Limona Razvan limona_razvan@yahoo.com Legal note This faq/walkthrough belong to me. Feel free to use it,except one situation. If you obtain money from him,send some to a humanitarian foundation(Children Care, Green Peace, fight against antipersonnel mines,etc.). If posted, mail me to keep track on him. Drakensang The Dark Eye Walkthrough Version 1.3 Update: 18.04.2009 - Completed side quests t and u in Ferdok. Added Moorbridge Marshes area missions. Update: 20.04. 2009 - Everything is up to date. There are a couple of missing things (Neisbeck side on A handful of ducats side quest, Praios side in Blood Mountain area, trainers in Blood Mountains, Tallon and Murolosh) who will be included when I finish my spellweaver playthrough. Update: 16.05.2009 - I made some changes : - Added elsellel discovery on Ice Cold Warrior glitch. - Expanded the miscelaneous information and put the monsters/creatures compendium. - Rearanged the tips to cover the party, melee, magic, thievery and miscelaneous domains - Added - finally ! - all the trainers - New sidequests ( The Elven Trainer, A charitable donation, The bewitched barstool) in Ferdok and a split by quarters to maintain some order 1. Introduction 2. Strategy tips 3. Main story 4. Side quests 5. Miscelaneous information 6. Game Basics (read carefully for better understanding of gameplay) 7. Archetypes 8. Companions 9. Attributes, talents and base values 10. Bonuses and penalties 11. Combat Talents 12. Special Abilities 13. Spells and limitations (full mage, half mage, races) 14. Trainers 15. Recipes 16. Monsters/creatures 17. Useful glitches 18. Credits 1. INTRODUCTION A long time ago elder and young dragons fought a great war for power. As result, the elves choose to live close to the nature, leaving behind their cities, dwarfs become bitter enemies of dragons and humans rose to power. Now, unseen forces are on the move - cultists, goblins, orcs, dragon kin,etc. Your destiny, the destiny of a Dragon Quest Champion, lie behind fighting, treachery and honor. WARNING : This walkthrough is based on a dwarf Anvil mercenary avatar aka smashing/clubbing/mano - a - mano approach. Second on a spear/fencing spellweaver and a two-handed sword ranger, an oportunity to try out the buffs first hand. NOTE : I decided to put the quests up front, because many people, me included, don`t like to scroll all those faq pages for the one essential, important, decisive, etc. ... piece of advice. 2. STRATEGY TIPS a. Party : - The most efficient party I played included a Two handed sword ranger, Forgrimm, Rhulana and Ancoron. Add a 5`th one ( A helpful paw spell) and you`re life will be easier, presuming you cast a lot Attribute Strength, Lightness of Body, Ice Cold Warrior, Pshychic Focus,etc. - One mage or one thief in a party is enough. Let the three other be from melee background to enhance the damage b. Melee : - You can parry only one attack each round (2 with a shield). This is why damage is relatively low in a one-to-one fight, but get heavily wounded when outnumbered. - Use Knockdown or a similar effect from spells to put down fast the mages. They are weak, but damage heavily with fire or lightning. - Always watch your back. He is the least protected for everyone in this game and the main reason you`ll see so many monsters and enemies enduring grievous wounds just to get behind your avatar. So, move alot and avoid having more than two bad guys behind. - The combat is clunky in the beginning of every fight. To minimize the problems, attack enemies one by one to get all damage possible from all team members. Of course, mobs are difficult to fight, so move around, changing enemies. - Use different strategies, potions and spells. In Drakensang even humble rats can do a lot of damage. - There are no uber weapons, except maybe Traldar 2 handed sword. The only truly magical armor set is reserved for the hero. - Buff your tanks properly before a fight. Gladys, Jost, Gwendala or Ancoron use some powerfull spells to increase strength or resistance to magic and potions can be made or pay it. - No tank only party will survive the game - A high willpower reduce the risk of being wounded and loose the ability to use special combat moves. - Remember that feeling of crushing superiority when your avatar had reached a certain level ? (I`m looking at you, Kaze no Kama !). In here you are always weaker than most big races. Accept and compensate. - Tough enemies should be attacked from behind by at least two of your team members, while the tank keep him ocupied in front. - The party leader need to be a tank, since he`s going to endure the punishment, with a shield. Two handed are flankers and the mage/thief stay back throwing spells, bolts, arrows or throwing weapons. - Armor do not cover the entire body, like in Neverwinter. There are parts who need protection (chest, belly, arms, legs, back) with specific types of armor, greaves, boots, etc. The best armor is a a leather one or Armor of Fire because using spells like Lightness of Body and Ice Cold Warrior your AR rating is 2 or 3 times better in comparation to a mercenary or warrior type. c. Magic : - Raising attribute potions have additional immunity against spells. Use them properly. - The area damage spells require a long in-game time to cast and affect everyone, friends and enemies alike. It`s better to concentrate on buffs and a spell who lower the enemy attributes like Corpofrigo or Lightning find you ! - There are no spells who let you paralyze an opponent and attack him while helpless. The close by effect is stopping the enemy in the battle and finishing him after you dust all the other critters. - Foramen Foraminor spell make the need for a thief/rogue companion no longer necessary d. Thievery : - Three failures in a talent check mean nothing. If the four try fail to, is time to increase those stats. - Pickpocket everyone, especially in the beginning - Have prepared a secondary weapon (bow, throwing weapons), especially for weak characters (rogues, mages) who stay in the back - Without Gladys/Dranor in the party the shaddy characters from Ferdok will ignore you e. Miscelaneous : - Read and study the rules. Drakensang is based on the Pen and Paper rules, the most important ones mentioned below at game basics. Don`t rush it. I did and asked myself 20 hours in the game why my dwarf mercenary get wounded so often and what`s that formula when you right click on the attack value. - Explore first the map, then get inside dungeons. - Be warned - your character will have low vitality (aka health points). I beat the game with 68 points + 10 points from a ring of life on a dwarf mercenary. - Use Expert Mode in the beginning to customize the avatar. Get points out of skills, weapons and spells you don`t use to increase others or save it for later. - Only 3 places stay unlocked in the entire game - Ferdok, Tallon and Murolosh. The rest will be locked, so resolve every available quest before leaving. - Click on the quest (journal) and the destination (place, person) will be on the map with a green icon. - Get first the companions and after that start resolving quests.This way they will get the necessary points. - Whenever the camera go `nuts` click right, keep pushing and move the mouse to revert to a normal view. 3. MAIN STORY AVESTRUE ( This part is the equivalent of a tutorial ) a. An invitation from an old friend : Ardo of Boarstock sent an invitation to visit him in Ferdok. Create your character, use Expert Mode and play. On the bridge Sergeant Erland mention the city of Ferdok being closed to those that do not have two important people to vouch for them. Ask further question and he note the presence of Mage Rakorium at inn and some bandits in the wood (see side quests). In the middle of market Salina, Queen of Mountebanks need help. Her heirloom was stolen by Dranor and she will vouch for you in return of her jewelry.Enlist Rhulana from the inn, then speak with Runkel Bagthumper and the innkeeper to get a place on the map. On the way two apprentices, called Rufus and Nottel, mention their master being missing. Move where the bandits are. On the road you`ll meet two bandits,Botho and Lund, guarding a chest. Dust them, loot, go up, buff and enter. In a cutscene a dragonling order his men to kill Dranor and teleport away. Help him, enlist his aide, loot the place and go back to Salina who will never get her heirloom, but you get the rewards. One voucher obtain. See The bear sidequest to know where to find and help mage Rakorium. Second voucher. After that go to Nandor, receive the reward for killing the bandits and get the pass to Ferdok. NOTE : Ignore the sidequests untill you get Rhulana and Dranor to join. This way they get the EP. NOTE : After you give Bredo Bento his oneberies in the sidequest, came back and pickpocket him a couple of times. The amount of Oneberry juics in the inventory will raise big time ! FERDOK a. An invitation from an old friend : The gate guard in Ferdok make some note about Ardo`s house and gruesome murders who closed the city. In front of the house another guard inform you about Ardo murder and the next person to contact. b. Murders in Ferdok : Speak with Guard Captain Barla Borkensmith to get more info and a deputy in order to investigate . b.1. Investigate Ardo`s Murder : First task is to find Ardo`s bodyguard, Forgrimm and a friend Gladys Shladromir. Visit The Silver Pitcher in Praios and speak with the innkeeper for a plant remedy against Forgrim`s drunkness. Give it to him, put some questions and enlist his help. He is a great tank if you protect his back and cast some buffing spells. Next stop Wagoner`s Home. Fight 3 robbers, lead by Boris and enter The Serene Sow inn. The innkeeper Ibrom Soapstone (?) and 3 shaddy customer called Cripple Reto, Goldtooth Yallik and Fourfinger Sam ignore you. Exit, go left and notice that Yallik is following you. Keep going down and Gladys show up. Enlist her help and start investigating the murders. Visit Ugdan Docks and the place where Ardo had been killed. The guard there tell about Ardo`s body, discovered by head guard Tashman. Speak with Tashman who doesn`t know anything, except Ardo efforts to uncover some criminal element in the docks. b.2. Investigate Eelko murder : Go to Eelko murder place. A neighbor present the night of murder and Eelko`s lack of fortune, except one piece of precious jewelry. Ask who was his closest friend. Apparently a cat called Mimi, fed every month with salmon from a nearby merchant. Go to the fish merchant and receive some left over salmon. Feed the cat and follow . Eventually she stop near a wall and give you Eelko broche. Report to Barla in Praios Square. The guard Reuben direct you to a informant and give some code phrase. Get in front of Praios temple and speak with archivist Loisane who hints about a conspiration. b.3. Investigate Dragon murder : Visit Flat Footed Ferret inn or head to the murder place. In the last stop break a barrel and get another piece of jewelry. Visit the inn where everyone ignore your questions. On the way out Alina, Dragon`s former lover, approach and give significant information. Report to Barla. Both jewelry were made from the same material and Reuben place the archivist behind the Hesinde temple. Speak with her and find out that Dragon and Eelko are descendents from dragon slayers and the next victim Jessica is in Wagoner`s Home. On spot maid Lana scream about Jessica being kidnapped. Use the metal door on left. Walk. Jessica`s body lie on the floor. Take the list of victims from her body and explore. Left – rats and a hidden wall with a dwarfnose check. Right – another hidden wall and a bunch of cultists running in distance. Eventually you caught them. One fight, five run. He is a dangerous dodger and target the mage, if any or the tank. Loot his body and follow the rest. Kill rats, break 2 wooden walls and reach Kastan house. Save, buff, enter. Kastan run away and let you fight 2 cultist plus his henchmen Finn. Deal with the footsoldiers, go up and engage Finn. His resilience to magic and dodge\parry abilities can serious damage anyone. Use all you get. Once defeated, the head of Praios church Da Vanya show up and stop the fight. Exit and speak with Barla who get your team nefore count Growin. Don`t forget to pickpocket all people in the room and go visit the Ducal citadel and your new home, inherited from Ardo. b.4. Kastan Gamblack : Track down and punish him for Ardo. See Blood Mountain area main quest. c. Preparation for the Dragon quest : Enter Ardo`s house after b.3. The caretaker delay a message from arch mage Rakorium asking to help Dorion of Kuslik prepare for the Dragon quest. Go to Hesinde temple and make the novice open the door. Dorion need the lower parts of the temple cleared and retrieve three stones aka 3 parts from the Hesinde`s statue. Get the cellar key from the novice below and a new quest - finding a book called Magica Luminosus ( the book is on the last room below, on a shelf). The caves below had been infested with amoebas who can poison, knockdown and put fear in your mind. Use buffs and a pet to attract their damage, while the tanks use special attacks and the mage cast Thunderbold or Lighting find you ! The amoebas from level I and III have 70 vitality with low resilience. Those on level II get 100 vitality and tough `jelly skin`. The wings are floating on two pedestals in level II and the body of the statue lie below, in a cave infested with emerald spiders, near the body to a red butcher who planted the infestation of amoebas. Go up, give the book to the novice and the statue`s part to Dorion. This is how the dragon quests start. MOORBRIDGE MARSHES NOTE : I suggest you explore the map before doing main or side quests. First free Gwendala, allowing her to get some EP needed in case you want to replace one of the companions. Second visit the crypts because later a side quest will require their cleansing and you`ll lose some extra EP. Third clean the islands and make Bottan Card quest easier to acomplish. a. The Addled Mind in Moorbridge : Find Archmage Rakorium. Next to the entrance a group of locals, lead by the bailiff Burgess Sheffler, try to kill Bredo Bento, accused to be a undead creature. With Fast Talk the situation will difuse peacefully, while Intimidation trigger an attack from the bailiff later. Ask around the inn about Rakorium who decided to `visit the marches` ?! Move ahead and in the Three Pine area Rufus and his donkey, now undead, start attacking. Dust them fast, since this creatures punch hard. Receive Rakorium`s recipe book and move N. Near Valonion`s ruin the archmage is under attack from 3 undead and 2 skeletons. Defeat them and start asking questions. In the end 5 more skeletons show up and you`ll get 2 quests : a.1. A magician`s worries: Rakorium want to put a stop to the undead infestation coming NW from his position. In there a necromancer is summoning, using the crypts around, dozens of undead. This is a good place to earn additional EP by dusting the neverending wave of his minions, retreating from time to time to restore vitalitaty, endurance and astral points. When bored attack the necromancer from the E side. Ignore his footsoldiers, use knockdown and special abilities to avoid the damage from his spells. Everyone around will go down with him. Loot the trapped chest and his body, report the succes. a.2. Gather the ingredients: Rakorium want to boil a new recipe and he need a goblin tooth, a harpie`s egg and a mandrake. Follow the indications on the map. The goblin is inside a crypt and the mandrake south on the island with the evil tree. Buff before handing the items. When the potion is made he use it to retrieve a crystal from Valonion`s staff.Suddenly the dragonling awake, shoot Rakorium and turn his attention to you ( No, thank you !). Pshychic Focus spell cast on your avatar/party leader will do wonder against his lightning. Cast debilitating spells on him, slash with every special abilities you can muster, especially knockdown and throw Thunderbolts. He will give in and Rakorium, back to the livings, mumble some thanks and teleport away. Finish all your bussines in the marshes, because the place will be locked and enjoy the first piece of magical armor from the Dragon quest (Greaves of Fire). BLOOD MOUNTAINS a. Stolen Knowledge: Return from Moorbridge to receive another Dragon quest. Find the Book of Serpent in the castle ruin located in Blood Mountains. NOTE: I suggest to do only a and c side quest and move to the main mission right away. In the castle reside, so to speak, a future companion (Jost the battlemage) and he will need as much EP to make him effective. TIP: Buy as soon possible spells and recipes from the witches or special melee abilities from Praios worshippers. Still the options implemented by devs make no sense, splitting your choice far to wide. Enter the area and choose between two possible options : b. Side with the witches: b.1. Help Yasmina the Witch: Down on the road to the castle this witch ask for your help in return of her sisters support to lower down the shield protecting the castle. First task - retrieve a bottle of wine from the Praios Camp. Move there and Warina (remember her from Kastan House ?) will ask a couple of questions. Choose the traveler answer and agree to kill Yasmina in order to get acces. With a Fast Talk/Persuade check you could convince the quartermaster to let you in or could open the chicken pen NW of the camp and tell him they run away. Open the chest and go back to find out she only needed the wine for a quick drink(!?). Accept to help further and Warina plus 2 crusaders engage you in battle. She carry a nice Ravensbeak axe and some gold. b.2. Save the witch trees: Yasmina need a proof of your alegiance. Protect 3 witch tree. One advice is to avoid the Praios patrol because they could trigger the battle before you reach the target. Pause and note the Praios disposition. Two or three chop the trees, while 3 - 4 more stand guard. Engage fast the choppers, then move to their guards. Report back to Yasmina. b.3. The witches of the Dark Forest: the other 3 witches want a proof before helping with the main quest. - Alvina : Her former lover Danos need to be convinced to put on an enchanted bracelet. Use Fast Talk and he will turn into a toad, while Alvina will show up and make some nasty remarks. - Morla: Take back his toad Knowall. Knowall can be found near the salmon pool under attack by Berndrik team. If you did the first side quest, he will give up and leave. If not ... Pick the toad and head to Alvina`s spot on the map. NOTE: 5 - 6 rays of light, called by Danos lover in Dark Forest Manor, will ambush the team before speaking with Morla. - Saphira: The cook from Dark Forest Manor lost her magic pot to the Praios. She need a clean retrieval aka no killing. Send two companions home and sneak up in the camp (kind of glitchy!). I didn`t succeded, but you can dust fast the guard avoiding the reinforcements he will call. Take the pot and meet Saphira. Now she want to put some herbs into the cook food as `reward` for losing her pot. Use Fast Talk to convince the cook and leave to receive a sickle (+2 Plant Lore). b.4. Speak with Heidruna: Go to the dancing place, buff properly, click on the monuments and the oldest/wisest witch Heidruna appear. Find out Da Vanya is actually a disguise for a Mantra`ke (half human, half beast), heir of dragons, who will keep the shield up around the castle untill he is dusted. He has 160 vitality and a low resistence against knockdown. Concentrate on him first, win and receive Arm Greaves of Fire. The shield is down and a dragon climb the castle and run into the horizont. C. Side with the Praios: c.1. Join the Sun Crusade: Warina from Praios camp enlist your help for the crusade. The first task is to kill Yasmina, the pig herder. Go back, buff and fight the witch plus 5 wild boars. Use knockdown to keep her down and after thet concentrate on boars. Return and speak to Da Vanya. He need your help in dealing with the other three witches. - Alvina: visit her place and get a diary showing her emotions for Danos. Get him, intimitade some robbers on the way to Praios camp, called by Firniane, his lover and put Danos in the prison carriage. Walk up from camp and Alvina will attack along with 6 wolves. - Morla: Speak with Berndrik to find out Morla`s affection for her toad pet Knowall. Attack Knowall (60 vitality!?) to make Morla appear and 3 waves of 6 troll toads. Engage Morla first, who uses a broom like a spear, then the toads. - Saphira: reach her place, dealing before with the witch tree up front (see c.2. below). Touch the brazier to get the flames eat her house and she will appear, summoning 5 shadows of 55 vitality each. c.2. Destroy the witch trees: there are three targets spread around Blood Mountains. Each of them is protected by 2 spirit bears(80 vitality) who enjoy the knockdown move and Lightning find you ! spell, while the tree have 60 vitality and a Curse of Crows who reduce some stats. This fights are far more tough than dealing with the Praios while defending the three in the b.2. Report and it`s b.4. all over again d. Enter the ruins: At castle base Bento will buy/sell what you need. The witches give 3 animals if you perform without bloodshed their quests or two animals and a amulet of CN +1. Fight along the road 4 waves of cultists (3,5,5,7) usually composed by 1/2 archers and 3-5 figters. Enter the castle space after buffing and fight another 11 cultists. Go back to Brento, sell everything and use the door leading inside, past some stairs down. In here I got a new quest (Like a shadow = moving unnoticed) I happily failed. On the right a bunch of cultist pray and in the next room a rope. Fight them, click on the winch rope, loot (read Pansucculos diary for extra info) and start moving. Behind a wooden door show up 5 cultists from the guardroom. Disarm the traps and engage other 5 enemies from another guardroom. Go down to attack 5 more and notice Jost`s dungeon. Loot the chest and free another companion. Follow the road to another wooden door and see a cultist protecting a breach in the wall. Enter. On the left 5 wardogs, similar on the right plus a chest. Follow down the stairs and a cutscene triggers. Noldrokon leave Kastan to defend himself, but not alone. Run back upstairs, atracting the 7 cultists with you, while Kastan Gamblack will hold his position. Fight them hard. Buff, summon a pet and engage Kastan (250 vitality) using knockdown to keep him down and unable to use his special abilities. Loot his body for a great short sword called Snip, open the chest and click on the desk to receive the book. Report to Hesinde`s temple. GRIMTOOTH CASTLE a. The Dragon Eye: A powerful artifact is hidden at Silver Falls. Speak with Gerlin in Ducal citadel who reveal the existence of a secret pasage plus the option to enlist Nasreddin for 200 ducats. Travel to Grimtooth Castle and stumble upon mercenary Humbold. He was sent to get help, since the castle had been stormed by orcs and cultists. b. The messenger: stop the orc following him. There are 3 fighters, 2 archers and 1 ogre. Try to dust the ogre first, then came around for orcs (buffs and stone\paralyze work fine). c. Captured: rescue Gondwin. Go up and fight 3 road blocks composed of 7 orcs, 3 orcs and a war dog and 4 orcs. At the intersection you`ll see Gondwin tormented by a rather large party - 1 ogre, 4 orcs, 1 war dog. You could run into the tunnel behind, where the ogre will not follow and kill the nearest orcs. d. The secret passage: free Gondwin and he is going to lead to the passage. Dust the 4 archers guarding the place, enter the castle vaults. At crossroads take left to find 1 orc alive, 1 dead and small emerald spiders(also dead!). Move ahead to the second crossroad untill you find the the spider`s nest - 8 small, 1 big and some eggs. Return and take the road to SE. In a room 2 orcs taunt an ogre. The tunnels behind will be closed after the cutscene. Target first the ogre, then the orcs. Go up, left, right and fight 1 war dog, 1 orc handler and 8 