The Fen Bandits
    I: Swamp Boots, Venomous Chainmail
    S: Terror
    O: Greta, Killing Dominic
    $: Arango
      Friendly serviles are here, as is Greta.  Greta asks you a reputation 
    question before leaving.  Here you will find Arango, a businessman who has a 
    quest for you- bring him research notes.  Bring eight and you'll get a special 
    bonus- a canister of terror.  He also trades with you.  Learned Dominic is the 
    leader here.  He gives you two quests- to see what has clogged up the Nodye 
    Pass Tunnel, and to clear out some bandits to the southeast.  Completion of 
    these quests gets you access to the north storeroom, past the difficult traps.  
    The first trap gets you access to a venom chainmail which has a nice damage 
    shield on it.  Completing both quests gets you some swamp boots and an ivory 
    skull. You also get access to the shadow road.
      There are rogues to the east.  Kill them for some minor loot.  When you get 
    access to the Shadow Road, head into the building in the south center.  Enter 
    it, then go through the locked door to grab a passage stone.  A passage stone 
    is not necessary, but makes traveling the shadow road easier.
    Below Nodye Pass (B8)
    Q: Aranov's Herbs
    I: Clover Boots
    O: Felik and the rebel serviles
    $: Aranov
      A short area with a small quest.  Lots of roamers are here, led by vlish.  
    To the SW you'll find Aranov, who will trade with you.  Aranov is also looking 
    for swamp herbs, and pays well (50c each) for them.  Save up all you find and 
    bring them to him.  You also find Rowena, who can sell you some lost goods.  
    Some rebel serviles are hiding to the NW.  Help them get out of here for some 
    rebel reputation.  You're ambushed along the way, naturally.  Kill the rogues 
    and let the serviles escape.  TO the SE is a locked room with three potent 
    vlish inside.  Kill them for a vlish tentacle and some clover boots, which add 
    several points to luck.
    Nodye Pass (B9)
    I: Projection Band
    S: Shocking rain
      This is a stealth area.  The goal here is to avoid the patrols and make it 
    to the end of the path.  Captain Kellen tells you you're not really welcome 
    her, but no matter.  Elrica doesn't do much, but will talk with you.  If you 
    want to do some thieving, head to the NE.  Go into stealth mode and pillage 
    what you can.  Try not to get caught, of course.  They have some pretty nice 
    items, but nothing too major.  
      When you're ready to do Dominic's quest, enter fight mode and head to the 
    south.  Time the patrols and go SW.  Open the secret passage, and enter.  
    You'll find a lot of rogue fyorae inside.  Kill them, and you will find a 
    projection band.  Equip it if you'd like to boost the armor and protection of 
    your creations.  Head north, again entering combat mode to get past the 
    patrols.  Disarm the mines, then you'll find the cause of the blockage.  A 
    drayk, Shresss, is upset.  You can either kill it, bribe it, or intimidate it 
    (with leadership) to solve the problem.  Killing it gets you a perfect drayk 
    scale, which isn't too bad.  Otherwise try to intimidate it, especially if 
    you're here solo.  Claim your canister of shocking rain, and head back to the 
    East Shadow Road (S1)
    I: Demon's Bile, Coated Cloak, Infiltrator's shield, Captain's Boots
    S: Unlock
      Enter this area to fulfill half of Rawal's quest.  If any of the turrets in 
    the area start bothering you, remember that creations don't set of pylons, so 
    chase them down that way.  If you want to explore this area, you'll need some 
    healthy mechanics abilities.  You'll find the anvil for Mera's smith in the 
    NE, along with a recipe.  An ivory skull is hiding in one of the nearby 
    cabinets.  Tap the spore box near to the anvil area entrance, and another 
    sporebox is made available to the SW.  Tap it, then head north.  Tap the two 
    sporeboxes nearby (try to hug the rock pylons to stay safe, and you'll open up 
    a lot of the area, including the canister of unlock and demon's bile.  Head 
    north through the nearby building, pull the lever, then go through the door.  
    Tap both of the sporeboxes, which allows you access to pretty much everywhere 
    else on the board.  You'll find a body with a coated cloak, and to the SW a 
    chest with an infiltrator's shield.  Keep this with you as it'll keep you from 
    having to spend more points on leadership and mechanics.  Near the center is a 
    fairly nasty foe- a rotghroth and four worm buddies.  Kill them all (a slow 
    wand can help), and grab the rotghroth fang and captain boots (bonus to 
    blessing magic) as your reward.
    Middle Shadow Road (S2)
      Don't attempt this one too early as you'll probably get killed.  The other 
    two shadow roads are manageable for lower level parties, but not this one.
    Western Shadow Road (S3) 
    I: Girdle of Might, Gauntlets of Succor
    S: Create Battle Alpha
      Step in, take a look around, and head back out for now.  Come back when 
    you're a bit stronger.  You may be able to explore pretty easily with the 
    passage stone.  Otherwise you'll have a bit of a harder time.
      When you want to attempt this one, come back.  I'd actually recommend 
    attacking everything around here to get the experience points.  Kill the 
    podlings, clawbugs, and worms (quickly with the worms), making your way to the 
    east.  Kill the two hunter betas (disarm the crystal right behind them), then 
    head north.  Ghesss, the drayk stops you.  Kill it.  It summons shades, but so 
    long as you focus on Ghesss, the shades shouldn't do too much (they remain 
    insubstantial for a time, eventually becoming something worse).  Ghesss drops 
    a girdle of might and a drayk scale on death.  Go through the north door for a 
    passage stone, and other nice minor goods, and a canister of create battle 
    alpha.  To the SW are some stunning spinecores which also protect a body with 
    minor goods.  Probably the most difficult foes are to the center of the map.  