orc warriors. On the left is a hidden wall, a spear trap and 2 chests with potions and ingredients. Then take right (workbench), left (1 crate, 2 barrels), right again (hidden wall protected by a fire trap), left again (guard room with 5 dead soldiers). Move up to find a barred door, who open by herself to let in 1 war dog and 1 orc handler. Up again into a guard room and into the armory where 1 captain and 1 orc warrior argue. Take them and loot weapons\armor. In the SE guardroom there are 3 levers and 3 heraldic emblems on the wall. The center one go down and the rest up. Fight 2 orc warriors and in the smity place 7 more plus a war dog. In the cells are 2 smugglers and a orc captain. Open his cell for a tough fight. Get past the metal door with emblems above to find 3 dead soldiers. Watch the traps and the orcs. Shoot the orc captain with arrows or magic and he will run to you, getting caught in the traps. There are 2 closed doors and 4 torch brackets. Extinguish only 3, with the exception of the one on the right down corner as you face the barred metal door. Be careful of traps, then extinguish the last one. There is a big room with 4 statues. Click them in order to make all gaze in the same time on the pedestal in the center. Take the Dragon Eye for 300 EP. Move to the training room where you have to face 1 ogre, 4 orcs, 2 war dogs and a handler. The area is easy to defend, but they are hard. Put the tanks on the stairs and heal them, while targeting the ogre first. Upstairs there are 1 orc captain and 2 archers. Exit to courtyard, but not before buffing and summonning. Outside the fight is raging between humans, orcs and ogres. Malgorra will ask for the eye. Give it because she will kill Gondwin and you`ll cave in eventually. She leave Nalkodron behind to fight you alone.He has 420 vitality and huge resistance as Bloodfang, the orc leader he impersonated. When 1\2 of his vitality is gone, he will revert to his dragonling skin. Beware his corpofrigo and paralysis spells. At 1\3 health he changes into a close by dragon kind of creature, but he`s not that tough anymore. After defeating him (40 EP !) the orcs will leave and Traldar give his thanks. In reality the eye was always on him and Malgorra only got a fake artifact ! Report to Hesinde`s Temple and receive a shield, then visit count Growin and enlist Traldar. TALLON - Prologue - Adamantine Heart: Speak with Rakorium to discover the secret of the Dragon Eye. The quest will end up with you going to the dwarf city of Murolosh, but not before visiting the village of apples Tallon. NOTE : In Tallon the Dragon Quest is linked sometimes with the side quests, so please take a look to the latest first. - The road to Murolosh: Speak with count Growin who mention the city of Murolosh being closed. The small town of Tallon is not and in there you`ll find Gerling, the man who knows how to get inside. Speak with the innkeeper who mention Gerling`s departure to Prenn`s Grove. Go there, after a long walk and plenty of side quests, to see a dragon destroying the grove and the sacred apple tree. Two quests result from the dragon`s action: - The Dwarve`s respect: Prince Arom will wait NW of Tallon untill you get the key needed to open the dwarf tower. Inquire the sister nearby to find out all deonts knew about Hesperia death and the fact her body was buried in a cave. - Murder of a Deont: find Hesperia remains for sanctified burial and the key. Fight 5 harpies on the road. Enter the cave to fight 5 emerald spiders. Take left and fight 4 waves of spiders(5,8,8,8). In the SE area there is an elevator and a skeleton with a silver key (no use ) and Xindan Oakbridge Laboratory. Fight 11 skeletons in the upper part and go down on stairs where Meredin (225 vitality) and 4-6 skeletons await. Knock down Merendin to stop cold her spells and slash undisturbed, then engage the rest. Receive 50 EP, the key and another part of armor. On the way back the skeletons rise again with the armored one in the front line. On the way back two spider waves (8,6) block the path. Go left from the spider`s nest and follow the tunnel until the end. There, half buried in the grass, lie a skeleton. Move the cursor to see debris, click and go back. Hesperia will be buried next to the sacred apple roots, giving him life once more. - The Dwarve`s respect: With the key and fully armed reach the dwarven tower. Dust some goblins on the way and go down to the place indicated on map. Prince Arom offer some goodies in a chest, then follow your team to Japhgur`s nest. On the way show up 6 waves of harpies (10, 10, 10, 5,5,15) who can deal a lot of damage. Use group damage, taking them one by one and don`t forget 3 dwarfes are helping behind. NOTE: Usually each wave have 5 harpies plus 5 spawning randomly. The last wave is also the toughest. Reach Japhgur`s nest. The dwarf Dragonslayers get down in a cutscene. Use the burn salve, buff, summon and start hacking a 900 points vitality dragon with fire breath. It`s important that the first attack relate to the Marksman ability, then engage mano-a-mano. A bunch of potions will go, but is easier to fight one opponent up front than a mob. In the end Arom take the carbuncle and you loot the dragon`s body for a lot of armor/weapon pieces. Exit and click on Murolosh. The city is down on map, so click left, hold and scroll up the map. MUROLOSH a. Esteemed Guests: Prince Arom put the carbuncle in the king`s crown who decide to reward your brave deeds with a magical object from his treasure. Exit the palace and speak with the quartermaster who offer 4 objects: - Marmargarashno 2 h warhammer = 2d+6, 2w+8 with ST 19, 14/2, -1/-3, knocking the opponents - Kangrosha 1 h magical battleaxe = 1d+6, 1w+10 with ST 19, 10/2, 0/-1, 5% chance of wounding - The Robe of Confusion (- 4 enemy attack) - Titanium ring of power (+3 ST) Choose one to trigger the next quest. b. The poisoning of Xolgorax: Xolgorax had been poisoned and Lugosh need medicinal mushrooms. Use the elevator and speak with gardener Grimbolosh. If your plant lore is low, take all mushrooms and he will pick the right one. Also he give another quest called Pest Control, in wich you`ll have to clear the gardens from their scorpions infestation. At the intersection take right (3 spiders), right again (3 giant scorpions), then forward to fight 5 scorpions and 2 spiders. Breack the crates, dust the troll toads and collect all the fungus visible. The right mushroom is SE of the fungus cave. Continue dusting scorpions untill the journal update. Leave c. Suspicion falls on a friend: Somebody started doing nasty things in Murolosh and the guards arested a couple of suspects. Salina was held responsible for poisoning Xolgorax, stealing an object from the vault and causing a tremor in the mine. Gather evidences to prove her inocence : - Speak with Salina. She mention a group of young dwarves lead by Grimbeard, willing to defy the king`s orders and watch her dancing. Get his testimony with a Fast Talk check or appeal to his honor. - The plague of lice: When you exit from the throne room to investigate clues in favor of Salina, a young dwatf called Grazima ask for help. She is near the innkeeper and mention a plague of lices in her storeroom. Enter. She will close the grate, while your team fight off the lices. Follow her and fight 4 waves (6,4,5,4). Next job is to fight the source of infectation aka 6 stronger lices. Go upstairs for 8 more lices and finally destroy the nest. Look around and get a strange yellow liquid. Speak with Grazima who mention an old stone missing, supposedly with questions used by Angrosh, dwarven god. Find Lugosh who identify the liquid as bug bait, used in Khom Desert to attract lices and scorpions ( Aldessia came from Khom desert). - Speak with Aldessia who simply show a lot of fake compassion, without really saying anything, problem noticed with a Human Nature check. - The collapsed tunnel: Orgrim, near the innkeeper, mention a collapsed tunnel and the need for 5 extra miners. Find them over the city map and go down from the elevator to receive a piece of dirty, colourful material who belong to Salina - The scrap of cloth: with the piece of material go back and interogate Salina. She say someone cut a piece of her newest dress and ask to speak with Ungrim. Near Salina`s house a dwarf man rest in the wounded position. Heal him to find he was attacked trying to stop someone breaking the house. Get his testimony and go inside (The burglary). Ungrim confirm Salina`s story and present a dress without a cut out part. Get testimony and the dress. - The poisoned beer: use Salina`s dancing to butter the innkeeper and get the key to his storeroom ( You can offer to do a job for him - hilarious reaction !). Battle some wolf rats and straight ahead kegs of beer on shelves. Click the ones called Xolgorax`s beer to find a red hair. - The juggling ball: On the crime scene the guards found some crystall ball pieces. Salina say the ball belong to her and was dropped by accident when a guard tried to inforce the king`s orders. Speak with Argrim guard, located on the inn area and get his testimony. There is one little catch in the trial. Once used, a testimony can`t be put back in discussion. I responded to the acusation of tempting the young dwarfs stating she is not the only stranger in town. Then I move to other proof like red hair, lice infestation, shards of ball and scrap of cloth. In the finishing argument bring the other clues forth and you get the job of arresting Aldessia. Enter her house, next to Grazima`s storehouse, up the stairs to be confronted by her and 2 stone golems. She is weak, but the golems ... phiu !! Loot the chests, sell what you don`t need, craft and use the teleporter, as instructed by Xolgorax. DEEPS OF GRULDUR a.Explore the cave/Decipher the instructions: self explanatory. Explore te cave to find a teleport disc and decypher the instructions on the cyclopeian doors. Check the body of the dwarf for an artifact and get a new subquest (The dwarven ghost: bring back his amulet). Go left from the first door to find another who open and decypher the inscription: `The black adamantine heart lies safely behind the Fire Falls of Algormosh`. There are 3 doors to be open and a lot of exploration. Usually when you see a dwarf ghost fighting a grolm ghost there is a sign to pursue (Strange Apparitions subquest).The first door lead to a mishmash of tunnels where you fight rock goblins, fire spirits, emerald spiders and amoebas. In the N part of tunnels is the artifact you seek to open the first door with the inscription: ` Great numbers of cyclops guard the heart from the lusting hands of the Grolm and the eyes of the evil dragon spawn`. Enter to fight along the way an endless wave of undead grolm (100 vitality) carrying blacksmith hammers and weightstones. There are also fire spirits, rock goblins, spiders, etc. Watch over the traps. Eventually you`ll get the artifact and move upstairs to the third door, inscripted with: `Only the wearer of the Helm of Fire will be able to pass safely through the mountain fire, Find the helmet and pass through the Fire Falls`. Avoid the traps, open the hidden wall for a couple of weapon recipes. Fight on the tunnels and staircases grolms, fire spirits and skeletons, avoid the fire traps and get the treasure chest including a description of the dwarf - grolms war. There is also a switch I never bothered to change and a tunnel protected by a monolith shooting fireballs. This is the way ! Take left from the tunnel, rest to heal and buff. Inside a cutscene show the helm of fire and a cyclop skeleton get back to life, suported by 5 undead grolms. A tank party should run on the fire protected tunnel,letting the skeleton getting big damage. If you have a battlemage keep casting stone spell while hacking, then turn against the grolms. Click on the little monolith upstair to get the helm in hand`s reach. Use the exit behind , following the path through a bridge, staircase, etc. to the teleport.Fight 9 ghosts trying to block the way, click on the dwarf body to transfer his amulet and use the teleporter. MUROLOSH NOTE: By now you need tons of potions. Stop by and buy/craft especially large potions d. Madness in Murolosh: Xolgorax mention the evil influence of the carbuncle on the king and his cose guards. They started to attack the other dwarfs and got closed inside the palace. Enter the palace where the king and his 22 guards rush in your direction. Ignore the others and start hacking at him with everything, especially knockdown. Destroy the carbuncle and he wake up from the evil influence. Reward - 2 objects from the treasure, one for saving him and one for not dusting any guard. Prepare to enter the Fire Falls and finaly get to pickpocket the king. e. The caves below Murolosh/Carbuncle cave: Enter the Fire Falls, On the right is a blocked door and forward a strange room. Click on the right pillar`s base to collapse on the switch and use the previous blocked door. Dust every fire spirit on the way for their fire hearts. There is a half bridge who uses the fire hearts as fuel. Click on the last two pillars to put 1 and 3 hearts. A fire path appear. Use it. On the other side the path is blocked. Install 2 and 4 new hearts in the pillars to get in open. Avoid walking on the traps (the number/numbers who don`t corespond with the others) to open the hidden wall in the next chamber. Save, buff, summon and start using the stairs. You`ll have to fight the grolm king, who uses a lot of teleportation and his hordes of ghosts, spawned by crystals. Attack 4 crystals, protected by 2-3 waves of 4 ghosts on the road to the carbuncle. Use the elixir who block Lighting find you spell ! , used by the ghosts and destroy first the crystal. There are also small monoliths who gap the opening on the road if you choose the right ring. Before reaching the carbuncle the king and his minions put up the last fight. The king has 500 vitality and a nasty spell damage, but Psychic focus and immunnity to lightning should be enough. Cutscene - you get s jolt while trying to reach the carbuncle and move to another cave. In there the cyclop Pal`Na`Thar start telling the story of dragon emeperor Umbracor, killed by his son Ardakor. The grolms hide Umbracor`s body, leaving Ardakor in rage. Now, he want to `eat` his father carbuncle to become immortal and rule the world of Aventuria. The dragon quest was Pal`Na`Thar doing because he wanted to find a replacement ! Speak with him again and suggest maybe Umbracor can be revived based on Rakorium experiments. After a while he accept to give the carbuncel, but Molgorra show up and steal it. He believe everything is lost, but no ! You, the hero with trembling legs !, are going to fight more powerfull creatures to save the world. Pick a weapon from his stash and use the teleeport to the throne room in Murolosh. f. Throne room in Murolosh: Xolgorax start telling about attacks of dragonling on the city. Speak with Rakorium to ger the Thesis crystal, buff and approach prince Arom for the next battle. DRAKENSANG MOUNTAIN a. The battle of Drakensang Mountain: outside dwarfs engage 7 cultists and a buch of dragonling. Help them and don`t bother to loot anything else than potions and arrows.You need to reach the summit and stop Molgorra, plus a subquest : - Help the dwarven priest: help defending Malmarzrom the Hammer cave against 2 dragonling and 6 cultists. Angraxa tell the need to destroy 2 portals used to bring dragon kin on the mountain. This is the most annoying and difficult battle in the game. Go up, buffed with everything to destroy the portals located SE on map and NE on the map plateau. Both are protected by dragonling, scorpions, cultists and at least 5 stone golems. Move around a lot and try to attract the faster enemies (dragonling, scorpions,cultists) away from the slow moving golems. Also, watch out for the cleverly placed traps who deal at least 30 damage to your vitality. b. Kill Malgorra`s guards: When both portals had beed disabled, move to the ice spikes blocking the way to the summit. Use the margins of that place, since the center is full of nasty traps. Fight 4 dragonling using spears/ lightning and charge on the path to the summit. Don`t wait to heal, because the game will spawn endless waves of her bodyguards ( I noted 34 before deciding to storm the summit !!). On top save, use potions of healing and attack first Malgorra (250 vitality). Use endurance potions on tanks to keep the dragonling leaders Kssa, Tersach and Chaza down the longest possible. c. Touch the heart: when every enemy is history, heal, buff, summon and prepare for the last battle. Click on the soulstone and Malgorra came to life as a hydra kind of looking dragon. She has 1200 vitality and she can summon 2 skeletons in the same time ( rules don`t let me do it !). The battle is long, but easier than fighting mobs because you have the time to use potions without worrying who will sneak up behind. She lose one arm when 400 vitality points are gone and teleport sometimes in the same area. Use the magic to stone, paralyze, debilitate her plus summmon and healing. When she`s gone, click on the carbuncle and Umbracor get back to life, making one promise : Your name will be remembered always in Adventuria`s legends and stories. THE END 4. SIDE QUESTS NOTE : Keep in mind that some will appear after completion of certain missions related to main quest. I can`t say when, because I kinda play chaotically on my first run. AVESTRUE a. Berry Hunting Bredo Bento need 10 Oneberries and pay 2 ducats. You can buy 5 from Auralia, loot some random barells or take it from plants in the wood or near the water. Also listen to his story for extra EP (XP in other games). NOTE: Come later and pickpocket him a couple of times for extra Oneberry juices. b. Woodcutter Knebor Even with Human Nature 0 you`ll get 2 elm woods after praising his muscles (!?). c. Owlstone the Hunter The innkeeper mention his name and when you get there he`s fighting a wolf. Help and get three quests: - The wild wolves of Dark Forest : walk near the rock formation and fight White Fur plus 2 normal wolves. A summoned pet or some magic can be useful, but they are no match for carefull planning. Dust one wolf with Mighty blow from Rhulana and Feint from Dranor, then repeat against White Fur. Colect the paws and fur and return for the reward. - The bear in the Dark Forest : he lives in a cave. Enter, take left, open a door, moving slowly down. There are 2 traps here(caltrop, bear) who Dranor can detect as leader and 2 wolf rats. Loot the place, speak with Archmage Rakorium (you`ll need him against the bear), return. On the way out fight 3 bandits previously transformed in stones by the mage and 4 wolf rats, explore the rest of the cave. Dust 4 rats and face the big bear. Put Rhulana in front if your character is a mage/thief and use everything plus Rakoriun spells to bring him down. Explore further the cave for extra bandit badges and exit. At entrance the mage will teleport to the bridge where his apprentices asked you to help. Visit Owlstone and the mage. - The prize : Hunter Owlstone ask to give the bear head to the innkeeper. Do it for some EP and gold. d. Erna Goodbeat Near the road to Ferdok Erna ask a question. Type (big letters) 3EXD6L or IM3Z91 and receive a mask of charisma. e. A boundary dispute On the road to officer Nandor there are two farmers cursing eachother over a tree. Speak with Goodbeat and choose the line where Perraine will be mad on them to end the quarrel. f. A taste delicacy In the inn Gallo Frantic want someone to retrieve a parcel. With Streetwise he recognize the package being valuable and reward that `one god man` with 4 silvers. The parcel with Candied Kosh Bunting Tongues is on the road to officer Nando, near a merchant called Brewin Rattlestone. On return Gallo want to pay only 2 silver. Counterattack asking more and he will settle for 2 ducats. You can refuse and find another buyer. Pickpocket him and find a letter mentioning a buyer for 10 ducats and a better posibility of profit with dwarfs. There are a couple of buyers - Horasian merchants (Ferdok, Ducal Citadel) offer 5 ducats, a nobleman near Mother Sweeting in Tallon 20 ducats and the dwarven quartermaster in Murolosh 50 ducats. Still, the quest is pointless. You get only 2 ducats from Gallo in the beginning when money mean something and 50 ducats near the end, but nothing compared to your pourse by then who reach at least 1500 ducats. g. A treasure NE on map, near some fireflies, lie a body. Take the key from him and open a chest nearby, surrounded by fireflies and eggs. By dusting all of the fireflies plus eggs you gain EP and poison fangs needed in alchemy, while the chest give some jewelry. h. The examination After helping Dranor and Salina, speak again with Runkel Bagthumper. His dream is to enter the Guild of Thieves and they have 3 tests. First one - open a chest near the chapel. Second open a chicken cottage. Go there and the lady will give a tongue lashing. Get back inside and spoke with her about the dog (do not pickpocket her first) and persuade to give a bone. Click on the fence again, give the bone to the dog and open the cottage. Speak with Runkel and head to the mill. Advance in the main chamber, buff and fight 3 wave of wolf rats (5 to 9 top). Put Dranor to open the chest and disarm the trap to update the quest. Runkel will give the Guild`s adress, situated in Wagoner`s Home, Ferdok city. For more see the side quests in Ferdok. i. Friendly match West of the market mercenaries Humbold and Gondwin set camp. Speak with Humbold who propose a a friendly match. On the spot concentrate only on him and get a shortsword as reward. FERDOK 1. Praios Square a. The Luckless tailor: On the way to Ardo`s house Grosso the Tailor complain about tripping over a chicken and loosing his lucky stone. Enter the sewers and follow the rat who bring company (5)plus 6 more on the way out. b. The Worried old woman: An old woman is worried about her husband who fell from a wall. Visit the disciple of Perraine in Ducal citadel who suggest using a Golmoon tea and ignore the old woman, proved to be a over-the-top worrying person. c. The Mactaleanata: While going away an amazon called Aydan got inside Ardo`s house. She is a friend of Rhulana and ask for her help against The Black Amazons. Go to Ducal Citadel and find Aydan in front of Rhondra`s temple. She ask to leave 2 companion behind. You or a mage should summon a pet ( see useful glitches). Buff properly and speak with Aydan. Inside The Golden Lance inn she prove to be a traitor to amazons. Dust Aydan first and concentrate on the Mactalaenata leader. After that her 2 sidekicks are easy. Loot, open the chest and give Rhulana a set of Kurkumian armor. d. The Trolls: In front of Silver Pitcher a couple of guards speak nervously about big monsters inside the inn. 3 trolls ask for food and drink, oblivious to the concept of paying (Yeah, baby !). Use Fast Talk, Human Nature or Haggle to make Traldan more sympathetic to their needs aka 2 ale barrels and 1 roasted pig. Humba, Bumba and Dunba are now happy (Never seen them again, even if their conversation hint to that. Pitty !) e. The Escaped dancing bear: Fluffy the bear got restless and his master ask for help. Cast Meek spell from near by, several times if needed because the spell tend to fail often. f. Salina`s Request: Near Hesinde`s Temple Salina ask to rescue Dranor from the prison. She mention a secret entrance beneath the brewery, used befoe as smuggling route. Go in Ugdan docks and speak with the caretaker Moddlemush and his brother Middlemish(!?), related to your caretaker. To gain acces you`ll have to find out and eradicate the plague of rats affecting the brewery (see next quest). Walk and fight 6 normal wolf rats until a crossing. Take right, click on the wall, ignore the guards and reach Dranor. He refuse to leave, stating his inocence! Also, he is sick and tired by the prison conditions and direct your path to merchant Wulfir Harpel in Ducal Citadel. Interogate Wulfir and his daughter to find out he misplaced the cronograph and forget to call the guards. Take his testimony to Barla and send Dranor to Ardo`s house. g. The Elven trainer: After Blood Mountain Laurelin show up in front of Hesinde`s Temple. He needs a special wood delivery on docks. Go there to find out a huge Maskaran giant crab (157 vitality) ingested a lot of crates, including the tiik tok wood. Take him out and return to receive 1 wood and a recipe. 