    Four patchwork gazers will attack you.  They are guarding some gauntlets of 
    Northwest Fen (C0)
    I: Captain's Shiv, Emberrune Chitin 
      Here are the bandits that have been troubling Penta.  Head to the NW, and 
    explore the nearby woods.  A secret passage opens up.  Kill the bandits across 
    the bridge, and some will let loose some expoding roamers.  Kill them from a 
    distance, then kill the bandits.  Make your way to the SE part of the bandit 
    camp and you'll find Crenshaw, the bandit leader.  Kill him and his cronies.  
    On death he drops a captain's shiv, which is a decent weapon for creation-
    focused characters.  Loot the rest of the area.
      To the SE roams an unbound.  Additionally, several plated artilae guard the 
    area.  Kill them, then kill the bulging artilae and the creatures they spawn.  
    Claim the emberrune chitin as your reward.
    Infested Crossroad (C1)
    I: Stability Bauble, Shaped Boots
    S: Regeneration aura
    O: Sergeant Herne
      This is part of the route to Kratoa-kel.  To the NE you'll find an abandoned 
    building.  Inside are some pulsating worms which split and spill out other 
    worms on death.  Kill them for a stability bauble, then open the nearby door 
    to fight a mire worm.  Inside is a canister of regeneration aura.  Clear out 
    the area of its clawbugs, including the ambush to the south.  A clawbug queen 
    to the SW drops some shaped boots for you.  The SE holds more clawbugs, and a 
    second queen.  This one drops a clawbug, an item that increases your poison 
    resistance for as long as you have it in your inventory.  Now go NW and talk 
    with Sergeant Herne.  Convince him to help you clean out the area south.  You 
    can either command the wounded thahds to join you (shaper option) or send them 
    to Kaz (rebel option).  Your choice.  Accompany them south, and that will 
    clear the level.
    Helft Ruins (C2)
    I: Spidersilk Robe, Pustulant Greave
    S: Battle Aura
      These ruins are home to an unbound and a drayk.  The unbound searches the 
    area completely, so hide in a building when it gets close.  Pheleryss the 
    drayk has made its home here.  You should threaten it with control, and it'll 
    let you inside its lair.  Loot its lair, but avoid the region with nests 
    unless you want to fight the drayk.  Inside you'll find some pustulant 
    greaves, and a canister of battle aura.  Kill the drayk for a perfect drayk 
    scale.  Vlish also patrol, so be careful. An augmented vlish can be found near 
    the drayk.  It drops a vlish tentacle and you can grab a spidersilk robe 
    nearby as well.  The pylons to the north can be disarmed with a few 
    sporeboxes.  I don't think you're meant to pillage the blue-robed body, but if 
    you're able to it has a steel spine on it.
    Gorash-Kel (C3)
    I: Farsight Breastplate, Mandrake Tincture, Blasted Greaves, Ur-Drakon Skin
    S: Create Glaahk, Elemental Aura
      This is a challenge area.  Stay out of it until you're in your upper 30s for 
    levels.  In the meantime, boost up your stealth and sneak in.  Time the 
    unbound just right and you shouldn't have a problem.  Get just within the fort 
    entrance, then go back out.  That fulfills Quothe's quest.
      For Quothe's final quest, you'll need to be a bit sneaky here.  Don't charge 
    in or you'll be overwhelmed.  Instead, proceed slowing, killing anything that 
    gets close to you.  These unbound here are tougher than other unbound you 
    fight as they have nasty aura attacks that slow and terrify you.    There are 
    two unbound at the entrances of the fort.  Next, you will fight some assault 
    patchwork foes.  North of the east entrance are some podlings guarding a 
    canister of create glaahk.  This canister is the only means by which you can 
    make ur-glaahks.  Head west from here and you'll find some more assault 
    patchworks, in addition to another unbound.  Kill the unbound and continue 
    north.  Go out of the fort for a farsight breastplate and other goods, and 
    grab the very valuable mandrake tincture from the north nest.  That's probably 
    the earliest available mandrake tincture for you, and you could get it if 
    you're stealthy enough.  To the SW are some cryodrayks.  They drop gems.  You 
    can also grab the canister of elemental aura if you'd like.  The nest north 
    and a bit east of the cryodrayks holds a valuable blademaster charm (+1 quick 
    action, bonus to hit chance).  The boss drakon is to the north.  It is more 
    difficult than the others, but not so much that you can't kill them all in one 
    fell swoop.  On death it drops a ur-drakon skin, and you can pillage the 
    blasted greaves (bonus to strength and endurance, but heavy) and a shaped 
    blade from its stuff.  You now have a lot of crafting supplies and some decent 
    North Citadel Pass (C4)
    I: Guardian Stone, Chilling Band
      Eventually you'll want to come here in the late game.  However, you can do 
    some part of this area right now.  Additionally, an unbound is here and will 
    be easier to defeat in this area than any other.  Head west, killing the vlish 
    and podlings (incidently, podlings are some of the most annoying enemy you 
    will encounter.  Daze works well against them), and pillaging all you can.  
    Note that the NW building opens up after a bit, releasing a swarm of vlish.  
    Kill them, take their stuff, and pull the nearby lever to open up a secret 
    area in the vlish nest room just west.  Continue southeast from there, killing 
    a few more podlings.  Be ready once you are at the second bridge.  Try to lure 
    the few vlish and critters out, because once you get across, an unbound and 
    several podlings appear on the board.  Hide in the building, and let them pass 
    you by.  Then follow them, and hit them when they attack the gate.  
    Unfortunately, landing the killing blow on this Unbound does not count towards 
    Quothe's quest.  It drops a guardian stone on death.  When the unbound is 
    dead, talk with the captain.  He won't let you in the citadel, no surprise 
    there.  Continue exploring the area, heading back to the SE to collect a 
    chilling band.