2. Wagoner`s Home a. The Examinations : the thief guild hall is in front of Serene Sow inn, behind a wooden door. Inside speak the password and meet Cano, guildmaster. He offer training, tools and some fun aka quests : a. 1. The Guild of thieves obstacle course: there are locked chest below containing 9 emblems Cano want. Be careful– chest are locked and trapped, some hidden in crates or behind wooden doors who need to be broken, one inside a thief who asked to be pickpocketed, etc. a.2. A Question of honor: Dark Eye group stole Count Growin`s hammer from Thief guilds hand. Go there, keep only Gladys, speak with Goldtooth and enter. Open the chests on the right and left in sneak mode, use the ladder to acces the upper part. Bring down the planks upstairs, getting the man behind the counter to leave, go down in his spot, open the chest, use the same route back, exit. I did it with 1 point in sneak, so … b. The Giant firefly eggs : After completing some dragon quests visit Wagoner`s Home and find some eggs. Destroy one and a local ask to do the same with three more. c. The Bar brawl: Innkeeper Soapstone from Serene Sow in Wagoner`s Home need someone to stop a brawl. Whatever you choose (persuasion, attack) they will leave before being dusted. d. A Cockroach in the tavern: A magician complained about the sordid conditions inside Serene Sow (Wagoner`s Home) and enhanced a cockroach to epic proportion. Get inside and fight a crypt lice of 270 vitality(?) e. A Charitable donation: give 1 ducat to the beggar near Serene Sow inn and he`ll spill the beans about some thieves. It`s best to give up the team members with low Sneak. Go on the places, let them discover you and run back to the inn. The thieves will go up to the fountain. Let him walk, watching their advance on the map and follow far from behind. Sneak close by when they stop and see where the loot is. Open the chest for some jewelry. 3. Ugdan Docks a. Street fights : In NE corner of Ugdan Docks a man take bets for a fight. The combat is fixed and you can spot this with a skill check, but nothing else. b. The Dine and the dasher : The innkeeper from the docks offer a reward to find a dwarf who don`t pay his tabs. Visit Silver Pitcher in Praios square, speak with the innkeeper there to get the general description and find the man(dwarf, red bear, well dressed, a hat with a white feather) near Bunny the Bar wench. Speak with him to find out he is a bored nobleman, trying to escape his life of rules and proper behaviour. He promise to pay his debts. Go back to docks for reward. c. The Wealthy man: A man in Ugdan docks lost his box while visiting a ... less than reputable woman. When you reach her, she`s been harrased by a sleazy fellow. Fight him to get appreciation and the box. Reach the man, accompanied by the wife this time and you have 3 options - fun, fun, boring ! d. Investigation at the Harbor (received after dealing with the murders in Ferdok) Regent Darina want to know more about the feud between the merchant companies Neisbeck and Stoerrebrandt, feud who got Ardo killed. Approach one of them in the docks. From here the quest split in two possible options : d.1. Side with Stoerrebrandt: NOTE : When they ask to come later it means after completing Dragon quests. After the second dragon mission a Neisbeck worker will offer 20 ducats to change sides. With a Haggle check you can ask for more, if interested in a darker approach to things.. A handful of ducats: - Running Errands: Larran Dykemiller have an order for Traldan in Silver Pitcher. Speak with him and return - Hops and Malt: deliver some goods to Ferdok Brewery. Speak with one of the workers, wait for him to put the special ingredient on the cart, take it and fight 3 Dark Eye on the way. - Problem with the beer: speak with head guard Tashman and report the attacks on Stoerrebrandt`s property. You`ll need high Fast Talk or Haggle to make him investigate.Follow. He pick two bussines partners of low stature and make you fight them. Report. - An exclusive deal: The company want an exclusive contract with the brewery. Escort a a negociator. Buff before reaching the brewery owner to fight 3 Dark Eye, while your man hide inside the building. Escort him back. - The new general: Reginald Stoerrebrandt, the youngest son, came into the city. Pick him up. Reginald want to speak with some people and it`s your job to protect him. Eventually his path will lead to Wagoner`s Home. Fight Radulf Kramer for the ket to Wagoner`s Home, leave the team go and enter the place (don`t forget to pickpocket Reginald for 10 ducats). The job is to sneak past Dark Eyes guards into good places for surveillance. Go right on stairs, break the barrels and sneak in front of the sleeping guard at first point. Continue to Chandler`s market, past the inn, down the alley to second point (use the fog, loose the armor and be always in sneak mode. I did it with 1 to sneak ). Watch Ulwina Neisbeck, Tashman, Bravethor and a creepy mage speak. Sneak back by the same route. - Testing times: a war broke between the companies and 3 Stoerrebrandt workers need to be protected. You`ll be always late, but can fight 3 Dark Eye at each place (Flat Footed Ferret, docks, bridge). Be carefull at the bridge and heal/buff before - it`s an ambush with 6 more enemies striking from back and front.Report. - The way of things: Reginald has been killed by the former guard Tashman. Find him. Speak with merchant Cupinez who point to a smuggler Ennko in Wagoner`s Home. Fight there 2 of Tashman`s bodyguards and squeeze the smuggler to get the a ship name - `Horasia`. Return to the docks, buff (against magic too) and find out who really killed Ardo - Yandric the mage. Engage full force, since his fire spell is quite devastating. Report. The quest ends here and you get a new one : - Revenge for Ardo Apprehend Ulwina Neisbeck. Her place is in Praios square. Buff against everything, raise attributes, summon pets, buy anti fire salve,this is going to be tougher than fighting Mother rat (Unbelievable, right ?!). Ignore, for now, the guards and concentrate on Yandric (fake death, huh?). Use knockdown and paralyse/stone spell, if available and slash him fast. After death a fire spirit will emerge from his body with 400 vitality !?. Try to attract the spirit and the rest of the enemies in the bushes/trees situated in NW part of the court, avoiding this way to be surrounded. This is an endurance test, designed for tanks/fighters. Use potions, change position and keep hacking wave after wave (I counted 26 enemies in the end !) of guards and workers, some really good with spears and dodge. Go upstairs where Ulwina rave about having godlike powers, until a lighting strike and burst her over. d.2 Side with Neisbeck: - Running Errands: Palgo Babek have an order for Traldan in Silver Pitcher. Speak with him and return. - Hops and malt: find the Stoerrebrandt messenger near Flat Footed Ferret and get the note from him. The messenger is trying to charm Juicy Lucy and with Intimidate he will cave in. Get the note, watch Juicy Lucy laugh on him and report. - Problem with the beer: You receive 60 ducats to bribe Head Guard Tashman. Pay and follow to watch him pin the thefts on two drunks, apparently former associates. - An exclusive deal: prevent the negociator from Stoerrebrandt house to reach an exclusive agreement with the brewery owner. Take out him and 2 Stoerrebrandt workers, then `convince` the owner. NOTE: I don`t like `evil quests` and Neisbeck side proved to me so far a killing rampage is on the route. So, i stopped here, without completing the rest of the quests, but the responses can be found over the net (drakensang.com, game spot forum, guides.gamepressure.com) e. The Plague of rats: NOTE : This mission is the hardest `till far and only the Grolm king and the last boss proved to be annoying like this ! The difficulty increase if your party is fighters/tanks only, with Gladys acting as half mage. Use Middlemish services and buff at each level (a shield meat aka pet will do wonder !). NOTE: It`s not compulsory to finish the quest. If the rats are to strong, you can come back later. At level 8 - 10 the rat is manageable (!) At the crossing mention in Salina`s quest to free Dranor take left. Notice the orange crystal formation - from them will be spawned mobs of rats who try to ambush you, so take it easy and be ready to return and face them quickly. First level - 3 gray rats, followed by 8 - 12 in the next cave, some spawned from the crystals. Run back, select your team and crush them one by one. Second level - three waves composed by 7,6 and 7 rats.Sometimes 2 rats from a wave stay behind their group, his being the reason why the attack icon is still in use while nobody can be seen.Third level - new and more powerful enemies (black wolf rats) attack in 3 waves of 7,7 and 5.At four level a pack of blackies (7) attack on site, followed, as you move ahead,by 3 other waves of 7 rats each. Mother`s Lair = before reaching the lair entrace you got to fight 4 waves (5,7,6,7) of strong, determined opponents. Park the team outside and use one character to slowly move in the nest.This way you`ll attract already spawned rats who will engage in sight. Repeat untill no one show up and prepare for the big battle against Mother Ratzinsky (?), a mutant rat and pack leader. The moment you advance in the cave, the road back is closed. Use Gladys to install 3 bear traps near the orange crystals blocking the exit. Put the tanks up front and the mages behind. Buff, use weapon balm or whetstone and give Rhulana a shot or two with her bow against the `big rat`. The mother rat will rush it. Get Rhulana behind the traps, change her weapon, summon a pet, wait for the trap`s damage to kick in and ... fight a long time. Cast Fandango of Fireflies on Forgrim and use him as front line tank. Make the others damage dealers go behind her (the back, remember ?) and Gladys shoot arrows, bolts or throwing weapons. Heal Forgrim when necessary and slash away. At 1/3 damage taken she will summon a new wave. Kill al of them, except one, to avoid a new call and concentrate on the mother rat. Use plenty of potions and magic only to heal and summon new pets. After at least 20 min., real time, she will cave in.Clear the cave, loot the ring of life out of her(plus a SMALL 60 EP reward ?!) and speak with the dwarf brothers. Congratulations! She is the toughest boss ever ! f. The Devious boat mercant: In Ugdan Docks, opposite to merchant Cupinez, a man sell a ship for 1000 ducats. Actually the ship is a small boat and he start running to Praios Square. Get near the shaddy character in Praios and you`ll pick up a conversation. Click on the `boat merchant` and receive back the 1000 ducats. g. The Bewitched barstool: Step inside Flat - Footed Ferret to met Sylvene and her husband Orlan. Sylvene enraged some old witch who cast a spell, deviated against Orlan`s barstool. Now he float in the air without no chance to go down. Speak with Rakorium and buy 1 cloth shirt, 1 Ferdok ale and 1 mandrake powder. Rakorium will make a cure from the powder and use the other 2 items for himself. Well, at this point I already feed and cloth 10 people in Ardo`s house, so no problemo ! 4. Ducal Citadel a. The House : While exiting Growin`s palace Muddlemosh, the caretaker of Ardo`s house offer his services. Take it, visit the house, ask about the closed door, etc. b. The Recipe for the potion of power : In Ducal Citadel Auralia need help with a special potion. In Tallon, much later in the game, you`ll find a leprechaun, part of a local quest, who knows what should be done. Auralia will join and the leprechaun take her place, offering trainer services and alchemist goods. c. The Broken fountain : In ducal citadel a guard is raving about the fountain not working. Go down, pull lever 1 and 4 up and the rest down, click on the rope – easy EP. d. The False beard : Near Master Fluxosh in Ducal Citadel a dwarf hide behind a bush with a barrel on the head. He lost his pride aka beard in a fight with a wild dog and he want that dog skin. Take the dog skin and give it to him - he has now a new beard ! e. Dwarf triplets: Behind count Growin palace three dwarf brothers play an attention game. Of course you`ll win the first try and get duped the second time without a Human Nature check.If you catch them and start hinting at calling the guards they will accept the scolding and run. f. Changing the guard: the guard in the south exit of Ducal citadel need a short break ... He offers some information about known criminals who could enter the city. Use Gladys skill to pick Vixen, a women thief. Since you belong also to the thieves guild, she can be released or detained if bored. g. Rock goblin: Crooked Otto from Duval Citadel sell a rock goblin.Buy it for 50 ducats and place him in the cellar. He will break the wall, giving acces to a couple of funny items : grab bag, Aloha shirt (!!!) and Forgrim`s false beard. MOORBRIDGE MARSHES a. Bottan Card Trick : Once you exit the temple of Hesinde, innkeeper Soapstone approach and ask the retrieval of a box, stolen by a cheater called Thalya di Ravendor. She is inside Muddy Boot inn of Moorbridge under the name Rogue. The innkeeper mention her arrival and strange cough, but witheld info about hitting at her. Talk with Rogue who understand fast the reason behind. She tell the story about a heist going wrong 3 years ago and a partner left for dead in a tomb. After that mistake she was subject to a curse, one who can be lifted by putting back the items stolen. The tomb is not far away, but she want the area cleared. Inside the skeleton of her former partner, called Ailric Farfara, show up and ask 27 ducats to lift the curse. He refuse any other option, so pay up and loot his body for a great rapier with 25% wounding chance. Outside she`s going ahead. Visit the innkeeper Pebblebeer who mention her going away, after robbing him too ! (The subject may not appear the first time you click on him, so do it a second time). Follow her trail near the mill, get back the box (without anything inside, `cause of the curse) and return. The innkeeper give you the necklass who dissapeared from her neck before. Reach Serene Sow where you could give to Soapstone only the box, since this was the deal. b. The Boron Deont of Moorbridge: The Deont dissaperead in a effort to find out where the undead came from. After killing the necromancer from the main quest, go on a island right from where you killed the undead apprentice. Open the crypt and let her go, then visit again for your reward. Go to Bento and mention the new situation, urging him to see the Deont. c. The burial jewelry: East of Three Pine lie a crypt. Inside two grave robbers, Trastian and Flint, try to kill you using the help of 3 - 4 `local` skeletons. Loot them and later speak with the Boron Deont who is going to put the jewelry back, thanking for your concern. d. The cleansing of the crypt: The Deont need someone to cleanse the crypts, providing 2 bottles of holy water. You need to finish Bottan Card Trick first to open the last crypt, fight skeletons or goblins and click on the altar to get 10 EP plus journal update. e. An elf in distress: East of Three Pine an elf girl had been captured by an evil tree. I suggest to attack first, before speaking with her, all the fireflies and firefly eggs around. They will keep coming when you fight the tree, making things more difficult. The elf Gwendala ask to fight and suddenly the tree and his dragon plants become hostile. Engage first the plants around for extra EP. Soft up the tree (230 vitality) with spells and arrows/bolts, then engage mano - a - mano. He can only be hit from left/right side, while someone parked in front will do nothing, just stay here. His attacks can and will knockdown anyone, so do a little replacing when those 2 fighters start loosing vitality points. Even in victory the tree still keep the elf girl under his grip. Get inside with the flute - already in the inventory, don`t go looking for it ! - and give the flute to the elf ghost. Also, you can attack him (200 vitality) for 20 EP and the soul instrument, a medallion with + 2 CH. Loot the skeleton close by, exit, speak with Gwendala and a new companion is on your team. f. The wolf rats of Moorbridge: The innkeeper Pebblebear want a pack of wolf rats removed from behind his place. Just dust them ... g. An old treasure map: Speak with Wigur in the inn who let it slip a hint about a treasure. Krobbler will accept the help after you`ve done b. and offer a 50/50 deal. Take the bottle from her hidding place (there is a small cave below the deont place who can`t be seen if you look from above) and read the rhymes : 1.`Follow only the hilt where the three swords lie, No matter how high the obstacles may rise, continue straight on as the crow flies, at the fourth then stay and understand the words`. Beneath the harpies`s place lie three tombs. 2.`What is most obvious should not be heard,but the true wisdom is revealed on the frame. Upon finishing in this space, contemplates wheels in a new place. Halves are whole, remember this friend, else your journey will soon find an end`. From there go north and click on a tomb called The Unnamed Mercenary, around the inner edge. 3.`The pearly snake on the naked stone writhes venom-soaked. In the right place softly stroked, she smiles at the brave. But touching her brings death to the knave`. Left on the Valonion`s place there is a tomb with buttons. Click the bottom one (the others will just poison you) and receive a key and the fourth rhyme : 4.` Follow along the sword-lined road,Not the first door leads to the goal, Feed the warrior eternally on guard, And golden rewards shall be rewarded to all`. Return to number 1, enter the second tomb and move the cursor next to the warrior lying on the sarchopag head until a `stone mouth` appear. Click, endure the poisoning and get a interesting recipe of Tenobaal arrow. Krobbler hoped the poison will finish your team and leave, cursing. h. The shovel: In the process of fighting undead and skeletons in the crypt you find a shovel. Bring it back to blacksmith Leadfinger who will make a broadsword out of her. He also mention one improved shovel,an item I never found, to create a better weapon (I`m not 100% sure, but i believe this was not mention in the journal) BLOOD MOUNTAINS a. Spirit attack: S from castle Berndrik camp is under attack by six nature spirits aka big, nasty bear spirits. They use knockdown and lightning, but helping Brendrik is useful in the long run, no matter the side. NOTE: The help will not appear in the jornal. b. The woodcutter lunch: Two woodcutters near Alvina`s place need their fellow return with the food. Holdwin is under attack by 6 Ronkwar`s thugs N of main Praios camp (the one with the altar wine). Help him and get back the food to the camp. c. The giant firefly meat: Knowall will give this quest before and after doing Morla`s biding. If you plan on using Praios help, do it before choosing a side. Basically he wants a giant firefly meat and offer a ring + 1 AG,DE. d. The frog prince: Firniane is unhappy with Dranos transformation on a toad. Beside calling 5-6 rays of light to punish you, he ask to bring Danos back. Speak with Alvina, using Fast Talk and give the toad to Firniane. e. Robbers and bandits: On the way to Praios camp two band suddenly ask for money. Side with Humbert to get the bigger reward on Ronkwar`s head. Speak with Humbert and go to his enemy camp. Ronkwar is a big fellow with a Brabak mace and 120 vitality, surrounded by 5 cronies. He is resilient to knockdown and use a lot of roundhouses. It`s better to stun/paralyze or reduce his stats or just run to attract his cronies away. Keep the reward poster on him and receive 60 ducats from count Growin. TALLON TIP: The Tallon`s inn is the best place to get information a. The noblewoman: On the way to Talos a noblewoman near a wrecked carriage demands(!) to find her coachman. NE from her the coachman is dead and 4 goblins attack. Return and she ask to ensure her protection untill Tallon. Fight 2 - 3 waves of goblins (watch out the shaman !), loot a nice axe called Molokdeschnaga and reach the gates. With her help the guard will allow your team to go in. b. The marauders: You can only get outside from Tallon using the west gate. Unfortunately, the head guard will permited after you`ll help him against the marauders who keep the town under siege. Buff and get out to fight 2 waves of 9 and 5 goblins. Always target the shamans first, using knockdown and debilitating spells. c. The marauders camp: another quest given by the captain who wants to know where their camp is. Along the way to Prenn`s Grove you`ll meet an elven fighter (Ancoron) who want to revenge his family death at the hand of the ogres leading the marauders. Tell him to direct the anger toward the enemies, not against your people and receive the camp location. Return and inform the captain, but his hands are tied. The three member of the council refuse to be involved in such dangerous adventure like cleaning the camp, while the city remain unprotected. Speak with each to change their mind: c.1. Merchant Oakridge: he want back his son, `seduced` by a girl without name or fortune (trumpet !!!). Speak with Mother Sweetings and find out the lover`s meeting place - Oakridge crypt !? . Investigate. Enter the crypt to face 2 - 3 skeletons. Open the 4 closed/trapped door on the left and right side to fight 5 enemies and obtain a diary in 4 parts. From the readings the first Oakridge was a necromancer who made a lot of mistakes after relocating to Tallon. He did establish a commercial route using the famous local apple wine, but he corupted a priest, killed as accomplice another one and lost his wife plus himself to a plague. Enter Dhana`s vault to find the girl inside. Suddenly the crypts wil start spawning 6 - 10 skeletons and a mage. Follow the kid trail. Inside there are one undead necromancer (200 vitality) and 5 skeletons with 80 vitality. No matter what conversional choice you pick, he`s determided to fight. The necro is the only target. Use plenty of knockdown, arrows/spells and special abilities to dust him, because the skeletons will go down withn him. Don`t leave before looting. c.2. Mayor Dipwidge: A leprechaun stole ivory depictions of the Twelvegods and he can be found outside the city. Speak with him. Be polite. Accept to persuade the nearby woodcutters to a game. Upon return he will transform them in chickens and ask to play a game - when touched they will turn in cat, dog, pig, baby deer and cat again. Of course there is a catch. When one turn the others revert to the previous form. The whole point is to make them cats in the same time. Answer- first one deer, second dog, third cat. Don`t forget, when everything is fine, about Auralia`s potion of power. c.3. Deont: He simply want a mandrake who can be found N from the west gate. Notice the captain, buy some abilities and head to the camp. There are 3 waves of goblins (1 shaman and 6 goblins, 2 shamans and 5 goblins, 5 goblins). As always target the shamans and let the footsoldiers to the guards. Once defeated a cutscene show 3 ogres down the road. Don`t rush it. Place some bear/fire traps on their way and attract them where the guards stand for extra help. The chief got 400 vitality and the other two 250. Tough fight for tanks, but a mage with stone, paralysis or aerofugo will debilitate them quickly. Ancoron will join the ranks of your companion. d. A broken tooth: Speak with wagoner Rilke in Tallon`s inn to receive a rather bloody description of the beast`s deeds around the town and one big teeth. A dragon teeth ! e. Rattle Farm: On the way to Prenn`s Grove, after a bridge, I notticed a man on the ground. Heal him to find out a huge wyrm destroyed Rattle Farm and scatered the workforce. Follow to the farm and speak with farmer Groat. He need two things from you: - Rescue the workers: Under dragon`s attack the workers hid into a gorge nearby. They slip under the domination of a small goblin tribe lead by shaman Treesha Suula. They fled from the ogres and need 5 pigs to leave the area for good ( 3 pigs if mentioned the ogres are dead). There are 2 options here - go back for the pigs from the farm or dust them. I choosed the second and fought 14 goblins. Click one of the workers and they`ll gone to the farm. - Speak with Prancelot and destroy the dragon: On the spot Prancelot is under attack by 2 wolfs. He rattle about his prowess, but run while you fight 9 goblins on the way to the dragon`s cave. Eventually I reached the entrance - blocked ?!. Go back and ask for help to Groat. Return and see Prancelot is nowhere to be seen. New enemies inside - crypt lices. Taking left you`ll fight 4 waves of 5 lices each and on the right amoebas (7). Take the route forward and see a fierce battle between lices and amoebas in 2 points. Follow the road and watch a cutscene with Prancelor challenge. The dragon simply breathe on him and he is unconscious. Linnorm have 500 vitality, a lot of toughness and a pestilence breath, but he is not immun to debilitating spells. Dust him for 150 EP and 120 ducats from Groat with a haggle check of 10. Leave the farm before Prancelot rave to much about the way HE killed the Linnorm. f. Archon Megalon: from time to time he appear using strange phrases. Don`t go `paladin` on him. Save before, think what he mean and answer accordingly to receive good albeit double edged information. g. A virgin for the dragon: Use the pilgrim`s bridge from Prenn`s Grove to reach Tallon. Speak with the workers to find out the mayor and other citizens plan to give a virgin to the dragon.Speak with the maiden and the mayor, using your deeds as means to calm his fear and release the girl. MUROLOSH a. Drink the dwarf under the table: near the innkeeper Angraxa of Stone challenge to a drinking contest. Use beer and after 3 CN test you could use Haggle to make her loose. b. The travel guide: Simbeard ask to visit 6 merchants and share the impressions on Murolosh. I did and gave a raving review - be nice to the dwarfs! Honestly, Murolosh is a great city. c. Unfortunate inheritance: The four Groshna Marimrosha sister didn`t speak for decades, crazed about how their mother decided to split her jewerly. They want to swap, but no one have enough trust to start first the exchange. The only one who will start the swaping can be found on the SE part of town. She ask for a 10 ducats deposit, but with a Haggle check give in. Swap the jewelry and receive the recipe for the Marimrosha`s Ironwood crossbow. d. Rest in peace: the cyclop skull found in Gruldur can be handed to Lugosh for sanctified burial. 