    South Mera Road (C5)
    I: Shaped Gauntlets, Girdle of Nimbleness
    $: Watson, Sasa
      This area is infested with cryoas.  To the north is an area with traps and 
    turrets, it leads to Gorash-kel.  The NW holds an alchemy workshop.  Talk with 
    Watson to get in, then go speak with Sasa.  Loot the blue chest for some 
    demon's bile (again, just steal it- they won't do anything about it unless you 
    steal more stuff).  If you try to head south from here you'll be attacked by a 
    bunch of clawbugs.  They'll come in waves, with the last few dropping good 
    stuff- a pair of shaped gauntlets, and a girdle of nimbleness.
    Kratoa-Kel (C6)
    Q: Creations Ledger
    S: Daze
    $: Barragan (Shaped Blade, Shaped Fiber Cloak)
      Kratoa-Kel is a small city that is home to the Guardian Makar.  Explore 
    prior to talking to Makar- Barragan will sell you stuff and has some nice 
    shaped stuff.  Be sure to go into his room and grab the canister of daze 
    (increases spell by 2!).  Go talk with Makar.  Makar is fairly helpful, 
    telling you that the assassin likely sat in the stoneworks to the east.  
    First, go speak with his aid Somini.  She'll give you a stoneworks key.  Then 
    talk with Glenny- she gives a quest to do at the other pass, Lerman's pass.  
    She wants you to retrieve a ledger.  Returning it gets you 1000c.  When ready, 
    head into the stoneworks.
    Kratoa Stoneworks (C7)
    I: Jade Band, Tinker Gloves, Shaped Breastplate, Flaming Sword, Demon's Bile
    S: Create Clawbug
      Head east, opening the doors if you'd like for minor loot.  Then head north, 
    and go through the door.  Head east, avoiding the patrols, and revive the two 
    golems here.  Take these golems out to fight the other golems.  The golems are 
    pretty strong, and make short work of the enemy.  Use the control panel they 
    were guardian, then head back SW.  Use your friendly golems against a few more 
    golems that wake up.  The servant golems then start to keel over, 
    unfortunately, but not before they earn you a jade band.
      Enter the power core.  Here you need to go back and forth between two 
    control panels (in fight mode, helping them to lose energy.  In between, try 
    to open the latch to the SE.  At some point, creatures will start to burst in 
    through the west gate, try to block them or kill them if you can.  Eventually 
    some roamers will break through.  Kill them, and continue your routine of 
    turning off the control panels and trying the lever.  Eventually you'll get it 
    to work.
      Next you're in a lava zone.  Find the sporeboxes, kill the golems, etc.  In 
    this maze you'll find a lever- pull it and claim your tinker gloves (+2 
    mechanics!) as your reward.  Kill the SE golems, and you'll find a runed onyx 
    for your troubles.  Head west.
      Try going through the door.  Revive the two golems, then go take out the 
    dormant golems.  Make your way up north, and you'll find a rune-etched golem 
    and two of its golem buddies.  So long as you still have the servant golems, 
    this fight should be a cakewalk.  Grab the canister of create clawbug, then 
    loot the place, read the recipe if you'd like.  Head north to the boss 
      Guardian Makar is standing with an odd golem.  He does the villian's 
    denouement, and then has his golem attack.  Hack away at the golem for a 
    while, and Makar will eventually join in the attack.  The golem can be 
    converted to your side if you don't kill it too fast.  Kill Makar for a shaped 
    breastplate and a flaming sword.  Grab the nearby demon's bile and you should 
    have everything you need.
    Southwest Okavano (C8)
    I: Polished Shield
    S: Speed 
    O: Celaa's Rebels, Rebel Scouts
      There are four warriors to the SE that will fight with you against some 
    rogues.  Talk with Parl, and you'll launch an attack against a group of battle 
    alphas.  The toughest foes here are the two battle betas- the snarling beta 
    and Frak Bonesplitter.  Kill them and take their stuff (polished shield).  
    There is a canister of speed in a nearby abandoned building.  Continue north, 
    either ignore or attack the rebels (pro-shaper for the latter).
    Western Okavano (C9)
    I: Shielding Trinket, Crystal Woven Chitin 
      There are several spawners here, killing them is your major goal for this 
    level.  There is one near the center, one to the NE (try to avoid the bushes- 
    this is a difficult spawner to kill, but the bushes won't attack you if you 
    stay to the north side of the spawner), and one to the NW.  To the SW are some 
    mines around a body.  Disarm them and claim your prize, a shielding trinket 
    (+1 HER).  If you want to kill those rotten bushes to the NE, make some 
    corrupted thahds, cast regeneration aura, and let the thahds go in solo 
    against the bushes.  The thahds should outlast the bushes, though it may be 
    close.  To the NW are several rotghroths.  They are quite difficult, 
    especially if you end up fighting all five at once, but at least two of them 
    will go on solo patrols.  Kill them all and you can claim a crystal woven 
    chitin that gives a point of spellcraft.  Also of importance here are the 
    ornks.  Talk to them until you find the intelligent one.  The ornk runs off to 
    the east.  Kill the rest.
    Okavano Barrier (D0)
    O: Preya, Intelligent Ornk
      This is rebel territory.  Proceed west, and Preya stops you.  Talk with him 
    and he gives you the terms- don't go further east than the line.  Of course if 
    you attack, that's pro-shaper.  I wouldn't though.  Head north and you'll 
    reach the trakovite haven.  To the NE is a nest of glaahks, kill them for an 
    ivory skull.  The intelligent ornk is to the SW.  You can either kill it, tell 
    it to go home (it will die, of course, or let it free).  The south is full of 
    war tralls, and won't be of any importance to you until close to end game.