5. MISCELANEOUS INFORMATION - Each of the months in the Aventurian year is named after one of the Twelfgods. Every month has 30 days and the year has 365 days. The year begins with Praios, the King of the Gods. It is the hottest month of the year and is followed by the other Gods. The extra five days are called the nameless days and are considered cursed days.Divine cycle: 1 year (12 months / 365 days), Moon: 1 month (30 days), Sun cycle: 1 day. The months of the year : Firun - January,Tsa - February, Phex - March, Peraine - April, Ingerimm - May, Rahja - June, Praios - July, Rondra - August, Effert - September, Travia - October, Boron - November, Hesinde - December. - The fall of the metropolis of Bosparan, capital of the former Bosparan Empire, marks Aventuria's most important dating system Bosparan's Fall or BF. This is written today in the year of 1032 BF - Barrels and chest can be smashed/open for relative low value items. The best chests can be found near alchemists, weaponers and armorers, but do not expect magical items.The rewards are random. - The Ducat (D) is the currency of the Middenrealm and the Horasian Empire and for this reason the most common means of payment of Aventuria. Ducats are gold coins. They are the largest unit of payment in Drakensang. 1 gold Ducat (1D) = 10 silver Thalers (10 T) = 100 copper Farthings (100 F). Aventurian money also has weight; one ducat or five thalers or ten farthings each weigh one ounce. However, in Drakensang money is stored in the Quest Bag and therefore in effect "has no weight". - The Thaler (T) is a silver coin.1 silver Thaler = 0,1 Ducat = 10 Farthings or 1 gold Ducat (1D) = 10 silver Thalers (10 T) = 100 copper Farthings(100 F) - The Farthing (F) is a copper coin. It is the smallest unit of payment in Drakensang. 1 copper Farthing = 0,1 silver Thaler = 0,01 gold Ducat or 1 gold Ducat (1D) = 10 silver Thalers (10 T) = 100 copper Farthings(100 F). - The Threat Value (TH) is a value assigned to each opponent, indicating how dangerous the opponent is. The value ranges from 0 (harmless) to 20 (absolute lethal). - Aventuria Aventuria is a large continent that measures some 3000 miles from north to south, and some 2000 miles from east to west at the widest point.However, the land mass tapers considerably towards the southern extreme. Beginning with the icy wastes of the extreme north, inhabited by ice elves, yetis, goblins and white-furred orks the climate shifts gradually to the Nivesian steppes with its gentle hills and open woodlands. This region is home to the nomadic folk of the Nivese who share the cold and bleak land with the travelling traders of the Norbards.Some miles to the south begin the everlasting forests of the elves, commonly known as Elfland. Even though some humans are to be found here alongside the steppe elves, silvan elves and lea elves, it is only the lea elves who may sometimes show a genuine interest in the humans - which has from time to time resulted in a few halfelves... To the west, Elfland is bordered both by the territory of the infamous Thorwal with his belligerent and hard-drinking clans and by the mountain-ringed Orkland with its far-from-friendly inhabitants. As if all this weren't bad enough, Fountland in the east is surrounded by enemies and must struggle every day anew for its independence.In Fountland the winters are just as hard and tough as the customs of the humans who live there. They must spend every day in fear of the neighbouring Dark Lands: the Ice Realm of Glorania to the north and Dark Tobria ton the south, either of which could stretch out its demonic fingers at any time to seize power in Fountland. The Middenrealm is an extensive area that encompasses a large part of Central Aventuria. Dominated by a feudal system of rule with the Emperor at its head, the Middenrealm and its numerous provinces is the most diverse region of the continent in cultural terms. But if one looks behind the lustre of its flourishing trade, fertile fields and a highly developed faith based on twelve gods, then one finds many developments that jar with the seemingly ideal world suggested by the fine landscapes. One sign of this is the conspicuous Demons' Waste to the south of the capital city Gareth, a result of the first Battle of Demons and still in existence today. Horasia is a technically and culturally advanced realm on the western coast, also known by the name of "The Fairfield". This aristocratically dominated society has been engaged in constant neighbourly competition with the Middenrealm for many years. Finally, the Caliphate of the Khom Desert marks the beginning of southern Aventuria. It was 250 years ago in the middle of the scorching desert, and in the great Keft Oasis to be precise, that the god Rastullah manifested himself to the Novadis and announced his 99 Commandments. Since then the faith has been spreading and has already been accepted by some Tulamides. The culture of the Novadis and Tulamides can be roughly compared to Oriental cultures and combines a moneyed aristocracy and cultural richness with pure zest for life and a growing sympathy for Rastullah, although the majority of the Tulamides still adhere to the Twelvegod faith. The southern tip of the continent comprises the Dark Alliance of Al´Anfa, the jungles of the Forest People and the colonial cities of the south. The now almost traditional trade in slaves and fit weed, together with the liking for bloodthirsty entertainments in the arenas of the cities, has lent this part of Aventuria, and above all Al'Anfa, the title of "Plague-Spot of the South". Due to the totally different customs and practices here, Middenrealmers can quickly come into conflict with the merciless laws. - Ferdork The famous trading city on the Great River, south of Angbar Lake, is the center of activity in The Dark Eye: Drakensang. The trading city in the County of Ferdok in the Principality of Kosh is an important economic and political center at the heart of Middlerealm. The city itself is well-known throughout Aventuria. Dwarfs make up a significant portion of the population and therefore many Dwarfen goods are on sale here. It is also home to the famous “Ferdok Pale Ale” brewery – a well-known and popular beer across the entire continent. The “Ferdok Lancers” were also once stationed here by order of the Emperor to ensure the security of Middlerealm. The all-female military unit was annihilated at the terrible Battle of Warkhome, and no lancers are to be found in Ferdok to this day. The everyday life of the city is a colorful mixture of busy citizens, established aristocrats and rough-necked Anvil Dwarfs. The city can boast of the hearty fare in its inns, wide and varied trading goods from far-off lands and exceptional Dwarfen metalwork. But a recent series of murders has shattered the carefree life of the city and cast a dark shadow over the festive preparations of the Church of Hesinde on the tenth anniversary of the Dragon Quest. Nowadays there are almost more guards than citizens. But these sinister events still haven’t been cleared up... - Grimtooth Castle Grimtooth Castle is an ancient fortress on the mountain of the same name in the Windhag Mountains on the west coast of Aventuria, south of the port city of Havena. It belongs to the Margraviate of Windhag. Originally constructed in the days of the Bosparan Empire, it now servers as a bulwark of the Middlerealmian Empire. The sparsely inhabited mountainous region around the castle is dominated by the peaks of the “Grimmtooth” and the even higher “Stormhorn” and harbors all kinds of ruffians and dangerous creatures. As well as bandits and smugglers, the area is also home to Orc and Goblin tribes, Grolms, Rock Goblins, all kinds of wild animals and not least of all West Wind Dragons and Harpies, led by ancient Harpy Queen “Wiltrut”. These tough conditions explain the sizeable garrison of Grimmtooth Castle, which includes numerous guard troops from Middlerealm, as well as a congregation of the infamous Draconite Order of the Church of Hesinde. Some traders have recently reported the arrival of a few high-ranking scholars… - The Dark Wood The Dark Wood is a forest between Ferdok, Moorbridge, Nadoret and Salmingen in the Principality of Kosh. Its tough and thick vegetation has withstood several attempts to clear it and creates a dismal and gloomy atmosphere within the forest itself – hence its name. The Dark Wood is usually avoided by those living around it, for good reason! Many myths and legends speak of dark and sinister figures and sinister, magical acts deep in the woods. They say that witches also live deep in the shadows of the trees... But witches are not the only sinister inhabitants of the Dark Wood. Bandits, Orks, or even fouler creatures are said to lurk in the Blood Mountain castle ruins. - Murolosh Even the name of the Dwarfen city in the Anvil Mountains evokes powerful images: ancient stone halls, weapons forged by the finest Dwarf masters, magnificent Dwarfen revelries. Very few Elfs and humans – the Dwarfs call them “Biglings” – have even seen Murolosh. Only true dragonslayers can expect a welcome there from the wise Mountain King Arombolosh. The Dwarfen Tosh Mur mountain reaches, also called Woodwatch by humans, stretch far beneath the Ambossgebirge. The extensive mountain kingdom is home to the rough and warlike Ambosszwerge. Once founded as a bulwark against the dragons, it has now become their ancestral home. As well as the overground mountain reach of Woodwatch (also called "Upper Anvil"), wide-ranging, mostly underground parts of the Baronies of Lűr, Roterz and the south of Hammerblow also belong to the mountain kingdom. There are also individual mountain outposts in the south of the Baronies of Bragahn and Drift. The Baronies that cover the ground above the mountain kingdom are also considered part of Anvil territory, and therefore under the influence of the Mountain King of Anvil, a fact no doubt disputed by the resident human nobility. There are also close historic ties to the County of Almada in the south, which was also originally part of the mountain kingdom. This area originally supplied the wood with which the Dwarfs constructed their mineshaft. To this very day, there are many old laws and rights harking back to the days when Dwarfs ruled the region. Murolosh is the capital of the mountain kingdom and is located in “Upper Anvil” in the Anvil Mountains. - Middlerealm The New Holy Empire from Griffinthrone to Gareth – known as Middlerealm, The New Empire or the Raulian Empire – is the largest realm in Aventuria. It takes up most of the northern half of the continent and stretches from Havena in the West on the delta of the Great River to Perricum on the Pearl Sea – an important bastion against the Dark Lands. Middlerealm arose from the Bosparan Empire after the second Demon Battle. Its leader is Empress Rohaja of the Dynasty of the House of Gareth. - Principality of Kosh The Principality of Kosh is a peaceful province at the heart of Middlerealm. The Principality is bordered by the mighty Kosh Mountains to the west and the Anvil Mountains to the south. It is home to 80,000 humans and 16,000 Dwarves who have lived here in harmony for time immemorial.The area is known for good craftsmanship and its people love beer, good food and comfortable living.They tend to trust in the traditions and do not interest themselves much in events beyond the borders of their own province. The capital Angbar is governed by Prince Blasius of Boarstock. - Avestrue Avestrue is a small village not far from Ferdok that provides a welcome rest for travelers and waggoners alike. There is a small temple dedicated to the God Aves – protector of travelers. - Moorbridge Marsh Moorbridge Marsh was created by evil sorcery during a dark battle in the time of the Mage Wars. Formerly the fruitful Barony of Ferngrove, it is now a blemish in the good land of Kosh. The marsh covers wide areas of what is now known as the Barony of Moorbridge. It is said to harbor many a horror – some speak of the Moorbridge Monster or “the Creature”. - Tallon Tallon is a small place of pilgrimage dedicated to Peraine.It is located near the holy site of Prenn’s Grove with its holy apple tree. The region is one of the main producers of the famous Kosh apples and apple wine.The inhabitants have a deep-seated fear of all dragon-like creatures.This is why the barons of the area always stay in ‘cave strongholds’, even when traveling outside the region. - The Kosh Mountains The mighty Kosh Mountains range from Andergast in the north to the gates of the Dwarven realm by the Great River in the south. Some of the highest mountains – such as the Godfist and the Pinecone – tower over 4,000 paces into the sky. Griffin Pass is the main route through the Kosh Mountains, and the only one accessible to strangers. The superstitious and poor mountain folk live in fear of mountain spirits, sinister mountain kobolds, weather witches, wind chimes and avalanches. They pray to the Twelfgods for protection. Strangers are viewed with suspicion, including the traveling peddlers who are often the only people to visit the remote villages and homesteads with their large panniers full of wares. - The Anvil Mountains The Anvil Mountains are an ore-rich range of mountains in the south of Kosh that are home to the Anvil Dwarves. Its southern slopes form the border between the County of Ferdok and the neighboring province of Almada. Some of its offshoots in the west extend as far as the Northmarks. Its highest peaks are battered by storms and shrouded in eternal snow. The dark valleys are dotted with the smokestacks of smelting works and echo with the hammer blows of Dwarven smiths. As well as the 4,000 pace high Overtop, the Old Father and the Trolltooth, one of the highest mountains in the Anvil range is Mount Drakensang. Just below the peak is the entrance to the holy Hammer Cave of Malmarzrom from which a loud rhythmic booming sound can be heard. The Dwarves believe this to be the booming of Malmar, the heavenly smithy hammer of Angrosh. - The Great River (Dwarfish: Grolomthűr) The Great River is the longest river in Aventuria and is the result of the confluence of the Ange and the Breite north of Angbar. It flows past Ferdok, Albenhus,Elenvina and Kyndoch and opens into the Sea of the Seven Winds near Havena,over 1,000 miles further west. Many worship the river as the divine incarnation of the River Father. The Great River is navigable as far as Ferdok – this is where goods are unloaded for land transport. - Empress Rohaja Rohaja of Gareth has been empress since 1029 BF. The young empress of the New Empire also bears the title of Queen of Kosh. As such, she followed the ancient tradition of carving her name into the plaque at the Place of Fire in Angbar, to confirm the Eternal Alliance with the Dwarves. - Prince Blasius of Boarstock Blasius of Boarstock, born 968 BF, is a jovial and benevolent local lord. He loves to relax with a good meal and recount his exploits from the Orc Wars.His stalwart, good-natured and caring style of government has made him popular throughout Kosh and the rest of the Empire. Along with Jast Gorsam of the Great River, Duke of the Northmarks, he is the last of the old guard of provincial lords and he is greatly valued for his unbreakable loyalty and clear morals. -Ardo of Boarstock A seasoned adventurer,Ardo (born 975 BF) of the Kosh noble line of Boarstock is Burgrave of Oxblood.In 1011, he followed his father, Hlűthar of Boarstock, in taking on this title. As Burgrave,Ardo is a member of the Cedar Cabinet. He is a famous horseman,fighter, curmudgeon and veteran and is more comfortable with a knife than a fork and with a bastard sword than a rapier. The Burgrave took great pains to learn how to write, but he considers bathing more than once a month to be foolish, if not heresy. He was badly wounded at the Battle of Gareth. While he was being nursed back to health by the good Badalicans of Rosskuppel, he was long believed to be dead. - Count Growin Count Growin is also the First Chamberlain of Middlerealm.He enjoys Ferdok’s famous Pale Ale and prefers to travel by coach rather than horseback. Nevertheless, he abhors any other unnecessary expenses (even if his treasure chests are full) and is more often found at his anvil than at his desk. But the situation in the county has become more difficult and more dangerous recently. Other nobles are already secretly complaining about the Count and speculating on his possible successor. His popularity with the people, however, remains unbroken and there are still many knights who stand by him in these difficult times. - Arombolosh, King of Murolosh Arombolosh, Son of Agam – Mountain King of Wood Watch – has ruled the Anvil Dwarves for many years and is considered the wisest of all Dwarves among his people. He was long considered the favorite for the office of High King, but he relinquished that post to his brother Albrax. He is also the High Priest of the Anvil Dwarves with the title “Weapon Master of Angrosh”, an excellent blacksmith and bearer of the red Simia Flame of the Fire. - Rakorium Muntagonis An arch mage and former Dean of the Hall of Quicksilver in Festum. Although recently beset plagued by insane and paranoid delusions, Rakorium Muntagonus is a brilliant master of transformational magic, a keeper of the Codex Sauris and owner of the Compendium Drakomagia. He knows many ancient languages and lizard dialects.After many years studying lizard lore (he led an expedition to Maraskan, where he tracked down the hatcheries of the Skrechu) and guarding the Codex Sauris, he is now convinced that everything and everybody is part of a lizard conspiracy. Rakorium Muntagonus is currently on an expedition through Kosh in order to further his research into communication with the spirits in carbuncle stones of dragon-like origin. 6. GAME BASICS ( the majority of info had been taken from Drakensang English Wiki) - Adventure Points (AP) reflect the sum of the experience the hero has accumulated. For example, you can be awarded AP for defeating opponents and completing quests. The character receives Adventure Points (short AP), after successfully completing an assignment. This includes especially the completion of Quests, a successful Talent Test during a conversation or the killing of opponents. When a character has collected sufficient AP, he can advance one Level and thus increase the maximum value of his Talents and Spells.Adventure Points will only increase, while Experience Points can be consumed in exchange for the increase of character specific attributes. Every character can have at most 24000 Adventure Points, which corresponds with Level 20. - Experience Points (or EP) are useable Adventure Points.Experience Points are used to increase character values, attributes, talents, spells, or to learn new abilities. You earn 1 Experience Point for each Adventure Point earned. In other words, every time a character receives an Adventure Point, he also receives an Experience Point, which he can spend as he pleases. With Experience Points the Attributes, Talents, Spells, as well as Vitality and Astral Energy of a character can be raised. The higher their current values are,the more expensive it becomes to raise them further. At Trainers the character is able spend Experience Points in exchange for learning Special Abilities, and eventually also new Spells and Talents. - Armor Rating (AR) absorbs damage; it is determined by the type of armor worn. Armor Rating is subtracted from the amount of Hit Points (HP) scored by the attacker. The resulting difference are known as Damage Points (DP). All characters and opponents have different hit zones which each have their own Armor Rating. can be protected by armor in order to reduce damage to these zones.The following hit zones exist: Head, Chest, Back, Belly, Left Arm, Right Arm, Left Leg, Right Leg. By means of armor these hit zones can be protected and their Armor Rating increased. - All magically gifted beings have Astral Energy (AE) at their disposal. This value provides information on how much magic the respective hero can perform before this potential is depleted, and he or she has to take a break from casting spells. The Astral Energy is subdivided into individual Astral Points (AsP). Calculation : (Courage + Intuition + Charisma) / 2 ± Character modification + Increase. - The Attack (AT) is an offensive combat action that is executed with a melee weapon and is meant to inflict damage on the opponent. Usually there is one test roll on the Attack value per combat round. The value depends on the equipped melee weapon and its utilized weapon talent. Calculation: AT base value - 1/2 Effective Encumbrance + Weapon Talent value +/- weapon modifier. - When defending against an attack, the hero's Parry (PA) skill is applied. The hero attempts to ward off the opponent's attack with his own weapon and and escape damage in doing so. The value depends on the equipped melee weapon and its utilized weapon talent. Calculation: Base Parry Value (BPV) - 1/2 Effective Encumbrance + Weapon Talent value +/- weapon modifier. - In contrast to a melee attack, the hero can also participate in a battle from a safe distance. To do so requires a Ranged Combat Value, and tests are rolled for that instead of the Attack Value. The value depends on the equipped ranged combat weapon and its utilized weapon talent. Calculation: Base Ranged Value (BRV) - Effective Encumbrance + Weapon talent value. - Base Attack Value, also called Attack Base Value (short BAV or AT base) determines the chance of hitting an opponent in melee combat. The actual Attack Value also depends on the equipped weapon and its utilized Melee Combat Talent. Calculation: (Courage + Agility + Strength) / 5 - Base Parry Value - also called Parry Base Value - (short BPV or PA Base), determines the chance of parrying an attack with a weapon or a shield. The actual Parry Value also depends on the equipped weapon and its utilized Melee Combat Talent and the shield. Calculation: (Intuition + Agility + Strength) / 5 - Base Ranged Value - also called Ranged Combat base value (short BRV or RC base) - determines the chance of hitting an opponent in ranged combat. The actual Ranged Combat Value also depends on the equipped weapon and its utilized Ranged Combat Talent. Calculation: (Intuition + Dexterity + Strength) / 5 - Damage Points (DP) is the actual amount of damage dealt to an opponent in one specific attack. This amount is based on the calculation of Hit Points (HP). Hit Points specify the amount of the damage that can be inflicted by a successful and unparried attack with the currently equipped weapon. This damage is reduced by the opponent's Armor Rating value and the remaining value is then deducted from their Vitality as Damage Points. Calculation: Weapon Damage + possible Strength Bonus - opponent's Armor Rating. - Instead of parrying a blow with a weapon, a hero can also try a skillful DODGE maneuver. Especially when there isn't a suitable weapon at hand. If the Dodge Value (DV) is higher than the Parry Value, then a test is automatically rolled for Dodge instead of Parry. Calculation: Base Parry Value (BPV) - full Encumbrance + Special Ability Dodge I-III. - Effective Encumbrance (EEC) is a value that represents the effects of (the weight of) a hero's armor and the items she carries in her inventory on the various Talents. Think of it like this: Heavy armor is more cumbersome to a Burglar trying to Sneak, than to a Warrior attacking a band of raiders. Thus, each type of armor comes with a value for Encumbrance (EC), telling you how much this armor restricts your hero in certain situations. The higher EC is, the harder actions like climbing, swimming or fighting in this type of armor get. Example : The EEC of the Spears Talent is: EC-3. So if our hero were wearing a long chain-mail shirt (EC 4) while fighting with a spear without any other Combat Talents, her EEC is calculated as: EEC= 4 - 3 = 1.If,however, she were wearing only ordinary street clothes (EC1,like a Burglar's outfit), her EEC equals 1 - 3 = -2 (=0).EEC is automatically subtracted from your hero's Talent Prowess (TP) just before rolling any Tests. A positive total EEC value results in a Difficulty Increase for these Tests, but a negative total EEC value does not result in a Difficulty Decrease! In fact, a negative EEC does not have any effects whatsoever; for all gaming purposes, EEC values below 0 are treated as EEC 0. However, the resulting TP after subtracting the EEC and other modifications, CAN drop below zero. If that is the case, the hero needs to add this amount to all of her three subtest rolls (while still trying to beat her Attribute Values). So a negative TP always leads to Difficulty Increases on all three Tests. - The Encumbrance (EC) factor has a negative influence on the hero's Combat Values. The Encumbrance increases by one point for each 50% of weight that the player is carrying in his inventory in excess of the Carrying Capacity Value. The weight of equipped armor only counts as half weight. For each Encumbrance point there is a one point Difficulty Decrease (DD) on Dodge and a 50% chance of a one-point penalty on the Attack and Parry Values. Depending on the weapon type, there can be additional Encumbrance value modifications. Calculation: Carrying Capacity in Stones = Strength x 5 - Hit Points (HP) specify the amount of the damage that can be inflicted by a successful and unparried attack with the currently equipped weapon. This damage is reduced by the opponent's Armor Rating value and the remaining value is then deducted from their Vitality as Damage Points. The "Strength Bonus" is different for each weapon and further increases the hit points inflicted. A value of 12/4 means that the hit points inflicted are increased by 1 point for every 4 points of Strength after ST 12. Calculation: Weapon Damage + possible Strength Bonus - The Spell Prowess (or SP) indicates, how well a hero can cast a certain Spell. If the hero does not have any knowledge of a spell, he also does not have a Spell Prowess for it. Such spells can be obtained from Trainers in exchange for Experience Points and Ducats. A spell prowess of 0 means, that the hero has learned the corresponding spell and that he can raise his spell prowess by spending Experience Points on it. The maximum spell prowess to which a hero can raise a certain spell, is limited: Spells: base value + Level + 3 ; No spell may be raised higher than the highest Attribute involved +3. The base value is the value which is displayed in Expert Mode of the character creation screen, after resetting the distribution of all the Experience Points. - Many close combat weapons can be applied extremely brutally.The Strength Bonus represents increased weapon damage due to sheer physical strength. A Khunchom sabre has a strength bonus of 12/3. The first value (12) indicates the ST that is required in order to benefit from the bonus. The second value (3) indicates the strength increments at which the additional damage increases by 1. Remember that reaching the first value (in this case 12) does not give a bonus. Example : A hero with ST 17 no longer inflicts 1D+4, but 1D+5, as his strength is greater than the first increment of 12 + 3 = 15. If the hero's strength increases to 18, he inflicts 1D+6, as he reaches the second increment: 12 + (3 + 3) = 18. - The Talent Prowess (or TP) indicates, how well a hero can perform a certain Talent. If the hero does not possess a talent, he also does not have a Talent Prowess for it. Such talents can be obtained from Trainers in exchange for Experience Points and Ducats. A talent prowess of 0 means, that the hero has learned the corresponding talent and that he can raise his talent prowess by spending Experience Points on it. The maximum talent prowess to which a hero can raise a certain talent, is limited: Spells and Combat talents: base value + level + 3 ; Talents: Base value + 2 * level + 3 ; No talent or spell may be raised higher than the highest attribute involved +3. For melee combat talents, the used attributes are AG, ST, for ranged talents it's DE, AG or ST. The base value is the value which is displayed in Expert Mode of the character creation screen, after resetting the distribution of all the Experience Points. - Talent Test - The TDE rules set uses two kinds of dice: six-sided dice, for things like weapon damage and twenty-sided dice for tests. In Drakensang the same shortcuts for these kinds of dice are used that are also common in P&P: a six-sided die is referred to as "D6" or simply "D", and a twenty-sided die is called "D20". So, for example, if the game tells you that a certain sword causes D+5 damage, this means that the computer "rolls" with a normal six-sided die and adds an additional 5 to the result. If the weapon tooltip would state "W6+6", that also means that the same six-sided die is used for determining the damage. Rolling two six-sided dice would be represented by "2D6". - The Weapon Bonus is a modifier of the Attack and Parry values. The first value is added to the effective Attack value, the second is added to the effective Parry value. For example due to the speed a Foil (Weapon Bonus 1/-1) makes it a little easier to hit the opponent (a bonus of 1 to the Attack value), but as it's a very light weapon it makes parrying harder (Decrease of 1 on the Parry value). A Wooden shield (Weapon Bonus -1/3) will restrict the fighter slightly when striking (a Decrease of 1 on the Attack value), but instead it will noticeably improve the Parry (bonus of 3). - Weapon talents can't be raised over AG +3 or ST +3 (whichever is the highest). Other talents and spells can't be raised over highest involved attribute + 3. 7. ARCHETYPES The game choosed to present the archetypes related to their race or specialization. I decided to put them in four category, each archetype with attributes,base values, bonuses and penalties, talents, combat talents, special abilities, spells, recipe books and equipment (if any).Note that using expert mode in the beginning you could reduce some stats, freeing up points : a. Weapon specialist ( Me smash things good !) : - AMAZONS are women who have dedicated their lives to the goddess Rondra. They consider discipline and obedience to be the highest virtues. Their minimal armor reflects their preference for speed and mobility : 1. Courage 14, Cleverness 10, Intuition 12, Charisma 13, Dexterity 10, Agility 13, Constitution 14, Strength 14 2. Vitality 33, Astral Energy 0, Endurance 37, Resist Magic 5 3. Melee Bonus, Social Talents Penalty 4. Sneak 0, Willpower 2, Perception 0, Treat Wounds 0, Human Nature -2 Fast Talk 1 5. Daggers 5 (3+2), Axes and Maces 4 (3+1), Sabers 9 (5+4), Spears 3 (1+2) Brawling 6 (3+3), Bow 4 (2+2), Throwing Weapon 2 6. Feint, Armor Use I, Shield Fighting I 7. none 8. none 9. Cutlass, Short Bow, 20 x Arrow, Amazonian Helmet, Amazon Armor, Steel Arm Greaves, Greaves, 5 x Simple bandages - The Elven FIGHTER is primarily specialized in close combat. He is familiar with the bow, but it plays a secondary role. The Elves word for fighter is 'Thara', after the deadly weapon they wield in battle. Like all elves, he feels uncomfortable in human company : 1. Courage 14, Cleverness 10, Intuition 11, Charisma 13, Dexterity 11, Agility 16, Constitution 12, Strength 13 2. Vitality 25, Astral Energy 31, Endurance 33, Resist Magic 5 3. Danger Sense, Slow AE-Regeneration, Social Talents Penalty 4. Sneak 2, Willpower 2, Perception 6, Animal Lore 1, Plant Lore 4(2+2) Survival 4, Treat Wounds 2, Human Nature -2, Fast Talk -2 5. Daggers 5 (3+2), Fencing Weapons 5 (2+3), Axes and Maces 0, Sabers 0, Spears 8 (4+4), Brawling 4 (3+1), Bow 4, Throwing Weapon 2 (0+2) 6. Feint 7. Eye of Eagle, Ear of Lynx 0, Attributio Strength 6 (5+1), Light in the Darkness 6, Meek You Be 4 (2+2) 8. none 9. Spear, Knife, 10 x Throwing Knife, 5 x Whirlweed, Elven Leather Armor Leather Arm Greaves, Padded Buckskin Pants, Leather Greaves, Buckskin Boots - The dwarven MERCENARY loves battle and a well-fitting mail shirt. The favored weapons of these gruff fellows are simple axes and maces, together with a shield. He has experienced excellent martial training and is a fearless and fearsome fighter : 1. Courage 13, Cleverness 10, Intuition 12, Charisma 9, Dexterity 13 Agility 11, Constitution 16, Strength 16 2. Vitality 37, Astral Energy 0, Endurance 40, Resist Magic 4 3. Axes and Maces Bonus 4. Sneak -1 (-3+1), Willpower 4,Perception 0, Dwarfnose 4,Streetwise 3(2+1) Treat Wounds 0, Human Nature -2, Fast Talk 0, Blacksmith 1 5. Daggers 5 (1+4), Axes and Maces 10 (6+4), Sabers 2 (0+2), Two-handed Axes/Maces 4 (2+2), Brawling 5 (4+1), Throwing Weapon 3 6. Mighty Blow, armor Use I, Shield Fighting I 7. none 8. none 9. Battle Axe, Knife, Wooden shield, Mercenary's Helmet,Shirt of Chain Mail, Red Leather Pants, Laced Boots, 5 x Simple bandages NOTE : My first archethype choice. Strong, dependable, but less versatile. Weak in the back, because his dodge remained low and slow with his mace/axe. The lack of magic and self buff make easy to get wounded by mobs. Move him around in combat to protect the back. Looking back I wish I picked the sapper or prospector dwarf who have more to offer in the skills area and almost the same stats. - The PIRATE has decided to leave his ship and seek his fortune far from home. Tough and incredibly strong, he skillfully fights with Skraja and shield. He is also well-versed in the use of throwing weapons. Etiquette is an alien concept to him, and he feels out of place in high society : 1. Courage 15, Cleverness 8, Intuition 12, Charisma 10, Dexterity 12 Agility 13, Constitution 15, Strength 15 2. Vitality 37, Astral Energy 0, Endurance 34, Resist Magic 0 3. Vitality Bonus, Low Resistance to Magic 4. Sneak 2, Willpower 0, Perception 2, Treat Wounds 1, Human Nature 2 Fast Talk -2 5. Daggers 3 (2+1), Axes and Maces 8 (4+4), Sabers 5 (3+2), Brawling 6(3+3) Throwing Weapon 6 (4+2) 6. Mighty Blow, Aimed Throw, Shield Fighting I 7. none 8. none 9. Skraja, 10 x Throwing Axe, Spangen Helmet, Thorwalian roundshield, Toad Vest, Thorwalian Pants, Thorwalian Water Boots, 5 x Simple bandages, Ferdok pale ale - The SOLDIER may not have enjoyed his long training at the war academy, but he learned all about the tough life of a soldier in an Aventurian army. He is an expert with a two-handed sword and is feared by his enemies. The finer points of etiquette are a mystery to him, but he is skilled in finding his way around a strange city : 1. Courage 14, Cleverness 10, Intuition 12, Charisma 10, Dexterity 12, Agility 14, Constitution 14, Strength 14 2. Vitality 31, Astral Energy 0, Endurance 33, Resist Magic 4 3. Lore Penalty 4. Sneak 0, Willpower 2, Perception 1, Survival 2, Streetwise -2, Treat Wounds 2 (1+1), Human Nature 2, Fast Talk 1, Blacksmith 1 5. Daggers 5 (3+2), Axes and Maces 4 (2+2), Sabers 4(2+2), Swords 3(1+2), Two-handed Swords 6 (3+3), Brawling 5 (4+1), Throwing Weapon 2 6. Mighty Blow, Armor Use I 7. none 8. none 9. Hand-and-a-Halfer, Knife, Leather Cap, Leather Doublet, Soldier's Gloves, Black Woolen Pants, Soldier's Boots, 5 x Simple bandages - The WARRIOR is the archetypal hero, highly respected by the common people and bound to follow an elaborate code of honor. He completed his training at an academy where he learned the arts of heavy weapons and armor, as well as how to dance at the royal court : 1. Courage 15, Cleverness 9, Intuition 11, Charisma 12, Dexterity 12, Agility 13, Constitution 14, Strength 14 2. Vitality 33, Astral Energy 0, Endurance 34, Resist Magic 4 3. Swords Bonus 4. Sneak 0, Willpower 2, Perception 1, Treat Wounds 4 (3+1), Etiquette 6, Human Nature 1, Fast Talk 2 5. Daggers 5 (3+2), Axes and Maces 4 (2+2), Sabers 4 (2+2), Swords 10 (6+4), Two-Handed Swords 2 (0+2), Brawling 5 (4+1), Throwing Weapon 0 6. Mighty Blow, Armor Use I, Shield Fighting I 7. none 8. none 9. Short Sword, Knife, Wooden shield, Shirt of Chain Mail and Surcoat, Brown Leather Pants, Leather Boots, 5 x Simple bandages NOTE : I played him `till Blood Mountains. Versatile and faster with his sword, despite the rather limited combat moves available to the weapon. b. Spell specialist ( Burn, baby, burn !) : - The BATTLEMAGE completed his training at the Andergast battle school, practically-oriented acadademy that specializes in training warrior wizards. He wreaks fiery devastation on his enemies, but he also knows how to defend himself with a staff : 1. Courage 11, Cleverness 14, Intuition 13, Charisma 13, Dexterity 12 Agility 11, Constitution 14, Strength 12 2. Vitality 31, Astral Energy 37, Endurance 30, Resist Magic 6 3. Willpower Bonus, Social Talents Penalty 4. Sneak 0, Willpower 7, Perception 1, Animal Lore 1, Plant Lore 1, Treat Wounds 1, Arcane Lore 6, Etiquette 2, Human Nature -1, Fast Talk -2 5. Daggers 3 (0+3), Axes and Maces 2, Sabers 0, Staves 6 (0+6), Brawling 3 (2+1), Throwing Weapon 0 6. none 7. Fastness of Body 4 (2+2), Attributio Dexterity 6 (5+1), Attributio Agility 6 (5+1), Plumbumbarm Heavy Arm 6 (3+3), iron Rust Rot 6(3+3), Thunderbolt 6 (5+1), Ignifaxus Burst of Flame 8 (5+3), Light in the Darkness 6 8. none 9. Fighting Staff, Knife, Battle Mage's Cap, Andergastian Magician's Robe, Orange Woolen Pants, Light Leather Boots, 5 x Simple bandages - The ELEMENTALIST completed his training at the 'Pentagram Academy of Rashdul'. He is a master of the elements and can summon powerful fiery companions from the elemental planes : 1. Courage 15, Cleverness 13, Intuition 12, Charisma 14, Dexterity 13, Agility 10, Constitution 13, Strength 10 2. Vitality 27, Astral Energy 42, Endurance 26, Resist Magic 6 3. Astral Power, Endurance Penalty 4. Sneak 0, Willpower 3, Perception 0, Treat Wounds 0, Arcane Lore 6, Human Nature 0, Fast Talk 2 5. Daggers 1 (0+1), Axes and Maces0, Sabers0, Staves 4(0+4), Brawling 1(0+1) Throwing Weapon 0 6. Aimed Throw, Dodge I, Dodge II 7. Attributio Intuition 6 (5+1), Attributio Agility 6 (5+1), Lightning Find You 6 (3+3), Ignifaxus Burst of Flame 7 (5+2), Light in the Darkness 6, Elemental Minion 8 (6+2) 8. none 9. Horasian Fighting Staff, Knife, Turban, Tulamidian Robe, Black Pantaloons, Poulaines, 5 x Simple bandages NOTE : I put one and his fire minion against the mercenaries in Avestrue. It didn`t impress me, especially because the description of his minion mention enemies close by going in flames. Nep, didn`t happened ! Still, I never played him past this point .... - The HEALING MAGE completed his education at the Donnerbach academy, an Elfish-influenced school that focuses on the healing arts. Healing mages are poor fighters, but compensate for this with their advanced skills in healing and boosting the powers of other members of the party ... : 1. Courage 11, Cleverness 15, Intuition 13, Charisma 14, Dexterity 11, Agility 13, Constitution 13, Strength 10 2. Vitality 28, Astral Energy 37, Endurance 26, Resist Magic 6 3. Rapid AE-Regeneration, Endurance Penalty 4. Sneak 0, Willpower 3, Perception 1, Animal Lore 4, Plant Lore 8, Survival 4, Treat Poisons 6, Treat Wounds 8, Arcane Lore 5, Human Nature 4, Fast Talk 3, Alchemy 4 (2+2) 5. Daggers 1 (0+1), Axes and Maces 2, Sabers 0, Staves 4 (0+4), Brawling 2 (1+1), Throwing Weapon 0 6. none 7. Fastness of Body 2 (0+2), Attributio Intuition 6, Attributio Charisma 6, Plumbumbarm Heavy Arm 6 (4+2), Thunderbolt 4 (3+1), Light in the Darkness 6, Balm of Healing 8 (6+2), Clarum Purum 6 (5+1), Calm Body, Calm Spirit 8 (5+3) 8. Recipe for Golmoon Tea, Recipe for Wound Powder 9. Mage's Stick, Knife, 10 x Simple bandages, 3 x Golmoon tea, Salve of healing, Wound powder, 5 x Golmoon leaf, Spring water, Mandrake powder, Oneberry, 2 x Whirlweed, Pointy Hat, Green Magician's Robe, Red Leather Pants, Raw Leather Boots - METAMAGES specialize in manipulating magical matrices, making them some of the most powerful necromancers in Aventuria. Metamages prefer to stay in their laboratories, only leaving them if they think they might discover yet more powerful spells : 1. Courage 14, Cleverness 13, Intuition 13, Charisma 14, Dexterity 12, Agility 12, Constitution 11, Strength 11 2. Vitality 27, Astral Energy 39, Endurance 31, Resist Magic 9 3. High Resistance to Magic, Artisan Talents Penalty 4. Sneak 0, Willpower 5, Perception 3, Treat Wounds 1, Arcane Lore 6, Human Nature 1, Fast Talk 1 5. Daggers 2 (0+2), Axes and Maces 0, Sabers 5 (3+2), Brawling 1 (0+1), Throwing Weapon 0 6. none 7. Attributio Charisma 6 (5+1), Attributio Agility 6 (5+1), Corpofrigo Cold Shock 8 (5+3), Light in the Darkness 6, Skeletarius 8 (5+3) 8. none 9. Cleaver, Knife, Keffiyeh, Cloth Coat, Pantaloons, Poulaines, 5 x Simple bandages NOTE : Played one in Tutorial. The Skeletarius is a nice addition and the animals around Avestrue didn`t pose a real challenge. - The SPELLWEAVER is the keeper of Elven magic. He understands better than any other how to use his magic to soothe wild animals and summon them from the depths of the forests. Like all elves, spellweavers feel ill at ease in human company : 1. Courage 13, Cleverness 13, Intuition 16, Charisma 13, Dexterity 11, Agility 12, Constitution 12, Strength 10 2. Vitality 23, Astral Energy 36, Endurance 31, Resist Magic 6 3. Rapid AE-Regeneration, Social Talents Penalty 4. Sneak 4, Willpower 3, Perception 3 (2+1), Animal Lore 6 (3+3), Plant Lore 6 (3+3), Survival 7 (3+4), Treat Poisons 1, Treat Wounds 2, Arcane Lore 2, Human Nature -2, Fast Talk -2 5. Daggers 2, Fencing Weapons 0, Axes and Maces 0, Sabers 0, Brawling 2 (1+1), Bow 3 (1+2), Throwing Weapon 0 6. none 7. Eye of Eagle, Ear of Lynx 2, Attributio Intuition 6 (5+1), Attributio Charisma 6 (5+1), Thunderbolt 6 (4+2), Light in the Darkness 6, Balm of Healing 5, A Helpful Paw 6, Meek You Be 6 (4+2) 8. none 9. Knife, 5 x Whirlweed, 5 x Golmoon leaf, Elven Robe, Baggy Pants, Elven Buckskin Boots NOTE : As a flanker to Forgrim or Rhulana performed good. Still, I didn`t fight yet the rats beneath Ferdok and their `Mother` and his array of useful skills is limited. C. Thievery specialist ( Watch me in the eye !) : - The Horasian BURGLAR is a self-declared master in the art of wealth redistribution. He steals because he loves the challenge and the danger. He has dedicated his life to cracking locks and outsmarting traps. His sharp senses and nose for danger are second to none : 1. Courage 15, Cleverness 11, Intuition 14, Charisma 10, Dexterity 14 Agility 14, Constitution 11, Strength 11 2. Vitality 27, Astral Energy 0, Endurance 30, Resist Magic 3 3. Haggle Bonus, Danger Sense 4. Sneak 8 (5+3), Willpower 0, Perception 11 (10+1), Pick Pocket 4, Traps 6, Streetwise 8, Treat Wounds 0, Arcane Lore 2, Seduce 2, Haggle 7, Human Nature 2, Fast Talk 4, Pick Locks 8, Disarm Traps 8 (7+1) 5. Daggers 4 (2+2), Axes and Maces 4 (2+2), Sabers 7 (4+3), Brawling 4 (3+1), Throwing Weapon 5 (2+3) 6. Feint, Dodge I 7. none 8. none 9. Crowbar, Knife, Locksmith knife, 5 x Caltrops, 10 x Throwing Knife, Burglar's Jacket, Leather Gloves, Cloth Pants, Top Boots, 5 x Simple bandages - The ROGUE grew up in the back alleys of the big city. He is an expert in urban survival but a fish out of water in the wilderness. Charismatic and skilled in the art of persuasion, he is an expert at judging a person's character and intentions quickly and accurately. His preferred weapon is the dagger : 1. Courage 13, Cleverness 13, Intuition 13, Charisma 15, Dexterity 13, Agility 12, Constitution 11, Strength 11 2. Vitality 27, Astral Energy 0, Endurance 28, Resist Magic 3 3. Good Looking, Nature Talents Penalties 4. Sneak 3, Willpower 0, Perception 2, Pick Pocket 4 (3+1), Streetwise 8 (5+3), Treat Wounds 2, Seduce 8 (6+2), Etiquette 6 (4+2), Haggle 6 (4+2), Human Nature 6, Fast Talk 8 (6+2), Pick Locks 2 5. Daggers 4 (2+2), Fencing Weapons 8 (5+3), Axes and Maces 0, Sabers 4 (3+1), Brawling 2 (1+1), Throwing Weapon 2 6. Feint, Dodge I 7. none 8. none 9. Épée, Knife, 2 x Hair pin, Wanderer's Hat, Fencing Shirt, Dress Gloves, Lace-up Leather Pants, Soldier's Boots, 5 x Simple bandages - The pickpocket (THIEF) is proud of his Phex-pleasing handiwork. He is agile and skillful, relieving richer citizens of their heavy purses. He knows his way around the city and is skilled at setting traps, helping him to shake off pursuers and avoid ending up in a prison cell : 1. Courage 14, Cleverness 11, Intuition 15, Charisma 11, Dexterity 14, Agility 15, Constitution 10, Strength 10 2. Vitality 25, Astral Energy 0, Endurance 32, Resist Magic 3 3. Daggers Bonus, Perception Bonus 4. Sneak 8 (5+3), Willpower 0, Perception 9 (8+1), Pick Pocket 8, Traps 8 (7+1), Streetwise 8, Treat Wounds 0, Arcane Lore 2, Seduce 2, Haggle 4, Human Nature 4, Fast Talk 4, Pick Locks 6, Disarm Traps 6 5. Daggers 10 (6+4), Axes and Maces 0, Sabers 0, Brawling 2 (1+1), Throwing Weapon 8 (6+2) 6. Aimed Throw, Dodge I, Dodge II 7. none 8. none 9. Dagger, 5 x Caltrops, Locksmith knife, 20 x Throwing Dagger, Rough Cloth Shirt, Woolen Pants, Half-Boot, 5 x Simple bandages d. Multiclass specialists ( They do a little from EVERYTHING, with mixed reaction from the player. Gladys, for example, have good skills as