    Trakovite Haven (D1)
    Q: Reinart the Trakovite, The Traitor Toroth, The Trakovite Hunter, The 
    Canister Cache
    I: Symbiotic Cloak, Singing Rapier
    S: Sage Mendoa
    O: Caretaker Eloise, Parsel, Litalia
    $: Rummus 
      The second joinable faction you encounter is located here.  Rebel-reputation 
    characters will be able to enter without any problem, but have to take a long 
    route to get to some people.  Caretaker Eloise greets you, and lets you in.  
    She also gives you a quest to find Reinart, who is in Alwan's lands.  Do so 
    for a singing rapier, and reimbursement for Reinart's cost.  Rummus the 
    servile smith will trade with you, and intriguingly you can take everything 
    here.  Sage Mendoa will train you in spells for a reasonable price.   Aiken is 
    no help, but Parsel will ask you a reputation question.  Talk with Jesstres 
    for another quest- to take out a drayk name Toroth.
      Make your way to Litalia.  She will fill you in on Geneforge 2-4, and give 
    you details about what's going on.  Check out her nearby room for a wand 
    recipe, and more importantly, a symbiotic cloak.  If you want to join the 
    Trakovites you first have to kill a trakovite hunter named Addison of Fort 
    Defiance.  Your next quest is to smash a bunch of canisters located in the 
    Foundry Repository.  Note that this quest is fairly difficult if you do it 
    early, so I would recommend trying it after completing most of area 3.
    Okavano Sea Caves (D2)
    I: Spectral Boots, Gruesome Charm
      This is the challenge level of area 2.  It can be reached from Western 
    Okavano, via a little trapdoor.  Head north through the door.  Three ghosts 
    greet you.  Go north further, kill the searing artilae (I got some artila 
    eyes), then go east.  Kill the turrets, and the ghosts will start summoning 
    some shades.  After two waves, the ghosts summon an essence specter, followed 
    by some corrupting shades, followed up finally with some icetouch shades.  
    These shouldn't be too hard- grab whatever they drop and continue on.  You can 
    head south to kill some more artilae.  Head east again, then south to kill 
    some turrets. Try not to get stuck in a stun-loop though, as there are turrets 
    across the way.  Head to the east spit of land and head south.  The three 
    ghosts await you again.  This time they summon crumbling thahds (which explode 
    on death), oozing artilae (which have spine shields), an essence wight (which 
    curses you when hit by melee), crumbling thahds again, and oozing artilae 
    again.  Grab the spectral boots, and go east briefly to use some crystals 
    which recharge your health and essence.  Continue west, and you'll be blocked 
    by some spinecores.  Kill the central plants to finish them off.  You'll then 
    see the three ghosts again.  If you have enough leadership (9), you can get 
    them to leave without a fight.  Claim the gruesome charm as your reward.  The 
    gruesome charm gives bonuses to intelligence and dexterity, but a penalty to 
    endurance.  I'd recommend investing two points into endurance, and you'll have 
    a significant net gain.
      Head north, and you'll see the master, a shade named Gyllaran.  Gyllaran 
    summons two spectral assistants, try to ignore them and focus on Gyllaran.  
    Killing Gyllaran gets you a shaper robe, and access to his chest.  In the 
    chest you'll find solidified flame, an artifact ingredient.  In the blue jar 
    you'll find a steel spine and some gemstones.
    Lerman's Pass (D3) 
    I: Oozing Sword, Eyebeast Eye, Puresteel Belt, Lodestone Greaves, Unmelting 
    S: Cleanse Group
      This area can be fairly difficult early on.  I'd recommend coming back after 
    clearing out a portion of Area 3, or not attempting the most difficult enemies 
    (gazer + unbound) here until later.  
      When you're ready to take this area on, enter from the north (area 2).  Kill 
    the worms and battle alphas that block your path, then head south.  Talis-Eye, 
    the gazer will argue with you.  Eventually it floats off, but not before 
    closing the door behind you.  It also sends a few waves of battle alphas after 
    you.  Kill them.  The alpha thug is the most difficult of the batch, but isn't 
    too challenging.  Go west, then you have a choice.  To the north are some 
    nasty spools (that spit out worms), and the unbound.  To the south are more 
    rogues, primarily vlish.  Head into the southern entrance and you'll find 
    Captain Bhara and some fire-scarred grubs.  With suitable leadership you can 
    weaken the captain, and killing him gets you a key.  You can also claim his 
    oozing sword as a reward.  Nearby in the locked room is a recipe and some 
    shaped boots.  You can also grab the nearby creations ledger.  Frostbitten 
    worms are next- these guys are tough and are strong against magic attacks.
      When you're ready, head north.  Note that you don't have to fight him to 
    escape to the north, but do if you want to go through the pass.  Talis-Eye 
    briefly taunts you then starts summoning a horde to defend himself.  Turrets 
    and worms both join in the fight against you.  This is a battle of attrition, 
    so try to surround Talis-Eye so that he can't run away, then pound away on him 
    with physical attacks.  Talis is strong against magic, so you'll have to 
    depend on other damage sources to take him down.  Try to slow him if you can, 
    it will make your job easier.  On death he'll drop an eyebeast eye and a 
    puresteel belt, both excellent items.  Also head north for some lodestone 
    greaves, and unmelting ice, and a canister of cleanse group.  This spell comes 
    in handy if you want to take on the foes to the north.
      Further north, past the pools, are some bloated gasworms.  These can cast a 
    variety of annoying status effect spells.  If you want, there is a wounded 
    unbound to the north. It has a nasty aura attack along with powerful energy 
    attacks, so it's not that weak.  On death it drops a perfect drakon scale, in 
    addition to allowing you to loot its goods for a quicksilver chain.
    ==========================End of Area 2======================================
    ==========================Area 3=============================================
    Area 3.  Map:
    You can get here going through either Kratoa-Kel (the easier path) or by 
    Lerman's Pass.  I'll assume you'll go through Kratoa-Kel.