rogue and a bunch of spells, nothing major tho) : - The ALCHEMIST is a highly educated and versatile scholar of secret skills, who travels the world in search of new recipes and hidden knowledge. Alchemists also know a little magic. They usually fight with clubs : 1. Courage 14, Cleverness 14, Intuition 13, Charisma 12, Dexterity 14, Agility 11, Constitution 12, Strength 10 2. Vitality 27, Astral Energy 23, Endurance 29, Resist Magic 5 3. Alchemy Bonus 4. Sneak 0, Willpower 2, Perception 0, Animal Lore 4, Plant Lore 6, Survival 4, Treat Poisons 4, Treat Wounds 3, Arcane Lore 7, Haggle 4, Human Nature 2, Fast Talk 3, Alchemy 11 5. Daggers 2 (0+2), Axes and Maces 5 (3+2), Sabers 0, Brawling 1 (0+1), Throwing Weapon 0 6. none 7. Attributio Agility, Lightning Find You, Iron Rust Rot, Light in the Darkness, Balm of Healing 8. Recipe for Golmoon Tea, Recipe for Wound Powder, Recipe for Courage Elixir, Recipe for Weapon Balm, Recipe for Salve of Healing 9. Cudgel, 3 x Wound powder, Weapon balm, 3 x Salve of healing, 6 x Golmoon leaf, Spring water, Mandrake powder, Oneberry, 7 x Whirlweed, Finage, 2 x Brimstone water, 4 x Salve fat, Poison fang, Alchemist's Hat, Alchemist's Apron, Alchemist's Gloves, Pantaloons, Poulaines, 5 x Simple bandages - The CHARLATAN dropped out of his training at a magic academy and does not possess the full repertoire of an Aventurian wizard. He is a master of trickery and illusion with excellent dexterity and sleight of hand. He is charismatic and knows how to look after himself with an Épée : 1. Courage 13, Cleverness 13, Intuition 14, Charisma 13, Dexterity 14, Agility 11, Constitution 12, Strength 10 2. Vitality 27, Astral Energy 26, Endurance 28, Resist Magic 5 3. Social Chameleon, Nature Talents Penalties 4. Sneak 3, Willpower 2, Perception 0, Pick Pocket 4 (2+2), Streetwise 6 (4+2), Treat Wounds 0, Arcane Lore 4, Seduce 6, Etiquette 2, Haggle 6, Human Nature 4, Fast Talk 8, Pick Locks 2 5. Daggers 4 (2+2), Fencing Weapons 5 (4+1), Axes and Maces 0, Sabers 0, Brawling 2 (1+1), Throwing Weapon 1 6. Feint 7. See True and Pure 6 (4+2), Lightning Find You! 6 (3+3), Light in the Darkness 6, Fandango of Fireflies 8 (5+3) 8. none 9. Magician's Épée, 2 x Wound powder, 5 x Hair pin, Robe, Black Cloth Pants, Half-Shoes, 5 x Simple bandages - The PROSPECTOR is a well trained fighter with a keen sense for the hunt and for rare plants. He is at home in the wilderness and knows how to defend himself with crossbow and axe. He fears neither death nor ghosts and often seems rather whimsical to humans : 1. Courage 13, Cleverness 14, Intuition 14, Charisma 9, Dexterity 13, Agility 10, Constitution 14, Strength 13 2. Vitality 33, Astral Energy 0, Endurance 37, Resist Magic 4 3. Nature Talents Bonus, Social Talents Penalty 4. Sneak -1 (-3+1), Willpower 4, Perception 6, Dwarfnose 8, Animal Lore 7 (6+1), Plant Lore 7 (6+1), Survival 7 (6+1), Traps 10, Treat Wounds 0, Haggle 0, Human Nature -2, Fast Talk -2, Bowyer 4 (2+2), Disarm Traps 4 5. Daggers 3 (0+3), Axes and Maces 4 (2+2), Sabers 2 (0+2), Two-handed Axes/Maces 6 (3+3), Brawling 5 (4+1), Crossbow 8 (5+3), Throwing Weapon 2 6. Mighty Blow, Armor Use I 7. none 8. Instructions for Hunting Bolts, Instructions for Snare Trap 9. Light Crossbow, 40 x Bolt, Pickaxe, Knife, Bear trap, Elm wood, Wood glue, Bolt heads, Goose feathers, Sinews, 2 x Leather strips, Prospector's Cap, Wagoner's Coat, Laborer's Gloves, Work Pants, Walking Boots, 5 x Simple bandages - The RANGER is skilled in the arts of survival. Like all Elves, he is born with magical powers. He is almost unbeatable with the bow and arrow. The ranger avoids human settlements and their inhabitants. What the ranger does not know about the wilderness is not worth knowing : 1. Courage 10, Cleverness 12, Intuition 14, Charisma 13, Dexterity 13, Agility 13, Constitution 11, Strength 12 2. Vitality 23, Astral Energy 31, Endurance 29, Resist Magic 5 3. Nature Talents Bonus, Social Talents Penalty 4. Sneak 6, Willpower 2, Perception 8, Animal Lore 8 (7+1), Plant Lore 8 (7+1), Survival 8 (7+1), Traps 10 (9+1), Treat Poisons 0, Treat Wounds 2, Human Nature -2, Fast Talk -2, Bowyer 1, Disarm Traps 4 5. Daggers 5 (3+2), Fencing Weapons 0, Axes and Maces 0, Sabers 0, Brawling 2 (1+1), Bow 8 (5+3), Throwing Weapon 0 6. Aimed Shot, Dodge I 7. Eye of Eagle, Ear of Lynx 4, Attributio Courage 6 (5+1), Hawkeye Marksmanship 4, Light in the Darkness 6, Balm of Healing 4, Meek You Be 6 (4+2) 8. Instructions for Hunting Arrows 9. Short Bow, 20 x Arrow, Knife, 5 x Whirlweed, 2 x Noose snare, Elm wood, Wood glue, Arrow heads, Goose feathers, Ranger's Tunic, Ranger's Pants, Buckskin Boots NOTE: Perfect with a TH sword and a lot of useful skills who make a thief no longer a must. Unfortunately they capped the CN and ST far to soon, but the ring of ST from Murolosh and the Armor of Fire somehow outset the decision. - The SAPPER is an extremely versatile mercenary. He is familiar with axes and maces and knows how to forge all kinds of useful items. He usually wears a long leather apron over his chain mail, like a second skin : 1. Courage 13, Cleverness 10, Intuition 12, Charisma 9, Dexterity 13, Agility 11, Constitution 16, Strength 16 2. Vitality 36, Astral Energy 0, Endurance 40, Resist Magic 4 3. Blacksmith Bonus, Ranged Combat Penalty 4. Sneak -1 (-3+1), Willpower 4, Perception 4, Dwarfnose 6, Traps 6, Streetwise 0, Treat Wounds 0, Human Nature -2, Fast Talk 0, Blacksmith 11 (9+2), Pick Locks 4 (3+1), Disarm Traps 6 5. Daggers 3 (0+3), Axes and Maces 4 (2+2), Sabers 2 (0+2), Two-handed Axes/Maces 6 (5+1), Brawling 5 (4+1), Throwing Weapon 1 6. Mighty Blow, Armor Use I 7. none 8. Instructions for Throwing Knives, Instructions for Spear, Instructions for Whetstone, Instructions for Bear Trap 9. Sledgehammer, Knife, Bear trap, 4 x Sandstone, 3 x Leather strips, 2 x Steel, Charcoal, Iron Cap, Blacksmith's Apron, Laborer's Gloves, Work Pants, Work Boots, 5 x Simple bandages 8. COMPANIONS Like other RPG Drakensang throw the companion to a fixed level, making the first ones, subject of your careful planning, better than the rest. In my opinion is better to get them at level 1 or allow for the redistribution of levels and points, creating the perfect companion for you, not for the game pourposes. I hope the devs will take this in consideration. - Rhulana the Amazon Rhulana is a proficient close combat fighter who packs a heavy punch. She is also skilled with the bow. She is used to living in the wilderness and an expert in plant and animal lore. Social skills are not her strong point. “I walk the path of Rondra. That is all you need know of me!” (Manual) NOTE: At parr with Traldar because you can customize her from beginning. If Ancoron is not a game choice, she can be fitted after Tallon with a very good Saber of the Wyrm - Dranor the Handsome Dranor has nimble fingers and is no stranger to locks and traps.Although he knows how to use a rapier, he prefers to get through a tricky situation by charming or talking his way out of it rather than resorting to violence. “Please allow me to introduce myself: I am Dranor of Belhanka,a noble of the bluest blood.” (Manual). You`ll get him in Avestrue, part of the quest Salina wanted solved. I used him only for tutorial and he is your everyday thief, but not as good in comparation to Gladys charlatan. NOTE: Train him in Bowyery and Blacksmith to craft everything nedeed and save Forgrimm`s points. - Forgrimm, son of Ferolax Forgrimm is a tough Dwarven warrior who can take a fair amount of punishment and also knows how to hand it out. He is not keen on ranged weapons and prefers to rely on his axe, which he also uses to stun or knock his enemies to the ground.“Leave it to Forgrimm… !” (Manual). NOTE: The dedicated tank. Weak back, low dodge, but not as much like my mercenary avatar. With Attribute Strength, Pshyic Focus and Ice Cold Warrior on him he will carve through enemies. - Gladys Shladromir Charlatan, part of Ferdok quest to find Ardo`s murderer. Ask for her at Serene Sow inn in Wagoner`s Home, get out and take left on stairs. She will reveal herself and join your party. NOTE: Good as halfmage and social skill user in the beginning. Her limited array of spells and so-so melee skills make for a rather weak companion in tough fights. - Gwendala Elf spellweaver. Trapped by a evil tree in Moorbridge Marshes. Help her and gain a useful companion, capable of minimum offensive magic and summoning a pet. NOTE: The pet and Ice Cold Warrior spell are the only reason to keep her in the team, if your avatar is not capable to summon. - Alchemist Auralia As a member of the Red Salamander, the 53 year - old alchemist and maker of magic ingredients, Auralia spends her time buying and selling resources She is available after completing The potion of power quest, later in the game when Tallon village is open. NOTE: Alchemy and buffer. I prefer Gwendala or Jost for fullmage abilities. - Jost Battlemage trapped in Blood Mountains Castle. Free him. NOTE: The best choice for summoning Djinn and Skeletarius, open locks and deal magical damage. Since the damage from area spells have been downsized or hampered a lot in the game, he`s to weak in melee to add real damage in combat. - Nasreddin Thief, located in Ugdan Docks. Available when Grimtooth Castle quest is enabled. NOTE: Great armor for spellcaster and a poisoned dagger. - Thaldar Knight of Grimtooth Castle, descendent from a Dragon Quest champion. Available after Grimtooth Castle main quest. Report to Hesinde temple the success of your quests, then head to Count Growin court to enlist Thaldar. NOTE: My choice for replacing Rhulana, mainly for the damage he is capable to inflict using his TH sword Tuskar. - Ancoron Elf fighter. He can be found outside Tallon, part of The Marauders quest and will join later, after defeating the ogre chief. NOTE: He can cast Ice Cold Warrior, Attribute Strength and Pshyic Focus and deal a lot of damage with his Spear of the Wyrm, available recipe after Tallon. He needs a lot of pampering in the beginning, because he has only 8(!) at willpower. 9. ATTRIBUTES, TALENTS AND BASE VALUES a. Attributes : - Courage (CO) : This is the ability to act quickly and decisively in critical situations and also to act boldly and without fear when confronted with new or risky situations. When applied passively, courage stands for willpower and mental toughness, as well as resistance to sorcery and the ability to look horror in the face. - Cleverness (CL) : This includes intelligence and the capacity for logical thought, the ability to analyze a situation and draw relevant conclusions and to quickly recognize and understand worldly and magical situations. A high cleverness score requires a high level of book learning and a good memory. - Intuition (IN) : This is the ability to make the right decisions without long deliberations and to assess people and situations quickly and correctly even without having access to all the facts and information. Intuition also helps a character to understand other people’s motivations and allows them to harmonize with astral powers. - Charisma (CH) : This represents a person’s appeal, eloquence and leadership qualities. It is your character’s ability to successfully and convincingly apply their voice, body language and powers of mimicry. Charisma is also linked to the power of a magical aura. - Dexterity (DE) : This represents the skilled use of fingers, general manual skills and good handeye coordination, especially in complicated tasks such as writing, drawing, disarming traps and picking locks. - Agility (AG) : This represents general physical mobility, quick reactions and reflexes, correct assessment of reach, jumping skills and the ability to perform acrobatic and gymnastic feats. - Constitution (CN) : This almost entirely passive ability represents physical toughness and resistance, the ability to resist illness and poisons, as well as the basis for life force and endurance. - Strength (ST) : This represents sheer muscle power, especially the ability to apply it effectively. Together with Constitution, it represents the basis for a hero’s overall health. b. Talents ( note that all your party members contribute to a situation. If, for example, the quest require a Fast Talk or Sneak check, Gladys or Dranor points in that talents will be used if your avatar doesn`t have it or it`s lower than necessary ) b.1. Artisan Talents : - Alchemy (CO/CL/DE) : Alchemy is a branch of magic with similarities to many nonmagical crafts. As well as being a lucrative source of income for alchemy associations and schools of magic, it is also a challenging and time-consuming pastime for many non-magicians. This talent can be used to create all kinds of potions, salves and other items from a wide range of ingredients, provided you have the required talent value and the right recipes. Item creation is based on your actual talent value – no roll is made. You cannot create potions without an alchemist’s workbench. - Blacksmithing (DE/CN/ST) : The blacksmithing special talent is used to construct all kinds of close combat and throwing weapons. A good blacksmith can also create simple and complex tools. Provided you have the required talent value, the right instructions and the necessary ingredients, you can use this talent to make improved weapons, whetstones, lockpicks and even traps. Item creation is based on your actual talent value – no roll is made. You need an anvil in order to forge items using your blacksmithing talent. - Bowyer (CL/IN/DE) : Bowyers and crossbow makers build missile weapons and are the only people who can construct tension-based ranged weapons and the corresponding projectiles, provided they have the required talent value, the right instructions and the necessary ingredients. Item creation is based on your actual talent value – no roll is made. You cannot create these items without a bowyer’s workbench. - Disarm Traps (IN/DE/DE) : Whether it’s a spear trap, a booby-trapped chest or a door locked with a poison trap – traps can really make your hero’s life difficult. It is therefore very useful if you know how to disarm these traps and avoid their negative effects. - Pick Locks (IN/DE/DE) : This talent is the basis for all the arts of burglary. To open a lock without the right key, your character will always need suitable tools such as a lockpick, hairpins, a small knife, or similar. Picking a lock that is combined with a trap will not trigger the trap. In most cases, failing the test will break the lockpick or the improvised lock-picking tool and the character will suffer from the ‘Shaky Hands’ status effect for five combat rounds. A penalty will be applied to any attempts to pick a lock made during this time. Hairpins and lockpicks must be activated via the quick slot bar and they are used up with each attempt. If you do not use any tools, a -10 penalty is applied to the test. b.2. Lore Talent : - Arcane Lore (CL/IN/IN) : Is this ring magical? If so, what kind of magic was used to enchant it? Arcane lore means that your hero has spent many hours studying the arcane arts and can accurately identify magical artifacts, potions and enchanted items. - Streetwise (CL/IN/CH) : You can use this talent to find your feet quickly in a strange town. This talent value may make certain people more talkative and it will be easier for your hero to find merchants and entrances than for strangers without similar talent values. Any discoveries are displayed on the minimap. - Treat Poison (CO/CL/IN) : Venomous spiders and snakes or poisoned arrows and blades can all inflict serious damage, causing lasting effects that reduce your hero’s values. Only a successful Treat Poison test can stop the poisoning and cure the negative effects. You will need various ingredients that you can acquire either from merchants or via Plant Lore in order to heal poisoning more successfully. - Treat Wounds (CL/CH/DE) : This talent is used to heal lost vitality points, wounds and critical wounds. The healer needs equipment such as bandages and healing salves. Upon a successful talent test, the healer heals vitality points equal to their TaP*, plus the bonus for the item used over a given amount of time. The effect is immediately negated if the patient is wounded again during this period. It is not possible to attempt another Treat Wounds test on the patient during this period. One wound is healed per successful test as well as an additional wound for every three TaP*s. A successful test can also turn a critical wound into a normal wound. The test for a critical would is always successful. b.3. Nature Talent : - Animal Lore (CO/CL/IN) : A successful hunter must know a lot about the habits and behavior of the most common types of animals. Animal Lore enables your hero to successfully gut and skin a slain animal in order to obtain valuable leather, sinew or other body parts. Many of these items are further processed using talents such as Alchemy, Bowyery or Blacksmithing. - Plant Lore (CL/IN/DE) : An expert in Plant Lore knows where to look for specific plants and is also able to assess unknown plants by comparing them with those already familiar to him. The Plant Lore talent also governs the ability to extract poisons or medicines from plants. Many of these plants are used as basic materials in alchemy in order to brew rare and precious potions. - Survival (IN/AG/CN) : Four-leafed oneberries often grow at the edges of woods, while golmoon prefers to grow in the shady heart of the wood. Bears are loners, wolves hunt in packs. A hero with the “Survival” talent knows these things and finds it easy to make his or her way in the wilderness. This talent value governs how easily your hero can find rare plants and useful animals. Any discoveries are displayed on the minimap. - Traps (CL/DE/ST) : This talent encompasses the skilled placing and disguising of up to three traps and requires a suitable tool such as prepared noose traps or mechanical traps such as bear traps. Traps of this kind can be discovered if a modified (more difficult) Perception test is made. A high Perception value is useful in this case. Traps can either be acquired or manufactured using the Bowyery or Blacksmithing talents. b.4. Physical Talent : - Dwarfnose (DE/IN/IN) : Your hero has developed an almost supernatural instinct for identifying secret passageways, hidden doors or secret rooms behind walls and stone, even if these things are so well hidden that no Perception test would be possible. Any discoveries are displayed on the minimap. - Perception (CL/IN/IN) : Perception does not only mean possessing good senses, but also knowing how to use them and when to rely on them. A good Perception value reduces your chances of being ambushed or walking into a trap. Your Perception value can increase your visibility range on the minimap. - Pick Pockets (CO/IN/DE) : Whether they are cutting purses or pilfering an object from someone’s bag, many heroes of low repute make use of this talent. The main drawbacks are that you must get very close to your victim and a pickpocket attempt can be made difficult or even prevented if the victim has a good perception value. Once you have been detected, you cannot make another attempt. Fortunately, failure does not have consequences any more serious than a loss in trust and lost loot. - Sneak (CO/IN/AG) : Successful sneaking is not only a question of physical control, but also of being aware of possible sources of noise (such as creaking floorboards or dry twigs) in order to identify and avoid them. A Sneak test can be countered with a successful “Perception” test. A group that is sneaking is only ever as good as the member with the lowest talent value. - Willpower (CO/CN/ST) : Willpower is the ability to withstand severe pain. A hero with high willpower will not be distracted even by the heaviest of blows during combat and will be able to complete his special attack or spell. Willpower is also used when your hero is attempting to resist temptation or to suppress a laugh or a sarcastic comment. b.5. Social Talent : - Etiquette (CL/IN/CH) : Some heroes may suddenly find themselves mixing in high society. Maybe they will be invited to a court ball with a royal audience as a reward for a brave deed, or perhaps they will want to spy on a rogue at the Duke’s palace. But does your hero know the correct way to address the daughter of a Margrave and what coat of arms belongs to the House of Stormfield-Mersingen? Do they know which wines are currently all the rage? Is it a faux pas to reach for the pastries after a mutton stew? Because there is no way you, the player, can know all these things, your hero should be able to hold their own in the field of etiquette. Etiquette merely uses the existing talent value – no talent test roll needs to be made. - Fast Talk (CO/IN/CH) : Whether you’re lying, cajoling or begging, this talent helps your hero to confuse and overwhelm others with such a hail of words that they can at least temporarily convince them to agree to certain actions. Different bonuses and penalties can be applied to the talent test, depending on how simple minded or astute the target is. - Haggle (CO/CL/CH) : You can use this talent to manipulate prices and situations with clever negotiating skills. This helps you to get better prices from merchants. A good Haggle value could also help you get through a few tricky conversations. - Human Nature (CL/IN/CH) : Do you know when you’re being lied to? Can we trust the guide taking us through the dangerous marshes? Is this merchant trying to con me? You need good knowledge of human nature to judge these situations correctly and reach the right conclusions. - Seduce (IN/CH/CH) : This talent evaluates your hero’s effect on the opposite sex. A successful talent test means that the target becomes more attracted to your hero. What the “seduced” individual is prepared to do for your hero, however, is another matter and mainly depends on the situation. Penalties are added to this test for tough-hearted types of either gender. c. Base Values : - Vitality (VI) shows the maximum number of injuries the hero can sustain before he dies. It's easy to lose Vitality through fights,traps or poisons, but more difficult to regain it. Potions, healing magic, healing arts knowledge or a recovery period are required for that.Vitality is subdivided into individual Vitality Points (VP). Calculation : (Constitution + Constitution + Strength) / 2 ± Character modifications + increase - All magically gifted beings have Astral Energy (AE) at their disposal. This value provides information on how much magic the respective hero can perform before this potential is depleted, and he or she has to take a break from casting spells. The Astral Energy is subdivided into individual Astral Points (AsP). Calculation : (Courage + Intuition + Charisma) / 2 ± Character modification + Increase - The Endurance (ED) rating shows when a hero gets out of breath, and how often he or she can carry out special abilities in combat before fatigue sets in. The Endurance rating decreases faster than Vitality, but it also regenerates faster in exchange. Endurance is subdivided into individual Endurance Points (EP). Calculation : (Courage + Constitution + Agility) / 2 +/- Character modifications + Special Abilities Endurance I, II and III. - Resistance to Magic (or, as it is called in Drakensang's character screen: Resist Magic) determines whether or not a hero is easy or difficult to enchant, whereby Willpower, a robust Constitution and an alert mind ensure that the latter is more likely. Resistance to Magic is relevant if your hero tries to dominate another character by means of spells (most likely a Domination type spell). In those situations the Arcane Test that is taken for this spell, will incur a Difficulty Increase that equals the RM value of the spell target. Calculation : (Courage + Cleverness + Constitution) / 5 +/- Character modifications 10. BONUSES AND PENALTIES (DEW) a. Bonuses : - Alchemy Bonus: +3, Astral Power: + 3 astral points, Axes and Maces Bonus: + 2, Blacksmith Bonus: + 3, Daggers Bonus: + 2, Danger Sense: + 3 perception, Endurance Bonus: + 3 endurance points, Good Looking: + 1 Charisma, Haggle Bonus: +3 haggle, High Resistance to Magic: + 3 resistance to magic, Judge Distance: + 2 ranged combat talents, Lore Penalty: - 2 to all lore talents, Low Resistance to Magic: - 3 to resist magic, Melee Bonus: + 1 all melee talents, Nature Talents Bonus: + 2 all nature talents, Perception Bonus: + 3 perception, Rapid AE-Regeneration: + 1 astral regeneration, Social Chameleon: +2 to Seduce, Etiquette, Haggle and Fast Talk, Swords Bonus: + 2 to swords, Vitality Bonus: + 3 vitality points, Willpower Bonus: + 2 willpower. b. Penalties : - Artisan Talents Penalty : - 2, Endurance Penalty: - 3 endurance points, Melee Penalty: - 1 all melee talents, Nature Talents Penalties: - 2 all nature talents, Ranged Combat Penalty: - 3 all ranged combat talents, Slow AE-Regeneration: - 1 astral regeneration, Social Talents Penalty: -2 all social talents. 