    North Storm Plains
    I: Fyoraskin Cloak
    $: Giselle, Hartwin (several items)
      Head south and Captain Reigert will talk with you.  Show him your papers and 
    he'll back down.  The NW holds a mine.  You can get in after you get the quest 
    from Perikalia. Inside are a number of shades.  Kill them and take their 
    stuff.  Kill the rats to the NE for some crystals, then kill the guardian 
    shade   You can go into the west inn and talk with Giselle- she asks you to 
    kill some rogues left in a room.  Do so for a fyoraskin cloak and her 
    gratitude.  Hartwin to the south sells several unusual items. Some clawbugs 
    are to the east, the SE, and the west; they will show if you stay nearby the 
    rubble for a while.  They drop minor goods.
    Hatra Ruins
    I: Warmth Ring
    S: Essence Shield
    O: ction with Reinart and Addison
      I'd head straight to Perikalia first, prior to attempting this area.  Nasty 
    bugs fill the area, try to kill them.  You'll find Reinart the trakovite 
    hiding to the NW.  If you'd like to help the trakovites, give him 200c (you'll 
    be reiumbursed).  Otherwise you can attack him.
      If you've lured captain Addison here with the promise of Reinart, you can 
    kill him at any time.  He drops a set of steel plate greaves and a decent 
    sword on death.
      If you're here to clear out Hatra, I'd recommend clearing the perimenter 
    first.  A tiny orb of mist is in a nest to the SE.  Inside the town proper are 
    a number of glaahks.  Most important to you is the canister of essence shield 
    (+2!) to the north and warmth ring.  Kill everything else and move along.
    Perikalia Farmland
    I: Piercing Gauntlets
    $: Sage Rudelle
      There's a few things to do here.  Talk with Sergeant Roswald to begin the 
    quest to kill some bugs spread around the farmlands (you only get this quest 
    from Commander Illyra if you're pro-shaper).  The first batch of bugs has 
    poisonous bites, the next batch have time-slowing bites, the third batch have 
    stunning bites, and the final batch includes a scything bug, which drops some 
    piercing gauntlets (which give bonuses to quick action and bonus damage in 
    combat- very nice!).  The other person of importance is Sage Rudelle.  She 
    gives you an informal quest to take some bug attractant with you around the 
    farmlands to kill some bugs.  Do so for a major healing pod.
    Q: Help for Serviles, East Field Bugs, The River Bandits, Rawal's Lost Sheep, 
    The Haunted Mine, Lost Caravan, Bounty: Kyshakks, 
    I: Fyorascale Shield, Lucky Charm, Dhonal's Band, Flamecaster's Shawl
    O: Commander Illyara, Preva, Warzana
    $: Bartol, Mukesh, Dinara
      Lots to do here.  There's more quest givers here than anywhere else.  First 
    you'll want to head to see General Alwan.  Commander Illyara will direct you 
    to do so after tracking you down.  She will also give you a quest to kill some 
    bugs in Perikalia farmland, but only if you're fairly pro-shaper.  Do so for a 
    fyorascale shield and 300c.  She will also expand your Bennhold quest, telling 
    you to fight off some bandits to the east.  Completion of this quest gets you 
    300c, a wand, and a gem.  You can also betray Preva to her for some shaper rep 
    and 300c.   Beyond that, Preva the servile will ask you to find a servile in 
    need of help.  Bartol will trade with you, and has some decent items.  To the 
    NE you'll find Trahan, a servant of Rawal.  He will give you a quest to find 
    and destroy one of Rawal's former servants, named Balme.  Completion of this 
    quest gets you 5 gemstones and a flamecaster's shawl (+2 Battle magic) Mukesh 
    will sell you several items, including shaped supplies.  Dinara will sell you 
    a lot of crystals of varied types, and gives you a quest to clean out her mine 
    (at the North Storm Plains).  Do so for a nice batch of crystals.  Bellock 
    will ask you to retrieve some crystals from a lost caravan.  Give them back 
    for a Dhonal's Band ring, an excellent ring for melee fighters.  To the south 
    you'll find a sign with a bounty to kill some Kyshakks.  Tell Illyara when 
    you've done so for a lucky charm (+1 luck) and 300c.  Finally to the SW you'll 
    find Warzana who asks you to retrieve a battle alpha for him.  I got 100c for 
    telling the alpha to go home, and either killing or turning the alpha rogue 
    gets you about 475c, though this may depend on your leadership score.
      Perikalia presents some thieving opportunities.  All of the major shops can 
    be accessed through a central passageway which allows you several minor items, 
    including some shaped boots and an artila eye.  In the inn there is also a 
    room from which you can steal some minor goods.  To the SW are some storerooms 
    which can be broken in to for a lot of gold bars and other decent items.
    Q: Journey to the Drakons, Fort Vengeance Message, Saving Vener, Servile Spy
    S: Shaper Marzan, Sage Pavyl, Dominate
    O: Alwan
      This is the effective headquarters of the shaper factions.  Go the NW to 
    talk with Alwan.  He tells you your mission for Area 3- to go to Ghaldring.  
    He gives you an amulet which will help you get to him.  He also opens up some 
    trainers.  Head to the NW, and enter the locked area.  Go past the traps, and 
    head to the south.  This part requires a fair bit of timing.  Go into combat 
    mode, then go south when the soldier goes south, and grab the book.  On the 
    same turn (it's barely possible) head back to the corner.  The soldier 
    returns- wait a turn then go back north and you've got the necessary book for 
      Shaper Marzan and Sage Pavyl will train you in shaping and spells, 
    respectively.  Sage Pavyl will also give you a quest to send a message to Fort 
    Vengeance.  Completion of this quest gets you some spores and crystals.  