11. COMBAT TALENTS - Axes and Maces: This category includes all those one-handed axes,hammers and maces, which do damage primarily through weighty impact. All of these weapons are particularly well-suited to crushing armor and breaking bones. The maximum length of such weapons is around one pace, the maximum weight around three greatpounds. Anything above that is a two-handed weapon. Combat Talent Type - Melee, Talent Group - Base, Effective Encumbrance - EC-4, Upgrade Category - D. - Bows are the weapon of choice for the inhabitants of steppes, deserts and meadows, which is why Elves and Orcs, Meadowians and Novadis alike are known for their bow skills. The size of these ranged weapons ranged from the compact Short Bow of the Novadis to the Meadowian Longbow. The correct handling of bows and arrows takes some practice. Ranged,Special, EC-3, D. - Brawling : the skill of defending yourself using swinging blows and punches. In this type of weaponless combat, parrying is replaced by dodging. Melee, Basic, EC0, C. - Crossbows are a dwarven invention and basically resemble a bow mounted horizontally on a central post. They are propelled by tensioned sinews or mechanical springs. Crossbow-like weapons have a tiller, a trigger and a drawing mechanism and are fired by aiming at the target and pulling the trigger. The string locking mechanism absorbs the strain, enabling the marksman to take long and careful aim. Ammunition takes the form of rigid bolts with various different attachments or, in the case of stone-bows, stone or metal balls. Ranged, Special, EC-5, C. - Daggers : This category includes all bladed weapons used almost exclusively for piercing and almost never for parrying, with a maximum total length of half a pace. These weapons run the gamut from simple knives to dirks. Almost all daggers have a straight, double-edged blade.Base, EC-1, D. - Fencing Weapons : slim weapons of just under a pace long. They are designed almost exclusively for piercing. They often have richly ornate hilt baskets, parrying bars or intricately turned crossguards. They are elegant and fast and, while they are considered by some to be exceedingly modern, others feel they are foolishly foppish. Melee, Special, EC-1, E. - Sabers : In contrast to swords, these weapons are used primarily for slashing and rarely for piercing. Unlike swords, they usually have only a single-edged blade, perhaps with a sharpened tip. This weapon category encompasses everything from short cleavers to elegant cavalry swords. Melee, Base, EC-2, D. - Spears : With this type of weapon, a short blade is attached to a long shaft, whereby the blade is usually suited to both thrusting and piercing. This weapon category includes all types of pikes, halberds and spears. Spears are two-handed weapons and cannot be used in combination with shields. Melee, Special,EC-3, D. - Staves : A simple wooden staff, eight spans in length, can be an extremely effective weapon in the hands of a master of the art. Most fighting staves are not, however, simple wooden weapons; instead, they are specially hardened, reinforced with metal bands, or even fitted with blades on both ends. Staves are two-handed weapons and cannot be used in combination with shields. Melee, Special, EC-2, D. - Swords : These are bladed weapons with a total length of half a pace to one and a quarter pace, at least three-quarters of which is made up of a double-edged blade. While swords are designed for hacking and stabbing, their crossguards also permit more sophisticated defensive moves. Melee, Special, EC-2, E. - Throwing Weapon : While knives and daggers are the most popular throwing weapons, not every knife or dagger is suitable for throwing. Only specially balanced weapons, which usually have particularly light hilts, can be thrown. Throwing stars and axes also come under this category. Ranged, Base, EC-2, C. - Two-handed Axes/Maces : With this type of weapon, it is important to bring the heavy and sometimes sharp striking surface into contact with the target with great force and precision, as the weapon's handle does next to no damage. This weapon is not designed for piercing or jabbing, and its parrying capabilities are restricted. This weapon cannot be used in combination with a shield. Melee, Special, EC-3, D. - Two-handed Swords : This talent covers all particularly long bladed weapons which are designed predominantly for thrusting. They are, however, also adequate parrying weapons, even though these actions may take somewhat longer to perform. Melee, Special, EC-2, E. 12. SPECIAL ABILITY a. Special Abilities (Melee): Offensive Combat Line Offensive Combat I Effect: +2 AV, Endurance Cost: 2 EP per attack, Requires: Base AV 7, Leveling Points: 100. Description: The outcome of a battle often depends on the combatants' choice of tactics. A hero who adopts an offensive combat style will try to pound his opponent into submission by landing as many blows as possible within a short period of time. Selecting Offensive Combat I will give your hero a bonus to its Attack Value (AV).An aggressive fighting style is strenuous and each attack will cost endurance points. It is not possible to activate a defensive stance simultaneously. Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, Two-handed Swords Offensive Combat II Effect: +4 AV, Endurance Cost: 4 EP per attack, Requires: Base AV 8, Offensive Combat I, Leveling Points: 200. Description: A hero who adopts an offensive combat style will try to pound his opponent into submission by landing as many blows as possible within a short period of time. Selecting Offensive Combat II will give your hero a bonus to its Attack Value (AV). An aggressive fighting style is strenuous and each attack will cost endurance points. It is not possible to activate a defensive stance simultaneously. Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords Offensive Combat III Effect: +6 AV, Endurance Cost: 6 EP per attack, Requires: Base AV 9, Offensive Combat II, Leveling Points: 300. Description: A hero who adopts an offensive combat style will try to pound his opponent into submission by landing as many blows as possible within a short period of time. Selecting Offensive Combat III will give your hero a bonus to its Attack Value (AV). An aggressive fighting style is strenuous and each attack will cost endurance points. It is not possible to activate a defensive stance simultaneously. Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords. b. Special Abilities (Melee): Defensive Combat Line Defensive Combat I Effect: +2 PA, Endurance Cost: 2 EP per parry, Requires: Base PA 6, Leveling Points: 100. Description: The outcome of a battle often depends on the combatants' tactics and fighting styles. Adopting a defensive combat stance will enable your hero to protect himself from attacks, while he studies his opponent's tactics and develops an effective counter-strategy. Selecting a defensive stance will give your hero a bonus to their Parry Value (PA). The defensive combat stance is strenuous and the defender will expend a number of endurance points per parry. It is not possible to activate an offensive combat style simultaneously. Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, Two-handed Swords. Defensive Combat II Effect: +4 PA, Endurance Cost: 4 EP per parry, Requires: Base PA 7, Defensive Combat I, Leveling Points: 200. Description: Adopting this stance will enhance your hero's abilities in defensive combat. Warriors selecting a defensive combat style receive a bonus to their Parry Value (PA). The defensive combat style is strenuous and the defender will lose a number of endurance points per parry. It is not possible to select an offensive combat stance simultaneously. Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords. Defensive Combat III Effect: +6 PA, Endurance Cost: 6 EP per parry, Requires: Base PA 8, Defensive Combat II, Leveling Points: 300. Description: The Warrior is a master in the art of defensive combat. Warriors selecting a defensive combat style receive a bonus to their Parry Value (PA). The defensive combat style is strenuous and the defender will lose a number of endurance points per parry. It is not possible to select an offensive combat stance simultaneously. Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords. c. Special Abilities (Melee): Mighty Blow Line Mighty Blow Effect: DP x 2, Endurance Cost: 20 EP, Requires: Strength 12, Leveling Points: 200. Description: The Mighty Blow is a massive strike aimed at the opponent's head which can cause severe damage. Heroes must have Endurance Points available to carry out a Mighty Blow. Usable Weapon Talents: Axes and Maces, Sabers, Swords, Staves, Two-handed Axes and Maces, Two-handed Swords Knock Down Effect: Test ST/2 or 2 CR thrown, Endurance Cost: 14 EP, Requires: AV 8, Mighty Blow, Offensive Combat I, Leveling Points: 100. Description: This is an extremely powerful blow - its sheer force throws the opponent to the ground. The defender can test against half of its Strength (ST) to prevent a fall. Usable Weapon Talents: Axes and Maces, Sabers, Swords, Staves, Two-handed Axes and Maces, Two-handed Swords Roundhouse Effect: Attacks multiple foes, Endurance Cost: 25 EP, Requires: Strength 15, Courage 12, Mighty Blow, Offensive Combat I, Leveling Points: 100 Description: The Roundhouse Blow is a defensive strike against multiple attackers. Usable Weapon Talents: Axes and Maces, Sabers, Swords, Staves, Two-handed Axes and Maces, Two-handed Swords Strike of Wrath Effect: DP x 3, opponent must test Strength or be knocked down, Endurance Cost: 30 EP, Requires: Courage 15, Base AV 9, Mighty Blow, Throw Down, Offensive Combat II, Leveling Points: 200. Description: The Strike of Wrath is the most powerful attack. It causes massive damage but requires considerable strength and endurance. Usable Weapon Talents: Axes and Maces, Sabers, Staves, Two-handed Axes and Maces, Two-handed Swords d. Special Abilities (Melee): Master Parry Line Master Parry Effect: All Parry and Dodge maneuvers successful for 15 rounds, Endurance Cost: 15 EP, Requires: Base PA 8, Leveling Points: 200. Description: This is a simple parry that will prevent an opponent from striking the hero in the next combat round. Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, Two-handed Swords Wall of Blades Effect: Four extra parries over 15 CR, Endurance Cost: 20 EP, Requires: Master Parry, Defensive Combat I, Leveling Points: 100. Description: The Wall of Blades is an advanced parrying technique enabling the hero to carry out an additional 4 parries over the next 15 combat rounds and defend himself against superior numbers. Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, Two-handed Swords Windmill Effect: All Parries and Dodges successful for 15 rounds, can't parry counter-attack Endurance Cost: 25 EP, Requires: Base PA 9, Wall of Blades, Defensive Combat II, Leveling Points: 200. Description: This advanced fighting technique channels the force of an opponent's blow back into a powerful counter-attack. The force of the opponent's blade is absorbed and channeled back towards the opponent in one fluid and devastating movement. Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces, Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, Two-handed Swords e. Special Abilities (Melee): Feint Line Feint Effect: Parry -4, AR -2, Endurance Cost: 13 EP, Requires: Agility 12, Leveling Points: 100. Description: This is a deceptive strike in which the attacker shifts the angle of attack in order to slip past the opponent's guard. A feint reduces the defender's armor value and hinders them from parrying. Usable Weapon Talents: Daggers, Fencing Weapons, Axes and Maces, Sabers, Swords, Spears, Staves, Two-handed Swords Lunge Effect: Parry -4, Ignore AR, +1 Wound, Endurance Cost: 19 EP, Requires: Feint, Leveling Points: 100. Description: The Lunge is a thrust directed at a vulnerable and preferably unprotected part of the opponent's body. The only defense against a Lunge is to parry. Usable Weapon Talents: Daggers, Fencing Weapons, Swords, Spears Stormblade Effect: Three attacks, only first can be parried, Endurance Cost: 21 EP, Requires: Base AV 8, Feint, Offensive Combat I Leveling Points: 100. Description: This aggressive combat technique allows the hero to carry out three consecutive strikes, only one of which can be parried. Usable Weapon Talents: Daggers, Fencing Weapons, Sabers, Swords, Spears, Staves Rush Effect: Test AG/2 or 2 CR thrown, cannot be parried, Endurance Cost: 22 EP Requires: Strength 12, Feint, Offensive Combat I, Leveling Points: 100. Description: Rushing an opponent can force him to lose his balance. It does not cause any damage. The defender can use half of their Agility (AG) to prevent a fall. Usable Weapon Talents: Spears, Staves Mortal Blow Effect: Parry -6, DP x2, Ignore AR, +2 Wounds, Endurance Cost: 30 EP, Requires: Courage 15, Feint, Thrust, Offensive Combat I, Leveling Points: 200. Description: The Mortal Blow is a massive blow aimed at an unprotected part of the opponent's body. The Mortal Blow is almost impossible to parry and causes massive damage. It is a strenuous attack and costs Endurance Points. Usable Weapon Talents: Daggers, Fencing Weapons, Spears f. Special Abilities (Ranged): Aimed Shot Line Aimed Shot Effect: AR/2, Endurance Cost: 15 EP, Requires: Base RC 7, Leveling Points: 150. Description: Aimed Shot enables an archer to focus his attention on a target and to aim his shot at a vulnerable point in the target's armor. Aimed Shot halves the target's Armor Rating (AR). Usable Weapon Talents: Bow, Crossbow Master Crossbowman Effect: Crossbow reload costs one action less, Endurance Cost: None, Requires: Base RC 8, Aimed Shot, Leveling Points: 200. Description: Thanks to his long years of experience, the Master Crossbowman can reload a crossbow very quickly. This skill does not cost any Endurance Points and is permanently activated once purchased. Usable Weapon Talents: Crossbow Rain of Arrows Effect: Shoots 2 arrows, opponent has -4 to DV, Endurance Cost: 20 EP, Requires: Base RC 8, Aimed Shot, Leveling Points: 200. Description: This attack enables the archer to fire two arrows at a target at once. The accuracy of the shots is checked individually, as is the damage incurred. Usable Weapon Talents: Bow Marksman Effect: Ignore AR, +1 Wound, Endurance Cost: 22 EP, Requires: Base RC 8, Aimed Shot, Leveling Points: 300. Description: Marksman enables an archer to focus his attention on a target and to aim his shot at a vulnerable and unprotected part of the target's body. Marksman ignores the target's Armor Rating (AR) and automatically inflicts a wound. Usable Weapon Talents: Bow, Crossbow Master Marksman Effect: DP x2, ignore AR, +2 Wounds, Endurance Cost: 27 EP, Requires: Base RC 9, Marksman, Leveling Points: 300. Description: Master Marksman enables an archer to focus his entire attention on a target and to aim his shot at a vulnerable and unprotected part of the target's body. The Master Marksman is an all-or-nothing shot which is capable of killing an opponent on the spot, but which also robs the archer of his energy reserves. Usable Weapon Talents: Bow, Crossbow g. Special Abilities (Ranged): Aimed Throw Line Aimed Throw Effect: AR/2, Endurance Cost: 10 EP, Requires: Base RC 7, Leveling Points: 150. Description: The attacker takes careful aim and attempts to hit an unprotected area of his target's body. The defender's Armor Rating is reduced by half. Usable Weapon Talents: Throwing Weapons Rain of Iron Effect: 4 throwing knife attacks, opponent has -8 DV, Endurance Cost: 19 EP, Requires: Agility 14, Dexterity 14, Base RC 8, Aimed Throw, Leveling Points: 200. Description: This attack enables the hero to cast up to four throwing knives or throwing stars at a target. Success and the damage incurred is checked on a per throw basis. Usable Weapon Talents: Throwing Weapons Power Throw Effect: DP x2, Endurance Cost: 19 EP, Requires: Strength 15, Base RC 8, Aimed Throw, Leveling Points: 200. Description: The attacker puts all his strength into this massive ranged attack, which causes double damage if successful. Usable Weapon Talents: Throwing Weapons Master Throw Effect: DP x2, Strength check or be thrown for 2 CR, Endurance Cost: 25 EP, Requires: Strength 15, Base RC 8, Power Throw, Leveling Points: 200. Description: The Master Throw is an extremely powerful attack - the sheer force of the blow can hurl a target to the ground. The attack inflicts severe damage and the target is thrown to the ground if it is unable to prevent the fall with a test against half of their Strength (ST). The Master Throw is an all-or-nothing throw. While it can be lethal, it also robs the thrower of his energy reserves. Usable Weapon Talents: Throwing Weapons h. Special Abilities (Defensive): Endurance Line Endurance I Effect: +6 to max Endurance, Endurance Cost: N/A, Requires: Constitution 12, Leveling Points: 150. Description: Endurance is a crucial factor in battle. If a warrior's Endurance reaches 0, he will be unable to perform any special attack. This passive special ability gives hero's a bonus to their maximum Endurance. Endurance II Effect: +12 to max Endurance, Endurance Cost: N/A, Requires: Constitution 13, Endurance I, Leveling Points: 300. Description: Endurance is a crucial factor in battle. If a warrior's Endurance reaches 0, he will be unable to perform any special attack. This passive special ability gives warriors a medium bonus to their maximum Endurance. Endurance III Effect: +18 to max Endurance, Endurance Cost: N/A, Requires: Constitution 14, Endurance II, Leveling Points: 450. Description: Endurance is a crucial factor in battle. If a warrior's Endurance reaches 0, he will be unable to perform any special attack. This passive special ability gives warriors a large bonus to their maximum Endurance. i. Special Abilities (Defensive): Dodge Line Dodge I Effect: +2 DV, Endurance Cost: N/A, Requires: Agility 12, Leveling Points: 150. Description: A hero with this special ability has learned to move more effectively in combat and can dodge most attacks instead of parrying with his sword or shield. Dodge II Effect: +4 DV Endurance Cost: N/A, Requires: Agility 13, Dodge I, Leveling Points: 300. Description: A hero with this special ability has learned to move more effectively in combat and can dodge most attacks instead of parrying with his sword or shield. Dodge III Effect: +6 DV Endurance Cost: N/A, Requires: Agility 14, Dodge II, Leveling Points: 450. Description: A hero with this special ability is a master in the art of using movement to one's advantage in combat. The hero can dodge most attacks instead of parrying with his sword or shield. j. Special Abilities (Defensive): Armor Use Line Armor Use I Effect: -1 Encumbrance, Endurance Cost: N/A, Requires: Strength 12, Leveling Points: 150. Description: While heavy armor protects its wearer from physical harm, it can also severely impair a warrior's agility and his ability to fight. Fighting effectively in armor is a skill that must be learned. Warriors with this passive special ability will receive a small bonus to their encumbrance value. Armor Use II Effect: -2 Encumbrance, Endurance Cost: N/A, Requires: Strength 13, Armor Use I, Leveling Points: 300. Description: While heavy armor protects its wearer from physical harm, it can also severely impair a warrior's agility and his ability to fight. Fighting effectively in armor is a skill that must be learned. Warriors with this passive special ability will receive a medium bonus to their encumbrance value. Armor Use III Effect: -3 Encumbrance, Endurance Cost: N/A, Requires: Strength 14, Armor Use II, Leveling Points: 450. Description: While heavy armor protects its wearer from physical harm, it can also severely impair a warrior's agility and his ability to fight. Fighting effectively in armor is a skill that must be learned. Warriors with this passive special ability will receive a large bonus to their encumbrance value. k. Special Abilities (Defensive): Shield Fighting Line Shield Fighting I Effect: +2 Shield Parry, hero can parry 2 attacks, Endurance Cost: N/A, Requires: Base PA 6, Leveling Points: 150. Description: This special ability enables heroes to fight using a single-handed weapon and a shield. Your hero can use the shield to deflect, parry and block enemy attacks. Shield Fighting II Effect: +4 Shield Parry, hero can parry 2 attacks, Endurance Cost: N/A, Requires: Base PA 7, Shield Fighting I, Leveling Points: 300. Description: This special ability enables heroes to fight using a single-handed weapon and a shield. Your hero is experienced in the art of using a shield to deflect, parry and block enemy attacks. Shield Fighting III Effect: +6 Shield Parry, hero can parry 2 attacks, Endurance Cost: N/A, Requires: Base PA 8, Shield Fighting II, Leveling Points: 450. Description: Heroes with this special ability are masters in the art of fighting with a single-handed weapon and a shield. Your hero can use a shield to deflect, parry and block enemy attacks. 