    There's a canister of dominate to the south.  Agent Gray is in charge of the 
    prison, you can convince her to let you see the prisoners if you'd like.  Talk 
    with Vener, and he begs you to let him out.  He will provide some info on your 
    background if you do (talk with Agent Gray and convince her to let him go, 
    however you can).  This gets you some experience.  You can also talk with 
    Pepoy, who gives you a quest to kill a servile spy.
    Abandoned Farms
    S: Sage Olipha, Acid Shower 
    O: Sage Olipha 
      Kyshakks roam this area.  They are part of the bounty quest from Perikalia, 
    so kill all you meet.  You will want to surround them with creations, or play 
    hide and seek to take them on.  You can quickly be overwhelmed.  Loot their 
    nests for some decent goods.  The most important building nearby is to the NW.  
    It is full of pylons.  You need to find the sporeboxes to disarm them.  The 
    first is immediately west of the entrance.  Head back south, go through the 
    door, then west, and north through the closed door.  Tap this sporebox then 
    head back to the entrance room and go west.  Go south (take what you want 
    here- there's a wand of inferno in the trapped cabinet) and you'll find Sage 
    Olipha.  If you answer him in a rebellious way, you will be able to learn 
    several new shaping abilities, including create rotghroth.  This is the 
    earliest location you can learn this creation.  You can also use his canister 
    for a point in acid shower.
    Western Passes 
    I: Thirsting Knife, Spidersilk Robe, Puresteel Necklace
    S: Create Rotghroth
      Cryorae guard this region.  Kill the batch to the SW and you'll find a 
    thirsting knife and shaped belt as rewards. You can try and disarm the various 
    mines around here as well, be sure to loot the body for some minor goods.  You 
    can talk with Captain Milburn and Valerie, but they aren't too helpful.  To 
    the north are several nastier rogues, including a slew of artilae.  Try to 
    lure them south and pick them off one at a time.  The body has a spidersilk 
    robe.  The most dangerous foe here is Jalael-Eye, a gazer.  He's accompanied 
    by 4-5 assault patchworks.  He has, like all gazers, a nasty gaze attack.  You 
    may want to bring up mindshield aura for this fight until the gazer is dead.  
    Surround it with melee fighters to keep it from running away.  It drops a 
    puresteel necklace (bonus to melee weapons and battle magic, among other 
    things) on death.  Finally, search its chambers for a canister of create 
    rotghroth.  You may be able to make rotdhizons now!
    Fort Defiance
    Q: Return Shaper Papers
    I: Skein of Wisdom
    S: Shaper Alexie, Essence Shackles 
    O: Shaper Alexie quests 
      This is one of the three forts guarded by Alwan's forces. People of note 
    here include Shaper Alexie, who gives you a research notes quest.  Get her 8 
    and she will train you in create drayk, which is surprising for a shaper.  You 
    also get access to a canister of essence shackles.  Shaper Alexie will also 
    take your Helft research notes, giving you the best reward, a skein of wisdom 
    (+1 intelligence charm).  Commander Beloy will give you permission to pass.  
    Captain Addison is the target of the Trakovite quest.  Don't kill him here or 
    you'll be in deep trouble.  Instead, tell him about Reinhart in Hatra Ruins.  
    Kill him there if you plan on pursuing the trakovite path (even if not, just 
    to keep open your options).
    I: Ratskin Shawl, Quicksilver Chitin, Solidified Flame
    S: Essence Blade
      Bandits are here.  If you want to see the lamest ending in the game, 
    surrender to them (be sure to save first!).  Otherwise, kill them all.  This 
    is a fairly therapeutic fight as you'll probably slaughter them without much 
    difficulty.  The strongest force lies to the NE, with a mage named Glabro.  
    Glabro and his band drop a ratskin shawl on death.
      Once the easy bandits are dead, you may notice an odd servile walking 
    around.  Follow him from a distance and you'll find a secret area for the rest 
    of the level.  Immediately to the south of the area are some turrets and 
    bandits.  With suitable leadership you can calm and convert the turrets to 
    your side, making the battle quite easy.  As you continue east you'll find 
    some neutral serviles, and then a batch of turrets.  Once you make it this 
    far, the bandits return.  GO back to the friendly turrets and wait for them.  
    Kill them all, including Callaran, who drops a quicksilver chitin on death (+1 
    AP armor).  Loot their stuff to the SE for a canister of essence blade, as 
    well as some solidified flame.  You'll also find notes regarding Bennhold.  
    This completes Captain Illyara's quest in Perikalia.
    Remote Woods 
    I: Polychromous Shield
      You are attacked right from the start by redshell clawbugs.  They are 
    huddled primarily in the center of the map, near the downed caravan.  Their 
    lair is to the NE, and is partially guarded by mines.  Kill them and the 
    hivemother for lots of minor loot and a polychromous shield.  In one of the 
    boxes you'll also find the stones Bellock is looking for.  Head to the SE- 
    you'll find more bugs, including a spraying clawbug.  On death it drops an 
    ivory skull and some lesser goods.  Head west and you'll find a stone pylon 
    region.  There's nothing you can do here unless instructed by Alwan or 
    Litalia.  A cache is hidden to the SW- minor items are you loot.
    Fort Rockfall
    Q: Amulet Recovery
    I: Symbiotic Cloak
    O: Amulet Recovery Quest
    $: Felicia
      This is the southernmost of Alwan's forts.  Talk to Commander Rossi to be 
    able to explore this region.  He gives you a quest- to claim an amulet for the 
    shapers.  You can also buy/sell with Felicia.  The area's anvil is also 
    located here.
      If you head through the west, you'll find a drakon, Tarmagan, waiting for 
    you.  You can pass by him peacefully, or you can charge him.  Lure him back to 
    the reaper turrets if you want an easy fight.  They drop a symbiotic cloak and 
    other minor goods on death.
    Mountain Crossroad
    I: Infiltrator's Cloak, Glaahk Shield
    S: Major Heal
    O: Dealing with Alpha 17
      This is a mechanics heavy level.  There are several calming pylons here.  