13. SPELLS AND LIMITATIONS (full mage, half mage, races) a. Attribute Spell : - Attributio Courage (CO/CL/CH) : The spellcaster calls on mystical support from the astral plane to increase their courage for a limited period of time. It is only possible to maintain one attribute increase per person. If you increase a second attribute magically, the first one expires. - Attributio Cleverness (CL/CL/CH) : The spellcaster calls on mystical support from the astral plane to increase their cleverness for a limited period of time. - Attributio Intuition (CL/CH/IN) : The spellcaster calls on mystical support from the astral plane to increase their intuition for a limited period of time. - Attributio Charisma (CL/CH/CH) : The spellcaster calls on mystical support from the astral plane to increase their charisma for a limited period of time. - Attributio Dexterity (CL/CH/ST) : The spellcaster calls on mystical support from the astral plane to increase their dexterity for a limited period of time. - Attributio Agility (CL/CH/AG) : The spellcaster calls on mystical support from the astral plane to increase their agility for a limited period of time. - Attributio Constitution (CL/CH/CN) : The spellcaster calls on mystical support from the astral plane to increase their constitution for a limited period of time. - Attributio Strength (CL/CH/ST) : The spellcaster calls on mystical support from the astral plane to increase their strength for a limited period of time. NOTE : EXTRA DAMAGE - Eye of Eagle, Ear of Lynx (CL/IN/DE) : This spell improves the spellcaster’s senses so that all perception-related tests are improved by the caster’s remaining spell points. - Elfenword Silkenspeech (CL/IN/CH) : This spell convinces its victim to give the spellcaster information with less resistance. - Fastness of Body (IN/AG/CN) : The spellcaster receives steel skin, increasing their natural armor rating. NOTE : The only spell capable to make an elf in leather armor at least two times better protected than a dwarf in chain mail. - Gardianum Magic Shield (CL/IN/CN) : This spell creates a pulsating, protective dome around the magician, protecting them from hostile spells. All beings within the range of the dome benefit from this protection for the duration of the spell. - Hawkeye Marksmanship (IN/DE/AG) : The magician creates a spiritual link between the spell‘s target and the ranged combat target. - Ice Cold Warrior (CO/IN/CN) : The Elf is sent into a battle frenzy. His armor rating and willpower are increased and he ignores all damage. When the spell wears off, however, he suffers all the damage inflicted during the frenzy. NOTE : Put this, Fastness and Psychic Focus on your elf, plus a 2 h weapon and watch him dance. Also, can be cast on others, a good thing since Fastness can`t and one summons like Skeletarius or a Helpful Paw. - Move as the Lightening (CL/AG/CN): This spell allows the target to significantly accelerate their movements. The target’s movements appear graceful but slightly blurry to others. - Plumbumbarum Heavy Arm (CH/AG/ST) : This spell disables the spell caster’s enemies, reducing their speed and attack values. - Psychic Focus (CO/CL/CN) : The magician increases the confidence and integrity of the target’s physical aura, thereby increasing their resistance to magic. NOTE : Best protection against magical attacks. - See True and Pure (CL/IN/CH) : The target can sense the feelings and mood of their opponent. b. Battle Magic : - Aerofugo Vacuum (CO/CN/ST) : The spellcaster creates a vacuum sphere devoid of air. All beings within the area of influence suffer damage from suffocation and become in danger of losing consciousness.Note: Apparently he knockdown the enemies around for 2 rounds ! - Corpofrigo Cold Shock (CH/AG/CN) : This spell suddenly drains the body heat from a living creature, drastically reducing its combat values and attributes. - Culminatio Ball of Lightning (CO/IN/DE) : The spellcaster channels the power of a raging thunderstorm between their hands,forms it into a glowing ball of lightning and hurls it at their opponent. NOTE : Long time to cast - Ignifaxius Burst of Flame (CL/ST/CN) : A ray of elemental fire shoots from the spell caster’s hands. This lance of fire and light strikes the targeted opponent. - Ignisphaero Fireball (CO/IN/CN) : The magician creates a mighty fireball and hurls it at his or her opponent. NOTE : Very long time to cast and affects both friendly and enemies. - Iron Rust Rot (CL/CH/AG) : The magician gathers their powers to make their opponents‘ weapons flawed and brittle for a limited period of time. NOTE : 180 seconds. Great to disarm enemies ! - Lightening Find You! (CL/IN/AG) : The target of the spell is bewildered with a wild lightning storm that drastically reduces their combat values and attributes for a limited period of time. NOTE : Low damage, but reduce a lot of enemy attributes, attack, parry, etc. - Paralysis Stiff as Stone (IN/CH/ST) : The magician turns his or her enemies to stone for a certain period of time. The petrified opponent is impervious to attack during this period. NOTE : Perfect against bosses and bosses surounded by helpful hands. - Thunderbolt (IN/AG/CN) : This spell creates a targeted bolt of magical damage that pierces any armor. c. Domination Spell : - Horriphobus Phantasm (CO/IN/CH) : The magician appears to his or her opponents as a terrifying figure, causing fear in the spell’s target‘s eyes. - Master of Animals (CO/CO//CH) : This spell can be used to render attacking animals calm and docile. - Meek You Be (CO/CH/CH) : This spell placates enraged animals, temporarily making them lethargic and not inclined to attack. - Sleep of a Thousand Sheep (CL/CH/CH) : This spell places a living being in a deep magical sleep. The target awakes immediately if attacked. NOTE : Good in theory, bad in practice. An enemy who can`t be attacked while sleeping is bad for your health and a waste of astral points. d. Healing Spell : - Balm of Healing (CL/IN/CH) : Depending on the astral energy used, this powerful spell can heal all the target’s wounds and damage. - Calm Body, Calm Spirit (CL/CH/CN) : The target falls into a deep, recuperative sleep. They awake soon after, completely recovered from their wounds. NOTE : Great way to avoid Treat Wounds checks. - Clarum Purum (CL/CL/CH) : All poisonous substances in the patient’s blood are magically dissolved, halting the effects of the poison. NOTE : Great way to avoid Treat Poison checks. e. Special Magic : - Analytica Arcana (CL/CL/IN) : The magician analyses the influence matrix of a magical object and is thus able to identify it. - Restore Attributes (CL/IN/CH) : The magician restores attributes reduced by wounds or magic. NOTE : Perfect spell for all type of problems. - Foramen Foraminor (CL/CL/DE) : This spell uses arcane powers to open locked chests and locks. NOTE : Pick lock is boring and take to much. This is the perfect replacement. - Light in the Darkness (CL/CL/DE) : The magician uses their astral energy to collect ambient light and bind it in a moving, light blue sphere. NOTE : Can only be cast on the mage !? f. Summoning Spell : - A Helpful Paw (CO/IN/CH) : The Elf summons animal aid from the immediate environment. The creature will not leave their side and will fight with them. NOTE : Level 1-2: Wolf Rat, Level 3-4: Wolf, Level 5-6: Black Wolf, Level 7-8: Boar, Level 9-10: Wild Boar (at this point the summon began quite powerful but still not as much than the skeletons but quite close depending of the opponents), Level 11-12: Bear, Level 13-14: Black Bear (that's when it becomes the most powerful summon), Level 14-17: Spirit Bear (quite strong then but will require some healing support for the best efficiency, quite stronger than any other summons I tried) (Thanks to Dasale for posting on http://www.rpgwatch.com/forums) NOTE: Powerfull. By pressing . and click on a targety you can keep him concentrating on one enemy, avoiding his rather random knockdowns on the other critters. - Duplicatus Double Vision (CL/CH/AG) : This spell creates an illusory copy of the target. This ‘doppelganger’ moves and mirrors the target’s movements, constantly rejoining with and separating from it. This confuses possible attackers who find it difficult to determine which is the real target and which is the doppelganger. - Eclipsus Shadow Force (CO/CL/CN) : The magician’s shadow is imbued with its own life force and loyally defends him or her. NOTE : Weak. - Elemental Minion (CO/CL/CH) : The summoner calls a fire elemental that fights loyally by their side. This powerful spell briefly melds the surrounding area with the elemental plane. NOTE : Weak at lower levels, never tried at high ones. - Dancing Sparkle Swarm (IN/CH/DE) : Small, dancing sparks in all colors of the rainbow engulf the target, distracting possible opponents and making it more difficult for them to land a blow.NOTE : The spell has a different name in english variant aka Fandango of Fireflies - Skeletarius (CO/CO/CH) : This spell allows the caster to harness the forces of darkness and summon undead help from the realm of the dead. NOTE : Until level 11 he is a strong melee character. After that a weak kind of mage. The melee fighter is strong and uses special combat attacks (Strike of Wrath ?) - Summon Djinn (CO/CL/CH) : The summoner calls on a powerful Djinn to aid them in battle. NOTE : He fights with a iatagan and cast lightning spells at 18 points investment. - Tlaluc’s Pestilential Breath (CO/IN/AG) : The spellcaster creates a cloud of stinking gas. All beings within the area of influence suffer damage from poison and become in danger of losing consciousness. NOTE Spellcasters are divided into 4 types : - fullmage (human) : Battlemage, Healing Mage, Metamage, Elementalist - halfmage (human) : Alchemist,Charlatan - fullmage (elves) : Spellweaver, Ranger - halfmage (elves) : Fighter All spells are divided into 5 types: 1.Common (all spellcasters can learn): Eye of Eagle, Ear of Lynx, Fastness of Body, Attributio Charisma/Dextery/Agility/Intuition/Strength/ Cleverness/Constitution/Courage, Move as Lightning, Balm of Healing, Lightning Find You!, Attribute Restoration, Hawkeye Marksmanship, Light in the Darkness, Thunderbolt, Master of Animals, Clarum Purum, Plumbumbarm Heavy Arm, Psychic Focus, Calm Body, Calm Spirit, See True and Pure, Sleep of a Thousand Sheep 2.Human (all human can learn): Analytica Arcana, Corpofrigo Cold Shock, Duplicatus Double Vision, Iron Rust Rot, Fandango of Fireflies, Horriphobus Phantasm, Ignifaxus Burst of Flame, Culminatio Ball of Lightning, Paralysis Stiff as Stone 3. Human, fullmages: Aerofugo Vacuum, Summon Djinn, Eclipsus Shadow Force, Elemental Minion, Foramen Foraminor, Gardianum Magic Shield, Ignisphaero Fireball, Skeletarius, Tlaluc's Pestilential Breath 4. Elves (all elves can learn): Ice Cold Warrior, Meek You Be, Elfenword Silken Speech 5. Elves, fullmages : A Helpful Paw (Thanks to Nard who posted on http://www.rpgwatch.com/forums) 14. TRAINERS AVESTRUE - Hunter Owlstone (Bowyer, Survival, Traps, Animal Lore, Spears, Bow, Aimed Shot) - Auralia (Alchemy, Plant Lore, Balm of Healing, Light in the Darkness) - Engerim (Blacksmith) - Humbold (Swords, Feint, Mighty Blow, Aimed Throw) - Devotee of Perraine (Treat poison) FERDOK - Magistra Elysmira (Alchemy, Arcane Lore, Treat Poison, Etiquette, Fastness of Body, Atributo Courage/Cleverness/Intuition/Charisma/ Dexterity/Agility/Constitution/Strength, Move as the lighting, Balm of Healing, Lighting find you, Iron Rust Rot, Thunderbolt, Guardianum Magic Shield, Ignifaxus Burst of Flame, Plumbumbarum heavy arm, Psychic Focus, See true and pure (PRAIOS SQUARE) - Rod Effner (Swords, Spears, Staves, Two h axes/maces, Two h swords, Offensive Combat I, Defensive Combat I, Feint, Mighty Blow, Roundhouse, Master Parry, Aimed Throw, Endurance I, Dodge I, Armor Use I, Shield Fighthing I (PRAIOS SQUARE) - Hunter Wolfling (Bowyer, Survival, Plant Lore, Traps, Animal Lore, Spears, Crossbow, Bow, Aimed Shot ) (PRAIOS SQUARE) - Laurelin (Bowyer, Bow, Aimed Shot, Marksman, Rain of Arrows, Dodge I-II, Balm of Healing, Ice Cold Warrior, Hawkeye Markmanship, Thunderbolt, A helpful paw, Meek you be, Sleep a Thousand Sheep, Elfenword Silkenspeech, See True and pure) NOTE: Available after Blood Mountains - Farrier Irontoe (Blacksmith) (WAGONER`S HOME) - Cano (Pickpocket, Picklock, Traps, Disarm traps, Streetwise, Seduce, Etiquette, Haggle, Fencing weapons, Feint, Master Parry, Lunge, Aimed Throw, Dodge I ) (WAGONER`S HOME) NOTE: Lunge is available after Blood Mountains - Master Magnosh (Bowyer, Crossbow, Aimed Shot, Master Crossbowman, Marksman) (DUCAL CITADEL) - Master Fluxosh (Blacksmith, Picklocks, Disarm traps ) (DUCAL CITADEL) - Sergeant Erland (Streetwise, Fencing weapons, Swords, Spears, Staves, Two h axes/maces, Two h swords, Offensive Combat I, Defensive Combat I, Feint, Mighty Blow, Knockdown, Roundhouse, Master Parry, Aimed Throw, Power Throw, Endurance I, Dodge I, Armor Use I, Shield Fighthing I, Armor Use II, Shield Fighthing II) (DUCAL CITADEL) - Devotee of Perraine (Treat Poison) (DUCAL CITADEL) NOTE: Near Rhondra`s Temple - Leprechaun (Alchemy, Arcane Lore, Etiquette, Eye of Eagle, Ear of Lynx, Aerofugo Vacuum, Fastness of Body, Atributo Courage/Cleverness/Intuition/Charisma/Dexterity/Agility/ Constitution/Strength, Move as the lighting, Balm of Healing, Lighting find you!, Corpofrigo Cold Shock, Summon Djinn, Duplicatus Double Vision, Eclipsus Shadow Force, Attribute Restoration, Iron Rust Rot, Elemental Minion, Hawkeye Markmanship, Fandango of Fireflies, Light in the darkness, Foramen Foraminor, Thunderbolt, Guardianum Magic Shield, Master of Animals, Horriphobus Phantasm, Ignifaxus Burst of Flame, Ignisphaero Fireball, Clarum Purum, Culminatio Ball of Lightning, Paralysis Stiff as Stone, Plumbumbarum heavy arm, Psychic Focus, Calm Body, Calm Spirit, See true and pure, Skeletarius, Sleep a Thousand Sheep, Tlaluc's Pestilential Breath) NOTE: Available after completing the sidequest The potion of power in Tallon. He will replace Auralia in her spot on DUCAL CITADEL. MOORBRIDGE MARSHES - Boron Deont Morlinde (Survival, Plant Lore, Animal Lore, Treat Poison) BLOOD MOUNTAINS - Alvina ( Seduce, Aimed Shot, Marksman, Rain of Arrows, Dodge I-II, Eye of Eagle, Ear of Lynx, Balm of Healing, Hawkeye Markmanship, Thunderbolt, A helpful paw, Meek you be, Sleep a Thousand Sheep) ( Available if you choose the witch side) - Saphira (Survival, Pland Lore, Animal Lore, Treat Poison, Alchemy, Corpofrigo Cold Shock, Attribute Restoration, Clarum Purum, Paralysis Stiff as Stone, Plumbumbarm Heavy Arm) ( Available if you choose the witch side) - Ray of Light trainer (Etiquette, Fencing weapons, Swords, Spears, Staves, TH axes/maces, TH swords, Offensive Combat I-II, Defensive Combat I-II, Feint, Lunge, Stormblade, Mighty Blow, Knockdown, Roundhouse, Master Parry, Wall of Blades, Aimed Throw, Power Throw, Endurance I-II, Dodge I, Armor Use I-II, Shield Fighting I-II) (Available if you choose the Praios side) TALLON - Becklebrook (Fencing weapon, Pickpocket, Streetwise, Picklock, Disarm Traps, Seduce, Etiquette, Haggle, Feint, Lunge, Mortal Blow, Master Parry, Wall of Blades, Windmill, Aimed Throw, Rain of Iron, Dodge I-III (W of Perraine Temple; you`ll need Gladys or some points in Streetwise to make him talk to you) - Magister Adran Gorbas (Alchemy, Arcane Lore, Etiquette, Eye of Eagle, Ear of Lynx, Aerofugo Vacuum, Fastness of Body, Atributo Courage/Cleverness/Intuition/Charisma/Dexterity/Agility/ Constitution/Strength, Move as the lighting, Balm of Healing, Lighting find you!, Corpofrigo Cold Shock, Summon Djinn, Duplicatus Double Vision, Eclipsus Shadow Force, Attribute Restoration, Iron Rust Rot, Elemental Minion, Hawkeye Markmanship, Fandango of Fireflies, Light in the darkness, Foramen Foraminor, Thunderbolt, Guardianum Magic Shield, Master of Animals, Horriphobus Phantasm, Ignifaxus Burst of Flame, Ignisphaero Fireball, Clarum Purum, Culminatio Ball of Lightning, Paralysis Stiff as Stone, Plumbumbarum heavy arm, Psychic Focus, Calm Body, Calm Spirit, See true and pure, Skeletarius, Sleep a Thousand Sheep, Tlaluc's Pestilential Breath) - Tallon Captain (Etiquette, Fencing weapons, Swords, Spears, Staves, TH axes/maces, TH swords, Offensive Combat I-III, Defensive Combat I-III, Feint, Lunge, Stormblade, Push, Mortal Blow, Mighty Blow, Knockdown, Roundhouse, Master Parry, Wall of Blades, Aimed Throw, Power Throw, Endurance I-III, Dodge I-II, Armor Use I-III, Shield Fighting I-III) NOTE: Available after first mission on The Marauders quest - Hunter Rombrooke (Survival, Plant Lore, Traps, Animal Lore, Bowyer, Spears, Crossbow, Bow, Aimed Shot, Marksman, Master Marksman, Rain of Arrows, Master Crossbowman, Dodge I-II) NOTE: He is near the woodcutter camp, S of Tallon and the leprechaun - Abbot of Tallon ( Treat poisons) NOTE: Inside Perraine`s Temple - Devotee Ulinai (Treat Poisons) Note: Prenn`s Grove MUROLOSH - Weaponmaster Gnorblash (Fencing weapons, Swords, Spears, Staves, TH axes/maces, TH swords, Offensive Combat I-III, Defensive Combat I-III, Feint, Lunge, Stormblade, Push, Mortal Blow, Mighty Blow, Knockdown, Roundhouse, Strike of Wrath, Master Parry, Wall of Blades, Windmill, Aimed Shot, Master Crossbowman, Rain of Arrows, Marksman, Master Marksman, Aimed Throw, Power Throw, Rain of Iron, Master Throw, Endurance I-III, Dodge I-III, Armor Use I-III, Shield Fighting I-III) NOTE: The only trainer in Strike of Wrath 15. Recipes a. Alchemy - Oneberry Juice = 5 alchemy, 10 oneberries, 2 spring water - Losenges of endurance (pills of endurance) = 14 alchemy, 10 mandrake powder,1 finage, 2 poison fang, 3 diamond dust, 5 golmoon leafs, 5 double distillate - Magic potion = 9 alchemy, 4 mandrake powder, 1 diamond dust, 3 double distillate, 1 belmart leaf - Weapon balm = 4 alchemy, 1 salve fat, 1 poison fang, 2 whirlweed - Wound powder = 2 alchemy, 5 mandrake powder, 1 oneberry, 2 whirlweed - Golmoon tea = 1 alchemy, 5 golmoon leafs, 1 spring water - Courage elixir = 3 alchemy, Immunity to Unconscious, 1 finage, 2 brimstone water, 1 golmoon leaf ; Immunity 10 min. to Dizzines - Intuition elixir = 6 alchemy, 1 finage, 2 spring water, 2 brimstone water, 2 chonchinis ; Immunity 10 min. to Sleep a Thousand Sheep - Cleverness elixir = 6 alchemy, 1 alcohol, 1 belmart leaf, 1 finage, 1 spring water ; Immunity 10 min. to Lightning find you! - Burn ointment = 2 alchemy, 5 chonchinis, 1 salve fat, 1 charcoal - Special Dark ale = 7 alchemy, + 5 ED, 1 oneberry, 1 brimstone water, 1 poison fang, 1 finage, 1 whirlweed, 1 ferdok pale ale b. Bowyery - Hunting arrows = 1 bowyery, 1 elm wood, 1 wood glue, 1 arrow heads, 1 goose feathers - Hunting bolts = 1 bowyery, 1 elm wood, 1 wood glue, 1 bolt heads, 1 goose feathers - War arrows = 7 bowyery, 1 yew wood, 1 wood glue, 1 arrow heads, 1 goose feathers - War bolts = 7 bowyery, 1 yew wood, 1 wood glue, 1 bolt heads, 1 goose feathers - Short bow = 3 bowyery, 2 elm wood, 4 wood glue, 4 leather strips, 2 sinews - Improved short bow = 8 bowyery, 1 improved sinew, 1 short bow - Longbow = 14 bowyery, 5 yew wood, 1 sinew, 2 wood glue, 4 leather strips - Lighstone bow = 6 bowyery, 4 yew wood, 1 metal parts, 2 wood glue, 5 leather strips, 1 sinew - Light crossbow = 5 bowyery, 1 elm wood, 1 metal parts, 1 sinews, 2 wood glue, 4 leather strips - Almadan crossbow = 9 bowyery, 1 improved sinews, 1 light crossbow - Improved sinews = 7 bowyery, 1 sinew, 2 salve fat - Snare traps = 4 bowyery, 1 sinews, 2 leather strips - Fire trap = 12 bowyery, 3 leather strips, 1 sinews, 1 tindermold c. Blacksmithing - Spear = 1 blacksmithing, 1 steel, 5 elm wood, 1 charcoal, 2 leather strips - Wyrm spear = 16 blacksmithing, 2 dwarven steel, 2 stone oak, 2 charcoal, 4 leather strips, 1 gold leaf, 1 dragon tooth, 1 weightstone - Throwing knives = 1 blacksmithing, 1 steel, 1 charcoal, 2 leather strips - Tempered throwing knives = 8 blacksmithing, 1 kosh steel, 1 charcoal, 2 leather strips - Whetstone = 3 blacksmithing, 4 sandstone, 1 leather strip - Weightstone = 2 steel, 1 charcoal, 2 leather strips - Thaloshrom`s Dwarven Skraja = 18 blacksmithing, 5 dwarven steel, 1 stone oak, 2 charcoal, 4 leather strips, 1 weightstone, 1 diamond whetstone - Meadowian hatchett = 12 blacksmithing, 4 kosh steel, 1 charcoal, 2 leather strips, 1 whetstone, 1 yew wood, 1 weightstone - Lockpicks = 8 blacksmithing, 1 kosh steel, 1 charcoal - Bear trap = 7 blacksmithing, 2 steel, 2 charcoal, 2 leather strips, 1 whetstone - Iron Shield = 8 blacksmithing, 2 leather strips, 1 charcoal, 4 kosh steel, 4 yew wood, 3 gold leafs - Sharpened throwing axe = 8 blacksmithing, 2 kosh steel, 1 charcoal, 4 leather strips, 1 whetstone, 1 weightstone - Short sword = 9 blacksmithing, 3 steel, 1 charcoal, 2 leather strips, 1 elm wood, 1 whetstone - Saber = 9 blacksmithing, 4 steel, 1 charcoal, 2 leather strips, 1 elm wood, 1 whetstone, 1 gold leaf - Knife butt = 10 blacksmithing, 1 kosh steel, 1 charcoal, 1 leather strips, 1 gold leaf 16. MONSTERS/CREATURES : a. Humanoids : - Orcs are slightly shorter than humans but are usually more muscular. Their bodies are entirely covered with a thick, black pelt – which is why they are often known as “Black Furs”. The hair on their heads can grow into a real mane. Orcs are strictly organized by caste, with the Khurkach (the warriors or hunters) at the top of the Orc society. Orcs are wild, aggressive and not blessed with intelligence. Outside their tribal lands, Orcs usually travel in small groups robbing and plundering. - Goblins are short, squat humanoid creatures. Their bodies are entirely covered in a thick red pelt and they often clothe themselves in furs and rags. They use crude clubs and simple bows. They are unskilled in metalworking and blacksmithing, but their warriors often use scavenged armor and metal weapons. Goblins are matriarchal and their clans are often led by a female shaman. Goblins are often aggressive but are easily intimidated. - Ogres can grow to a height of two and a half paces. They have pale skin and their hair is often sparse. Ogres have low intelligence and huge appetites. They will eat anything they can get into their mouths and they will not shy away from eating humans too. As a result, ogres are feared and hunted down wherever they are found. - Rock goblin has stony skin and razor-sharp teeth. They are said to nourish themselves on stone and to flee from light. They are feared by Dwarves because the rock goblin’s burrow in their underground tunnels, causing enormous damage. b. Beasts : - Unlike smaller species of rats, wolf rats will occasionally attack humans. They can be found both in the wilderness and in built-up areas. - Wolves are intelligent animals that roam in packs and hunt in coordinated groups. Usually, they only attack humans if they are hungry. - Bears are solitary predators that become aggressive when they feel threatened. Their huge bulk and strength make them fearsome foes that can inflict terrible wounds. - Crypt lice are carrion-eating scavengers that live in caves and underground areas. Their sharp mandibles and hard shells even allow them to attack humans occasionally, although a single crypt lyce is not usually much of a threat. - Emerald spiders have empathic powers and can communicate with one another telepathically, making them dangerous foes. It pays to have sufficient stocks of venom antidotes at hand when battling emerald spiders. - Wild boars are common throughout the forests of Kosh. They will eat almost anything and sometimes react aggressively towards humans. They tend to not be particularly big, but their tusks can inflict horrific wounds. - Giant fireflies are always hungry and tend to swarm. They are also known as dragon bugs and are a plague for humans and livestock alike. c. Arcane creatures : - When any living creature comes too close to the dragon plant, it springs to life and attacks its potential victim with a growth that resembles a dragon‘s maw. Its sharp thorns can inflict painful wounds. - Amoeba Giant tend to inhabit damp cellars and relentlessly attack other living creatures. They have no intelligence, but you should not underestimate them. They are strong and extremely resilient. They can form tentacles and secrete corrosive and foul-smelling digestive juices that are extremely difficult to remove. 17. USEFUL GLITCHES - Quick save - Quick load = when fighting tough bosses, like Mother rat beneath Ferdok, it`s useful to always have the first strike, exploiting Drakensang rules. After the strike, q save and load to get that strike over and over again, while bosses don`t get to hit once. - All the points you need = in Avestrue sergeant Erland will be the first NPC to meet. With Etiquette it`s possible to ask over and over again about his life. The only drawback is you get 5 EP each try, so this is a boring process. Don`t worry about the - 100% experience message when dusting rats, amoebas and such. Only you, Rhulana and Dranor get affected, while the rest of your companions will receive the points from fighting. - A summoned pet, skeleton, shadow and djinn will still be with you after his master is unconscious or removed from the party. Of course, in the time frame destined to exist. Don`t forget to cast Ice Cold Warrior on them. Someone mention - never tried - that you could summon more than one pet after the first one got Ice Cold Warrior on him because they became invulnerable. Your party will not follow, but they fight ! ( Thanks to elsellel who posted on game spot/drakensang forum/best summon ) - Add points to arcane lore, switch to your backpack to identify items, then cancel your upgraded points. The item will remain identified while you still have your adventure points intact. A minor bug that you can exploit if you wish, it'll save you a few hundred adventure points. ( Thanks to tckoffee from Game Spot forums) 18. Credits All credits go to Radon Labs, Dtp Entertainment AG and Drakensang fans who posted on forums about many issues - glitches, quest problems, character creation, game basics, strategy, weapons and rewards. THANKS, people, you are a gold mine of information ! Copyright 2009 Limona Razvan