    Restore power to each of them (unlock the center doors and touch their 
    crystal), then sweep in with your fighters to take everyone (glaahks- one 
    dropped a glaahk shield for me, podlings, artilae) out.  The small building to 
    the SW holds a steel spine gem.  The NE holds the most interest- you can claim 
    an infiltrator cloak (+1 lead, mech, stealth) here, as well as talk to Alpha 
    17, the object of Warzana's quest.  You can either kill it, tell it to go 
    home, or tell it to go to the rebel lands.  The most profitable are to kill it 
    or tell it to go to the rebels.
      The center of the level holds an area with strongly locked doors.  Go from 
    the north to save on living tools.  Inside you'll find some turrets, in 
    addition to pure quicksilver and a canister of major heal.
    Fort Vengeance
    Q: Hatra Glaahks
    I: Tiny Orb of the Sun
    S: Cyprien
    O: Tima 
      Guardian Genzlen is the leader here.  He gives you a quest to kill 15 
    glaahks in Hatra.  You get a shapemaster belt and 250c as a reward.  You can 
    also talk with Tima the servile, who is the object of Preva's quest, in 
    Perikalia.  Cyprien is the final person of interest here, she is the mage who 
    is the object of the Fort Vengeance message.  She will also train you in mage 
    spells.  If you head east from here you'll find a variety of lesser rogues, 
    including fyorae (with a tiny orb of the sun necklace on a boss fyora) to the 
    north, and guardian roamers and wingbolts to the south.
    Podling Crossroads 
    I: Girdle of Genius, Tribal Fetish
    S: Create Drayk
      By far the most annoying of the areas this side of Alwan's wall, podlings 
    are the foe of the day here.  These guys are quite annoying.  Your best bet is 
    to either daze them (if you have the magic skills) or to lure them out one by 
    one (if you don't). Creatures of note here include the podling queen in the 
    south (guarding the lovely girdle of genius), a building to the SW that will 
    result in you being ambushed if you try to enter, and a maze to the SE.  Make 
    your way through the mines, past a few turrets, and you'll find Balme.  You 
    can either talk your way out of a fight, or can go ahead and engage him.  He 
    drops some chaotic spores on death, as well as a wand, but otherwise has 
    nothing of note.  The final area of relevance is the north.  Cryoae are here, 
    as is a drayk, Essren.  Kill it for a canister of create drayk and a tribal 
    fetish.  You may be able to make cryodrayks now.
    Northwest Wasteland
    I: Girdle of Life
      You are greeted by some kyshakks and wingbolts.  Luckily with leadership and 
    the amulet they'll let you pass.  Cenasso the cryodrayk is to the NE.  With 
    enough leadership you can get him to bugger off and let you look at the cave.  
    Unstable firebolts are to the SE.  Kill them and take their stuff.  Crazy 
    serviles are to the SW.  They are led by a servile named Grek.  Kill them all 
    for a girdle of life and a recipe.
    Outside Gazaki-Uss 
    I: Demon's Bile, Armor Band
    S: Essence Armor
    O: Ukri
    $: Ukri
      You're almost there.  Ukri will trade with you, if you tell her you're a 
    rebel, and be sure to steal the demon's bile on her table.  Toroth the drayk 
    is to the SE.  If you want to kill her for the trakovite drayk Jestress, head 
    east and rig the crystal to blow.  Run out and watch her die.  The other 
    drayks in the region run out when she dies, allowing you to loot their stuff.  
    Toroth drops an armor band and a scale on death.  Finally, the servile 
    cultists to the NE won't let you get in their area unless you can talk your 
    way in.  Talk with Roga, tell him you have a message from Pepoy.  If you have 
    adequate leadership, the serviles will join with you to kill Roga.  Take his 
    deadeye cloak, then use the south lever to open a canister of essence armor.  
    Bonepeak Ruins
    I: Black Pearl Talisman, Sod's Dancing Pants
    S: Create Wingbolt
      Here are some of the nastiest bandits in the area.  Note that I'd first set 
    out to disarm the mines by coming at this area from the west.  Head to the 
    north and you'll find some rogues, they drop a black pearl talisman on death 
    (bonus to magic and battle shaping).  
      Head across the bridges when you want to fight some nasty bandits.  They are 
    led by Footracer, a servile with a control tool implanted.  She will not die 
    too easily.  Clear the bandits around her, then make your way to the SE.  
    You'll have to kill some mages and a number of warriors and serviles.  You'll 
    have to destroy the machinery to the SE in order to kill Footracer.  Once it's 
    down, destroy her.  She drops some Sod's dancing pants on death.  Now explore- 
    you'll find a belt recipe, as well as a canister of create wingbolt and the 
    nice quest item- the lost amulet.  
    Southwest Wasteland
    I: Glaahk Shield, Infiltrator's Charm
      Nasty serviles stop you at the entrance.  They will attack you out if you 
    explore too much.   Kill Learned Takhar for some minor goods.  Mindstealer and 
    spectral vlish are to the NW, NE, and SE.  The SE one also has a gazer, which 
    is guarding a submission baton.  To the SW is the servile Mad Gorov who drops 
    a glasahk shield on death (excellent stun resistance).  Nearby is also the 
    entrance to the secret access route, which either Astoria or Ghaldring direct 
    you to.  Finally, there's an extremely trapped room here.  It's nearly 
    impossible to get through it, but if you're able (beef up on defenses, and 
    endurance, and maybe knock the difficulty down) you might grab the 
    infiltrator's charm.  Don't count on it though.
    Western Wasteland
    I: Forbidden Band 
      Entering this area, you are stopped by a drakon name Ravass.  Convince him 
    to help you clear out the east if you'd like.  There are war tralls to the SE.  
    Kill them for some minor loot.  To the NE are some battle gammas.  Kill them 
    (and their poisonous warded gamma) for some potent loot.  The toughest foe is 
    to the SW.  There you will find several flaming shrubs and nasty podlings.  
    Try to draw out the podlings to the center map so as not to get swarmed.  The 
    leader of these fiends is a nasty eyebeast named Shakkus-Eye.  Kill them all 
    (cleanse group spell is necessary here) for a shaped breastplate and the 
    impressive forbidden band ring.
    Travald's Crypt
    I: Infiltrator's Cloak, Specter's Robe, Ring of Eye's Purity, Ur-drakon Skin
      Go north.  There's a set of shaped boots in the pile by the door.  Then head 
    east, clearing out the ghosts.  Grab a spidersilk robe as your reward, as well 
    as other minor loot.  Your first big foe is the Bride of Travald.  You have 
    the option to blow her up using the crystal hidden to the east, or you can 
    just fight her.  You get a rod of alacrity for your efforts.  Kill her quickly 
    to avoid other hassles.  Next you face Travald's Advisor, you can convince it 
    to give up if you'd like.  It drops an infiltrator's cloak and a specter's 
    robe on death, so I'd also consider fighting it.  Head west, killing the 
    ghosts, then head south.  Now you must face Travald.  You have two options- 
    the fighting route, and the mechanics route.  For fighting, kill the shades 
    that surround Travald.  For mechanics, hide next to Travald (disarming the 
    tough traps) and let him die.  You get a ring of eye's purity (bonus to battle 
    magic) for your time.
      Continue along.  You find Tholoss, the drakon who is the object of quests 
    from Astoria and from Ghaldring.  Talk with him, and tell him Astoria is 
    looking for him.  Also, grab the ur-drakon skin; it is an ingredient for 
    Q: Phyllida's Amulet, Lethia Pass
    I: Demon's Fang Talisman.
    S: Banish Affliction, Purifying Rain, Create War Trall
    O: Greta, Ghaldring, Phyllida's quest
    $: Elik (Shaped Fiber Cloak)
      The main goal of area 3 is here.  Learned Plo takes you to Ghaldring.  
    Ghaldring talks with you and asks you opinion on things.  He then sends you to 
    the guest quarters.  There's not much to do here just yet, but head NW and go 
    rest.  You are called out by Khressia.  Tell Khressia that you will not 
    submit, then get him to dismiss his serviles.  You can talk your way out of 
    this fight if you'd like.  Now you must go find Ghaldring.  You have two 
    routes- the stealth route, and the damage route.  I'd recommend the stealth 
    route.  The damage route takes you through the power core where you have to 
    wait out a bunch of heat damage with time.  Eventually the power core stops, 
    and you're free to find Ghaldring.  This route lets you take your pets, 
    fortunately.  Otherwise, take the stealth route.  Explore the laboratory for a 
    recipe for greaves, a repository key, and two heavily locked doors with 
    canisters of purifying rain and create war trall inside, as well as a demon's 
    fang talisman (both are quest rewards, but I find the war trall one to be nice 
    to get early).  Head south, dodging the drakons and find Ghaldring.  Ghaldring 
    will have his pets attack you, unless you follow the "I will remember this 
    insult" path.  Do this if you've followed the stealth route without your 
    creations.  Ghaldring then gives you a message to take to Alwan.
      Quest-givers here include Phyllida, who wants the amulet from the Bonepeak 
    ruins (but only gives you this quest if you're pro-rebel).  Return it to her 
    for a submission baton and some thorns, and rebel rep.  Greta will shift the 
    opinion of everyone here to pro-rebel for you if you'd like.  Mehken will give 
    you a quest to explore Lethia Pass, and will also open up her room for a 
    canister of banish affliction.
      Be sure to investigate the lab for Alwan, if you'd like.
    Shaper Bruel (Expensive) 
    Create Fyora
    Create Thahd
    Create Artila
    (Pretty Average):
    Minor Heal
    Cure Affliction
    Sage Fefer (Slightly Expensive)
    Burning Spray
    Mindshield Aura
    War Blessing
    Essence Shield
    Guardian Manola (Very Reasonable after Canister Book Quest)
    Melee Weapons
    Missile Weapons
    Quick Action
    Sage Quothe (Exorbitant, Slightly Expensive after Find Gorash-kel quest)
    Burning Spray
    Ice Spray
    Lightning Aura 
    Mindshield Aura
    War Blessing
    Essence Shield
    Thorny Aura
    Minor Heal
    Cure Affliction
    Regeneration Aura
    Group Heal
    Create Fyora
    Create Roamer
    Create Thahd
    Create Clawbug
    Create Artila
    Create Vlish
    Battle Magic
    Mental Magic
    Blessing Magic
    Sage Mendoa (Slightly Expensive)
    Ice Spray
    Lightning Aura 
    Shocking Rain
    Thorny Aura
    Battle Aura
    Regeneration Aura
    Group Heal
    Banish Affliction
    Shaper Marzan (Expensive)
    Create Kyshakk
    Create Clawbug
    Create Battle Alpha
    Create Vlish
    Create Glaahk
    Sage Pavyl (Exorbitant)
    Ice Spray
    Lightning Aura
    Shocking Rain
    Acid Shower 
    Essence Shackles
    Thorny Aura
    Battle Aura
    Essence Blade
    Regeneration Aura
    Group Heal
    Banish Affliction
    Major Heal
    Sage Olipha (Exorbitant)
    Create Drayk
    Create Kyshakk
    Create Battle Alpha
    Create Glaahk
    Create Rotghroth
    Cyprien (Expensive)
    Shocking Rain
    Acid Shower 
    Essence Shackles
    Strong Daze
    Battle Aura
    Essence Blade
    Banish Affliction
    Major Heal
    Shaper Alexie (expensive)
    Create Drayk

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